20 Commits

Author SHA1 Message Date
PedroEdiaz
df5ae70aa2 Use G-S on all dimentions 2024-11-30 22:27:57 -06:00
PedroEdiaz
565afe2f7d Merge branch 'main' into roberto 2024-11-30 22:22:48 -06:00
PedroEdiaz
465d7acb3a Merge branch 'experimental' 2024-11-29 23:44:11 -06:00
PedroEdiaz
590fa22658 Better use of viewport 2024-11-28 18:52:53 -06:00
PedroEdiaz
6c7c22ce50 Fix: rotations on R4 2024-11-28 16:23:39 -06:00
PedroEdiaz
1e009d5bdf Fix gamma, add Glad, error if glad is compiled with emscripten 2024-11-28 09:55:48 -06:00
roberto.mc
814f0c94a4 ya son puros for loops xd 2024-11-27 23:22:31 -06:00
PedroEdiaz
2c8795bd9f Ejemplo: de cambiar cglm por for-loops 2024-11-27 19:26:28 -06:00
roberto.mc
7888c06c41 aiura con R^n 2024-11-27 19:08:57 -06:00
PedroEdiaz
61388252ae Merge branch 'alan2' into experimental 2024-11-27 17:40:16 -06:00
PedroEdiaz
8a4e95fdd3 Fix: compilation error 2024-11-27 17:31:47 -06:00
PedroEdiaz
4840b0c8ba Merge branch 'main' into experimental 2024-11-27 10:58:58 -06:00
PedroEdiaz
589721a953 WIP: Rotations in R4, and change colors 2024-11-26 23:51:30 -06:00
PedroEdiaz
a8ae6aaef6 Add gamma correction, change illumination values 2024-11-26 23:49:49 -06:00
PedroEdiaz
6c5e2a9a29 Merge branch 'main' into roberto 2024-11-20 11:14:59 -06:00
PedroEdiaz
d967550dd8 Fix Compilation errors 2024-11-20 11:08:07 -06:00
roberto.mc
793c11757d aiura pedro 2024-11-18 23:14:54 -06:00
PedroEdiaz
583c0cb92f Use modern scrolling for better UX 2024-11-04 20:56:50 -06:00
PedroEdiaz
c37614ae52 default: GLAD 2024-10-30 22:44:58 -06:00
PedroEdiaz
fb2cbe20db glew -> glad & libglfw.so -> libglfw.a 2024-10-30 22:43:10 -06:00
12 changed files with 302 additions and 129 deletions

View File

@@ -1,6 +1,7 @@
BIN = manigraph BIN = manigraph
OBJ = \ OBJ = \
ext/glad/glad.o \
src/surface.o \ src/surface.o \
src/context.o \ src/context.o \
src/texture.o \ src/texture.o \
@@ -14,6 +15,7 @@ OBJ = \
CFLAGS = \ CFLAGS = \
-I./ext/cglm/include \ -I./ext/cglm/include \
-I./ext/glfw/include \ -I./ext/glfw/include \
-I./ext/glad \
-Wall -Wno-unused-function -std=c99 -D_GNU_SOURCE \ -Wall -Wno-unused-function -std=c99 -D_GNU_SOURCE \
WAYLAND-LIB = \ WAYLAND-LIB = \
@@ -37,52 +39,42 @@ help:
@echo " $(MAKE) CC=emcc wasm" @echo " $(MAKE) CC=emcc wasm"
@echo "Para limpiar los archivos compilados se puede usar" @echo "Para limpiar los archivos compilados se puede usar"
@echo " $(MAKE) clean" @echo " $(MAKE) clean"
@echo "Para ejecturar el programa sin instalarlos se puede usar:"
@echo " $(MAKE) run-linux"
src/main.o: src/data/axis.h src/data/shaders.h src/main.o: src/data/axis.h src/data/shaders.h
# WINDOWS windows: $(OBJ)
windows: $(OBJ) glfw.dll cd ext; $(MAKE) -f glfw.mk windows; cd -
$(CC) $(CFLAGS) $(OBJ) -o $(BIN) -L. -lglfw -lopengl32 -lglew32 $(CC) $(CFLAGS) $(OBJ) -o $(BIN) -L. -lglfw -lopengl32
glfw.dll: glfw.dll:
$(CC) -fPIC -shared -D_GLFW_WIN32 -D_GLFW_BUILD_DLL ./ext/glfw/src/*.c -o $@ -lgdi32 $(CC) -fPIC -shared -D_GLFW_WIN32 -D_GLFW_BUILD_DLL ./ext/glfw/src/*.c -o $@ -lgdi32
src/main.o: src/data/shaders.h src/data/axis.h
# LINUX # LINUX
linux-wayland: $(OBJ) linux-wayland: $(OBJ)
for i in $(WAYLAND-LIB); \ cd ext; $(MAKE) -f glfw.mk linux-wayland; cd -
do \ $(CC) -o $(BIN) $(OBJ) ext/libglfw.a -lGL -lm
wayland-scanner client-header ext/glfw/deps/wayland/$$i.xml ext/glfw/deps/wayland/$$i-client-protocol.h; \
wayland-scanner private-code ext/glfw/deps/wayland/$$i.xml ext/glfw/deps/wayland/$$i-client-protocol-code.h; \
done
$(MAKE) DFLAGS="-D_GLFW_WAYLAND" libglfw.so
$(CC) -o $(BIN) $(OBJ) -L. -lGLEW -lGL -lglfw -lm
linux-x11: $(OBJ) linux-x11: $(OBJ)
$(MAKE) DFLAGS="-D_GLFW_X11" libglfw.so cd ext; $(MAKE) -f glfw.mk linux-x11; cd -
$(CC) -o $(BIN) $(OBJ) -L. -lGLEW -lGL -lglfw -lm $(CC) -o $(BIN) $(OBJ) ext/libglfw.a -lGL -lm
run-linux:
LD_LIBRARY_PATH=. ./$(BIN)
# COCOA
cocoa: $(OBJ) cocoa: $(OBJ)
$(MAKE) DFLAGS="-D_GLFW_COCOA" libglfw.so cd ext; $(MAKE) -f glfw.mk cocoa; cd -
$(CC) -framework OpenGL -o $(BIN) $(OBJ) -L. -lGLEW -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 mani.html $(OBJ) $(CC) -sUSE_WEBGL2=1 -sUSE_GLFW=3 -o $(BIN).js $(OBJ)
chmod -x $(BIN).wasm
libglfw.so: libglfw.so:
$(CC) -fPIC -shared $(DFLAGS) -D_GLFW_BUILD_DLL -Iext/glfw/deps/wayland ./ext/glfw/src/*.c -o $@ $(CC) -fPIC -shared $(DFLAGS) -D_GLFW_BUILD_DLL -Iext/glfw/deps/wayland ./ext/glfw/src/*.c -o $@
clean: clean:
rm $(OBJ) $(BIN) ext/glfw/deps/wayland/*.h rm $(OBJ) $(BIN)
cd ext; $(MAKE) -f glfw.mk clean; cd -
.SUFFIXES: .c .o .SUFFIXES: .c .o
.c.o: src/main.h .c.o:
$(CC) $(CFLAGS) -c -o $@ $< $(CC) $(CFLAGS) -c -o $@ $<

71
ext/glfw.mk Normal file
View File

@@ -0,0 +1,71 @@
BIN = libglfw.a
OBJ = \
glfw/src/context.o \
glfw/src/egl_context.o \
glfw/src/glx_context.o \
glfw/src/init.o \
glfw/src/input.o \
glfw/src/linux_joystick.o \
glfw/src/monitor.o \
glfw/src/null_init.o \
glfw/src/null_joystick.o \
glfw/src/null_monitor.o \
glfw/src/null_window.o \
glfw/src/osmesa_context.o \
glfw/src/platform.o \
glfw/src/posix_module.o \
glfw/src/posix_poll.o \
glfw/src/posix_thread.o \
glfw/src/posix_time.o \
glfw/src/vulkan.o \
glfw/src/wgl_context.o \
glfw/src/win32_init.o \
glfw/src/win32_joystick.o \
glfw/src/win32_module.o \
glfw/src/win32_monitor.o \
glfw/src/win32_thread.o \
glfw/src/win32_time.o \
glfw/src/win32_window.o \
glfw/src/window.o \
glfw/src/wl_init.o \
glfw/src/wl_monitor.o \
glfw/src/wl_window.o \
glfw/src/x11_init.o \
glfw/src/x11_monitor.o \
glfw/src/x11_window.o \
glfw/src/xkb_unicode.o
WAYLAND-LIB = \
xdg-shell \
relative-pointer-unstable-v1 \
xdg-decoration-unstable-v1 \
pointer-constraints-unstable-v1 \
viewporter \
idle-inhibit-unstable-v1 \
fractional-scale-v1 \
xdg-activation-v1 \
wayland
windows:
$(MAKE) $(OBJ) CFLAGS="-D_GLFW_WIN32 -Iglfw/deps/wayland"
$(AR) rsc $(BIN) $(OBJ)
linux-x11:
$(MAKE) $(OBJ) CFLAGS="-D_GLFW_X11 -Iglfw/deps/wayland"
$(AR) rsc $(BIN) $(OBJ)
linux-wayland:
for i in $(WAYLAND-LIB); \
do \
wayland-scanner client-header glfw/deps/wayland/$$i.xml glfw/deps/wayland/$$i-client-protocol.h; \
wayland-scanner private-code glfw/deps/wayland/$$i.xml glfw/deps/wayland/$$i-client-protocol-code.h; \
done
$(MAKE) $(OBJ) CFLAGS="-D_GLFW_WAYLAND -fPIC -Iglfw/deps/wayland"
$(AR) rsc $(BIN) $(OBJ)
clean:
rm $(OBJ) $(BIN)
rm glfw/deps/wayland/*.h

View File

@@ -4,8 +4,8 @@
#include <GL/gl.h> #include <GL/gl.h>
#else #else
#ifdef GLAD #ifdef GLAD
#include <GLFW/glfw3.h>
#include <glad.h> #include <glad.h>
#include <GLFW/glfw3.h>
#else #else
#include <GL/glew.h> #include <GL/glew.h>
#endif #endif
@@ -14,7 +14,6 @@
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)
{ {
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glClearColor((float)r / 0xff, (float)g / 0xff, (float)b / 0xff, 1.0); glClearColor((float)r / 0xff, (float)g / 0xff, (float)b / 0xff, 1.0);
} }

View File

@@ -15,20 +15,34 @@ 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 float idx;" "uniform uint idx;"
"uniform uint i;"
"uniform float angle;"
"uniform mat4 fix;" "uniform mat4 fix;"
"uniform mat4 rot;" "uniform mat4 rot;"
"uniform mat4 mdl;" "uniform mat4 mdl;"
"out float index;" "flat out uint index;"
"out vec3 Normal;" "out vec3 Normal;"
"out vec3 FragPos;" "out vec3 FragPos;"
"mat2 rotate2d( float angle )"
"{"
"return mat2( cos(angle), sin(angle), -sin(angle), cos(angle) );"
"}"
"void main()" "void main()"
"{" "{"
" index=idx;" " index=idx;"
" 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];"
" aPos[i] = (vec2(aPos[i], aPos_w) * rotate2d(angle))[0];"
" Normal = mat3(transpose(inverse(rot*mdl))) * aNormal;" " Normal = mat3(transpose(inverse(rot*mdl))) * aNormal;"
" gl_Position = fix * rot * mdl * vec4( aPos, 1.0 );\n" " gl_Position = fix * rot * mdl * vec4( aPos, 1.0 );\n"
" FragPos = vec3( rot * mdl * vec4(aPos, 1.0));" " FragPos = vec3( rot * mdl * vec4(aPos, 1.0));"
@@ -46,14 +60,15 @@ const char * fs_plain =
#endif #endif
"uniform sampler2DArray palette;" "uniform sampler2DArray palette;"
"in float index;" "flat in uint index;"
"out vec4 FragColor;" "out vec4 FragColor;"
"in vec3 Normal;" "in vec3 Normal;"
"in vec3 FragPos;" "in vec3 FragPos;"
"void main()" "void main()"
"{" "{"
" FragColor = texture( palette, vec3( 0, 0, index ) ).rgba;" " vec4 color = texture( palette, vec3(0,0,index)).rgba;"
" FragColor = vec4(pow(vec3(color),vec3(1.0/2.2)),color.a);"
"}"; "}";
const char * fs = const char * fs =
@@ -67,7 +82,7 @@ const char * fs =
"uniform sampler2DArray palette;" "uniform sampler2DArray palette;"
"in float index;" "flat in uint index;"
"in vec3 Normal;" "in vec3 Normal;"
"in vec3 FragPos;" "in vec3 FragPos;"
@@ -85,9 +100,9 @@ const char * fs =
" vec3 halfwayDir = normalize(lightDir + viewDir);\n" " vec3 halfwayDir = normalize(lightDir + viewDir);\n"
" float specular = pow(max(dot(normalize(Normal), halfwayDir), 0.0), 16.0);\n" " float specular = pow(abs(dot(normalize(Normal), halfwayDir)), 32.0);\n"
" float diffuse = max(dot(normalize(Normal), lightDir), 0.0);\n" " float diffuse = abs(dot(normalize(Normal), lightDir));\n"
" vec3 result = (0.5 + 0.5 * diffuse + specular) * color.rgb;\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" " FragColor = vec4(result, color.a);\n"
"}"; "}";

View File

@@ -9,6 +9,8 @@ unsigned char selected_axis = 0;
int window_width; int window_width;
int window_height; int window_height;
unsigned char animate_index=0;
versor q = GLM_QUAT_IDENTITY_INIT; versor q = GLM_QUAT_IDENTITY_INIT;
vec3 axis[3] = { vec3 axis[3] = {
@@ -49,25 +51,28 @@ void __key_callback_input(
switch (key) switch (key)
{ {
unsigned char tmp; unsigned char tmp;
case GLFW_KEY_I:
case GLFW_KEY_P:
tmp = projection.w; tmp = projection.w;
projection.w = projection.x; projection.w = projection.x;
projection.x = tmp; projection.x = tmp;
animate_index=1;
break; break;
case GLFW_KEY_O: case GLFW_KEY_O:
tmp = projection.w; tmp = projection.w;
projection.w = projection.y; projection.w = projection.y;
projection.y = tmp; projection.y = tmp;
animate_index=2;
break; break;
case GLFW_KEY_I: case GLFW_KEY_P:
tmp = projection.w; tmp = projection.w;
projection.w = projection.z; projection.w = projection.z;
projection.z = tmp; projection.z = tmp;
animate_index=3;
break; break;
} }
set_projection_mesh(projection);
return; return;
} }
@@ -107,13 +112,21 @@ void __mouse_callback_input(
void __scroll_callback_input(GLFWwindow *window, double xoffset, double yoffset) void __scroll_callback_input(GLFWwindow *window, double xoffset, double yoffset)
{ {
versor p = GLM_QUAT_IDENTITY_INIT; versor p = GLM_QUAT_IDENTITY_INIT;
versor r = GLM_QUAT_IDENTITY_INIT;
glm_quatv(p, yoffset * ANGLE, axis[selected_axis]); //glm_quatv(p, yoffset * ANGLE, axis[selected_axis]);
glm_quatv(p, yoffset * ANGLE * 2, (vec3){-1,0,0});
glm_quatv(r, xoffset * ANGLE * 2, (vec3){0,1,0});
glm_quat_mul(p, q, q); glm_quat_mul(p, q, q);
glm_quat_mul(r, q, q);
glm_quat_rotatev(p, axis[0], axis[0]); glm_quat_rotatev(p, axis[0], axis[0]);
glm_quat_rotatev(p, axis[1], axis[1]); glm_quat_rotatev(p, axis[1], axis[1]);
glm_quat_rotatev(p, axis[2], axis[2]); glm_quat_rotatev(p, axis[2], axis[2]);
glm_quat_rotatev(r, axis[0], axis[0]);
glm_quat_rotatev(r, axis[1], axis[1]);
glm_quat_rotatev(r, axis[2], axis[2]);
} }
quat_t poll_input(window_t window) quat_t poll_input(window_t window)
@@ -157,5 +170,13 @@ end:
glm_quat_rotatev(p, axis[1], axis[1]); glm_quat_rotatev(p, axis[1], axis[1]);
glm_quat_rotatev(p, axis[2], axis[2]); glm_quat_rotatev(p, axis[2], axis[2]);
glm_quat_normalize(q); glm_quat_normalize(q);
// LOG INFO
if(0)
{
printf("QUAT: %2.5f %2.5f %2.5f %2.5f\n", q[0], q[1], q[2], q[3]);
printf("PROY: %3d %3d %3d (%3d)\n", projection.x, projection.y, projection.z, projection.w );
printf("\n");
}
return q; return q;
} }

View File

@@ -12,18 +12,22 @@
#include <emscripten.h> #include <emscripten.h>
#endif #endif
#ifndef M_PI
#define M_PI 3.14159
#endif
float *generate_data_surface(unsigned int, unsigned char *); float *generate_data_surface(unsigned int, unsigned char *);
float *generate_normals_surface(float *, unsigned char); float *generate_normals_surface(float *, unsigned char);
const char *wname = "manigraph: manifold grapher";
struct projection projection = {.x = 0, .y=1, .z=2, .w=3 }; struct projection projection = {.x = 0, .y=1, .z=2, .w=3 };
const char *wname = "manigraph: manifold grapher";
unsigned char palette[][4] = { unsigned char palette[][4] = {
{0xEB, 0xD3, 0xF8, 0xff}, {0xEB, 0xD3, 0xF8, 0xff},
{0xEB, 0xD4, 0xF8, 0xff}, {0xEB, 0xD4, 0xF8, 0xff},
{0xEB, 0xD5, 0xF8, 0xff}, {0xEB, 0xD5, 0xF8, 0xff},
{0x7A, 0x1C, 0xAC, 0xff}, {0x2F, 0x3C, 0x7E, 0xff},
}; };
void mlog(char *msg) void mlog(char *msg)
@@ -37,31 +41,63 @@ window_t window;
mesh_t m_surface, m_axis; mesh_t m_surface, m_axis;
id_t shader, shader_plain; id_t shader, shader_plain;
extern volatile unsigned char animate_index;
#ifndef EMSCRIPTEN #ifndef EMSCRIPTEN
static inline static inline
#endif #endif
void main_loop(void) void
main_loop(void)
{ {
quat_t q; quat_t q;
q = poll_input(window); q = poll_input(window);
load_rot_matrix(shader, q); load_rot_matrix(shader, q);
load_rot_matrix(shader_plain, q); load_rot_matrix(shader_plain, q);
{
static float angle = 0;
if( angle > M_PI/2 )
{
animate_index=0;
angle = 0;
load_float_to_shader( shader, "angle", angle);
load_float_to_shader( shader_plain, "angle", angle);
set_projection_mesh( projection );
}
if( animate_index )
{
load_uint_to_shader( shader, "i", animate_index-1 );
load_uint_to_shader( shader_plain, "i", animate_index-1 );
angle+=0.01;
load_float_to_shader( shader, "angle", angle);
load_float_to_shader( shader_plain, "angle", angle);
}
}
clean_context(); clean_context();
#ifndef DEBUG #ifndef DEBUG
load_mdl_matrix(shader_plain, 0, 0); load_mdl_matrix(shader_plain, 0, 0);
draw_mesh(m_axis); draw_mesh(m_axis, 1);
load_mdl_matrix(shader_plain, 1, 1); load_mdl_matrix(shader_plain, 1, 1);
draw_mesh(m_axis); draw_mesh(m_axis, 1);
load_mdl_matrix(shader_plain, 2, 2); load_mdl_matrix(shader_plain, 2, 2);
draw_mesh(m_axis); draw_mesh(m_axis, 1);
load_mdl_matrix(shader, 0, 3);
#else
load_mdl_matrix(shader_plain, 0, 3);
#endif #endif
draw_mesh(m_surface); load_mdl_matrix(shader, 0, 3);
draw_mesh(m_surface,0);
load_mdl_matrix(shader_plain, 0, 3);
draw_mesh(m_surface,1);
} }
int main(void) int main(void)
@@ -86,7 +122,7 @@ int main(void)
mlog("[CONTEXT] Error al inicializar...\n"); mlog("[CONTEXT] Error al inicializar...\n");
goto error_context; goto error_context;
} }
set_clean_color_context(0x2E, 0x07, 0x3F); set_clean_color_context(0xFF, 0xFF, 0xFF);
} }
mlog("[TEXTURE] Inicializando...\n"); mlog("[TEXTURE] Inicializando...\n");
@@ -126,15 +162,16 @@ int main(void)
d_surface = generate_data_surface(16, &m); d_surface = generate_data_surface(16, &m);
n_surface = generate_normals_surface(d_surface, m); n_surface = generate_normals_surface(d_surface, m);
projection.m = m;
if (!(m_surface = create_mesh(d_surface, n_surface, m))) if (!(m_surface = create_mesh(d_surface, n_surface, m)))
{ {
mlog("[MESH] Error al inicializar...\n"); mlog("[MESH] Error al inicializar...\n");
goto error_mesh_surface; goto error_mesh_surface;
} }
projection.m = m;
projection.mesh = m_surface; projection.mesh = m_surface;
set_projection_mesh( projection );
free(n_surface); free(n_surface);
free(d_surface); free(d_surface);
@@ -151,7 +188,8 @@ int main(void)
mlog("[MAIN LOOP] Inicializando...\n"); mlog("[MAIN LOOP] Inicializando...\n");
#ifdef EMSCRIPTEN #ifdef EMSCRIPTEN
emscripten_set_main_loop(&main_loop, 0, 1); emscripten_set_main_loop(&main_loop, 60, 1);
return 0;
#else #else
while (is_open_window(window)) while (is_open_window(window))
main_loop(); main_loop();

View File

@@ -5,7 +5,7 @@
*/ */
/* #define DEBUG */ /* #define DEBUG */
/* #define GLAD */ #define GLAD
typedef const void * window_t; typedef const void * window_t;
typedef unsigned int id_t; typedef unsigned int id_t;
@@ -57,7 +57,7 @@ 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(mesh_t p, char lines);
/* /*
Set background color: Set background color:
@@ -99,6 +99,14 @@ unsigned char load_program_to_shader(id_t shader, const char * src, unsigned int
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:
var: name of glsl variable.
u: unsigned int to load
*/
void load_uint_to_shader(id_t shader, char * var, unsigned int u);
/* /*
load matrix 4 to shader: load matrix 4 to shader:
var: name of glsl variable. var: name of glsl variable.
@@ -146,3 +154,9 @@ void destroy_texture(id_t texture);
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

BIN
src/main.o Normal file

Binary file not shown.

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@@ -30,7 +30,7 @@ void load_fix_matrix(id_t shader, float ratio)
const int d = 7; const int d = 7;
glm_lookat((vec3){0, 0, -d}, (vec3){0, 0, 0}, (vec3){0, 1, 0}, m); glm_lookat((vec3){0, 0, -d}, (vec3){0, 0, 0}, (vec3){0, 1, 0}, m);
glm_perspective(CGLM_PI / 4, ratio, d - 3, d + 3, n); glm_perspective(CGLM_PI / 6, ratio, d - 3, d + 3, n);
glm_mat4_mul(n, m, m); glm_mat4_mul(n, m, m);
load_mat4_to_shader(shader, "fix", (mat4_t)m); load_mat4_to_shader(shader, "fix", (mat4_t)m);
@@ -38,7 +38,7 @@ void load_fix_matrix(id_t shader, float ratio)
void load_mdl_matrix(id_t shader, unsigned char i, unsigned char c) void load_mdl_matrix(id_t shader, unsigned char i, unsigned char c)
{ {
load_float_to_shader(shader, "idx", c); load_uint_to_shader(shader, "idx", c);
load_mat4_to_shader(shader, "mdl", (mat4_t)ortho[i]); load_mat4_to_shader(shader, "mdl", (mat4_t)ortho[i]);
} }

View File

@@ -78,19 +78,6 @@ mesh_t create_mesh(float *d, float *n, unsigned char m)
glEnableVertexAttribArray(i + 4); glEnableVertexAttribArray(i + 4);
} }
{
struct projection projection = {
.x = 0,
.y = 1,
.z = 2,
.w = 3,
};
projection.m = m;
projection.mesh = p;
set_projection_mesh(projection);
}
return p; return p;
} }
@@ -104,18 +91,19 @@ void destroy_mesh(mesh_t p)
free(p); free(p);
} }
void draw_mesh(mesh_t p) void draw_mesh(mesh_t p, char lines )
{ {
struct obj *obj = p; struct obj *obj = p;
glBindVertexArray(obj->vao); glBindVertexArray(obj->vao);
#ifdef DEBUG if( lines )
{ {
int i; int i;
for (i = 0; i < obj->vertex; i += 3) for (i = 0; i < obj->vertex; i += 3)
glDrawArrays(GL_LINE_LOOP, i, 3); glDrawArrays(GL_LINE_LOOP, i, 3);
} }
#else else
{
glDrawArrays(GL_TRIANGLES, 0, obj->vertex); glDrawArrays(GL_TRIANGLES, 0, obj->vertex);
#endif }
} }

View File

@@ -54,6 +54,12 @@ 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);

View File

@@ -1,6 +1,7 @@
#include <complex.h> #include <complex.h>
#include <math.h> #include <math.h>
#include <stdlib.h> #include <stdlib.h>
#include <string.h>
#define CGLM_ALL_UNALIGNED #define CGLM_ALL_UNALIGNED
#include <cglm/vec3.h> #include <cglm/vec3.h>
@@ -152,77 +153,103 @@ float *generate_data_surface(int grid_size, unsigned char *s)
static void __calculate_normal( static void __calculate_normal(
float *p1, float *p2, float *p3, float *normal, unsigned char n) float *p1, float *p2, float *p3, float *normal, unsigned char n)
{ {
unsigned char i;
float alpha; float alpha;
vec4 v1, v2, v3; float *v1, *v2, *v3;
vec4 u1, u2, u3; float *u1, *u2, *u3;
switch (n) v1 = malloc(n * sizeof(float));
{ v2 = malloc(n * sizeof(float));
case 3: v3 = malloc(n * sizeof(float));
u1 = malloc(n * sizeof(float));
glm_vec3_sub(p2, p1, v1); u2 = malloc(n * sizeof(float));
glm_vec3_sub(p3, p1, v2); u3 = malloc(n * sizeof(float));
glm_vec3_cross(v1, v2, normal);
glm_vec3_normalize(normal);
return;
case 4:
/* /*
In Grant-Shmidth we need 3 linearly independian vector that forms a Calculate a normal vector of a plain using Gram-Schmidt process
basis, so we can have a ortonormal version of that basis, since, we
must have v1 = p3 - p1 v2 = p2 - p1 Then v3 = p1, will most certantly
be linerly independiant to v1 and v2.
*/ */
glm_vec4_sub(p2, p1, v1);
glm_vec4_sub(p3, p1, v2);
glm_vec4_copy(p1, v3);
/* Setup U1 */
{ {
glm_vec4_copy(v1, u1); for (i = 0; i < n; ++i) {
v1[i] = p2[i] - p1[i];
v2[i] = p3[i] - p1[i];
v3[i] = p1[i];
} }
/* Setup U2 */ for (i = 0; i < n; ++i) {
{ u1[i] = v1[i];
vec4 proj;
alpha = glm_vec4_dot(v2, u1) / glm_vec4_dot(u1, u1);
glm_vec4_scale(u1, alpha, proj);
glm_vec4_sub(v2, proj, u2);
} }
/* Setup U3 */
{ {
vec4 proj1, proj2; 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;
alpha = glm_vec4_dot(v3, u1) / glm_vec4_dot(u1, u1); for (i = 0; i < n; ++i) {
glm_vec4_scale(u1, alpha, proj1); proj[i] = u1[i] * alpha;
u2[i] = v2[i] - proj[i];
alpha = glm_vec4_dot(v3, u2) / glm_vec4_dot(u2, u2); }
glm_vec4_scale(u2, alpha, proj2);
glm_vec4_sub(v3, proj1, u3);
glm_vec4_sub(u3, proj2, u3);
} }
glm_vec4_copy(u3, normal); {
glm_vec4_normalize(normal); 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; return;
} }
} }
float *generate_normals_surface(float *d, unsigned char m) float *generate_normals_surface(float *d, unsigned char m)
{ {
float *n; float *n;
n = malloc((*d + 1) * sizeof(float)); n = malloc((*d + 1) * sizeof(float));
*n = *d; *n = *d;
float * norm_vec;
norm_vec=malloc(m*sizeof(float));
for (int i = 0; i < *d; i += 3 * m) for (int i = 0; i < *d; i += 3 * m)
{ {
vec4 norm_vec;
__calculate_normal( __calculate_normal(
(d + 1) + i, (d + 1) + i + m, (d + 1) + i + 2 * m, norm_vec, m); (d + 1) + i, (d + 1) + i + m, (d + 1) + i + 2 * m, norm_vec, m);
@@ -230,5 +257,7 @@ float *generate_normals_surface(float *d, unsigned char m)
glm_vec3_copy(norm_vec, (n + 1) + i + m); glm_vec3_copy(norm_vec, (n + 1) + i + m);
glm_vec3_copy(norm_vec, (n + 1) + i + 2 * m); glm_vec3_copy(norm_vec, (n + 1) + i + 2 * m);
} }
free(norm_vec);
return n; return n;
} }