Clean up codebase, rm texture, matrix -> load
This commit is contained in:
@@ -3,12 +3,8 @@
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#ifdef EMSCRIPTEN
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#include <GL/gl.h>
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#else
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#ifdef GLAD
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#include <glad.h>
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#include <GLFW/glfw3.h>
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#else
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#include <GL/glew.h>
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#endif
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#endif
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void set_clean_color_context(unsigned char r, unsigned char g, unsigned char b)
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@@ -22,12 +18,7 @@ int init_context(void)
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#ifdef EMSCRIPTEN
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return 1;
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#else
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#ifdef GLAD
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return gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
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#else
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return glewInit();
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#endif
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#endif
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}
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@@ -1,4 +1,4 @@
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const char * vs =
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const char *vs =
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#ifdef EMSCRIPTEN
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"#version 300 es\n"
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"precision highp float;"
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@@ -15,94 +15,84 @@ const char * vs =
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"layout (location = 6) in float aNormal_z;"
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"layout (location = 7) in float aNormal_w;"
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"uniform uint idx;"
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"uniform uint i;"
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"uniform float angle;"
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"uniform float i;"
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"uniform vec4 color;"
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"uniform mat4 fix;"
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"uniform mat4 rot;"
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"uniform mat4 mdl;"
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"flat out uint index;"
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"out vec3 Normal;"
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"out vec3 FragPos;"
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"out vec4 Color;"
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"mat2 rotate2d( float angle )"
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"{"
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"return mat2( cos(angle), sin(angle), -sin(angle), cos(angle) );"
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"return mat2( cos(angle), sin(angle), -sin(angle), cos(angle) );"
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"}"
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"void main()"
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"{"
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" index=idx;"
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" Color=color;"
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" vec3 aNormal = vec3(aNormal_x,aNormal_y,aNormal_z);"
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" vec3 aPos = vec3(aPos_x,aPos_y,aPos_z);"
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" aNormal[i] = (vec2(aNormal[i], aNormal_w) * rotate2d(angle))[0];"
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" aPos[i] = (vec2(aPos[i], aPos_w) * rotate2d(angle))[0];"
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" aNormal[int(i)] = (vec2(aNormal[int(i)], aNormal_w) * "
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"rotate2d(angle))[0];"
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" aPos[int(i)] = (vec2(aPos[int(i)], aPos_w) * rotate2d(angle))[0];"
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" Normal = mat3(transpose(inverse(rot*mdl))) * aNormal;"
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" gl_Position = fix * rot * mdl * vec4( aPos, 1.0 );\n"
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" FragPos = vec3( rot * mdl * vec4(aPos, 1.0));"
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" Normal = mat3(transpose(inverse(rot))) * aNormal;"
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" gl_Position = fix * rot * vec4( aPos, 1.0 );\n"
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" FragPos = vec3( rot * vec4(aPos, 1.0));"
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"}";
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const char * fs_plain =
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const char *fs_plain =
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#ifdef EMSCRIPTEN
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"#version 300 es\n"
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"precision highp float;"
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"precision highp sampler2DArray;"
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#else
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"#version 330 core\n"
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#endif
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"uniform sampler2DArray palette;"
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"flat in uint index;"
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"out vec4 FragColor;"
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"in vec3 Normal;"
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"in vec3 FragPos;"
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"in vec4 Color;"
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"void main()"
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"{"
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" vec4 color = texture( palette, vec3(0,0,index)).rgba;"
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" FragColor = vec4(pow(vec3(color),vec3(1.0/2.2)),color.a);"
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" FragColor = vec4(pow(vec3(Color),vec3(1.0/2.2)),Color.a);"
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"}";
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const char * fs =
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const char *fs =
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#ifdef EMSCRIPTEN
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"#version 300 es\n"
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"#version 300 es\n"
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"precision highp float;"
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"precision highp sampler2DArray;"
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#else
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"#version 330 core\n"
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"#version 330 core\n"
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#endif
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"uniform sampler2DArray palette;"
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"in vec3 Normal;"
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"in vec3 FragPos;"
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"in vec4 Color;"
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"flat in uint index;"
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"in vec3 Normal;"
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"in vec3 FragPos;"
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"out vec4 FragColor;"
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"out vec4 FragColor;"
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"void main()"
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"{"
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"void main()"
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"{"
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" vec4 color = texture(palette, vec3(0, 0, index));\n"
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" vec3 viewPos = vec3(0, 0, -15);\n"
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" vec3 viewDir = normalize(viewPos - FragPos);\n"
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" vec3 viewPos = vec3(0, 0, -15);\n"
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" vec3 viewDir = normalize(viewPos - FragPos);\n"
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" vec3 lightPos = viewPos;\n"
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" vec3 lightDir = normalize(lightPos - FragPos);\n"
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" vec3 lightPos = viewPos;\n"
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" vec3 lightDir = normalize(lightPos - FragPos);\n"
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" vec3 halfwayDir = normalize(lightDir + viewDir);\n"
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" vec3 halfwayDir = normalize(lightDir + viewDir);\n"
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" float specular = pow(abs(dot(normalize(Normal), halfwayDir)), 32.0);\n"
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" float diffuse = abs(dot(normalize(Normal), lightDir));\n"
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" float specular = pow(abs(dot(normalize(Normal), halfwayDir)), 32.0);\n"
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" float diffuse = abs(dot(normalize(Normal), lightDir));\n"
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" vec3 result = pow((0.5 + 0.5*diffuse + 1.5*specular) * color.rgb, vec3(1.0/2.2));\n"
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" FragColor = vec4(result, color.a);\n"
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"}";
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" vec3 result = pow((0.5 + 0.5*diffuse + 1.5*specular) * Color.rgb, "
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"vec3(1.0/2.2));\n"
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" FragColor = vec4(result, Color.a);\n"
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"}";
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34
src/load.c
Normal file
34
src/load.c
Normal file
@@ -0,0 +1,34 @@
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#include "main.h"
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#include <cglm/cam.h>
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#include <cglm/mat4.h>
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#include <cglm/quat.h>
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void fix_matrix_load(id_t shader, float ratio)
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{
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mat4 m, n;
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const int d = 7;
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glm_lookat((vec3){0, 0, -d}, (vec3){0, 0, 0}, (vec3){0, 1, 0}, m);
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glm_perspective(CGLM_PI / 6, ratio, d - 3, d + 3, n);
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glm_mat4_mul(n, m, m);
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load_mat4_to_shader(shader, "fix", (mat4_t)m);
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}
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void rot_matrix_load(id_t shader, quat_t q)
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{
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mat4 m;
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glm_quat_mat4(q, m);
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load_mat4_to_shader(shader, "rot", (mat4_t)m);
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}
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void color_load(id_t shader, unsigned char color[4])
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{
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float res[4];
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res[0] = (float)color[0] / 0xff;
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res[1] = (float)color[1] / 0xff;
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res[2] = (float)color[2] / 0xff;
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res[3] = (float)color[3] / 0xff;
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load_float4_to_shader(shader, "color", res);
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}
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42
src/main.c
42
src/main.c
@@ -22,12 +22,7 @@ struct projection projection = {.x = 0, .y = 1, .z = 2, .w = 3};
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const char *wname = "manigraph: manifold grapher";
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unsigned char palette[][4] = {
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{0xEB, 0xD3, 0xF8, 0xff},
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{0xEB, 0xD4, 0xF8, 0xff},
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{0xEB, 0xD5, 0xF8, 0xff},
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{0x2F, 0x3C, 0x7E, 0xff},
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};
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unsigned char color[4] = {0x2F, 0x3C, 0x7E, 0xff};
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void mlog(char *msg)
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{
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@@ -53,8 +48,10 @@ static inline
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q = poll_input(window);
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load_rot_matrix(shader, q);
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load_rot_matrix(shader_plain, q);
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rot_matrix_load(shader, q);
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rot_matrix_load(shader_plain, q);
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color_load(shader, color);
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color_load(shader_plain, color);
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{
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static float angle = 0;
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@@ -71,8 +68,8 @@ static inline
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if (animate_index)
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{
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load_uint_to_shader(shader, "i", animate_index - 1);
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load_uint_to_shader(shader_plain, "i", animate_index - 1);
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load_float_to_shader(shader, "i", animate_index - 1);
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load_float_to_shader(shader_plain, "i", animate_index - 1);
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angle += 0.01;
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load_float_to_shader(shader, "angle", angle);
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@@ -81,16 +78,12 @@ static inline
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}
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clean_context();
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load_mdl_matrix(shader, 0, 3);
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draw_mesh(m_surface);
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load_mdl_matrix(shader_plain, 0, 3);
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draw_mesh_lines(m_surface);
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draw_mesh(shader, m_surface);
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draw_mesh_lines(shader_plain, m_surface);
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}
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int main(void)
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{
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id_t texture;
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mlog("[VENTANA] Inicializando...\n");
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{
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@@ -113,12 +106,6 @@ int main(void)
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set_clean_color_context(0xFF, 0xFF, 0xFF);
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}
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mlog("[TEXTURE] Inicializando...\n");
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{
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texture = create_palette_texture(palette, 4);
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use_texture(texture);
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}
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mlog("[SHADER] Inicializando...\n");
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{
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if (!(shader = create_shader()))
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@@ -128,7 +115,7 @@ int main(void)
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}
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load_program_to_shader(shader, vs, VERTEX);
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load_program_to_shader(shader, fs, FRAGMENT);
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load_fix_matrix(shader, (float)WIDTH / HEIGHT);
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fix_matrix_load(shader, (float)WIDTH / HEIGHT);
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}
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mlog("[SHADER] Inicializando...\n");
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@@ -140,7 +127,7 @@ int main(void)
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}
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load_program_to_shader(shader_plain, vs, VERTEX);
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load_program_to_shader(shader_plain, fs_plain, FRAGMENT);
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load_fix_matrix(shader_plain, (float)WIDTH / HEIGHT);
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fix_matrix_load(shader_plain, (float)WIDTH / HEIGHT);
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}
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mlog("[MESH] Inicializando...\n");
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@@ -182,13 +169,11 @@ int main(void)
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destroy_shader(shader_plain);
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mlog("[SHADER] Destruyendo...\n");
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destroy_shader(shader);
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mlog("[TEXTURE] Destruyendo...\n");
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destroy_texture(texture);
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mlog("[WINDOW] Destruyendo...\n");
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close_window(window);
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return 0;
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error_mesh_axis:
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error_context:
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mlog("[MESH] Destruyendo...\n");
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destroy_mesh(m_surface);
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error_mesh_surface:
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@@ -198,9 +183,6 @@ error_shader_plain:
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mlog("[SHADER] Destruyendo...\n");
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destroy_shader(shader);
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error_shader:
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mlog("[TEXTURE] Destruyendo...\n");
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destroy_texture(texture);
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error_context:
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mlog("[WINDOW] Destruyendo...\n");
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close_window(window);
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error_window:
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88
src/main.h
88
src/main.h
@@ -4,16 +4,15 @@
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error of the shaders.
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*/
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/* #define DEBUG */
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#define GLAD
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#define DEBUG
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typedef const void * window_t;
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typedef const void *window_t;
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typedef unsigned int id_t;
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typedef void * mesh_t;
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typedef float * quat_t;
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typedef float * mat4_t;
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typedef void *mesh_t;
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typedef float *quat_t;
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typedef float *mat4_t;
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/*
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/*
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This struct represent the proyection, where:
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mesh: data of surface.
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m: the dimention of the surface.
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@@ -29,14 +28,29 @@ struct projection
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unsigned char m, x, y, z, w;
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};
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/*
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/*
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this structure has all the information to generate
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a mesh, where:
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data: the buffer with the vertex coords
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norm: the buffer with the norm coords
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vertex: the number of vertex
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dim: the dimentions of the surface
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*/
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struct surface
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{
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float *data, *norm;
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unsigned long vertex;
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unsigned char dim;
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};
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/*
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Init window:
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w: default width;
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h: default height;
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name: Name of the window.
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*/
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window_t init_window(unsigned int w, unsigned int h, const char * name);
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window_t init_window(unsigned int w, unsigned int h, const char *name);
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void use_window(window_t window);
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@@ -44,22 +58,22 @@ int is_open_window(window_t window);
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void close_window(window_t window);
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/*
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/*
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Create mesh:
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d: array of floats with the vertex data.
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n: array of floats with the normal data.
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m: Dimention of mesh
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*/
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mesh_t create_mesh( float * d, float * n, unsigned char m );
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mesh_t create_mesh(struct surface);
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void set_projection_mesh( struct projection );
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void set_projection_mesh(struct projection);
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void destroy_mesh(mesh_t p);
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void draw_mesh(mesh_t p);
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void draw_mesh(id_t, mesh_t p);
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void draw_mesh_lines(mesh_t p);
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void draw_mesh_lines(id_t, mesh_t p);
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/*
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Set background color:
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@@ -72,7 +86,7 @@ void set_clean_color_context(unsigned char r, unsigned char g, unsigned char b);
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void clean_context(void);
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int init_context( void );
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int init_context(void);
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void destroy_shader(id_t shader);
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@@ -82,7 +96,8 @@ void use_shader(id_t shader);
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enum
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{
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VERTEX, FRAGMENT
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VERTEX,
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FRAGMENT
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};
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/*
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@@ -91,7 +106,8 @@ enum
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type: VERTEX or FRAGMENT
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*/
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unsigned char load_program_to_shader(id_t shader, const char * src, unsigned int type);
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unsigned char load_program_to_shader(
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id_t shader, const char *src, unsigned int type);
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/*
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load float to shader:
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@@ -99,7 +115,7 @@ unsigned char load_program_to_shader(id_t shader, const char * src, unsigned int
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f: float to load
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*/
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void load_float_to_shader(id_t shader, char * var, float f);
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void load_float_to_shader(id_t shader, char *var, float f);
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/*
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load unsigned int to shader:
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@@ -107,7 +123,15 @@ void load_float_to_shader(id_t shader, char * var, float f);
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u: unsigned int to load
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*/
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void load_uint_to_shader(id_t shader, char * var, unsigned int u);
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void load_uint_to_shader(id_t shader, char *var, unsigned int u);
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/*
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load float[4] to shader:
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var: name of glsl variable.
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f: float[4] to load
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*/
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void load_float4_to_shader(id_t shader, char *var, float f[4]);
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/*
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load matrix 4 to shader:
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@@ -115,32 +139,28 @@ void load_uint_to_shader(id_t shader, char * var, unsigned int u);
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m: Matrix to load
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*/
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void load_mat4_to_shader(id_t shader, char * var, mat4_t m);
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void load_mat4_to_shader(id_t shader, char *var, mat4_t m);
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/*
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Generate and load fix matrix, this matrix
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has the information of the perspective and
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camera information.
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ratio: default ratio of window.
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*/
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void load_fix_matrix(id_t shader, float ratio);
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/*
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Generate and load model matrix, it also sets the color
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to draw.
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i: From {0,1,2} select one of 3 ortogonal rotations,
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One for each axis.
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c: Color index of the pallete.
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*/
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void load_mdl_matrix(id_t shader, unsigned char i, unsigned char c);
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void fix_matrix_load(id_t shader, float ratio);
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/*
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Generate and load rotation matrix.
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q: quaterinon describing the rotation.
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*/
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|
||||
void load_rot_matrix(id_t shader, quat_t q);
|
||||
void rot_matrix_load(id_t shader, quat_t q);
|
||||
|
||||
/*
|
||||
*/
|
||||
|
||||
void color_load(id_t shader, unsigned char color[4]);
|
||||
|
||||
id_t config_texture(unsigned short type);
|
||||
|
||||
@@ -153,11 +173,11 @@ void destroy_texture(id_t texture);
|
||||
colors: array of color values (rgba in hex ).
|
||||
n: number of color on colors.
|
||||
*/
|
||||
id_t create_palette_texture(const unsigned char colors[][4], unsigned char n );
|
||||
id_t create_palette_texture(const unsigned char colors[][4], unsigned char n);
|
||||
|
||||
quat_t poll_input(window_t window);
|
||||
|
||||
#ifdef EMSCRIPTEN
|
||||
#ifdef EMSCRIPTEN
|
||||
#ifdef GLAD
|
||||
#error undefine GLAD on src/main.h please
|
||||
#endif
|
||||
|
||||
50
src/matrix.c
50
src/matrix.c
@@ -1,50 +0,0 @@
|
||||
#include "main.h"
|
||||
#include <cglm/cam.h>
|
||||
#include <cglm/mat4.h>
|
||||
#include <cglm/quat.h>
|
||||
|
||||
mat4 ortho[] = {
|
||||
{
|
||||
{1, 0, 0, 0},
|
||||
{0, 1, 0, 0},
|
||||
{0, 0, 1, 0},
|
||||
{0, 0, 0, 1},
|
||||
},
|
||||
{
|
||||
{0, 1, 0, 0},
|
||||
{-1, 0, 0, 0},
|
||||
{0, 0, 1, 0},
|
||||
{0, 0, 0, 1},
|
||||
},
|
||||
{
|
||||
{0, 0, 1, 0},
|
||||
{0, 1, 0, 0},
|
||||
{-1, 0, 0, 0},
|
||||
{0, 0, 0, 1},
|
||||
},
|
||||
};
|
||||
|
||||
void load_fix_matrix(id_t shader, float ratio)
|
||||
{
|
||||
mat4 m, n;
|
||||
const int d = 7;
|
||||
|
||||
glm_lookat((vec3){0, 0, -d}, (vec3){0, 0, 0}, (vec3){0, 1, 0}, m);
|
||||
glm_perspective(CGLM_PI / 6, ratio, d - 3, d + 3, n);
|
||||
glm_mat4_mul(n, m, m);
|
||||
|
||||
load_mat4_to_shader(shader, "fix", (mat4_t)m);
|
||||
}
|
||||
|
||||
void load_mdl_matrix(id_t shader, unsigned char i, unsigned char c)
|
||||
{
|
||||
load_uint_to_shader(shader, "idx", c);
|
||||
load_mat4_to_shader(shader, "mdl", (mat4_t)ortho[i]);
|
||||
}
|
||||
|
||||
void load_rot_matrix(id_t shader, quat_t q)
|
||||
{
|
||||
mat4 m;
|
||||
glm_quat_mat4(q, m);
|
||||
load_mat4_to_shader(shader, "rot", (mat4_t)m);
|
||||
}
|
||||
20
src/mesh.c
20
src/mesh.c
@@ -1,9 +1,11 @@
|
||||
#include "main.h"
|
||||
#ifdef GLAD
|
||||
#include <glad.h>
|
||||
|
||||
#ifdef EMSCRIPTEN
|
||||
#include <GL/gl.h>
|
||||
#else
|
||||
#include <GL/glew.h>
|
||||
#include <glad.h>
|
||||
#endif
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
@@ -89,19 +91,27 @@ void destroy_mesh(mesh_t p)
|
||||
free(p);
|
||||
}
|
||||
|
||||
void draw_mesh(mesh_t p)
|
||||
void draw_mesh(id_t shader, mesh_t p)
|
||||
{
|
||||
struct obj *obj = p;
|
||||
|
||||
glUseProgram(shader);
|
||||
glBindVertexArray(obj->vao);
|
||||
#ifndef EMSCRIPTEN
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
#endif
|
||||
glDrawArrays(GL_TRIANGLES, 0, obj->vertex);
|
||||
}
|
||||
void draw_mesh_lines(mesh_t p)
|
||||
void draw_mesh_lines(id_t shader, mesh_t p)
|
||||
{
|
||||
struct obj *obj = p;
|
||||
|
||||
glUseProgram(shader);
|
||||
glBindVertexArray(obj->vao);
|
||||
#ifndef EMSCRIPTEN
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
glDrawArrays(GL_TRIANGLES, 0, obj->vertex);
|
||||
#else
|
||||
glDrawArrays(GL_LINES, 0, obj->vertex);
|
||||
#endif
|
||||
}
|
||||
|
||||
21
src/shader.c
21
src/shader.c
@@ -1,20 +1,20 @@
|
||||
#include "main.h"
|
||||
|
||||
#ifdef GLAD
|
||||
#ifndef EMSCRIPTEN
|
||||
#include <glad.h>
|
||||
#else
|
||||
#include <GL/glew.h>
|
||||
#include <GL/gl.h>
|
||||
#endif
|
||||
|
||||
#ifdef DEBUG
|
||||
#include <stdio.h>
|
||||
#endif
|
||||
|
||||
void destroy_shader(unsigned int shader) { return glDeleteProgram(shader); }
|
||||
void destroy_shader(unsigned int shader) { glDeleteProgram(shader); }
|
||||
|
||||
unsigned int create_shader(void) { return glCreateProgram(); }
|
||||
|
||||
void use_shader(unsigned int program) { return glUseProgram(program); }
|
||||
void use_shader(unsigned int program) { glUseProgram(program); }
|
||||
|
||||
unsigned char load_program_to_shader(
|
||||
unsigned int program, const char *src, unsigned int i)
|
||||
@@ -54,14 +54,15 @@ void load_float_to_shader(unsigned int program, char *var, float f)
|
||||
glUniform1f(glGetUniformLocation(program, var), f);
|
||||
}
|
||||
|
||||
void load_uint_to_shader(unsigned int program, char *var, unsigned int u)
|
||||
{
|
||||
glUseProgram(program);
|
||||
glUniform1ui(glGetUniformLocation(program, var), u);
|
||||
}
|
||||
|
||||
void load_mat4_to_shader(unsigned int program, char *var, float *mat)
|
||||
{
|
||||
glUseProgram(program);
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, var), 1, 0, mat);
|
||||
}
|
||||
|
||||
void load_float4_to_shader(unsigned int program, char *var, float float4[4])
|
||||
{
|
||||
glUseProgram(program);
|
||||
glUniform4f(glGetUniformLocation(program, var), float4[0], float4[1],
|
||||
float4[2], float4[3]);
|
||||
}
|
||||
|
||||
@@ -112,9 +112,9 @@ float *generate_data_surface(unsigned char *dim, unsigned long *vertex)
|
||||
int *cara;
|
||||
|
||||
parm.f = cube;
|
||||
parm.m = 5;
|
||||
parm.n = 5;
|
||||
parm.grid = (char[7]){16, 2, 8, 4, 3, 5, 1};
|
||||
parm.m = 4;
|
||||
parm.n = 4;
|
||||
parm.grid = (char[]){16, 8, 4, 2, 1};
|
||||
|
||||
#ifdef TEST
|
||||
assert(faces(2) == 1);
|
||||
|
||||
@@ -1,38 +0,0 @@
|
||||
#include "main.h"
|
||||
#ifdef GLAD
|
||||
#include <glad.h>
|
||||
#else
|
||||
#include <GL/glew.h>
|
||||
#endif
|
||||
|
||||
#define TYPE GL_TEXTURE_2D_ARRAY
|
||||
|
||||
static id_t __config_texture(unsigned short type)
|
||||
{
|
||||
id_t texture;
|
||||
|
||||
glGenTextures(1, &texture);
|
||||
glBindTexture(TYPE, texture);
|
||||
|
||||
{
|
||||
glTexParameteri(TYPE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(TYPE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
}
|
||||
|
||||
return texture;
|
||||
}
|
||||
|
||||
void use_texture(id_t texture) { return glBindTexture(TYPE, texture); }
|
||||
|
||||
void destroy_texture(unsigned int texture)
|
||||
{
|
||||
return glDeleteTextures(1, &texture);
|
||||
}
|
||||
|
||||
id_t create_palette_texture(const unsigned char colors[][4], unsigned char n)
|
||||
{
|
||||
id_t texture = __config_texture(TYPE);
|
||||
glTexImage3D(
|
||||
TYPE, 0, GL_RGBA, 1, 1, n, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors);
|
||||
return texture;
|
||||
}
|
||||
Reference in New Issue
Block a user