Final: Illumination
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24
src/main.c
24
src/main.c
@@ -3,7 +3,9 @@
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#include "data/axis.h"
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#include "data/shaders.h"
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#include <GL/glew.h>
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#include <stdlib.h>
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#include <cglm/vec3.h>
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#define WIDTH 512
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#define HEIGHT 512
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@@ -27,9 +29,11 @@ void calc_normal(float* v1, float* v2, float* v3, float* normal)
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glm_vec3_normalize(normal);
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}
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void fill_normal( float * d, float * n )
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float * fill_normal( float * d )
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{
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//*n = *d;
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float * n;
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n = malloc( (*d+1)*sizeof(float));
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*n = *d;
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for (int i = 0; i < *d; i += 9)
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{
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@@ -39,12 +43,14 @@ void fill_normal( float * d, float * n )
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glm_vec3_copy( norm_vec, (n+1)+i+3 );
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glm_vec3_copy( norm_vec, (n+1)+i+6 );
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}
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return n;
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}
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const char * wname = "manigraph: manifold grapher";
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int main( void )
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{
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float * n_cube, *n_axis;
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id_t shader, texture;
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mesh_t m_cube, m_axis;
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window_t window;
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@@ -57,8 +63,6 @@ int main( void )
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glewInit();
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fill_normal( d_cube, d_cube+(int)*d_cube);
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if( !( shader = create_shader() ) )
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goto error_shader;
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@@ -68,12 +72,18 @@ int main( void )
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load_fix_matrix( shader, (float)WIDTH/HEIGHT );
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if( !( m_cube = create_mesh( d_cube ) ) )
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n_cube = fill_normal( d_cube );
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n_axis = fill_normal( d_axis );
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if( !( m_cube = create_mesh( d_cube, n_cube ) ) )
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goto error_mesh_cube;
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if( !( m_axis = create_mesh( d_axis ) ) )
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if( !( m_axis = create_mesh( d_axis, n_axis ) ) )
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goto error_mesh_axis;
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free( n_cube );
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free( n_axis );
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texture=create_palette_texture( palette );
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use_texture( texture );
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