Merge branch 'klein'

This commit is contained in:
PedroEdiaz
2024-12-03 22:22:31 -06:00
21 changed files with 744 additions and 646 deletions

View File

@@ -2,20 +2,23 @@ BIN = manigraph
OBJ = \ OBJ = \
ext/glad/glad.o \ ext/glad/glad.o \
src/surface.o \
src/context.o \ src/context.o \
src/texture.o \
src/window.o \ src/window.o \
src/matrix.o \
src/shader.o \ src/shader.o \
src/klein.o \
src/input.o \ src/input.o \
src/load.o \
src/mesh.o \ src/mesh.o \
src/main.o src/main.o
EXAMPLES = \
example/basic.o
CFLAGS = \ CFLAGS = \
-I./ext/cglm/include \ -I./ext/cglm/include \
-I./ext/glfw/include \ -I./ext/glfw/include \
-I./ext/glad \ -I./ext/glad \
-I./include \
-Wall -Wno-unused-function -std=c99 -D_GNU_SOURCE \ -Wall -Wno-unused-function -std=c99 -D_GNU_SOURCE \
WAYLAND-LIB = \ WAYLAND-LIB = \
@@ -30,17 +33,16 @@ WAYLAND-LIB = \
wayland wayland
help: help:
@echo "Para compilar el proyecto a tu sistema operativo" @echo "Usage:"
@echo "porfavor usa uno de los siguientes comandos:"
@echo " $(MAKE) windows" @echo " $(MAKE) windows"
@echo " $(MAKE) linux-x11" @echo " $(MAKE) linux-x11"
@echo " $(MAKE) linux-wayland" @echo " $(MAKE) linux-wayland"
@echo " $(MAKE) cocoa" @echo " $(MAKE) cocoa"
@echo " $(MAKE) CC=emcc wasm" @echo " $(MAKE) CC=emcc wasm"
@echo "Para limpiar los archivos compilados se puede usar" @echo "Clean"
@echo " $(MAKE) clean" @echo " $(MAKE) clean"
src/main.o: src/data/axis.h src/data/shaders.h src/main.o: src/data/shaders.h
windows: $(OBJ) windows: $(OBJ)
cd ext; $(MAKE) -f glfw.mk windows; cd - cd ext; $(MAKE) -f glfw.mk windows; cd -
@@ -63,7 +65,7 @@ cocoa: $(OBJ)
$(CC) -framework OpenGL -o $(BIN) $(OBJ) ext/glfw.a -lGL -lglfw $(CC) -framework OpenGL -o $(BIN) $(OBJ) ext/glfw.a -lGL -lglfw
wasm: $(OBJ) 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 chmod -x $(BIN).wasm
libglfw.so: libglfw.so:
@@ -74,7 +76,9 @@ clean:
cd ext; $(MAKE) -f glfw.mk clean; cd - cd ext; $(MAKE) -f glfw.mk clean; cd -
examples: $(EXAMPLES)
.SUFFIXES: .c .o .SUFFIXES: .c .o
.c.o: .c.o:
$(CC) $(CFLAGS) -c -o $@ $< $(CC) -Wno-implicit-function-declaration $(CFLAGS) -c -o $@ $<

92
example/basic.c Normal file
View File

@@ -0,0 +1,92 @@
#include <math.h>
#include <stdio.h>
#define KLEIN_IMPLEMENT
#include <klein/klein.h>
#include <klein/norm.h>
#include <klein/parm.h>
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
void cube(float *d_surface, int *coord, unsigned char *grid)
{
int i;
for (i = 0; i < 4; i++)
d_surface[i] = (2 * (float)coord[i] / grid[i]) - 1;
if (4 == 2)
d_surface[2] = 0;
}
void mobius(float *d_surface, int *coord, unsigned char *grid)
{
const float width = 0.5;
float u = (2 * M_PI) * ((float)coord[0] / grid[0]);
float v = (2 * width) * ((float)coord[1] / grid[1]) - width;
d_surface[0] = cos(u) + v * cos(u / 2) * cos(u);
d_surface[1] = sin(u) + v * cos(u / 2) * sin(u);
d_surface[2] = v * sin(u / 2);
}
void torus(float *d_surface, int *coord, unsigned char *grid)
{
float u = (2 * M_PI) * ((float)coord[0] / grid[0]);
float v = (2 * M_PI) * ((float)coord[1] / grid[1]);
d_surface[0] = (1 + 0.5 * cos(v)) * cos(u);
d_surface[1] = (1 + 0.5 * cos(v)) * sin(u);
d_surface[2] = 0.5 * sin(v);
}
void klein(float *d_surface, int *coord, unsigned char *grid)
{
float u = (2 * M_PI) * ((float)coord[0] / grid[0]);
float v = (2 * M_PI) * ((float)coord[1] / grid[1]);
d_surface[0] = (0.5 * cos(v) + 0.5) * cos(u);
d_surface[1] = (0.5 * cos(v) + 0.5) * sin(u);
d_surface[2] = sin(v) * cos(u / 2);
d_surface[3] = sin(v) * sin(u / 2);
}
int main(void)
{
unsigned char i = 0;
const char *file_name[] = {"mobius.klein", "torus.klein", "klein.klein"};
struct parm parametrization[] = {{
.grid = (unsigned char[]){16, 4},
.m = 2,
.n = 3,
.f = mobius,
},
{
.grid = (unsigned char[]){16, 8},
.m = 2,
.n = 3,
.f = torus,
},
{
.grid = (unsigned char[]){16, 16},
.m = 2,
.n = 4,
.f = klein,
}};
for (i = 0; i < 3; ++i)
{
struct klein klein;
printf("writing %s\n", file_name[i]);
klein_parametrize(&klein, parametrization[i]);
klein_normalize(&klein);
klein_export_file(klein, file_name[i]);
free(klein.vertex);
free(klein.normals);
}
return 0;
}

50
example/n-cube.c Normal file
View File

@@ -0,0 +1,50 @@
#include <math.h>
#include <stdio.h>
#define KLEIN_IMPLEMENT
#include <klein/klein.h>
#include <klein/norm.h>
#include <klein/parm.h>
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
unsigned char dim = 4;
void cube(float *d_surface, int *coord, unsigned char *grid)
{
int i;
for (i = 0; i < dim; i++)
d_surface[i] = (2 * (float)coord[i] / grid[i]) - 1;
if (dim == 2)
d_surface[2] = 0;
}
int main(void)
{
unsigned char i;
char file_name[0xff];
struct klein klein;
struct parm parametrization = {
.m = dim,
.n = dim,
.f = cube,
};
parametrization.grid = malloc(dim);
for (i = 0; i < dim; ++i)
parametrization.grid[i] = 1 << i;
snprintf(file_name, 0xff, "%03d-cube.klein", dim);
printf("writing %s\n", file_name);
klein_parametrize(&klein, parametrization);
klein_normalize(&klein);
klein_export_file(klein, file_name);
return 0;
}

50
example/riemman.c Normal file
View File

@@ -0,0 +1,50 @@
#include <complex.h>
#include <math.h>
#include <stdio.h>
#define KLEIN_IMPLEMENT
#include <klein/klein.h>
#include <klein/norm.h>
#include <klein/parm.h>
#ifndef CMPLX
#define CMPLX(a, b) (a + I * b)
#endif
complex float f(complex float z) { return csqrt(z); }
void riemman(float *d_surface, int *coords, unsigned char *grid)
{
complex float eq;
float u = 2 * ((float)coords[0] / grid[0]) - 1;
float v = 2 * ((float)coords[1] / grid[1]) - 1;
eq = f(CMPLX(u, v));
d_surface[0] = u;
d_surface[1] = v;
d_surface[2] = creal(eq);
d_surface[3] = cimag(eq);
}
int main(void)
{
const char *file_name = "riemman.klein";
struct klein klein;
struct parm parametrization = {
.grid = (unsigned char[]){16, 4},
.m = 2,
.n = 4,
.f = riemman,
};
printf("writing %s\n", file_name);
klein_parametrize(&klein, parametrization);
klein_normalize(&klein);
klein_export_file(klein, file_name);
free(klein.vertex);
free(klein.normals);
return 0;
}

48
include/klein/klein.h Normal file
View File

@@ -0,0 +1,48 @@
#ifdef KLEIN_H
#error file included twice
#endif
#define KLEIN_H
#ifdef KLEIN_IMPLEMENT
#include <stdio.h>
#include <stdlib.h>
#endif
struct klein
{
unsigned long vertex_size;
float *vertex, *normals;
unsigned char dim;
};
/*
The klein format must have:
5 bytes with klein.
1 byte empty for expantions
1 byte with the dimention of the surface
*/
static inline
int klein_export_file(struct klein klein, const char * filename);
#ifdef KLEIN_IMPLEMENT
static inline
int klein_export_file(struct klein klein, const char * filename)
{
FILE *file = fopen(filename, "wb");
if (!file)
return 1;
fwrite("KLEIN", 1, 5, file);
fwrite("\0", 1, 1, file);
fwrite(&klein.dim, 1, 1, file);
fwrite(&klein.vertex_size, 8, 1, file);
fwrite(klein.vertex, 16, klein.vertex_size * klein.dim, file);
fwrite(klein.normals, 16, klein.vertex_size * klein.dim, file);
fclose(file);
return 0;
}
#endif

118
include/klein/norm.h Normal file
View File

@@ -0,0 +1,118 @@
static inline
void __calculate_normal( float *p1, float *p2, float *p3, float *normal, unsigned char n)
{ unsigned char i;
float alpha;
float *v1, *v2, *v3;
float *u1, *u2, *u3;
v1 = malloc(n * sizeof(float));
v2 = malloc(n * sizeof(float));
v3 = malloc(n * sizeof(float));
u1 = malloc(n * sizeof(float));
u2 = malloc(n * sizeof(float));
u3 = malloc(n * sizeof(float));
/*
Calculate a normal vector of a plain using Gram-Schmidt process
*/
{
for (i = 0; i < n; ++i)
{
v1[i] = p2[i] - p1[i];
v2[i] = p3[i] - p1[i];
v3[i] = p1[i];
}
for (i = 0; i < n; ++i)
{
u1[i] = v1[i];
}
{
float proj[n];
float dot_v2_u1 = 0.0f, dot_u1_u1 = 0.0f;
for (i = 0; i < n; ++i)
{
dot_v2_u1 += v2[i] * u1[i];
dot_u1_u1 += u1[i] * u1[i];
}
alpha = dot_v2_u1 / dot_u1_u1;
for (i = 0; i < n; ++i)
{
proj[i] = u1[i] * alpha;
u2[i] = v2[i] - proj[i];
}
}
{
float proj1[n], proj2[n];
float dot_v3_u1 = 0.0f, dot_u1_u1 = 0.0f;
float dot_v3_u2 = 0.0f, dot_u2_u2 = 0.0f;
for (i = 0; i < n; ++i)
{
dot_v3_u1 += v3[i] * u1[i];
dot_u1_u1 += u1[i] * u1[i];
}
for (i = 0; i < n; ++i)
{
proj1[i] = u1[i] * (dot_v3_u1 / dot_u1_u1);
}
for (i = 0; i < n; ++i)
{
dot_v3_u2 += v3[i] * u2[i];
dot_u2_u2 += u2[i] * u2[i];
}
for (i = 0; i < n; ++i)
{
proj2[i] = u2[i] * (dot_v3_u2 / dot_u2_u2);
u3[i] = v3[i] - proj1[i] - proj2[i];
}
}
float magnitude = 0.0f;
for (i = 0; i < n; ++i)
{
magnitude += u3[i] * u3[i];
}
magnitude = sqrtf(magnitude);
for (i = 0; i < n; ++i)
{
normal[i] = u3[i] / magnitude;
}
free(v1);
free(v2);
free(v3);
free(u1);
free(u2);
free(u3);
return;
}
}
void klein_normalize(struct klein * klein)
{
unsigned long i;
unsigned char j;
float *norm_vec;
klein->normals = malloc((klein->dim * klein->vertex_size) * sizeof(float));
norm_vec = malloc(klein->dim * sizeof(float));
for (i = 0; i < klein->vertex_size; i += 3 * klein->dim)
{
__calculate_normal(klein->vertex + i, klein->vertex + i + klein->dim, klein->vertex + i + 2 * klein->dim, norm_vec, klein->dim);
for (j = 0; j < klein->dim; ++j )
{
(klein->normals + i)[j]=norm_vec[j];
(klein->normals + i + klein->dim)[j]=norm_vec[j];
(klein->normals + i + 2*klein->dim)[j]=norm_vec[j];
}
}
free(norm_vec);
}

134
include/klein/parm.h Normal file
View File

@@ -0,0 +1,134 @@
#ifndef KLEIN_H
#warning Please include klein/klein.h before klein/parm.h
#endif
#ifdef KLEIN_PARM_H
#error file included twice
#endif
#define KLEIN_PARM_H
typedef void (*function_t)(float *, int *, unsigned char *);
struct parm
{
unsigned char *grid;
unsigned char m, n;
function_t f;
};
void klein_parametrize( struct klein * klein, struct parm parm );
#ifdef KLEIN_IMPLEMENT
#ifdef TEST
#include <assert.h>
#endif
static inline int __factorial(int n)
{
if (n == 1)
return 1;
return n * __factorial(n - 1);
}
static inline int __face(int n)
{
if (n == 2)
return 1;
return (1 << (n - 3)) * __factorial(n) / __factorial(n - 2);
}
void klein_parametrize( struct klein * klein, struct parm parm)
{
unsigned int i, j, k, o, p, n;
unsigned long size, q = 0;
int *face;
#ifdef TEST
assert(__face(2) == 1);
assert(__face(3) == 6);
assert(__face(4) == 24);
#endif
klein->dim = parm.n;
klein->vertex_size = 0;
{
unsigned char test = 0;
for (o = 0; o < parm.m; o++)
{
for (p = 0; p < o; p++)
{
test += 1;
klein->vertex_size += parm.grid[p] * parm.grid[o] * 6 * __face(parm.m);
}
}
klein->vertex_size /= test;
}
size = (klein->dim) * (klein->vertex_size);
klein->vertex = malloc(size * sizeof(float));
face = malloc(parm.m * sizeof(int));
for (o = 0; o < parm.m; o++)
{
for (p = 0; p < o; p++)
{
for (k = 0; k < (1 << (parm.m - 2)); k++)
{
unsigned char skip = 0;
for (n = 0; n < parm.m; n++)
{
if (n == o || n == p)
skip++;
face[n] = (k & (1 << (n - skip))) ? parm.grid[n] : 0;
}
for (i = 0; i < parm.grid[p]; i++)
{
for (j = 0; j < parm.grid[o]; j++)
{
face[p] = i;
face[o] = j;
parm.f(&klein->vertex[q], face, parm.grid);
q += parm.n;
face[p] = i + 1;
face[o] = j;
parm.f(&klein->vertex[q], face, parm.grid);
q += parm.n;
face[p] = i + 1;
face[o] = j + 1;
parm.f(&klein->vertex[q], face, parm.grid);
q += parm.n;
face[p] = i;
face[o] = j;
parm.f(&klein->vertex[q], face, parm.grid);
q += parm.n;
face[p] = i;
face[o] = j + 1;
parm.f(&klein->vertex[q], face, parm.grid);
q += parm.n;
face[p] = i + 1;
face[o] = j + 1;
parm.f(&klein->vertex[q], face, parm.grid);
q += parm.n;
}
}
}
}
}
#ifdef TEST
assert(q == size);
#endif
}
#endif

View File

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

View File

@@ -1,40 +0,0 @@
#undef A
#undef B
#undef C
#undef D
#undef E
#undef F
#undef G
#undef H
#define A -2.0,-0.05,-0.05,
#define B -2.0,-0.05, 0.05,
#define C -2.0, 0.05,-0.05,
#define D -2.0, 0.05, 0.05,
#define E 2.0,-0.05,-0.05,
#define F 2.0,-0.05, 0.05,
#define G 2.0, 0.05,-0.05,
#define H 2.0, 0.05, 0.05,
float d_axis[] =
{
3*3*2*6,
A C E
G E C
E G F
H F G
F H B
D B H
B D A
C A D
C D G
H G D
E B A
B E F
};

View File

@@ -1,4 +1,4 @@
const char * vs = const char *vs =
#ifdef EMSCRIPTEN #ifdef EMSCRIPTEN
"#version 300 es\n" "#version 300 es\n"
"precision highp float;" "precision highp float;"
@@ -15,94 +15,84 @@ const char * vs =
"layout (location = 6) in float aNormal_z;" "layout (location = 6) in float aNormal_z;"
"layout (location = 7) in float aNormal_w;" "layout (location = 7) in float aNormal_w;"
"uniform uint idx;"
"uniform uint i;"
"uniform float angle;" "uniform float angle;"
"uniform float i;"
"uniform vec4 color;"
"uniform mat4 fix;" "uniform mat4 fix;"
"uniform mat4 rot;" "uniform mat4 rot;"
"uniform mat4 mdl;"
"flat out uint index;"
"out vec3 Normal;" "out vec3 Normal;"
"out vec3 FragPos;" "out vec3 FragPos;"
"out vec4 Color;"
"mat2 rotate2d( float angle )" "mat2 rotate2d( float angle )"
"{" "{"
"return mat2( cos(angle), sin(angle), -sin(angle), cos(angle) );" "return mat2( cos(angle), sin(angle), -sin(angle), cos(angle) );"
"}" "}"
"void main()" "void main()"
"{" "{"
" index=idx;" " Color=color;"
" vec3 aNormal = vec3(aNormal_x,aNormal_y,aNormal_z);" " vec3 aNormal = vec3(aNormal_x,aNormal_y,aNormal_z);"
" vec3 aPos = vec3(aPos_x,aPos_y,aPos_z);" " vec3 aPos = vec3(aPos_x,aPos_y,aPos_z);"
" aNormal[i] = (vec2(aNormal[i], aNormal_w) * rotate2d(angle))[0];" " aNormal[int(i)] = (vec2(aNormal[int(i)], aNormal_w) * "
" aPos[i] = (vec2(aPos[i], aPos_w) * rotate2d(angle))[0];" "rotate2d(angle))[0];"
" aPos[int(i)] = (vec2(aPos[int(i)], aPos_w) * rotate2d(angle))[0];"
" Normal = mat3(transpose(inverse(rot*mdl))) * aNormal;" " Normal = mat3(transpose(inverse(rot))) * aNormal;"
" gl_Position = fix * rot * mdl * vec4( aPos, 1.0 );\n" " gl_Position = fix * rot * vec4( aPos, 1.0 );\n"
" FragPos = vec3( rot * mdl * vec4(aPos, 1.0));" " FragPos = vec3( rot * vec4(aPos, 1.0));"
"}"; "}";
const char *fs_plain =
const char * fs_plain =
#ifdef EMSCRIPTEN #ifdef EMSCRIPTEN
"#version 300 es\n" "#version 300 es\n"
"precision highp float;" "precision highp float;"
"precision highp sampler2DArray;"
#else #else
"#version 330 core\n" "#version 330 core\n"
#endif #endif
"uniform sampler2DArray palette;"
"flat in uint index;"
"out vec4 FragColor;" "out vec4 FragColor;"
"in vec3 Normal;" "in vec3 Normal;"
"in vec3 FragPos;" "in vec3 FragPos;"
"in vec4 Color;"
"void main()" "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 #ifdef EMSCRIPTEN
"#version 300 es\n" "#version 300 es\n"
"precision highp float;" "precision highp float;"
"precision highp sampler2DArray;"
#else #else
"#version 330 core\n" "#version 330 core\n"
#endif #endif
"uniform sampler2DArray palette;" "in vec3 Normal;"
"in vec3 FragPos;"
"in vec4 Color;"
"flat in uint index;" "out vec4 FragColor;"
"in vec3 Normal;"
"in vec3 FragPos;"
"out vec4 FragColor;" "void main()"
"{"
"void main()" " vec3 viewPos = vec3(0, 0, -15);\n"
"{" " vec3 viewDir = normalize(viewPos - FragPos);\n"
" vec4 color = texture(palette, vec3(0, 0, index));\n"
" vec3 viewPos = vec3(0, 0, -15);\n" " vec3 lightPos = viewPos;\n"
" vec3 viewDir = normalize(viewPos - FragPos);\n" " vec3 lightDir = normalize(lightPos - FragPos);\n"
" vec3 lightPos = viewPos;\n" " vec3 halfwayDir = normalize(lightDir + viewDir);\n"
" vec3 lightDir = normalize(lightPos - FragPos);\n"
" vec3 halfwayDir = normalize(lightDir + viewDir);\n" " float specular = pow(abs(dot(normalize(Normal), halfwayDir)), 32.0);\n"
" float diffuse = abs(dot(normalize(Normal), lightDir));\n"
" float specular = pow(abs(dot(normalize(Normal), halfwayDir)), 32.0);\n" " vec3 result = pow((0.5 + 0.5*diffuse + 1.5*specular) * Color.rgb, "
" float diffuse = abs(dot(normalize(Normal), lightDir));\n" "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"
"}";

View File

@@ -128,6 +128,23 @@ void __scroll_callback_input(GLFWwindow *window, double xoffset, double yoffset)
glm_quat_rotatev(r, axis[2], axis[2]); glm_quat_rotatev(r, axis[2], axis[2]);
} }
void __drop_callback_input(GLFWwindow *window, int count, char **path)
{
struct surface surface;
if (create_surface_klein(*path, &surface))
return;
if (!(projection.mesh = create_mesh(surface)))
return;
projection.m = surface.dim;
set_projection_mesh(projection);
free(surface.norm);
free(surface.data);
}
quat_t poll_input(window_t window) quat_t poll_input(window_t window)
{ {
versor p = GLM_QUAT_IDENTITY_INIT; versor p = GLM_QUAT_IDENTITY_INIT;

44
src/klein.c Normal file
View File

@@ -0,0 +1,44 @@
#include "main.h"
#include <stdio.h>
/*
KLEIN Format:
5 bytes with KLEIN
1 byte empty for scaling
1 byte with the dimention of the surface
8 bytes interprated as a long with the number of vertex
n bytes with the vertex data of the surface
n bytes with the normal data of the surface
where n is the size of the vertex and normal data that could be
calculated as the dimention of the surface time the number of vertes
time the size of a 16 bytes float.
*/
int create_surface_klein(unsigned char *path, struct surface *surface)
{
unsigned long size;
char buffer[5];
FILE *file = fopen(path, "rb");
if (!file)
return 1;
fread(buffer, 1, 5, file);
if (strncmp(buffer, "KLEIN", 5))
return 1;
fread(buffer, 1, 1, file);
fread(&surface->dim, 1, 1, file);
fread(&surface->vertex, 8, 1, file);
size = surface->dim * surface->vertex;
surface->data = malloc(16 * size);
fread(surface->data, 16, size, file);
surface->norm = malloc(16 * size);
fread(surface->norm, 16, size, file);
return 0;
}

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

@@ -1,5 +1,4 @@
#include "main.h" #include "main.h"
#include "data/axis.h"
#include "data/shaders.h" #include "data/shaders.h"
#include <stdio.h> #include <stdio.h>
@@ -16,19 +15,11 @@
#define M_PI 3.14159 #define M_PI 3.14159
#endif #endif
float *generate_data_surface(unsigned char *); struct projection projection = {.x = 0, .y = 1, .z = 2, .w = 3, .mesh = NULL};
float *generate_normals_surface(float *, unsigned char);
struct projection projection = {.x = 0, .y = 1, .z = 2, .w = 3};
const char *wname = "manigraph: manifold grapher"; const char *wname = "manigraph: manifold grapher";
unsigned char palette[][4] = { unsigned char color[4] = {0x2F, 0x3C, 0x7E, 0xff};
{0xEB, 0xD3, 0xF8, 0xff},
{0xEB, 0xD4, 0xF8, 0xff},
{0xEB, 0xD5, 0xF8, 0xff},
{0x2F, 0x3C, 0x7E, 0xff},
};
void mlog(char *msg) void mlog(char *msg)
{ {
@@ -38,9 +29,7 @@ void mlog(char *msg)
} }
window_t window; window_t window;
mesh_t m_surface, m_axis;
id_t shader, shader_plain; id_t shader, shader_plain;
unsigned char m;
extern volatile unsigned char animate_index; extern volatile unsigned char animate_index;
@@ -55,8 +44,10 @@ static inline
q = poll_input(window); q = poll_input(window);
load_rot_matrix(shader, q); rot_matrix_load(shader, q);
load_rot_matrix(shader_plain, q); rot_matrix_load(shader_plain, q);
color_load(shader, color);
color_load(shader_plain, color);
{ {
static float angle = 0; static float angle = 0;
@@ -73,8 +64,8 @@ static inline
if (animate_index) if (animate_index)
{ {
load_uint_to_shader(shader, "i", animate_index - 1); load_float_to_shader(shader, "i", animate_index - 1);
load_uint_to_shader(shader_plain, "i", animate_index - 1); load_float_to_shader(shader_plain, "i", animate_index - 1);
angle += 0.01; angle += 0.01;
load_float_to_shader(shader, "angle", angle); load_float_to_shader(shader, "angle", angle);
@@ -83,24 +74,15 @@ static inline
} }
clean_context(); clean_context();
#ifndef DEBUG if (!projection.mesh)
load_mdl_matrix(shader_plain, 0, 0); return;
draw_mesh(m_axis);
load_mdl_matrix(shader_plain, 1, 1);
draw_mesh(m_axis);
load_mdl_matrix(shader_plain, 2, 2);
draw_mesh(m_axis);
#endif
load_mdl_matrix(shader, 0, 3);
draw_mesh(m_surface);
load_mdl_matrix(shader_plain, 0, 3); draw_mesh(shader, projection.mesh);
draw_mesh_lines(m_surface); draw_mesh_lines(shader_plain, projection.mesh);
} }
int main(void) int main(void)
{ {
id_t texture;
mlog("[VENTANA] Inicializando...\n"); mlog("[VENTANA] Inicializando...\n");
{ {
@@ -123,12 +105,6 @@ int main(void)
set_clean_color_context(0xFF, 0xFF, 0xFF); set_clean_color_context(0xFF, 0xFF, 0xFF);
} }
mlog("[TEXTURE] Inicializando...\n");
{
texture = create_palette_texture(palette, 4);
use_texture(texture);
}
mlog("[SHADER] Inicializando...\n"); mlog("[SHADER] Inicializando...\n");
{ {
if (!(shader = create_shader())) if (!(shader = create_shader()))
@@ -138,7 +114,7 @@ int main(void)
} }
load_program_to_shader(shader, vs, VERTEX); load_program_to_shader(shader, vs, VERTEX);
load_program_to_shader(shader, fs, FRAGMENT); 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"); mlog("[SHADER] Inicializando...\n");
@@ -150,36 +126,7 @@ int main(void)
} }
load_program_to_shader(shader_plain, vs, VERTEX); load_program_to_shader(shader_plain, vs, VERTEX);
load_program_to_shader(shader_plain, fs_plain, FRAGMENT); 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");
{
float *n_surface, *d_surface;
d_surface = generate_data_surface(&m);
n_surface = generate_normals_surface(d_surface, m);
if (!(m_surface = create_mesh(d_surface, n_surface, m)))
{
mlog("[MESH] Error al inicializar...\n");
goto error_mesh_surface;
}
projection.m = m;
projection.mesh = m_surface;
set_projection_mesh(projection);
free(n_surface);
free(d_surface);
}
mlog("[MESH] Inicializando...\n");
{
if (!(m_axis = create_mesh(d_axis, NULL, 3)))
{
mlog("[MESH] Error al inicializar...\n");
goto error_mesh_axis;
}
} }
mlog("[MAIN LOOP] Inicializando...\n"); mlog("[MAIN LOOP] Inicializando...\n");
@@ -193,34 +140,22 @@ int main(void)
mlog("[MAIN LOOP] Terminando...\n"); mlog("[MAIN LOOP] Terminando...\n");
mlog("[MESH] Destruyendo...\n"); mlog("[MESH] Destruyendo...\n");
destroy_mesh(m_axis); destroy_mesh(projection.mesh);
mlog("[MESH] Destruyendo...\n");
destroy_mesh(m_surface);
mlog("[SHADER] Destruyendo...\n"); mlog("[SHADER] Destruyendo...\n");
destroy_shader(shader_plain); destroy_shader(shader_plain);
mlog("[SHADER] Destruyendo...\n"); mlog("[SHADER] Destruyendo...\n");
destroy_shader(shader); destroy_shader(shader);
mlog("[TEXTURE] Destruyendo...\n");
destroy_texture(texture);
mlog("[WINDOW] Destruyendo...\n"); mlog("[WINDOW] Destruyendo...\n");
close_window(window); close_window(window);
return 0; return 0;
mlog("[MESH] Destruyendo...\n"); error_context:
destroy_mesh(m_axis);
error_mesh_axis:
mlog("[MESH] Destruyendo...\n");
destroy_mesh(m_surface);
error_mesh_surface:
mlog("[SHADER] Destruyendo...\n"); mlog("[SHADER] Destruyendo...\n");
destroy_shader(shader_plain); destroy_shader(shader_plain);
error_shader_plain: error_shader_plain:
mlog("[SHADER] Destruyendo...\n"); mlog("[SHADER] Destruyendo...\n");
destroy_shader(shader); destroy_shader(shader);
error_shader: error_shader:
mlog("[TEXTURE] Destruyendo...\n");
destroy_texture(texture);
error_context:
mlog("[WINDOW] Destruyendo...\n"); mlog("[WINDOW] Destruyendo...\n");
close_window(window); close_window(window);
error_window: error_window:

View File

@@ -4,16 +4,15 @@
error of the shaders. error of the shaders.
*/ */
/* #define DEBUG */ #define DEBUG
#define GLAD
typedef const void * window_t; typedef const void *window_t;
typedef unsigned int id_t; typedef unsigned int id_t;
typedef void * mesh_t; typedef void *mesh_t;
typedef float * quat_t; typedef float *quat_t;
typedef float * mat4_t; typedef float *mat4_t;
/* /*
This struct represent the proyection, where: This struct represent the proyection, where:
mesh: data of surface. mesh: data of surface.
m: the dimention of the surface. m: the dimention of the surface.
@@ -29,14 +28,32 @@ struct projection
unsigned char m, x, y, z, w; 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: Init window:
w: default width; w: default width;
h: default height; h: default height;
name: Name of the window. name: Name of the window.
*/ */
window_t init_window(unsigned int w, unsigned int h, const char * name); int create_surface_klein( unsigned char *, struct surface * );
window_t init_window(unsigned int w, unsigned int h, const char *name);
void use_window(window_t window); void use_window(window_t window);
@@ -44,22 +61,22 @@ int is_open_window(window_t window);
void close_window(window_t window); void close_window(window_t window);
/* /*
Create mesh: Create mesh:
d: array of floats with the vertex data. d: array of floats with the vertex data.
n: array of floats with the normal data. n: array of floats with the normal data.
m: Dimention of mesh 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 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: Set background color:
@@ -72,7 +89,7 @@ void set_clean_color_context(unsigned char r, unsigned char g, unsigned char b);
void clean_context(void); void clean_context(void);
int init_context( void ); int init_context(void);
void destroy_shader(id_t shader); void destroy_shader(id_t shader);
@@ -82,7 +99,8 @@ void use_shader(id_t shader);
enum enum
{ {
VERTEX, FRAGMENT VERTEX,
FRAGMENT
}; };
/* /*
@@ -91,7 +109,8 @@ enum
type: VERTEX or FRAGMENT 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: load float to shader:
@@ -99,7 +118,7 @@ unsigned char load_program_to_shader(id_t shader, const char * src, unsigned int
f: float to load 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: load unsigned int to shader:
@@ -107,7 +126,15 @@ void load_float_to_shader(id_t shader, char * var, float f);
u: unsigned int to load 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: load matrix 4 to shader:
@@ -115,32 +142,28 @@ void load_uint_to_shader(id_t shader, char * var, unsigned int u);
m: Matrix to load 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 Generate and load fix matrix, this matrix
has the information of the perspective and has the information of the perspective and
camera information. camera information.
ratio: default ratio of window. ratio: default ratio of window.
*/ */
void load_fix_matrix(id_t shader, float ratio); void fix_matrix_load(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);
/* /*
Generate and load rotation matrix. Generate and load rotation matrix.
q: quaterinon describing the rotation. 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); id_t config_texture(unsigned short type);
@@ -153,12 +176,6 @@ void destroy_texture(id_t texture);
colors: array of color values (rgba in hex ). colors: array of color values (rgba in hex ).
n: number of color on colors. 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); quat_t poll_input(window_t window);
#ifdef EMSCRIPTEN
#ifdef GLAD
#error undefine GLAD on src/main.h please
#endif
#endif

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" #include "main.h"
#ifdef GLAD
#include <glad.h> #ifdef EMSCRIPTEN
#include <GL/gl.h>
#else #else
#include <GL/glew.h> #include <glad.h>
#endif #endif
#include <stdio.h> #include <stdio.h>
#include <stdlib.h> #include <stdlib.h>
@@ -47,36 +49,34 @@ void set_projection_mesh(struct projection projection)
This trick can be done with glVertexAttribPointer. This trick can be done with glVertexAttribPointer.
*/ */
mesh_t create_mesh(float *d, float *n, unsigned char m) mesh_t create_mesh(struct surface surface)
{ {
unsigned char i; unsigned char i;
struct obj *p; struct obj *p;
p = malloc(sizeof(struct obj)); p = malloc(sizeof(struct obj));
p->vertex = (*d) / m; p->vertex = surface.vertex;
glGenVertexArrays(1, &p->vao); glGenVertexArrays(1, &p->vao);
glBindVertexArray(p->vao); glBindVertexArray(p->vao);
glGenBuffers(1, &p->d_vbo); glGenBuffers(1, &p->d_vbo);
glBindBuffer(GL_ARRAY_BUFFER, p->d_vbo); glBindBuffer(GL_ARRAY_BUFFER, p->d_vbo);
glBufferData( glBufferData(GL_ARRAY_BUFFER, p->vertex * surface.dim * sizeof(float),
GL_ARRAY_BUFFER, p->vertex * m * sizeof(float), d + 1, GL_STATIC_DRAW); surface.data, GL_STATIC_DRAW);
if (n) if (surface.norm)
{ {
glGenBuffers(1, &p->n_vbo); glGenBuffers(1, &p->n_vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, p->n_vbo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, p->n_vbo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, p->vertex * m * sizeof(float), glBufferData(GL_ELEMENT_ARRAY_BUFFER,
n + 1, GL_STATIC_DRAW); p->vertex * surface.dim * sizeof(float), surface.norm,
GL_STATIC_DRAW);
} }
for (i = 0; i < 4; ++i) for (i = 0; i < 8; ++i)
{
glEnableVertexAttribArray(i); glEnableVertexAttribArray(i);
glEnableVertexAttribArray(i + 4);
}
return p; return p;
} }
@@ -91,19 +91,27 @@ void destroy_mesh(mesh_t p)
free(p); free(p);
} }
void draw_mesh(mesh_t p) void draw_mesh(id_t shader, mesh_t p)
{ {
struct obj *obj = p; struct obj *obj = p;
glUseProgram(shader);
glBindVertexArray(obj->vao); glBindVertexArray(obj->vao);
#ifndef EMSCRIPTEN
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
glDrawArrays(GL_TRIANGLES, 0, obj->vertex); 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; struct obj *obj = p;
glUseProgram(shader);
glBindVertexArray(obj->vao); glBindVertexArray(obj->vao);
#ifndef EMSCRIPTEN
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glDrawArrays(GL_TRIANGLES, 0, obj->vertex); glDrawArrays(GL_TRIANGLES, 0, obj->vertex);
#else
glDrawArrays(GL_LINES, 0, obj->vertex);
#endif
} }

View File

@@ -1,20 +1,20 @@
#include "main.h" #include "main.h"
#ifdef GLAD #ifndef EMSCRIPTEN
#include <glad.h> #include <glad.h>
#else #else
#include <GL/glew.h> #include <GL/gl.h>
#endif #endif
#ifdef DEBUG #ifdef DEBUG
#include <stdio.h> #include <stdio.h>
#endif #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(); } 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 char load_program_to_shader(
unsigned int program, const char *src, unsigned int i) 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); 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) void load_mat4_to_shader(unsigned int program, char *var, float *mat)
{ {
glUseProgram(program); glUseProgram(program);
glUniformMatrix4fv(glGetUniformLocation(program, var), 1, 0, mat); 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

@@ -1,309 +0,0 @@
#include <complex.h>
#include <math.h>
#include <stdlib.h>
#include <string.h>
#define TEST
#define CGLM_ALL_UNALIGNED
#include <cglm/vec3.h>
#include <cglm/vec4.h>
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
#ifndef CMPLX
#define CMPLX(a, b) (a + I * b)
#endif
#ifdef TEST
#include <assert.h>
#endif
#include <stdio.h>
typedef void (*function_t)(float *, int *, int);
struct parm
{
function_t f;
unsigned char m, n;
unsigned int grid;
} parm;
int factorial(int n)
{
if (n == 1)
return 1;
return n * factorial(n - 1);
}
int numero_caras(int n)
{
if (n == 2)
return 1;
return (1 << (n - 3)) * factorial(n) / factorial(n - 2);
}
void riemman(float *d_surface, int *coords, int grid)
{
complex double eq;
float u = 2 * ((float)coords[0] / grid) - 1;
float v = 2 * ((float)coords[1] / grid) - 1;
eq = csqrt(CMPLX(u, v));
d_surface[0] = u;
d_surface[1] = v;
d_surface[2] = creal(eq);
d_surface[3] = cimag(eq);
}
void cube(float *d_surface, int *coord, int grid)
{
int i;
for (i = 0; i < parm.m; i++)
d_surface[i] = (2 * (float)coord[i] / grid) - 1;
if (parm.m == 2)
d_surface[2] = 0;
}
void mobius(float *d_surface, int *coord, int grid)
{
const float width = 0.5;
float u = (2 * M_PI) * ((float)coord[0] / grid);
float v = (2 * width) * ((float)coord[1] / grid) - width;
d_surface[0] = cos(u) + v * cos(u / 2) * cos(u);
d_surface[1] = sin(u) + v * cos(u / 2) * sin(u);
d_surface[2] = v * sin(u / 2);
}
void torus(float *d_surface, int *coord, int grid)
{
float u = (2 * M_PI) * ((float)coord[0] / grid);
float v = (2 * M_PI) * ((float)coord[1] / grid);
d_surface[0] = (1 + 0.5 * cos(v)) * cos(u);
d_surface[1] = (1 + 0.5 * cos(v)) * sin(u);
d_surface[2] = 0.5 * sin(v);
}
void klein(float *d_surface, int *coord, int grid)
{
float u = (2 * M_PI) * ((float)coord[0] / grid);
float v = (2 * M_PI) * ((float)coord[1] / grid);
d_surface[0] = (0.5 * cos(v) + 0.5) * cos(u);
d_surface[1] = (0.5 * cos(v) + 0.5) * sin(u);
d_surface[2] = sin(v) * cos(u / 2);
d_surface[3] = sin(v) * sin(u / 2);
}
float *generate_data_surface(unsigned char *s)
{
unsigned int i, j, k, o, p, n;
long size, q = 0;
float *d_surface;
int *cara;
parm.f = klein;
parm.m = 2;
parm.n = 4;
parm.grid = 16;
#ifdef TEST
assert(numero_caras(2) == 1);
assert(numero_caras(3) == 6);
assert(numero_caras(4) == 24);
#endif
*s = parm.n;
cara = malloc(parm.m * sizeof(int));
size = parm.grid * parm.grid * 6 * (parm.n) * numero_caras(parm.m);
d_surface = malloc((size + 1) * sizeof(float));
d_surface[0] = size;
for (o = 0; o < parm.m; o++)
{
for (p = 0; p < o; p++)
{
for (k = 0; k < (1 << (parm.m - 2)); k++)
{
unsigned char skip = 0;
for (n = 0; n < parm.m; n++)
{
if (n == o || n == p)
skip++;
cara[n] = (k & (1 << (n - skip))) ? parm.grid : 0;
}
for (i = 0; i < parm.grid; i++)
{
for (j = 0; j < parm.grid; j++)
{
cara[p] = i;
cara[o] = j;
parm.f(&d_surface[q + 1], cara, parm.grid);
q += parm.n;
cara[p] = i + 1;
cara[o] = j;
parm.f(&d_surface[q + 1], cara, parm.grid);
q += parm.n;
cara[p] = i + 1;
cara[o] = j + 1;
parm.f(&d_surface[q + 1], cara, parm.grid);
q += parm.n;
cara[p] = i;
cara[o] = j;
parm.f(&d_surface[q + 1], cara, parm.grid);
q += parm.n;
cara[p] = i;
cara[o] = j + 1;
parm.f(&d_surface[q + 1], cara, parm.grid);
q += parm.n;
cara[p] = i + 1;
cara[o] = j + 1;
parm.f(&d_surface[q + 1], cara, parm.grid);
q += parm.n;
}
}
}
}
}
#ifdef TEST
assert(q == size);
#endif
return d_surface;
}
static void __calculate_normal(
float *p1, float *p2, float *p3, float *normal, unsigned char n)
{
unsigned char i;
float alpha;
float *v1, *v2, *v3;
float *u1, *u2, *u3;
v1 = malloc(n * sizeof(float));
v2 = malloc(n * sizeof(float));
v3 = malloc(n * sizeof(float));
u1 = malloc(n * sizeof(float));
u2 = malloc(n * sizeof(float));
u3 = malloc(n * sizeof(float));
/*
Calculate a normal vector of a plain using Gram-Schmidt process
*/
{
for (i = 0; i < n; ++i)
{
v1[i] = p2[i] - p1[i];
v2[i] = p3[i] - p1[i];
v3[i] = p1[i];
}
for (i = 0; i < n; ++i)
{
u1[i] = v1[i];
}
{
float proj[n];
float dot_v2_u1 = 0.0f, dot_u1_u1 = 0.0f;
for (i = 0; i < n; ++i)
{
dot_v2_u1 += v2[i] * u1[i];
dot_u1_u1 += u1[i] * u1[i];
}
alpha = dot_v2_u1 / dot_u1_u1;
for (i = 0; i < n; ++i)
{
proj[i] = u1[i] * alpha;
u2[i] = v2[i] - proj[i];
}
}
{
float proj1[n], proj2[n];
float dot_v3_u1 = 0.0f, dot_u1_u1 = 0.0f;
float dot_v3_u2 = 0.0f, dot_u2_u2 = 0.0f;
for (i = 0; i < n; ++i)
{
dot_v3_u1 += v3[i] * u1[i];
dot_u1_u1 += u1[i] * u1[i];
}
for (i = 0; i < n; ++i)
{
proj1[i] = u1[i] * (dot_v3_u1 / dot_u1_u1);
}
for (i = 0; i < n; ++i)
{
dot_v3_u2 += v3[i] * u2[i];
dot_u2_u2 += u2[i] * u2[i];
}
for (i = 0; i < n; ++i)
{
proj2[i] = u2[i] * (dot_v3_u2 / dot_u2_u2);
u3[i] = v3[i] - proj1[i] - proj2[i];
}
}
float magnitude = 0.0f;
for (i = 0; i < n; ++i)
{
magnitude += u3[i] * u3[i];
}
magnitude = sqrtf(magnitude);
for (i = 0; i < n; ++i)
{
normal[i] = u3[i] / magnitude;
}
free(v1);
free(v2);
free(v3);
free(u1);
free(u2);
free(u3);
return;
}
}
float *generate_normals_surface(float *d, unsigned char m)
{
float *n;
n = malloc((*d + 1) * sizeof(float));
*n = *d;
float *norm_vec;
norm_vec = malloc(m * sizeof(float));
for (int i = 0; i < *d; i += 3 * m)
{
__calculate_normal(
(d + 1) + i, (d + 1) + i + m, (d + 1) + i + 2 * m, norm_vec, m);
glm_vec3_copy(norm_vec, (n + 1) + i);
glm_vec3_copy(norm_vec, (n + 1) + i + m);
glm_vec3_copy(norm_vec, (n + 1) + i + 2 * m);
}
free(norm_vec);
return n;
}

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;
}

View File

@@ -7,6 +7,7 @@ void __window_callback_input(GLFWwindow *, int, int);
void __mouse_callback_input(GLFWwindow *, int, int, int); void __mouse_callback_input(GLFWwindow *, int, int, int);
void __scroll_callback_input(GLFWwindow *, double, double); void __scroll_callback_input(GLFWwindow *, double, double);
void __key_callback_input(GLFWwindow *, int, int, int, int); void __key_callback_input(GLFWwindow *, int, int, int, int);
void __drop_callback_input(GLFWwindow *, int, const char **);
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);
@@ -64,6 +65,7 @@ window_t init_window(unsigned int width, unsigned int height, const char *title)
glfwSetMouseButtonCallback((GLFWwindow *)window, __mouse_callback_input); glfwSetMouseButtonCallback((GLFWwindow *)window, __mouse_callback_input);
glfwSetScrollCallback((GLFWwindow *)window, __scroll_callback_input); glfwSetScrollCallback((GLFWwindow *)window, __scroll_callback_input);
glfwSetKeyCallback((GLFWwindow *)window, __key_callback_input); glfwSetKeyCallback((GLFWwindow *)window, __key_callback_input);
glfwSetDropCallback((GLFWwindow *)window, __drop_callback_input);
__window_callback_input((GLFWwindow *)window, width, height); __window_callback_input((GLFWwindow *)window, width, height);