Setup for test on R4
This commit is contained in:
@@ -6,6 +6,7 @@
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#undef F
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#undef G
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#undef H
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#define A -2.0,-0.05,-0.05,
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#define B -2.0,-0.05, 0.05,
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#define C -2.0, 0.05,-0.05,
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@@ -1,8 +1,14 @@
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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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"layout (location = 0) in float aPos_x;"
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"layout (location = 1) in float aPos_y;"
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"layout (location = 2) in float aPos_z;"
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"layout (location = 3) in float aPos_w;"
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"layout (location = 4) in float aNormal_x;"
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"layout (location = 5) in float aNormal_y;"
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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 float idx;"
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"uniform mat4 fix;"
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@@ -16,12 +22,30 @@ const char * vs =
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"void main()"
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"{"
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" index=idx;"
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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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" 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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"}";
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const char * fs_plain =
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"#version 330 core\n"
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"uniform sampler2DArray palette;"
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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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"}";
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const char * fs =
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"#version 330 core\n"
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16
src/input.c
16
src/input.c
@@ -1,6 +1,7 @@
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#include "main.h"
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#include <cglm/quat.h>
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#include <GLFW/glfw3.h>
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#include <stdio.h>
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#define ANGLE ((float)0x01/0xff*2*GLM_PI)
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@@ -17,6 +18,17 @@ vec3 axis[3] =
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{0, 0, 1},
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};
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void __key_callback(GLFWwindow * window, int key, int scancode, int action, int mods )
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{
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if( action != GLFW_PRESS)
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return;
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if( GLFW_KEY_0 <= key && key <= GLFW_KEY_9 )
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{
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printf("%d\n", key-GLFW_KEY_0 );
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}
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}
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void __window_callback(GLFWwindow * window, int w, int h)
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{
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int m;
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@@ -37,8 +49,8 @@ void __mouse_callback(GLFWwindow* window, int button, int action, int mods)
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return;
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glfwGetCursorPos(window, &xpos, &ypos);
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glReadPixels((int)xpos, (int)(window_height - ypos), 1, 1, GL_GREEN, GL_UNSIGNED_BYTE, &green_value);
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glReadPixels((int)xpos, (int)(window_height - ypos), 1, 1, GL_GREEN,
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GL_UNSIGNED_BYTE, &green_value);
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switch(green_value)
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{
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105
src/main.c
105
src/main.c
@@ -1,14 +1,16 @@
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#include "main.h"
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#include "data/cube.h"
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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 <GL/glew.h>
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#include <cglm/vec3.h>
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#include <cglm/vec4.h>
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#define WIDTH 512
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#define HEIGHT 512
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unsigned char coordanate[4] = {0,1,2,3};
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unsigned char palette[] =
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{
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16,
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@@ -20,8 +22,9 @@ unsigned char palette[] =
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void calc_normal(float* v1, float* v2, float* v3,float* normal, unsigned char n)
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{
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float alpha;
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vec4 lado1, lado2;
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vec4 u1, u2;
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vec4 u1, u2, proy;
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switch (n)
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{
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@@ -35,21 +38,20 @@ void calc_normal(float* v1, float* v2, float* v3,float* normal, unsigned char n)
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return;
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case 4:
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#if 0
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glm_vec4_sub(v2, v1, lado1);
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glm_vec4_sub(v3, v1, lado2);
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glm_vec4_copy(lado1, u1);
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float alfa = glm_vec4_dot(lado2, u1) / glm_vec4_dot(u1, u1);
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vec4 proy;
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glm_vec4_scale(u1, alfa, proy);
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alpha = glm_vec4_dot(lado2, u1) / glm_vec4_dot(u1, u1);
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glm_vec4_scale(u1, alpha, proy);
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glm_vec4_sub(lado2, proy, u2);
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glm_vec4_normalize(u2);
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glm_vec4_copy(u2, normal);
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default:
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break;
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#endif
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return;
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}
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}
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@@ -58,24 +60,25 @@ float * fill_normal( float * d, unsigned char m )
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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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for (int i = 0; i < *d; i += 3*m)
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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, m);
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vec4 norm_vec;
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calc_normal((d+1)+i, (d+1)+i+m, (d+1)+i+2*m, norm_vec, m);
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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+m );
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glm_vec3_copy( norm_vec, (n+1)+i+2*m );
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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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float * generate_surface();
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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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id_t shader, texture, shader_plain;
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mesh_t m_cube, m_axis;
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window_t window;
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@@ -87,63 +90,83 @@ int main( void )
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glewInit();
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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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load_fix_matrix( shader, (float)WIDTH/HEIGHT );
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n_cube = fill_normal( d_cube, 3 );
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n_axis = fill_normal( d_axis, 3 );
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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, 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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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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if( !( shader_plain = create_shader() ) )
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goto error_shader_plain;
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gload_program( shader_plain, vs, VERTEX );
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gload_program( shader_plain, fs_plain, FRAGMENT );
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load_fix_matrix( shader, (float)WIDTH/HEIGHT );
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load_fix_matrix( shader_plain, (float)WIDTH/HEIGHT );
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/* Fill m_cube */
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{
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float * n_cube, *d_cube;
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d_cube = generate_surface(16);
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n_cube = fill_normal( d_cube, 4 );
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if( !( m_cube = create_mesh( d_cube, n_cube, coordanate, 4 ) ) )
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goto error_mesh_cube;
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free( n_cube );
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free( d_cube);
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}
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/* Fill m_axis */
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{
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float * n_axis;
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n_axis = fill_normal( d_axis, 3 );
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if( !( m_axis = create_mesh( d_axis, n_axis, coordanate, 3 ) ) )
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goto error_mesh_axis;
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free( n_axis );
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}
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while( is_open_window( window ) )
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{
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quat_t q;
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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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clean_context();
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#ifndef DEBUG
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load_mdl_matrix( shader, 0, 0 );
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load_mdl_matrix( shader_plain, 0, 0 );
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draw_mesh( m_axis );
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load_mdl_matrix( shader, 1, 1 );
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load_mdl_matrix( shader_plain, 1, 1 );
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draw_mesh( m_axis );
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load_mdl_matrix( shader, 2, 2 );
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load_mdl_matrix( shader_plain, 2, 2 );
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draw_mesh( m_axis );
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#endif
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load_mdl_matrix( shader, 0, 3 );
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draw_mesh( m_cube );
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}
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destroy_texture( texture );
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destroy_mesh( m_axis );
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destroy_mesh( m_cube );
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destroy_shader( shader_plain );
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destroy_shader( shader );
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destroy_texture( texture );
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close_window( window );
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return 0;
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error_mesh_axis:
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destroy_mesh( m_cube );
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error_mesh_cube:
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destroy_shader( shader_plain );
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error_shader_plain:
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destroy_shader( shader );
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error_shader:
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close_window( window );
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destroy_texture( texture );
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error_window:
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return 1;
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}
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@@ -22,7 +22,7 @@ int is_open_window(window_t window);
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void close_window(window_t window);
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mesh_t create_mesh( float * d, float * n);
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mesh_t create_mesh( float * d, float * n, unsigned char * coordanate, unsigned char m );
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void destroy_mesh(mesh_t p);
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27
src/mesh.c
27
src/mesh.c
@@ -7,30 +7,43 @@ struct obj
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unsigned int vertex, vao, n_vbo, d_vbo;
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};
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mesh_t create_mesh( float * d, float * n )
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mesh_t create_mesh( float * d, float * n, unsigned char * coordanate, unsigned char m )
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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=(*d)/3;
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p->vertex=(*d)/m;
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glGenVertexArrays( 1, &p->vao );
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glGenBuffers( 1, &p->d_vbo );
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glBindVertexArray( p->vao );
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glBindBuffer( GL_ARRAY_BUFFER, p->d_vbo );
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glBufferData( GL_ARRAY_BUFFER, p->vertex*3*sizeof(float), d+1,
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glBufferData( GL_ARRAY_BUFFER, p->vertex*m*sizeof(float), d+1,
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GL_STATIC_DRAW );
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glVertexAttribPointer( 0,3,GL_FLOAT, 0, 3*sizeof(float), NULL );
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glVertexAttribPointer( 0,1,GL_FLOAT, 0, m*sizeof(float), (float*)(coordanate[0]*sizeof(float)) );
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glEnableVertexAttribArray(0);
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glVertexAttribPointer( 1,1,GL_FLOAT, 0, m*sizeof(float), (float*)(coordanate[1]*sizeof(float)) );
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glEnableVertexAttribArray(1);
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glVertexAttribPointer( 2,1,GL_FLOAT, 0, m*sizeof(float), (float*)(coordanate[2]*sizeof(float)) );
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glEnableVertexAttribArray(2);
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glVertexAttribPointer( 3,1,GL_FLOAT, 0, m*sizeof(float), (float*)(coordanate[3]*sizeof(float)) );
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glEnableVertexAttribArray(3);
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glGenBuffers( 1, &p->n_vbo );
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glBindBuffer( GL_ARRAY_BUFFER, p->n_vbo );
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glBufferData( GL_ARRAY_BUFFER, p->vertex*3*sizeof(float), n+1,
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glBufferData( GL_ARRAY_BUFFER, p->vertex*m*sizeof(float), n+1,
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GL_STATIC_DRAW );
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glVertexAttribPointer( 1,3,GL_FLOAT, 0, 3*sizeof(float), NULL );
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glEnableVertexAttribArray(1);
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glVertexAttribPointer( 4,1,GL_FLOAT, 0, m*sizeof(float), (float*)(coordanate[0]*sizeof(float)) );
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glEnableVertexAttribArray(4);
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glVertexAttribPointer( 5,1,GL_FLOAT, 0, m*sizeof(float), (float*)(coordanate[1]*sizeof(float)) );
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glEnableVertexAttribArray(5);
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glVertexAttribPointer( 6,1,GL_FLOAT, 0, m*sizeof(float), (float*)(coordanate[2]*sizeof(float)) );
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glEnableVertexAttribArray(6);
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glVertexAttribPointer( 7,1,GL_FLOAT, 0, m*sizeof(float), (float*)(coordanate[3]*sizeof(float)) );
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glEnableVertexAttribArray(7);
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return p;
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}
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@@ -37,8 +37,8 @@ unsigned char gload_program( unsigned int program, const char * src,
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shader = glCreateShader(type[i]);
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glShaderSource( shader, 1, (const GLchar **)&src, ((void*)0 ));
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glCompileShader(shader);
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glGetShaderiv( shader, GL_COMPILE_STATUS, &status );
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glGetShaderiv( shader, GL_COMPILE_STATUS, &status );
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if( !status )
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{
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93
src/surface.c
Normal file
93
src/surface.c
Normal file
@@ -0,0 +1,93 @@
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#include <stdio.h>
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#include <math.h>
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#include <stdlib.h>
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#ifndef M_PI
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#define M_PI 3.14159265358979323846
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#endif
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typedef void(*function_t)(float*,int, int, int);
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void mobius(float *d_surface, int i, int j, int grid_size)
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{
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const float width = 0.5;
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float u = (2*M_PI) * ((float)i/grid_size );
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float v = (2*width) * ((float)j/grid_size ) - width;
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d_surface[0] = cos(u) + v * cos(u / 2) * cos(u);
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d_surface[1] = sin(u) + v * cos(u / 2) * sin(u);
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d_surface[2] = v * sin(u / 2);
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}
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void toro(float *d_surface, int i, int j, int grid_size)
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{
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float u = (2*M_PI) * ((float)i/grid_size );
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float v = (2*M_PI) * ((float)j/grid_size );
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d_surface[0] = (1 + 0.5*cos(v))*cos(u);
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d_surface[1] = (1 + 0.5*cos(v))*sin(u);
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d_surface[2] = 0.5*sin(v);
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}
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void klein(float *d_surface, int i, int j, int grid_size)
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{
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float u = (2*M_PI) * ((float)i/grid_size );
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float v = (2*M_PI) * ((float)j/grid_size );
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d_surface[0] = (0.5*cos(v) + 0.5) * cos(u);
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d_surface[1] = (0.5*cos(v) + 0.5) * sin(u);
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d_surface[2] = sin(v) * cos(u/2);
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d_surface[3] = sin(v)*sin(u/2);
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}
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float * generate_surface(int grid_size)
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{
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unsigned char m = 4;
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long size = grid_size*grid_size*2*9*m;
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function_t f = klein;
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float * d_surface;
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int k=0;
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d_surface = malloc((size+1)*sizeof(float));
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d_surface[0] = size;
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for (int i = 0; i < grid_size; i++)
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{
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for (int j = 0; j < grid_size; j++)
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{
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// triangle 1, front
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f(&d_surface[k + 1], i, j, grid_size);
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k+=m;
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f(&d_surface[k + 1], i + 1, j, grid_size);
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k+=m;
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f(&d_surface[k + 1], i + 1, j + 1, grid_size);
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k+=m;
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// triangle 1, back
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f(&d_surface[k + 1], i + 1, j + 1, grid_size);
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k+=m;
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f(&d_surface[k + 1], i + 1, j, grid_size);
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k+=m;
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f(&d_surface[k + 1], i, j, grid_size);
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k+=m;
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// triangle 2, font
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f(&d_surface[k + 1], i, j, grid_size);
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k+=m;
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f(&d_surface[k + 1], i, j + 1, grid_size);
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k+=m;
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f(&d_surface[k + 1], i + 1, j + 1, grid_size);
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k+=m;
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// triangle 2, back
|
||||
f(&d_surface[k + 1], i + 1, j + 1, grid_size);
|
||||
k+=m;
|
||||
f(&d_surface[k + 1], i, j + 1, grid_size);
|
||||
k+=m;
|
||||
f(&d_surface[k + 1], i, j, grid_size);
|
||||
k+=m;
|
||||
}
|
||||
}
|
||||
|
||||
return d_surface;
|
||||
}
|
||||
@@ -4,12 +4,11 @@
|
||||
void __window_callback(GLFWwindow *, int, int);
|
||||
void __mouse_callback(GLFWwindow *, int, int, int);
|
||||
void __scroll_callback(GLFWwindow *, double, double);
|
||||
void __key_callback(GLFWwindow *, int, int, int, int);
|
||||
|
||||
window_t init_window(unsigned int w, unsigned int h, const char * name)
|
||||
{
|
||||
void * window;
|
||||
void __mouse_callback(GLFWwindow *window, int button, int action, int mods);
|
||||
void __scroll_callback(GLFWwindow *window, double xoffset, double yoffset);
|
||||
|
||||
if( !glfwInit() )
|
||||
return NULL;
|
||||
@@ -29,6 +28,7 @@ window_t init_window(unsigned int w, unsigned int h, const char * name)
|
||||
glfwSetWindowSizeCallback(window, __window_callback);
|
||||
glfwSetMouseButtonCallback((GLFWwindow*)window, __mouse_callback);
|
||||
glfwSetScrollCallback((GLFWwindow*)window, __scroll_callback);
|
||||
glfwSetKeyCallback((GLFWwindow*)window, __key_callback);
|
||||
|
||||
__window_callback( window, w, h );
|
||||
|
||||
|
||||
Reference in New Issue
Block a user