PPP
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@@ -31,12 +31,6 @@ narray_float_t d_cube =
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A B E
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B E F
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};
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narray_float_t n_cube =
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{
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3 * 3 * 2 * 6,
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A C E
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C E G
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@@ -2,6 +2,7 @@ const char * vs =
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"#version 330 core\n"
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"layout (location = 0) in vec3 aPos;"
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"layout (location = 1) in vec3 aNormal;"
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"uniform float idx;"
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"uniform mat4 fix;"
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@@ -9,13 +10,19 @@ const char * vs =
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"uniform mat4 mdl;"
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"out float index;"
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"out vec3 Normal;"
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"out vec3 FragPos;"
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"void main()"
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"{"
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" index=idx;"
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" gl_Position = fix * rot * mdl * vec4( aPos, 1.0 );\n"
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"Normal = aNormal;"
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"FragPos = vec3( rot * vec4(aPos, 1.0));"
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"}";
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const char * fs =
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"#version 330 core\n"
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@@ -23,8 +30,21 @@ const char * fs =
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"in float 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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"void main()"
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"{"
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" FragColor = texture( palette, vec3( 0, 0, index ) ).rgba;"
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" vec3 lightColor = vec3(1,1,1);"
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" vec3 lightPos = vec3(10,10,10);"
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" vec3 norm = normalize(Normal);"
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" vec3 lightDir = normalize(lightPos - FragPos);"
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" float diffuse = max(dot(norm, lightDir), 0.0);"
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" float ambient = 0.1;"
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" FragColor = vec4((ambient + diffuse)*lightColor,1.0)* texture( palette, vec3( 0, 0, index ) ).rgba;"
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"}";
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16
src/main.c
Normal file → Executable file
16
src/main.c
Normal file → Executable file
@@ -29,15 +29,17 @@ void calc_normal(float* v1, float* v2, float* v3, float* normal)
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void fill_normal( float * d, float * n )
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{
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*n = *d;
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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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vec3 norm_vec;
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calc_normal((d+1)+i, (d+1)+i+3, (d+1)+i+6, norm_vec);
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glm_vec3_copy( norm_vec, (n+1)+i );
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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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glm_vec3_copy( norm_vec, (n+1)+i );
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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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}
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@@ -57,15 +59,15 @@ int main( void )
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glewInit();
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fill_normal( d_cube, n_cube );
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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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gload_program( shader, vs, VERTEX );
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gload_program( shader, fs, FRAGMENT );
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use_shader( shader );
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use_shader( shader );
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load_fix_matrix( shader, (float)WIDTH/HEIGHT );
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33
src/mesh.c
33
src/mesh.c
@@ -4,28 +4,35 @@
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struct obj
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{
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unsigned int vertex, vao, vbo;
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unsigned int vertex, n_vao, d_vao, n_vbo, d_vbo;
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};
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mesh_t create_mesh( narray_float_t mesh )
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mesh_t create_mesh( narray_float_t d )
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{
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struct obj * p;
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p=malloc(sizeof(struct obj));
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p->vertex=(*mesh)/3;
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p->vertex=(*d)/3;
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glGenVertexArrays( 1, &p->vao );
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glGenBuffers( 1, &p->vbo );
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glGenVertexArrays( 1, &p->n_vao );
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glGenVertexArrays( 1, &p->d_vao );
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glGenBuffers( 1, &p->d_vbo );
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glGenBuffers( 1, &p->n_vbo );
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glBindVertexArray( p->vao );
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glBindBuffer( GL_ARRAY_BUFFER, p->vbo );
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glBufferData( GL_ARRAY_BUFFER, (p->vertex*3)*sizeof(int), mesh+1,
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glBindVertexArray( p->d_vao );
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glBindBuffer( GL_ARRAY_BUFFER, p->d_vbo );
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glBufferData( GL_ARRAY_BUFFER, 2*(p->vertex*3)*sizeof(float), d+1,
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GL_STATIC_DRAW );
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glVertexAttribPointer( 0,3,GL_FLOAT, 0, 3*sizeof(int), NULL );
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glVertexAttribPointer( 0,3,GL_FLOAT, 0, 3*sizeof(float), NULL );
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glEnableVertexAttribArray(0);
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glVertexAttribPointer( 1,3,GL_FLOAT, *d, 3*sizeof(float), NULL );
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glEnableVertexAttribArray(1);
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return p;
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}
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@@ -33,8 +40,10 @@ void destroy_mesh( mesh_t p )
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{
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struct obj * obj ;
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obj = p;
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glDeleteVertexArrays( 1, &obj->vao );
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glDeleteBuffers( 1, &obj->vbo );
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glDeleteVertexArrays( 1, &obj->d_vao );
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glDeleteVertexArrays( 1, &obj->n_vao );
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glDeleteBuffers( 1, &obj->d_vbo );
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glDeleteBuffers( 1, &obj->n_vbo );
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free( p );
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}
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@@ -42,7 +51,7 @@ void draw_mesh( mesh_t p )
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{
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struct obj * obj=p;
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glBindVertexArray( obj->vao );
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glBindVertexArray( obj->d_vao );
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#ifdef DEBUG
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{
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int i;
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