Compare commits
20 Commits
| Author | SHA1 | Date | |
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793c11757d | ||
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c37614ae52 | ||
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fb2cbe20db |
42
Makefile
42
Makefile
@@ -1,6 +1,7 @@
|
||||
BIN = manigraph
|
||||
|
||||
OBJ = \
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||||
ext/glad/glad.o \
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||||
src/surface.o \
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||||
src/context.o \
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||||
src/texture.o \
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||||
@@ -14,6 +15,7 @@ OBJ = \
|
||||
CFLAGS = \
|
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-I./ext/cglm/include \
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||||
-I./ext/glfw/include \
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-I./ext/glad \
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-Wall -Wno-unused-function -std=c99 -D_GNU_SOURCE \
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||||
|
||||
WAYLAND-LIB = \
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||||
@@ -37,52 +39,42 @@ help:
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||||
@echo " $(MAKE) CC=emcc wasm"
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||||
@echo "Para limpiar los archivos compilados se puede usar"
|
||||
@echo " $(MAKE) clean"
|
||||
@echo "Para ejecturar el programa sin instalarlos se puede usar:"
|
||||
@echo " $(MAKE) run-linux"
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||||
|
||||
src/main.o: src/data/axis.h src/data/shaders.h
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||||
|
||||
# WINDOWS
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windows: $(OBJ) glfw.dll
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$(CC) $(CFLAGS) $(OBJ) -o $(BIN) -L. -lglfw -lopengl32 -lglew32
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windows: $(OBJ)
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cd ext; $(MAKE) -f glfw.mk windows; cd -
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$(CC) $(CFLAGS) $(OBJ) -o $(BIN) -L. -lglfw -lopengl32
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||||
|
||||
glfw.dll:
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$(CC) -fPIC -shared -D_GLFW_WIN32 -D_GLFW_BUILD_DLL ./ext/glfw/src/*.c -o $@ -lgdi32
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||||
|
||||
src/main.o: src/data/shaders.h src/data/axis.h
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|
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# LINUX
|
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linux-wayland: $(OBJ)
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for i in $(WAYLAND-LIB); \
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do \
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wayland-scanner client-header ext/glfw/deps/wayland/$$i.xml ext/glfw/deps/wayland/$$i-client-protocol.h; \
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wayland-scanner private-code ext/glfw/deps/wayland/$$i.xml ext/glfw/deps/wayland/$$i-client-protocol-code.h; \
|
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done
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$(MAKE) DFLAGS="-D_GLFW_WAYLAND" libglfw.so
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$(CC) -o $(BIN) $(OBJ) -L. -lGLEW -lGL -lglfw -lm
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cd ext; $(MAKE) -f glfw.mk linux-wayland; cd -
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$(CC) -o $(BIN) $(OBJ) ext/libglfw.a -lGL -lm
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|
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linux-x11: $(OBJ)
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$(MAKE) DFLAGS="-D_GLFW_X11" libglfw.so
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$(CC) -o $(BIN) $(OBJ) -L. -lGLEW -lGL -lglfw -lm
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cd ext; $(MAKE) -f glfw.mk linux-x11; cd -
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$(CC) -o $(BIN) $(OBJ) ext/libglfw.a -lGL -lm
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|
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run-linux:
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LD_LIBRARY_PATH=. ./$(BIN)
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# COCOA
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cocoa: $(OBJ)
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$(MAKE) DFLAGS="-D_GLFW_COCOA" libglfw.so
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$(CC) -framework OpenGL -o $(BIN) $(OBJ) -L. -lGLEW -lGL -lglfw
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cd ext; $(MAKE) -f glfw.mk cocoa; cd -
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$(CC) -framework OpenGL -o $(BIN) $(OBJ) ext/glfw.a -lGL -lglfw
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||||
|
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wasm: $(OBJ)
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$(CC) -sUSE_WEBGL2=1 -sUSE_GLFW=3 -o mani.html $(OBJ)
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$(CC) -sUSE_WEBGL2=1 -sUSE_GLFW=3 -o $(BIN).js $(OBJ)
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chmod -x $(BIN).wasm
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libglfw.so:
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$(CC) -fPIC -shared $(DFLAGS) -D_GLFW_BUILD_DLL -Iext/glfw/deps/wayland ./ext/glfw/src/*.c -o $@
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clean:
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rm $(OBJ) $(BIN) ext/glfw/deps/wayland/*.h
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rm $(OBJ) $(BIN)
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cd ext; $(MAKE) -f glfw.mk clean; cd -
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.SUFFIXES: .c .o
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.c.o: src/main.h
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.c.o:
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$(CC) $(CFLAGS) -c -o $@ $<
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71
ext/glfw.mk
Normal file
71
ext/glfw.mk
Normal file
@@ -0,0 +1,71 @@
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BIN = libglfw.a
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OBJ = \
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glfw/src/context.o \
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glfw/src/egl_context.o \
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glfw/src/glx_context.o \
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glfw/src/init.o \
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glfw/src/input.o \
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glfw/src/linux_joystick.o \
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glfw/src/monitor.o \
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glfw/src/null_init.o \
|
||||
glfw/src/null_joystick.o \
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glfw/src/null_monitor.o \
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glfw/src/null_window.o \
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glfw/src/osmesa_context.o \
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glfw/src/platform.o \
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glfw/src/posix_module.o \
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glfw/src/posix_poll.o \
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glfw/src/posix_thread.o \
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glfw/src/posix_time.o \
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glfw/src/vulkan.o \
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||||
glfw/src/wgl_context.o \
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||||
glfw/src/win32_init.o \
|
||||
glfw/src/win32_joystick.o \
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glfw/src/win32_module.o \
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glfw/src/win32_monitor.o \
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||||
glfw/src/win32_thread.o \
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glfw/src/win32_time.o \
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glfw/src/win32_window.o \
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glfw/src/window.o \
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||||
glfw/src/wl_init.o \
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glfw/src/wl_monitor.o \
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glfw/src/wl_window.o \
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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:
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||||
$(MAKE) $(OBJ) CFLAGS="-D_GLFW_X11 -Iglfw/deps/wayland"
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||||
$(AR) rsc $(BIN) $(OBJ)
|
||||
|
||||
|
||||
linux-wayland:
|
||||
for i in $(WAYLAND-LIB); \
|
||||
do \
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||||
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"
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||||
$(AR) rsc $(BIN) $(OBJ)
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||||
|
||||
|
||||
|
||||
clean:
|
||||
rm $(OBJ) $(BIN)
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||||
rm glfw/deps/wayland/*.h
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||||
@@ -4,8 +4,8 @@
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#include <GL/gl.h>
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#else
|
||||
#ifdef GLAD
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#else
|
||||
#include <GL/glew.h>
|
||||
#endif
|
||||
@@ -14,7 +14,6 @@
|
||||
void set_clean_color_context(unsigned char r, unsigned char g, unsigned char b)
|
||||
{
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
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glClearColor((float)r / 0xff, (float)g / 0xff, (float)b / 0xff, 1.0);
|
||||
}
|
||||
|
||||
|
||||
@@ -15,20 +15,34 @@ const char * vs =
|
||||
"layout (location = 6) in float aNormal_z;"
|
||||
"layout (location = 7) in float aNormal_w;"
|
||||
|
||||
"uniform float idx;"
|
||||
"uniform uint idx;"
|
||||
|
||||
"uniform uint i;"
|
||||
"uniform float angle;"
|
||||
|
||||
"uniform mat4 fix;"
|
||||
"uniform mat4 rot;"
|
||||
"uniform mat4 mdl;"
|
||||
|
||||
"out float index;"
|
||||
"flat out uint index;"
|
||||
"out vec3 Normal;"
|
||||
"out vec3 FragPos;"
|
||||
|
||||
"mat2 rotate2d( float angle )"
|
||||
"{"
|
||||
"return mat2( cos(angle), sin(angle), -sin(angle), cos(angle) );"
|
||||
"}"
|
||||
|
||||
"void main()"
|
||||
"{"
|
||||
" index=idx;"
|
||||
|
||||
" vec3 aNormal = vec3(aNormal_x,aNormal_y,aNormal_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;"
|
||||
" gl_Position = fix * rot * mdl * vec4( aPos, 1.0 );\n"
|
||||
" FragPos = vec3( rot * mdl * vec4(aPos, 1.0));"
|
||||
@@ -46,14 +60,15 @@ const char * fs_plain =
|
||||
#endif
|
||||
"uniform sampler2DArray palette;"
|
||||
|
||||
"in float index;"
|
||||
"flat in uint index;"
|
||||
"out vec4 FragColor;"
|
||||
"in vec3 Normal;"
|
||||
"in vec3 FragPos;"
|
||||
|
||||
"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 =
|
||||
@@ -67,7 +82,7 @@ const char * fs =
|
||||
|
||||
"uniform sampler2DArray palette;"
|
||||
|
||||
"in float index;"
|
||||
"flat in uint index;"
|
||||
"in vec3 Normal;"
|
||||
"in vec3 FragPos;"
|
||||
|
||||
@@ -85,9 +100,9 @@ const char * fs =
|
||||
|
||||
" vec3 halfwayDir = normalize(lightDir + viewDir);\n"
|
||||
|
||||
" float specular = pow(max(dot(normalize(Normal), halfwayDir), 0.0), 16.0);\n"
|
||||
" float diffuse = max(dot(normalize(Normal), lightDir), 0.0);\n"
|
||||
" float specular = pow(abs(dot(normalize(Normal), halfwayDir)), 32.0);\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"
|
||||
"}";
|
||||
|
||||
33
src/input.c
33
src/input.c
@@ -9,6 +9,8 @@ unsigned char selected_axis = 0;
|
||||
int window_width;
|
||||
int window_height;
|
||||
|
||||
unsigned char animate_index=0;
|
||||
|
||||
versor q = GLM_QUAT_IDENTITY_INIT;
|
||||
|
||||
vec3 axis[3] = {
|
||||
@@ -49,25 +51,28 @@ void __key_callback_input(
|
||||
switch (key)
|
||||
{
|
||||
unsigned char tmp;
|
||||
|
||||
case GLFW_KEY_P:
|
||||
case GLFW_KEY_I:
|
||||
tmp = projection.w;
|
||||
projection.w = projection.x;
|
||||
projection.x = tmp;
|
||||
|
||||
animate_index=1;
|
||||
break;
|
||||
case GLFW_KEY_O:
|
||||
tmp = projection.w;
|
||||
projection.w = projection.y;
|
||||
projection.y = tmp;
|
||||
animate_index=2;
|
||||
break;
|
||||
case GLFW_KEY_I:
|
||||
case GLFW_KEY_P:
|
||||
tmp = projection.w;
|
||||
projection.w = projection.z;
|
||||
projection.z = tmp;
|
||||
animate_index=3;
|
||||
break;
|
||||
}
|
||||
|
||||
set_projection_mesh(projection);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -107,13 +112,21 @@ void __mouse_callback_input(
|
||||
void __scroll_callback_input(GLFWwindow *window, double xoffset, double yoffset)
|
||||
{
|
||||
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(r, q, q);
|
||||
|
||||
glm_quat_rotatev(p, axis[0], axis[0]);
|
||||
glm_quat_rotatev(p, axis[1], axis[1]);
|
||||
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)
|
||||
@@ -157,5 +170,13 @@ end:
|
||||
glm_quat_rotatev(p, axis[1], axis[1]);
|
||||
glm_quat_rotatev(p, axis[2], axis[2]);
|
||||
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;
|
||||
}
|
||||
|
||||
68
src/main.c
68
src/main.c
@@ -12,18 +12,22 @@
|
||||
#include <emscripten.h>
|
||||
#endif
|
||||
|
||||
#ifndef M_PI
|
||||
#define M_PI 3.14159
|
||||
#endif
|
||||
|
||||
float *generate_data_surface(unsigned int, 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 };
|
||||
|
||||
const char *wname = "manigraph: manifold grapher";
|
||||
|
||||
unsigned char palette[][4] = {
|
||||
{0xEB, 0xD3, 0xF8, 0xff},
|
||||
{0xEB, 0xD4, 0xF8, 0xff},
|
||||
{0xEB, 0xD5, 0xF8, 0xff},
|
||||
{0x7A, 0x1C, 0xAC, 0xff},
|
||||
{0x2F, 0x3C, 0x7E, 0xff},
|
||||
};
|
||||
|
||||
void mlog(char *msg)
|
||||
@@ -37,31 +41,63 @@ window_t window;
|
||||
mesh_t m_surface, m_axis;
|
||||
id_t shader, shader_plain;
|
||||
|
||||
extern volatile unsigned char animate_index;
|
||||
|
||||
#ifndef EMSCRIPTEN
|
||||
static inline
|
||||
#endif
|
||||
void main_loop(void)
|
||||
void
|
||||
main_loop(void)
|
||||
{
|
||||
quat_t q;
|
||||
|
||||
q = poll_input(window);
|
||||
|
||||
load_rot_matrix(shader, 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();
|
||||
|
||||
#ifndef DEBUG
|
||||
load_mdl_matrix(shader_plain, 0, 0);
|
||||
draw_mesh(m_axis);
|
||||
draw_mesh(m_axis, 1);
|
||||
load_mdl_matrix(shader_plain, 1, 1);
|
||||
draw_mesh(m_axis);
|
||||
draw_mesh(m_axis, 1);
|
||||
load_mdl_matrix(shader_plain, 2, 2);
|
||||
draw_mesh(m_axis);
|
||||
load_mdl_matrix(shader, 0, 3);
|
||||
#else
|
||||
load_mdl_matrix(shader_plain, 0, 3);
|
||||
draw_mesh(m_axis, 1);
|
||||
#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)
|
||||
@@ -86,7 +122,7 @@ int main(void)
|
||||
mlog("[CONTEXT] Error al inicializar...\n");
|
||||
goto error_context;
|
||||
}
|
||||
set_clean_color_context(0x2E, 0x07, 0x3F);
|
||||
set_clean_color_context(0xFF, 0xFF, 0xFF);
|
||||
}
|
||||
|
||||
mlog("[TEXTURE] Inicializando...\n");
|
||||
@@ -126,15 +162,16 @@ int main(void)
|
||||
d_surface = generate_data_surface(16, &m);
|
||||
n_surface = generate_normals_surface(d_surface, m);
|
||||
|
||||
projection.m = 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);
|
||||
@@ -151,7 +188,8 @@ int main(void)
|
||||
|
||||
mlog("[MAIN LOOP] Inicializando...\n");
|
||||
#ifdef EMSCRIPTEN
|
||||
emscripten_set_main_loop(&main_loop, 0, 1);
|
||||
emscripten_set_main_loop(&main_loop, 60, 1);
|
||||
return 0;
|
||||
#else
|
||||
while (is_open_window(window))
|
||||
main_loop();
|
||||
|
||||
18
src/main.h
18
src/main.h
@@ -5,7 +5,7 @@
|
||||
*/
|
||||
|
||||
/* #define DEBUG */
|
||||
/* #define GLAD */
|
||||
#define GLAD
|
||||
|
||||
typedef const void * window_t;
|
||||
typedef unsigned int id_t;
|
||||
@@ -57,7 +57,7 @@ void set_projection_mesh( struct projection );
|
||||
|
||||
void destroy_mesh(mesh_t p);
|
||||
|
||||
void draw_mesh(mesh_t p);
|
||||
void draw_mesh(mesh_t p, char lines);
|
||||
|
||||
/*
|
||||
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);
|
||||
|
||||
/*
|
||||
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:
|
||||
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 );
|
||||
|
||||
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
BIN
src/main.o
Normal file
Binary file not shown.
@@ -30,7 +30,7 @@ void load_fix_matrix(id_t shader, float ratio)
|
||||
const int d = 7;
|
||||
|
||||
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);
|
||||
|
||||
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)
|
||||
{
|
||||
load_float_to_shader(shader, "idx", c);
|
||||
load_uint_to_shader(shader, "idx", c);
|
||||
load_mat4_to_shader(shader, "mdl", (mat4_t)ortho[i]);
|
||||
}
|
||||
|
||||
|
||||
22
src/mesh.c
22
src/mesh.c
@@ -78,19 +78,6 @@ mesh_t create_mesh(float *d, float *n, unsigned char m)
|
||||
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;
|
||||
}
|
||||
|
||||
@@ -104,18 +91,19 @@ void destroy_mesh(mesh_t p)
|
||||
free(p);
|
||||
}
|
||||
|
||||
void draw_mesh(mesh_t p)
|
||||
void draw_mesh(mesh_t p, char lines )
|
||||
{
|
||||
struct obj *obj = p;
|
||||
|
||||
glBindVertexArray(obj->vao);
|
||||
#ifdef DEBUG
|
||||
if( lines )
|
||||
{
|
||||
int i;
|
||||
for (i = 0; i < obj->vertex; i += 3)
|
||||
glDrawArrays(GL_LINE_LOOP, i, 3);
|
||||
}
|
||||
#else
|
||||
else
|
||||
{
|
||||
glDrawArrays(GL_TRIANGLES, 0, obj->vertex);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@@ -54,6 +54,12 @@ void load_float_to_shader(unsigned int program, char *var, float 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)
|
||||
{
|
||||
glUseProgram(program);
|
||||
|
||||
119
src/surface.c
119
src/surface.c
@@ -1,6 +1,7 @@
|
||||
#include <complex.h>
|
||||
#include <math.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
#define CGLM_ALL_UNALIGNED
|
||||
#include <cglm/vec3.h>
|
||||
@@ -152,77 +153,103 @@ float *generate_data_surface(int grid_size, unsigned char *s)
|
||||
static void __calculate_normal(
|
||||
float *p1, float *p2, float *p3, float *normal, unsigned char n)
|
||||
{
|
||||
unsigned char i;
|
||||
float alpha;
|
||||
vec4 v1, v2, v3;
|
||||
vec4 u1, u2, u3;
|
||||
float *v1, *v2, *v3;
|
||||
float *u1, *u2, *u3;
|
||||
|
||||
switch (n)
|
||||
{
|
||||
case 3:
|
||||
|
||||
glm_vec3_sub(p2, p1, v1);
|
||||
glm_vec3_sub(p3, p1, v2);
|
||||
|
||||
glm_vec3_cross(v1, v2, normal);
|
||||
glm_vec3_normalize(normal);
|
||||
return;
|
||||
|
||||
case 4:
|
||||
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));
|
||||
|
||||
/*
|
||||
In Grant-Shmidth we need 3 linearly independian vector that forms a
|
||||
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.
|
||||
Calculate a normal vector of a plain using Gram-Schmidt process
|
||||
*/
|
||||
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 */
|
||||
{
|
||||
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);
|
||||
for (i = 0; i < n; ++i) {
|
||||
u1[i] = v1[i];
|
||||
}
|
||||
|
||||
/* 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);
|
||||
glm_vec4_scale(u1, alpha, proj1);
|
||||
|
||||
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);
|
||||
for (i = 0; i < n; ++i) {
|
||||
proj[i] = u1[i] * alpha;
|
||||
u2[i] = v2[i] - proj[i];
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
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)
|
||||
{
|
||||
|
||||
vec4 norm_vec;
|
||||
|
||||
__calculate_normal(
|
||||
(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 + 2 * m);
|
||||
}
|
||||
|
||||
free(norm_vec);
|
||||
return n;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user