Clean up codebase, rm texture, matrix -> load

This commit is contained in:
PedroEdiaz
2024-12-01 16:12:17 -06:00
parent a293008137
commit 904d686c6e
11 changed files with 169 additions and 231 deletions

View File

@@ -4,9 +4,8 @@ OBJ = \
ext/glad/glad.o \
src/surface.o \
src/context.o \
src/texture.o \
src/window.o \
src/matrix.o \
src/load.o \
src/shader.o \
src/input.o \
src/mesh.o \
@@ -30,14 +29,13 @@ WAYLAND-LIB = \
wayland
help:
@echo "Para compilar el proyecto a tu sistema operativo"
@echo "porfavor usa uno de los siguientes comandos:"
@echo "Usage:"
@echo " $(MAKE) windows"
@echo " $(MAKE) linux-x11"
@echo " $(MAKE) linux-wayland"
@echo " $(MAKE) cocoa"
@echo " $(MAKE) CC=emcc wasm"
@echo "Para limpiar los archivos compilados se puede usar"
@echo "Clean"
@echo " $(MAKE) clean"
src/main.o: src/data/axis.h src/data/shaders.h
@@ -63,7 +61,7 @@ cocoa: $(OBJ)
$(CC) -framework OpenGL -o $(BIN) $(OBJ) ext/glfw.a -lGL -lglfw
wasm: $(OBJ)
$(CC) -sUSE_WEBGL2=1 -sUSE_GLFW=3 -o $(BIN).js $(OBJ)
$(CC) -sUSE_WEBGL2=1 -sUSE_GLFW=3 -o $(BIN).html $(OBJ)
chmod -x $(BIN).wasm
libglfw.so:
@@ -77,4 +75,4 @@ clean:
.SUFFIXES: .c .o
.c.o:
$(CC) $(CFLAGS) -c -o $@ $<
$(CC) -Wno-implicit-function-declaration $(CFLAGS) -c -o $@ $<

View File

@@ -3,12 +3,8 @@
#ifdef EMSCRIPTEN
#include <GL/gl.h>
#else
#ifdef GLAD
#include <glad.h>
#include <GLFW/glfw3.h>
#else
#include <GL/glew.h>
#endif
#endif
void set_clean_color_context(unsigned char r, unsigned char g, unsigned char b)
@@ -22,12 +18,7 @@ int init_context(void)
#ifdef EMSCRIPTEN
return 1;
#else
#ifdef GLAD
return gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
#else
return glewInit();
#endif
#endif
}

View File

@@ -1,4 +1,4 @@
const char * vs =
const char *vs =
#ifdef EMSCRIPTEN
"#version 300 es\n"
"precision highp float;"
@@ -15,18 +15,16 @@ const char * vs =
"layout (location = 6) in float aNormal_z;"
"layout (location = 7) in float aNormal_w;"
"uniform uint idx;"
"uniform uint i;"
"uniform float angle;"
"uniform float i;"
"uniform vec4 color;"
"uniform mat4 fix;"
"uniform mat4 rot;"
"uniform mat4 mdl;"
"flat out uint index;"
"out vec3 Normal;"
"out vec3 FragPos;"
"out vec4 Color;"
"mat2 rotate2d( float angle )"
"{"
@@ -35,62 +33,53 @@ const char * vs =
"void main()"
"{"
" index=idx;"
" Color=color;"
" vec3 aNormal = vec3(aNormal_x,aNormal_y,aNormal_z);"
" vec3 aPos = vec3(aPos_x,aPos_y,aPos_z);"
" aNormal[i] = (vec2(aNormal[i], aNormal_w) * rotate2d(angle))[0];"
" aPos[i] = (vec2(aPos[i], aPos_w) * rotate2d(angle))[0];"
" aNormal[int(i)] = (vec2(aNormal[int(i)], aNormal_w) * "
"rotate2d(angle))[0];"
" aPos[int(i)] = (vec2(aPos[int(i)], aPos_w) * rotate2d(angle))[0];"
" Normal = mat3(transpose(inverse(rot*mdl))) * aNormal;"
" gl_Position = fix * rot * mdl * vec4( aPos, 1.0 );\n"
" FragPos = vec3( rot * mdl * vec4(aPos, 1.0));"
" Normal = mat3(transpose(inverse(rot))) * aNormal;"
" gl_Position = fix * rot * vec4( aPos, 1.0 );\n"
" FragPos = vec3( rot * vec4(aPos, 1.0));"
"}";
const char * fs_plain =
const char *fs_plain =
#ifdef EMSCRIPTEN
"#version 300 es\n"
"precision highp float;"
"precision highp sampler2DArray;"
#else
"#version 330 core\n"
#endif
"uniform sampler2DArray palette;"
"flat in uint index;"
"out vec4 FragColor;"
"in vec3 Normal;"
"in vec3 FragPos;"
"in vec4 Color;"
"void main()"
"{"
" vec4 color = texture( palette, vec3(0,0,index)).rgba;"
" FragColor = vec4(pow(vec3(color),vec3(1.0/2.2)),color.a);"
" FragColor = vec4(pow(vec3(Color),vec3(1.0/2.2)),Color.a);"
"}";
const char * fs =
const char *fs =
#ifdef EMSCRIPTEN
"#version 300 es\n"
"precision highp float;"
"precision highp sampler2DArray;"
#else
"#version 330 core\n"
#endif
"uniform sampler2DArray palette;"
"flat in uint index;"
"in vec3 Normal;"
"in vec3 FragPos;"
"in vec4 Color;"
"out vec4 FragColor;"
"void main()"
"{"
" vec4 color = texture(palette, vec3(0, 0, index));\n"
" vec3 viewPos = vec3(0, 0, -15);\n"
" vec3 viewDir = normalize(viewPos - FragPos);\n"
@@ -103,6 +92,7 @@ const char * fs =
" float specular = pow(abs(dot(normalize(Normal), halfwayDir)), 32.0);\n"
" float diffuse = abs(dot(normalize(Normal), lightDir));\n"
" vec3 result = pow((0.5 + 0.5*diffuse + 1.5*specular) * color.rgb, vec3(1.0/2.2));\n"
" FragColor = vec4(result, color.a);\n"
" vec3 result = pow((0.5 + 0.5*diffuse + 1.5*specular) * Color.rgb, "
"vec3(1.0/2.2));\n"
" FragColor = vec4(result, Color.a);\n"
"}";

34
src/load.c Normal file
View File

@@ -0,0 +1,34 @@
#include "main.h"
#include <cglm/cam.h>
#include <cglm/mat4.h>
#include <cglm/quat.h>
void fix_matrix_load(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 rot_matrix_load(id_t shader, quat_t q)
{
mat4 m;
glm_quat_mat4(q, m);
load_mat4_to_shader(shader, "rot", (mat4_t)m);
}
void color_load(id_t shader, unsigned char color[4])
{
float res[4];
res[0] = (float)color[0] / 0xff;
res[1] = (float)color[1] / 0xff;
res[2] = (float)color[2] / 0xff;
res[3] = (float)color[3] / 0xff;
load_float4_to_shader(shader, "color", res);
}

View File

@@ -22,12 +22,7 @@ struct projection projection = {.x = 0, .y = 1, .z = 2, .w = 3};
const char *wname = "manigraph: manifold grapher";
unsigned char palette[][4] = {
{0xEB, 0xD3, 0xF8, 0xff},
{0xEB, 0xD4, 0xF8, 0xff},
{0xEB, 0xD5, 0xF8, 0xff},
{0x2F, 0x3C, 0x7E, 0xff},
};
unsigned char color[4] = {0x2F, 0x3C, 0x7E, 0xff};
void mlog(char *msg)
{
@@ -53,8 +48,10 @@ static inline
q = poll_input(window);
load_rot_matrix(shader, q);
load_rot_matrix(shader_plain, q);
rot_matrix_load(shader, q);
rot_matrix_load(shader_plain, q);
color_load(shader, color);
color_load(shader_plain, color);
{
static float angle = 0;
@@ -71,8 +68,8 @@ static inline
if (animate_index)
{
load_uint_to_shader(shader, "i", animate_index - 1);
load_uint_to_shader(shader_plain, "i", animate_index - 1);
load_float_to_shader(shader, "i", animate_index - 1);
load_float_to_shader(shader_plain, "i", animate_index - 1);
angle += 0.01;
load_float_to_shader(shader, "angle", angle);
@@ -81,16 +78,12 @@ static inline
}
clean_context();
load_mdl_matrix(shader, 0, 3);
draw_mesh(m_surface);
load_mdl_matrix(shader_plain, 0, 3);
draw_mesh_lines(m_surface);
draw_mesh(shader, m_surface);
draw_mesh_lines(shader_plain, m_surface);
}
int main(void)
{
id_t texture;
mlog("[VENTANA] Inicializando...\n");
{
@@ -113,12 +106,6 @@ int main(void)
set_clean_color_context(0xFF, 0xFF, 0xFF);
}
mlog("[TEXTURE] Inicializando...\n");
{
texture = create_palette_texture(palette, 4);
use_texture(texture);
}
mlog("[SHADER] Inicializando...\n");
{
if (!(shader = create_shader()))
@@ -128,7 +115,7 @@ int main(void)
}
load_program_to_shader(shader, vs, VERTEX);
load_program_to_shader(shader, fs, FRAGMENT);
load_fix_matrix(shader, (float)WIDTH / HEIGHT);
fix_matrix_load(shader, (float)WIDTH / HEIGHT);
}
mlog("[SHADER] Inicializando...\n");
@@ -140,7 +127,7 @@ int main(void)
}
load_program_to_shader(shader_plain, vs, VERTEX);
load_program_to_shader(shader_plain, fs_plain, FRAGMENT);
load_fix_matrix(shader_plain, (float)WIDTH / HEIGHT);
fix_matrix_load(shader_plain, (float)WIDTH / HEIGHT);
}
mlog("[MESH] Inicializando...\n");
@@ -182,13 +169,11 @@ int main(void)
destroy_shader(shader_plain);
mlog("[SHADER] Destruyendo...\n");
destroy_shader(shader);
mlog("[TEXTURE] Destruyendo...\n");
destroy_texture(texture);
mlog("[WINDOW] Destruyendo...\n");
close_window(window);
return 0;
error_mesh_axis:
error_context:
mlog("[MESH] Destruyendo...\n");
destroy_mesh(m_surface);
error_mesh_surface:
@@ -198,9 +183,6 @@ error_shader_plain:
mlog("[SHADER] Destruyendo...\n");
destroy_shader(shader);
error_shader:
mlog("[TEXTURE] Destruyendo...\n");
destroy_texture(texture);
error_context:
mlog("[WINDOW] Destruyendo...\n");
close_window(window);
error_window:

View File

@@ -4,14 +4,13 @@
error of the shaders.
*/
/* #define DEBUG */
#define GLAD
#define DEBUG
typedef const void * window_t;
typedef const void *window_t;
typedef unsigned int id_t;
typedef void * mesh_t;
typedef float * quat_t;
typedef float * mat4_t;
typedef void *mesh_t;
typedef float *quat_t;
typedef float *mat4_t;
/*
This struct represent the proyection, where:
@@ -29,6 +28,21 @@ struct projection
unsigned char m, x, y, z, w;
};
/*
this structure has all the information to generate
a mesh, where:
data: the buffer with the vertex coords
norm: the buffer with the norm coords
vertex: the number of vertex
dim: the dimentions of the surface
*/
struct surface
{
float *data, *norm;
unsigned long vertex;
unsigned char dim;
};
/*
Init window:
w: default width;
@@ -36,7 +50,7 @@ struct projection
name: Name of the window.
*/
window_t init_window(unsigned int w, unsigned int h, const char * name);
window_t init_window(unsigned int w, unsigned int h, const char *name);
void use_window(window_t window);
@@ -51,15 +65,15 @@ void close_window(window_t window);
m: Dimention of mesh
*/
mesh_t create_mesh( float * d, float * n, unsigned char m );
mesh_t create_mesh(struct surface);
void set_projection_mesh( struct projection );
void set_projection_mesh(struct projection);
void destroy_mesh(mesh_t p);
void draw_mesh(mesh_t p);
void draw_mesh(id_t, mesh_t p);
void draw_mesh_lines(mesh_t p);
void draw_mesh_lines(id_t, mesh_t p);
/*
Set background color:
@@ -72,7 +86,7 @@ void set_clean_color_context(unsigned char r, unsigned char g, unsigned char b);
void clean_context(void);
int init_context( void );
int init_context(void);
void destroy_shader(id_t shader);
@@ -82,7 +96,8 @@ void use_shader(id_t shader);
enum
{
VERTEX, FRAGMENT
VERTEX,
FRAGMENT
};
/*
@@ -91,7 +106,8 @@ enum
type: VERTEX or FRAGMENT
*/
unsigned char load_program_to_shader(id_t shader, const char * src, unsigned int type);
unsigned char load_program_to_shader(
id_t shader, const char *src, unsigned int type);
/*
load float to shader:
@@ -99,7 +115,7 @@ unsigned char load_program_to_shader(id_t shader, const char * src, unsigned int
f: float to load
*/
void load_float_to_shader(id_t shader, char * var, float f);
void load_float_to_shader(id_t shader, char *var, float f);
/*
load unsigned int to shader:
@@ -107,7 +123,15 @@ void load_float_to_shader(id_t shader, char * var, float f);
u: unsigned int to load
*/
void load_uint_to_shader(id_t shader, char * var, unsigned int u);
void load_uint_to_shader(id_t shader, char *var, unsigned int u);
/*
load float[4] to shader:
var: name of glsl variable.
f: float[4] to load
*/
void load_float4_to_shader(id_t shader, char *var, float f[4]);
/*
load matrix 4 to shader:
@@ -115,7 +139,7 @@ void load_uint_to_shader(id_t shader, char * var, unsigned int u);
m: Matrix to load
*/
void load_mat4_to_shader(id_t shader, char * var, mat4_t m);
void load_mat4_to_shader(id_t shader, char *var, mat4_t m);
/*
Generate and load fix matrix, this matrix
@@ -124,23 +148,19 @@ void load_mat4_to_shader(id_t shader, char * var, mat4_t m);
ratio: default ratio of window.
*/
void load_fix_matrix(id_t shader, float ratio);
/*
Generate and load model matrix, it also sets the color
to draw.
i: From {0,1,2} select one of 3 ortogonal rotations,
One for each axis.
c: Color index of the pallete.
*/
void load_mdl_matrix(id_t shader, unsigned char i, unsigned char c);
void fix_matrix_load(id_t shader, float ratio);
/*
Generate and load rotation matrix.
q: quaterinon describing the rotation.
*/
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);
@@ -153,7 +173,7 @@ 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);

View File

@@ -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);
}

View File

@@ -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
}

View File

@@ -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]);
}

View File

@@ -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);

View File

@@ -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;
}