Compare commits
1 Commits
pedro-klei
...
alan2
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
66254e80c9 |
51
Makefile
51
Makefile
@@ -4,8 +4,9 @@ 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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src/window.o \
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src/load.o \
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src/matrix.o \
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src/shader.o \
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src/input.o \
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src/mesh.o \
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@@ -15,6 +16,7 @@ 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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-DGLAD \
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-Wall -Wno-unused-function -std=c99 -D_GNU_SOURCE \
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WAYLAND-LIB = \
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@@ -29,50 +31,63 @@ WAYLAND-LIB = \
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wayland
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help:
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@echo "Usage:"
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@echo "Para compilar el proyecto a tu sistema operativo"
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@echo "porfavor usa uno de los siguientes comandos:"
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@echo " $(MAKE) windows"
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@echo " $(MAKE) linux-x11"
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@echo " $(MAKE) linux-wayland"
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@echo " $(MAKE) cocoa"
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@echo " $(MAKE) CC=emcc wasm"
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@echo "Clean"
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@echo "Para limpiar los archivos compilados se puede usar"
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@echo " $(MAKE) clean"
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@echo "Para ejecturar el programa sin instalarlos se puede usar:"
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@echo " $(MAKE) run-linux"
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src/main.o: src/data/axis.h src/data/shaders.h
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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 $(BIN) -L. -lglfw -lopengl32
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$(OBJ): src/main.h
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# WINDOWS
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windows: $(OBJ) glfw.dll
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$(CC) $(CFLAGS) $(OBJ) -o $(BIN) -L. -lglfw -lopengl32 -lglew32
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glfw.dll:
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$(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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# LINUX
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linux-wayland: $(OBJ)
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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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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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linux-x11: $(OBJ)
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cd ext; $(MAKE) -f glfw.mk linux-x11; cd -
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$(CC) -o $(BIN) $(OBJ) ext/libglfw.a -lGL -lm
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$(MAKE) DFLAGS="-D_GLFW_X11" libglfw.so
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$(CC) -o $(BIN) $(OBJ) -L. -lGLEW -lGL -lglfw -lm
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run-linux:
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LD_LIBRARY_PATH=. ./$(BIN)
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# COCOA
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cocoa: $(OBJ)
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cd ext; $(MAKE) -f glfw.mk cocoa; cd -
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$(CC) -framework OpenGL -o $(BIN) $(OBJ) ext/glfw.a -lGL -lglfw
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$(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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wasm: $(OBJ)
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$(CC) -sUSE_WEBGL2=1 -sUSE_GLFW=3 -o $(BIN).html $(OBJ)
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chmod -x $(BIN).wasm
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$(CC) -sUSE_WEBGL2=1 -sUSE_GLFW=3 -o mani.html $(OBJ)
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libglfw.so:
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$(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)
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cd ext; $(MAKE) -f glfw.mk clean; cd -
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rm $(OBJ) $(BIN) ext/glfw/deps/wayland/*.h
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.SUFFIXES: .c .o
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.c.o:
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$(CC) -Wno-implicit-function-declaration $(CFLAGS) -c -o $@ $<
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$(CC) $(CFLAGS) -c -o $@ $<
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71
ext/glfw.mk
71
ext/glfw.mk
@@ -1,71 +0,0 @@
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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 \
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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 \
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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 \
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glfw/src/x11_monitor.o \
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glfw/src/x11_window.o \
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glfw/src/xkb_unicode.o
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WAYLAND-LIB = \
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xdg-shell \
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relative-pointer-unstable-v1 \
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xdg-decoration-unstable-v1 \
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pointer-constraints-unstable-v1 \
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viewporter \
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idle-inhibit-unstable-v1 \
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fractional-scale-v1 \
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xdg-activation-v1 \
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wayland
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windows:
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$(MAKE) $(OBJ) CFLAGS="-D_GLFW_WIN32 -Iglfw/deps/wayland"
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$(AR) rsc $(BIN) $(OBJ)
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linux-x11:
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$(MAKE) $(OBJ) CFLAGS="-D_GLFW_X11 -Iglfw/deps/wayland"
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$(AR) rsc $(BIN) $(OBJ)
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linux-wayland:
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for i in $(WAYLAND-LIB); \
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do \
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wayland-scanner client-header glfw/deps/wayland/$$i.xml glfw/deps/wayland/$$i-client-protocol.h; \
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wayland-scanner private-code glfw/deps/wayland/$$i.xml glfw/deps/wayland/$$i-client-protocol-code.h; \
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done
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$(MAKE) $(OBJ) CFLAGS="-D_GLFW_WAYLAND -fPIC -Iglfw/deps/wayland"
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$(AR) rsc $(BIN) $(OBJ)
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clean:
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rm $(OBJ) $(BIN)
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rm glfw/deps/wayland/*.h
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@@ -3,13 +3,18 @@
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#ifdef EMSCRIPTEN
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#include <GL/gl.h>
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#else
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#ifdef GLAD
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#include <glad.h>
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#include <GLFW/glfw3.h>
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#else
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#include <GL/glew.h>
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#endif
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#endif
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void set_clean_color_context(unsigned char r, unsigned char g, unsigned char b)
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{
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glEnable(GL_DEPTH_TEST);
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glClearColor((float)r / 0xff, (float)g / 0xff, (float)b / 0xff, 1.0);
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}
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@@ -18,7 +23,12 @@ int init_context(void)
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#ifdef EMSCRIPTEN
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return 1;
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#else
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#ifdef GLAD
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return gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
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#else
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return glewInit();
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#endif
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#endif
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}
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@@ -1,4 +1,4 @@
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const char *vs =
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const char * vs =
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#ifdef EMSCRIPTEN
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"#version 300 es\n"
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"precision highp float;"
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@@ -15,84 +15,79 @@ const char *vs =
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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 angle;"
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"uniform float i;"
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"uniform vec4 color;"
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"uniform float idx;"
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"uniform mat4 fix;"
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"uniform mat4 rot;"
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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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"out vec4 Color;"
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"mat2 rotate2d( float angle )"
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"{"
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"return mat2( cos(angle), sin(angle), -sin(angle), cos(angle) );"
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"}"
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"void main()"
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"{"
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" Color=color;"
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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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" aNormal[int(i)] = (vec2(aNormal[int(i)], aNormal_w) * "
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"rotate2d(angle))[0];"
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" aPos[int(i)] = (vec2(aPos[int(i)], aPos_w) * rotate2d(angle))[0];"
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" Normal = mat3(transpose(inverse(rot))) * aNormal;"
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" gl_Position = fix * rot * vec4( aPos, 1.0 );\n"
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" FragPos = vec3( rot * vec4(aPos, 1.0));"
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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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const char * fs_plain =
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#ifdef EMSCRIPTEN
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"#version 300 es\n"
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"precision highp float;"
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"precision highp sampler2DArray;"
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#else
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"#version 330 core\n"
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#endif
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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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"in vec4 Color;"
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"void main()"
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"{"
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" FragColor = vec4(pow(vec3(Color),vec3(1.0/2.2)),Color.a);"
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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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const char * fs =
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#ifdef EMSCRIPTEN
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"#version 300 es\n"
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"#version 300 es\n"
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"precision highp float;"
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"precision highp sampler2DArray;"
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#else
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"#version 330 core\n"
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"#version 330 core\n"
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#endif
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"in vec3 Normal;"
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"in vec3 FragPos;"
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"in vec4 Color;"
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"uniform sampler2DArray palette;"
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"out vec4 FragColor;"
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"in float index;"
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"in vec3 Normal;"
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"in vec3 FragPos;"
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|
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"void main()"
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"{"
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"out vec4 FragColor;"
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" vec3 viewPos = vec3(0, 0, -15);\n"
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" vec3 viewDir = normalize(viewPos - FragPos);\n"
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"void main()"
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"{"
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" vec4 color = texture(palette, vec3(0, 0, index));\n"
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" vec3 lightPos = viewPos;\n"
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" vec3 lightDir = normalize(lightPos - FragPos);\n"
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" vec3 viewPos = vec3(0, 0, -15);\n"
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" vec3 viewDir = normalize(viewPos - FragPos);\n"
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" vec3 halfwayDir = normalize(lightDir + viewDir);\n"
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" vec3 lightPos = viewPos;\n"
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" vec3 lightDir = normalize(lightPos - FragPos);\n"
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|
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" float specular = pow(abs(dot(normalize(Normal), halfwayDir)), 32.0);\n"
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" float diffuse = abs(dot(normalize(Normal), lightDir));\n"
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" vec3 halfwayDir = normalize(lightDir + viewDir);\n"
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|
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" vec3 result = pow((0.5 + 0.5*diffuse + 1.5*specular) * Color.rgb, "
|
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"vec3(1.0/2.2));\n"
|
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" FragColor = vec4(result, Color.a);\n"
|
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"}";
|
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" float specular = pow(max(dot(normalize(Normal), halfwayDir), 0.0), 16.0);\n"
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" float diffuse = max(dot(normalize(Normal), lightDir), 0.0);\n"
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|
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" vec3 result = (0.5 + 0.5 * diffuse + specular) * color.rgb;\n"
|
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" FragColor = vec4(result, color.a);\n"
|
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"}";
|
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33
src/input.c
33
src/input.c
@@ -9,8 +9,6 @@ unsigned char selected_axis = 0;
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int window_width;
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int window_height;
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unsigned char animate_index=0;
|
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|
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versor q = GLM_QUAT_IDENTITY_INIT;
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|
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vec3 axis[3] = {
|
||||
@@ -51,28 +49,25 @@ void __key_callback_input(
|
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switch (key)
|
||||
{
|
||||
unsigned char tmp;
|
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case GLFW_KEY_I:
|
||||
|
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case GLFW_KEY_P:
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tmp = projection.w;
|
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projection.w = projection.x;
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projection.x = tmp;
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|
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animate_index=1;
|
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break;
|
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case GLFW_KEY_O:
|
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tmp = projection.w;
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projection.w = projection.y;
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projection.y = tmp;
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animate_index=2;
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break;
|
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case GLFW_KEY_P:
|
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case GLFW_KEY_I:
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tmp = projection.w;
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projection.w = projection.z;
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projection.z = tmp;
|
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animate_index=3;
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
set_projection_mesh(projection);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -112,21 +107,13 @@ 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]);
|
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glm_quatv(p, yoffset * ANGLE * 2, (vec3){-1,0,0});
|
||||
glm_quatv(r, xoffset * ANGLE * 2, (vec3){0,1,0});
|
||||
glm_quatv(p, yoffset * ANGLE, axis[selected_axis]);
|
||||
|
||||
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)
|
||||
@@ -170,13 +157,5 @@ 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;
|
||||
}
|
||||
|
||||
34
src/load.c
34
src/load.c
@@ -1,34 +0,0 @@
|
||||
#include "main.h"
|
||||
#include <cglm/cam.h>
|
||||
#include <cglm/mat4.h>
|
||||
#include <cglm/quat.h>
|
||||
|
||||
void fix_matrix_load(id_t shader, float ratio)
|
||||
{
|
||||
mat4 m, n;
|
||||
const int d = 7;
|
||||
|
||||
glm_lookat((vec3){0, 0, -d}, (vec3){0, 0, 0}, (vec3){0, 1, 0}, m);
|
||||
glm_perspective(CGLM_PI / 6, ratio, d - 3, d + 3, n);
|
||||
glm_mat4_mul(n, m, m);
|
||||
|
||||
load_mat4_to_shader(shader, "fix", (mat4_t)m);
|
||||
}
|
||||
|
||||
void rot_matrix_load(id_t shader, quat_t q)
|
||||
{
|
||||
mat4 m;
|
||||
glm_quat_mat4(q, m);
|
||||
load_mat4_to_shader(shader, "rot", (mat4_t)m);
|
||||
}
|
||||
|
||||
void color_load(id_t shader, unsigned char color[4])
|
||||
{
|
||||
float res[4];
|
||||
|
||||
res[0] = (float)color[0] / 0xff;
|
||||
res[1] = (float)color[1] / 0xff;
|
||||
res[2] = (float)color[2] / 0xff;
|
||||
res[3] = (float)color[3] / 0xff;
|
||||
load_float4_to_shader(shader, "color", res);
|
||||
}
|
||||
124
src/main.c
124
src/main.c
@@ -1,4 +1,5 @@
|
||||
#include "main.h"
|
||||
#include "data/axis.h"
|
||||
#include "data/shaders.h"
|
||||
|
||||
#include <stdio.h>
|
||||
@@ -11,18 +12,19 @@
|
||||
#include <emscripten.h>
|
||||
#endif
|
||||
|
||||
#ifndef M_PI
|
||||
#define M_PI 3.14159
|
||||
#endif
|
||||
|
||||
float *generate_data_surface(unsigned char *, unsigned long *);
|
||||
float *generate_normals_surface(float *, unsigned char, unsigned long);
|
||||
|
||||
struct projection projection = {.x = 0, .y = 1, .z = 2, .w = 3};
|
||||
float *generate_data_surface(unsigned int, unsigned char *);
|
||||
float *generate_normals_surface(float *, unsigned char);
|
||||
|
||||
const char *wname = "manigraph: manifold grapher";
|
||||
|
||||
unsigned char color[4] = {0x2F, 0x3C, 0x7E, 0xff};
|
||||
struct projection projection = {.x = 0, .y = 1, .z = 2, .w = 3};
|
||||
|
||||
unsigned char palette[][4] = {
|
||||
{0xEB, 0xD3, 0xF8, 0xff},
|
||||
{0xEB, 0xD4, 0xF8, 0xff},
|
||||
{0xEB, 0xD5, 0xF8, 0xff},
|
||||
{0x7A, 0x1C, 0xAC, 0xff},
|
||||
};
|
||||
|
||||
void mlog(char *msg)
|
||||
{
|
||||
@@ -32,58 +34,39 @@ void mlog(char *msg)
|
||||
}
|
||||
|
||||
window_t window;
|
||||
mesh_t m_surface;
|
||||
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);
|
||||
|
||||
rot_matrix_load(shader, q);
|
||||
rot_matrix_load(shader_plain, q);
|
||||
color_load(shader, color);
|
||||
color_load(shader_plain, color);
|
||||
|
||||
{
|
||||
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_float_to_shader(shader, "i", animate_index - 1);
|
||||
load_float_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();
|
||||
|
||||
draw_mesh(shader, m_surface);
|
||||
draw_mesh_lines(shader_plain, m_surface);
|
||||
#ifndef DEBUG
|
||||
load_mdl_matrix(shader_plain, 0, 0);
|
||||
draw_mesh(m_axis);
|
||||
load_mdl_matrix(shader_plain, 1, 1);
|
||||
draw_mesh(m_axis);
|
||||
load_mdl_matrix(shader_plain, 2, 2);
|
||||
draw_mesh(m_axis);
|
||||
load_mdl_matrix(shader, 0, 3);
|
||||
#else
|
||||
load_mdl_matrix(shader_plain, 0, 3);
|
||||
#endif
|
||||
draw_mesh(m_surface);
|
||||
}
|
||||
|
||||
int main(void)
|
||||
{
|
||||
id_t texture;
|
||||
|
||||
mlog("[VENTANA] Inicializando...\n");
|
||||
{
|
||||
@@ -103,7 +86,13 @@ int main(void)
|
||||
mlog("[CONTEXT] Error al inicializar...\n");
|
||||
goto error_context;
|
||||
}
|
||||
set_clean_color_context(0xFF, 0xFF, 0xFF);
|
||||
set_clean_color_context(0x2E, 0x07, 0x3F);
|
||||
}
|
||||
|
||||
mlog("[TEXTURE] Inicializando...\n");
|
||||
{
|
||||
texture = create_palette_texture(palette, 4);
|
||||
use_texture(texture);
|
||||
}
|
||||
|
||||
mlog("[SHADER] Inicializando...\n");
|
||||
@@ -115,7 +104,7 @@ int main(void)
|
||||
}
|
||||
load_program_to_shader(shader, vs, VERTEX);
|
||||
load_program_to_shader(shader, fs, FRAGMENT);
|
||||
fix_matrix_load(shader, (float)WIDTH / HEIGHT);
|
||||
load_fix_matrix(shader, (float)WIDTH / HEIGHT);
|
||||
}
|
||||
|
||||
mlog("[SHADER] Inicializando...\n");
|
||||
@@ -127,53 +116,65 @@ int main(void)
|
||||
}
|
||||
load_program_to_shader(shader_plain, vs, VERTEX);
|
||||
load_program_to_shader(shader_plain, fs_plain, FRAGMENT);
|
||||
fix_matrix_load(shader_plain, (float)WIDTH / HEIGHT);
|
||||
load_fix_matrix(shader_plain, (float)WIDTH / HEIGHT);
|
||||
}
|
||||
|
||||
mlog("[MESH] Inicializando...\n");
|
||||
{
|
||||
struct surface surface;
|
||||
unsigned char m;
|
||||
float *n_surface, *d_surface;
|
||||
d_surface = generate_data_surface(16, &m);
|
||||
n_surface = generate_normals_surface(d_surface, m);
|
||||
|
||||
surface.data = generate_data_surface(&surface.dim, &surface.vertex);
|
||||
surface.norm =
|
||||
generate_normals_surface(surface.data, surface.dim, surface.vertex);
|
||||
projection.m = m;
|
||||
|
||||
if (!(m_surface = create_mesh(surface)))
|
||||
if (!(m_surface = create_mesh(d_surface, n_surface, m)))
|
||||
{
|
||||
mlog("[MESH] Error al inicializar...\n");
|
||||
goto error_mesh_surface;
|
||||
}
|
||||
|
||||
projection.m = surface.dim;
|
||||
projection.mesh = m_surface;
|
||||
|
||||
set_projection_mesh(projection);
|
||||
free(n_surface);
|
||||
free(d_surface);
|
||||
}
|
||||
|
||||
free(surface.norm);
|
||||
free(surface.data);
|
||||
mlog("[MESH] Inicializando...\n");
|
||||
{
|
||||
if (!(m_axis = create_mesh(d_axis, NULL, 3)))
|
||||
{
|
||||
mlog("[MESH] Error al inicializar...\n");
|
||||
goto error_mesh_axis;
|
||||
}
|
||||
}
|
||||
|
||||
mlog("[MAIN LOOP] Inicializando...\n");
|
||||
#ifdef EMSCRIPTEN
|
||||
emscripten_set_main_loop(&main_loop, 60, 1);
|
||||
return 0;
|
||||
emscripten_set_main_loop(&main_loop, 0, 1);
|
||||
#else
|
||||
while (is_open_window(window))
|
||||
main_loop();
|
||||
#endif
|
||||
mlog("[MAIN LOOP] Terminando...\n");
|
||||
|
||||
mlog("[MESH] Destruyendo...\n");
|
||||
destroy_mesh(m_axis);
|
||||
mlog("[MESH] Destruyendo...\n");
|
||||
destroy_mesh(m_surface);
|
||||
mlog("[SHADER] Destruyendo...\n");
|
||||
destroy_shader(shader_plain);
|
||||
mlog("[SHADER] Destruyendo...\n");
|
||||
destroy_shader(shader);
|
||||
mlog("[TEXTURE] Destruyendo...\n");
|
||||
destroy_texture(texture);
|
||||
mlog("[WINDOW] Destruyendo...\n");
|
||||
close_window(window);
|
||||
return 0;
|
||||
|
||||
error_context:
|
||||
mlog("[MESH] Destruyendo...\n");
|
||||
destroy_mesh(m_axis);
|
||||
error_mesh_axis:
|
||||
mlog("[MESH] Destruyendo...\n");
|
||||
destroy_mesh(m_surface);
|
||||
error_mesh_surface:
|
||||
@@ -183,6 +184,9 @@ error_shader_plain:
|
||||
mlog("[SHADER] Destruyendo...\n");
|
||||
destroy_shader(shader);
|
||||
error_shader:
|
||||
mlog("[TEXTURE] Destruyendo...\n");
|
||||
destroy_texture(texture);
|
||||
error_context:
|
||||
mlog("[WINDOW] Destruyendo...\n");
|
||||
close_window(window);
|
||||
error_window:
|
||||
|
||||
90
src/main.h
90
src/main.h
@@ -4,13 +4,14 @@
|
||||
error of the shaders.
|
||||
*/
|
||||
|
||||
#define DEBUG
|
||||
/* #define DEBUG */
|
||||
/* #define GLAD */
|
||||
|
||||
typedef const void *window_t;
|
||||
typedef const void * window_t;
|
||||
typedef unsigned int id_t;
|
||||
typedef void *mesh_t;
|
||||
typedef float *quat_t;
|
||||
typedef float *mat4_t;
|
||||
typedef void * mesh_t;
|
||||
typedef float * quat_t;
|
||||
typedef float * mat4_t;
|
||||
|
||||
/*
|
||||
This struct represent the proyection, where:
|
||||
@@ -28,21 +29,6 @@ struct projection
|
||||
unsigned char m, x, y, z, w;
|
||||
};
|
||||
|
||||
/*
|
||||
this structure has all the information to generate
|
||||
a mesh, where:
|
||||
data: the buffer with the vertex coords
|
||||
norm: the buffer with the norm coords
|
||||
vertex: the number of vertex
|
||||
dim: the dimentions of the surface
|
||||
*/
|
||||
struct surface
|
||||
{
|
||||
float *data, *norm;
|
||||
unsigned long vertex;
|
||||
unsigned char dim;
|
||||
};
|
||||
|
||||
/*
|
||||
Init window:
|
||||
w: default width;
|
||||
@@ -50,7 +36,7 @@ struct surface
|
||||
name: Name of the window.
|
||||
*/
|
||||
|
||||
window_t init_window(unsigned int w, unsigned int h, const char *name);
|
||||
window_t init_window(unsigned int w, unsigned int h, const char * name);
|
||||
|
||||
void use_window(window_t window);
|
||||
|
||||
@@ -65,15 +51,13 @@ void close_window(window_t window);
|
||||
m: Dimention of mesh
|
||||
*/
|
||||
|
||||
mesh_t create_mesh(struct surface);
|
||||
mesh_t create_mesh( float * d, float * n, unsigned char m );
|
||||
|
||||
void set_projection_mesh(struct projection);
|
||||
void set_projection_mesh( struct projection );
|
||||
|
||||
void destroy_mesh(mesh_t p);
|
||||
|
||||
void draw_mesh(id_t, mesh_t p);
|
||||
|
||||
void draw_mesh_lines(id_t, mesh_t p);
|
||||
void draw_mesh(mesh_t p);
|
||||
|
||||
/*
|
||||
Set background color:
|
||||
@@ -86,7 +70,7 @@ void set_clean_color_context(unsigned char r, unsigned char g, unsigned char b);
|
||||
|
||||
void clean_context(void);
|
||||
|
||||
int init_context(void);
|
||||
int init_context( void );
|
||||
|
||||
void destroy_shader(id_t shader);
|
||||
|
||||
@@ -96,8 +80,7 @@ void use_shader(id_t shader);
|
||||
|
||||
enum
|
||||
{
|
||||
VERTEX,
|
||||
FRAGMENT
|
||||
VERTEX, FRAGMENT
|
||||
};
|
||||
|
||||
/*
|
||||
@@ -106,8 +89,7 @@ enum
|
||||
type: VERTEX or FRAGMENT
|
||||
*/
|
||||
|
||||
unsigned char load_program_to_shader(
|
||||
id_t shader, const char *src, unsigned int type);
|
||||
unsigned char load_program_to_shader(id_t shader, const char * src, unsigned int type);
|
||||
|
||||
/*
|
||||
load float to shader:
|
||||
@@ -115,23 +97,7 @@ unsigned char load_program_to_shader(
|
||||
f: float to load
|
||||
*/
|
||||
|
||||
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 float[4] to shader:
|
||||
var: name of glsl variable.
|
||||
f: float[4] to load
|
||||
*/
|
||||
|
||||
void load_float4_to_shader(id_t shader, char *var, float f[4]);
|
||||
void load_float_to_shader(id_t shader, char * var, float f);
|
||||
|
||||
/*
|
||||
load matrix 4 to shader:
|
||||
@@ -139,7 +105,7 @@ void load_float4_to_shader(id_t shader, char *var, float f[4]);
|
||||
m: Matrix to load
|
||||
*/
|
||||
|
||||
void load_mat4_to_shader(id_t shader, char *var, mat4_t m);
|
||||
void load_mat4_to_shader(id_t shader, char * var, mat4_t m);
|
||||
|
||||
/*
|
||||
Generate and load fix matrix, this matrix
|
||||
@@ -148,19 +114,23 @@ void load_mat4_to_shader(id_t shader, char *var, mat4_t m);
|
||||
|
||||
ratio: default ratio of window.
|
||||
*/
|
||||
void fix_matrix_load(id_t shader, float ratio);
|
||||
void load_fix_matrix(id_t shader, float ratio);
|
||||
|
||||
/*
|
||||
Generate and load model matrix, it also sets the color
|
||||
to draw.
|
||||
i: From {0,1,2} select one of 3 ortogonal rotations,
|
||||
One for each axis.
|
||||
c: Color index of the pallete.
|
||||
*/
|
||||
void load_mdl_matrix(id_t shader, unsigned char i, unsigned char c);
|
||||
|
||||
/*
|
||||
Generate and load rotation matrix.
|
||||
q: quaterinon describing the rotation.
|
||||
*/
|
||||
|
||||
void rot_matrix_load(id_t shader, quat_t q);
|
||||
|
||||
/*
|
||||
*/
|
||||
|
||||
void color_load(id_t shader, unsigned char color[4]);
|
||||
void load_rot_matrix(id_t shader, quat_t q);
|
||||
|
||||
id_t config_texture(unsigned short type);
|
||||
|
||||
@@ -173,12 +143,6 @@ void destroy_texture(id_t texture);
|
||||
colors: array of color values (rgba in hex ).
|
||||
n: number of color on colors.
|
||||
*/
|
||||
id_t create_palette_texture(const unsigned char colors[][4], unsigned char n);
|
||||
id_t create_palette_texture(const unsigned char colors[][4], unsigned char n );
|
||||
|
||||
quat_t poll_input(window_t window);
|
||||
|
||||
#ifdef EMSCRIPTEN
|
||||
#ifdef GLAD
|
||||
#error undefine GLAD on src/main.h please
|
||||
#endif
|
||||
#endif
|
||||
|
||||
50
src/matrix.c
Normal file
50
src/matrix.c
Normal file
@@ -0,0 +1,50 @@
|
||||
#include "main.h"
|
||||
#include <cglm/cam.h>
|
||||
#include <cglm/mat4.h>
|
||||
#include <cglm/quat.h>
|
||||
|
||||
mat4 ortho[] = {
|
||||
{
|
||||
{1, 0, 0, 0},
|
||||
{0, 1, 0, 0},
|
||||
{0, 0, 1, 0},
|
||||
{0, 0, 0, 1},
|
||||
},
|
||||
{
|
||||
{0, 1, 0, 0},
|
||||
{-1, 0, 0, 0},
|
||||
{0, 0, 1, 0},
|
||||
{0, 0, 0, 1},
|
||||
},
|
||||
{
|
||||
{0, 0, 1, 0},
|
||||
{0, 1, 0, 0},
|
||||
{-1, 0, 0, 0},
|
||||
{0, 0, 0, 1},
|
||||
},
|
||||
};
|
||||
|
||||
void load_fix_matrix(id_t shader, float ratio)
|
||||
{
|
||||
mat4 m, n;
|
||||
const int d = 7;
|
||||
|
||||
glm_lookat((vec3){0, 0, -d}, (vec3){0, 0, 0}, (vec3){0, 1, 0}, m);
|
||||
glm_perspective(CGLM_PI / 4, ratio, d - 3, d + 3, n);
|
||||
glm_mat4_mul(n, m, m);
|
||||
|
||||
load_mat4_to_shader(shader, "fix", (mat4_t)m);
|
||||
}
|
||||
|
||||
void load_mdl_matrix(id_t shader, unsigned char i, unsigned char c)
|
||||
{
|
||||
load_float_to_shader(shader, "idx", c);
|
||||
load_mat4_to_shader(shader, "mdl", (mat4_t)ortho[i]);
|
||||
}
|
||||
|
||||
void load_rot_matrix(id_t shader, quat_t q)
|
||||
{
|
||||
mat4 m;
|
||||
glm_quat_mat4(q, m);
|
||||
load_mat4_to_shader(shader, "rot", (mat4_t)m);
|
||||
}
|
||||
66
src/mesh.c
66
src/mesh.c
@@ -1,11 +1,9 @@
|
||||
#include "main.h"
|
||||
|
||||
#ifdef EMSCRIPTEN
|
||||
#include <GL/gl.h>
|
||||
#else
|
||||
#ifdef GLAD
|
||||
#include <glad.h>
|
||||
#else
|
||||
#include <GL/glew.h>
|
||||
#endif
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
@@ -49,34 +47,49 @@ void set_projection_mesh(struct projection projection)
|
||||
This trick can be done with glVertexAttribPointer.
|
||||
*/
|
||||
|
||||
mesh_t create_mesh(struct surface surface)
|
||||
mesh_t create_mesh(float *d, float *n, unsigned char m)
|
||||
{
|
||||
unsigned char i;
|
||||
struct obj *p;
|
||||
|
||||
p = malloc(sizeof(struct obj));
|
||||
|
||||
p->vertex = surface.vertex;
|
||||
p->vertex = (*d) / m;
|
||||
|
||||
glGenVertexArrays(1, &p->vao);
|
||||
glBindVertexArray(p->vao);
|
||||
|
||||
glGenBuffers(1, &p->d_vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, p->d_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, p->vertex * surface.dim * sizeof(float),
|
||||
surface.data, GL_STATIC_DRAW);
|
||||
glBufferData(
|
||||
GL_ARRAY_BUFFER, p->vertex * m * sizeof(float), d + 1, GL_STATIC_DRAW);
|
||||
|
||||
if (surface.norm)
|
||||
if (n)
|
||||
{
|
||||
glGenBuffers(1, &p->n_vbo);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, p->n_vbo);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
|
||||
p->vertex * surface.dim * sizeof(float), surface.norm,
|
||||
GL_STATIC_DRAW);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, p->vertex * m * sizeof(float),
|
||||
n + 1, GL_STATIC_DRAW);
|
||||
}
|
||||
|
||||
for (i = 0; i < 8; ++i)
|
||||
for (i = 0; i < 4; ++i)
|
||||
{
|
||||
glEnableVertexAttribArray(i);
|
||||
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;
|
||||
}
|
||||
@@ -91,27 +104,18 @@ void destroy_mesh(mesh_t p)
|
||||
free(p);
|
||||
}
|
||||
|
||||
void draw_mesh(id_t shader, mesh_t p)
|
||||
void draw_mesh(mesh_t p)
|
||||
{
|
||||
struct obj *obj = p;
|
||||
|
||||
glUseProgram(shader);
|
||||
glBindVertexArray(obj->vao);
|
||||
#ifndef EMSCRIPTEN
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
#endif
|
||||
glDrawArrays(GL_TRIANGLES, 0, obj->vertex);
|
||||
}
|
||||
void draw_mesh_lines(id_t shader, mesh_t p)
|
||||
{
|
||||
struct obj *obj = p;
|
||||
|
||||
glUseProgram(shader);
|
||||
glBindVertexArray(obj->vao);
|
||||
#ifndef EMSCRIPTEN
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
glDrawArrays(GL_TRIANGLES, 0, obj->vertex);
|
||||
#ifdef DEBUG
|
||||
{
|
||||
int i;
|
||||
for (i = 0; i < obj->vertex; i += 3)
|
||||
glDrawArrays(GL_LINE_LOOP, i, 3);
|
||||
}
|
||||
#else
|
||||
glDrawArrays(GL_LINES, 0, obj->vertex);
|
||||
glDrawArrays(GL_TRIANGLES, 0, obj->vertex);
|
||||
#endif
|
||||
}
|
||||
|
||||
15
src/shader.c
15
src/shader.c
@@ -1,20 +1,20 @@
|
||||
#include "main.h"
|
||||
|
||||
#ifndef EMSCRIPTEN
|
||||
#ifdef GLAD
|
||||
#include <glad.h>
|
||||
#else
|
||||
#include <GL/gl.h>
|
||||
#include <GL/glew.h>
|
||||
#endif
|
||||
|
||||
#ifdef DEBUG
|
||||
#include <stdio.h>
|
||||
#endif
|
||||
|
||||
void destroy_shader(unsigned int shader) { glDeleteProgram(shader); }
|
||||
void destroy_shader(unsigned int shader) { return glDeleteProgram(shader); }
|
||||
|
||||
unsigned int create_shader(void) { return glCreateProgram(); }
|
||||
|
||||
void use_shader(unsigned int program) { glUseProgram(program); }
|
||||
void use_shader(unsigned int program) { return glUseProgram(program); }
|
||||
|
||||
unsigned char load_program_to_shader(
|
||||
unsigned int program, const char *src, unsigned int i)
|
||||
@@ -59,10 +59,3 @@ void load_mat4_to_shader(unsigned int program, char *var, float *mat)
|
||||
glUseProgram(program);
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, var), 1, 0, mat);
|
||||
}
|
||||
|
||||
void load_float4_to_shader(unsigned int program, char *var, float float4[4])
|
||||
{
|
||||
glUseProgram(program);
|
||||
glUniform4f(glGetUniformLocation(program, var), float4[0], float4[1],
|
||||
float4[2], float4[3]);
|
||||
}
|
||||
|
||||
412
src/surface.c
412
src/surface.c
@@ -1,9 +1,6 @@
|
||||
#include <complex.h>
|
||||
#include <math.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
#define TEST
|
||||
|
||||
#define CGLM_ALL_UNALIGNED
|
||||
#include <cglm/vec3.h>
|
||||
@@ -14,87 +11,16 @@
|
||||
#endif
|
||||
|
||||
#ifndef CMPLX
|
||||
#define CMPLX(a, b) (a + I * b)
|
||||
#define CMPLX(a,b) (a+I*b)
|
||||
#endif
|
||||
|
||||
#ifdef TEST
|
||||
#include <assert.h>
|
||||
#endif
|
||||
#include <stdio.h>
|
||||
|
||||
typedef void (*function_t)(float *, int *, unsigned char *);
|
||||
|
||||
struct parm
|
||||
{
|
||||
unsigned char *grid;
|
||||
unsigned char m, n;
|
||||
function_t f;
|
||||
} parm;
|
||||
|
||||
// Función para escribir el archivo .klein
|
||||
void write_klein_file(const char *filename, unsigned char dim, unsigned long vertex, float *vertices, float *normals)
|
||||
{
|
||||
FILE *file = fopen(filename, "wb");
|
||||
if (!file)
|
||||
{
|
||||
perror("Error al abrir el archivo");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
// Escribir encabezado
|
||||
fwrite("KLEIN", 1, 5, file); // Los primeros 5 bytes son "KLEIN"
|
||||
fputc(0, file); // Byte vacío
|
||||
fwrite(&dim, 1, 1, file); // Dimensión de la superficie
|
||||
fwrite(&vertex, sizeof(unsigned long), 1, file); // Número de vértices (8 bytes)
|
||||
|
||||
// Escribir dimensiones de la cuadrícula
|
||||
fwrite(parm.grid, sizeof(unsigned char), dim, file);
|
||||
// Debug info
|
||||
for (int i = 0; i < dim; i++) {
|
||||
printf("Grid[%d]: %u\n", i, parm.grid[i]);
|
||||
}
|
||||
|
||||
// Escribir vértices (en float)
|
||||
fwrite(vertices, sizeof(float), vertex * dim, file);
|
||||
// Debug info
|
||||
for (unsigned long i = 0; i < vertex * dim; i++) {
|
||||
printf("Vertices[%lu]: %f\n", i, vertices[i]);
|
||||
}
|
||||
|
||||
// Escribir normales (en float)
|
||||
fwrite(normals, sizeof(float), vertex * dim, file);
|
||||
// Debug info
|
||||
for (unsigned long i = 0; i < vertex * dim; i++) {
|
||||
printf("Normals[%lu]: %f\n", i, normals[i]);
|
||||
}
|
||||
|
||||
fclose(file);
|
||||
printf("Archivo %s escrito correctamente.\n", filename);
|
||||
}
|
||||
|
||||
int factorial(int n)
|
||||
{
|
||||
if (n == 1)
|
||||
return 1;
|
||||
|
||||
return n * factorial(n - 1);
|
||||
}
|
||||
|
||||
int faces(int n)
|
||||
{
|
||||
if (n == 2)
|
||||
return 1;
|
||||
|
||||
return (1 << (n - 3)) * factorial(n) / factorial(n - 2);
|
||||
}
|
||||
|
||||
void riemman(float *d_surface, int *coords, unsigned char *grid)
|
||||
void riemman(float *d_surface, int * coords, int grid_size)
|
||||
{
|
||||
complex double eq;
|
||||
float u = 2 * ((float)coords[0] / grid[0]) - 1;
|
||||
float v = 2 * ((float)coords[1] / grid[1]) - 1;
|
||||
float u = 2 * ((float)coords[0] / grid_size) - 1;
|
||||
float v = 2 * ((float)coords[1] / grid_size) - 1;
|
||||
|
||||
eq = csqrt(CMPLX(u, v));
|
||||
eq = csqrt(CMPLX(u,v));
|
||||
|
||||
d_surface[0] = u;
|
||||
d_surface[1] = v;
|
||||
@@ -102,42 +28,40 @@ void riemman(float *d_surface, int *coords, unsigned char *grid)
|
||||
d_surface[3] = cimag(eq);
|
||||
}
|
||||
|
||||
void cube(float *d_surface, int *coord, unsigned char *grid)
|
||||
|
||||
void cube( float *d_surface, int * coord, int grid_size )
|
||||
{
|
||||
int i;
|
||||
unsigned char i;
|
||||
|
||||
for (i = 0; i < parm.m; i++)
|
||||
d_surface[i] = (2 * (float)coord[i] / grid[i]) - 1;
|
||||
|
||||
if (parm.m == 2)
|
||||
d_surface[2] = 0;
|
||||
for(int i=0; i<4; i++ )
|
||||
d_surface[i]=(float)coord[i]/grid_size;
|
||||
}
|
||||
|
||||
void mobius(float *d_surface, int *coord, unsigned char *grid)
|
||||
void mobius(float *d_surface, int * coord, int grid_size)
|
||||
{
|
||||
const float width = 0.5;
|
||||
float u = (2 * M_PI) * ((float)coord[0] / grid[0]);
|
||||
float v = (2 * width) * ((float)coord[1] / grid[1]) - width;
|
||||
float u = (2 * M_PI) * ((float)coord[0] / grid_size);
|
||||
float v = (2 * width) * ((float)coord[1] / grid_size) - width;
|
||||
|
||||
d_surface[0] = cos(u) + v * cos(u / 2) * cos(u);
|
||||
d_surface[1] = sin(u) + v * cos(u / 2) * sin(u);
|
||||
d_surface[2] = v * sin(u / 2);
|
||||
}
|
||||
|
||||
void torus(float *d_surface, int *coord, unsigned char *grid)
|
||||
void torus(float *d_surface, int * coord, int grid_size)
|
||||
{
|
||||
float u = (2 * M_PI) * ((float)coord[0] / grid[0]);
|
||||
float v = (2 * M_PI) * ((float)coord[1] / grid[1]);
|
||||
float u = (2 * M_PI) * ((float)coord[0] / grid_size);
|
||||
float v = (2 * M_PI) * ((float)coord[1] / grid_size);
|
||||
|
||||
d_surface[0] = (1 + 0.5 * cos(v)) * cos(u);
|
||||
d_surface[1] = (1 + 0.5 * cos(v)) * sin(u);
|
||||
d_surface[2] = 0.5 * sin(v);
|
||||
}
|
||||
|
||||
void klein(float *d_surface, int *coord, unsigned char *grid)
|
||||
void klein(float *d_surface, int * coord, int grid_size)
|
||||
{
|
||||
float u = (2 * M_PI) * ((float)coord[0] / grid[0]);
|
||||
float v = (2 * M_PI) * ((float)coord[1] / grid[1]);
|
||||
float u = (2 * M_PI) * ((float)coord[0] / grid_size);
|
||||
float v = (2 * M_PI) * ((float)coord[1]/ grid_size);
|
||||
|
||||
d_surface[0] = (0.5 * cos(v) + 0.5) * cos(u);
|
||||
d_surface[1] = (0.5 * cos(v) + 0.5) * sin(u);
|
||||
@@ -145,256 +69,166 @@ void klein(float *d_surface, int *coord, unsigned char *grid)
|
||||
d_surface[3] = sin(v) * sin(u / 2);
|
||||
}
|
||||
|
||||
float *generate_data_surface(unsigned char *dim, unsigned long *vertex)
|
||||
typedef void (*function_t)(float *, int *, int);
|
||||
|
||||
float *generate_data_surface(int grid_size, unsigned char *s)
|
||||
{
|
||||
unsigned int i, j, k, o, p, n;
|
||||
unsigned long size, q = 0;
|
||||
unsigned int i, j, k, o, p, l, n, m;
|
||||
long size, q=0;
|
||||
function_t f;
|
||||
float *d_surface;
|
||||
int *cara;
|
||||
|
||||
parm.f = cube;
|
||||
parm.m = 4;
|
||||
parm.n = 4;
|
||||
parm.grid = (char[]){16, 8, 4, 2, 1};
|
||||
const int dim =2;
|
||||
int cara[dim];
|
||||
char bits[dim+1];
|
||||
bits[dim]=0;
|
||||
|
||||
#ifdef TEST
|
||||
assert(faces(2) == 1);
|
||||
assert(faces(3) == 6);
|
||||
assert(faces(4) == 24);
|
||||
#endif
|
||||
f =klein ;
|
||||
*s = 4;
|
||||
|
||||
*dim = parm.n;
|
||||
*vertex = 0;
|
||||
size = grid_size * grid_size * 6 * (*s) * 24;
|
||||
d_surface = malloc((size + 1) * sizeof(float));
|
||||
d_surface[0] = size;
|
||||
|
||||
{
|
||||
unsigned char test = 0;
|
||||
for (o = 0; o < parm.m; o++)
|
||||
{
|
||||
for (p = 0; p < o; p++)
|
||||
{
|
||||
test += 1;
|
||||
*vertex += parm.grid[p] * parm.grid[o] * 6 * faces(parm.n);
|
||||
}
|
||||
}
|
||||
*vertex /= test;
|
||||
}
|
||||
|
||||
cara = malloc(parm.m * sizeof(int));
|
||||
size = (*dim) * (*vertex);
|
||||
d_surface = malloc(size * sizeof(float));
|
||||
|
||||
for (o = 0; o < parm.m; o++)
|
||||
for(o = 0; o < dim; o ++)
|
||||
{
|
||||
for (p = 0; p < o; p++)
|
||||
{
|
||||
for (k = 0; k < (1 << (parm.m - 2)); k++)
|
||||
for (k = 0; k < (1 << (dim-2)); k++)
|
||||
{
|
||||
unsigned char skip = 0;
|
||||
for (n = 0; n < parm.m; n++)
|
||||
unsigned char skip=0;
|
||||
for(n = 0; n < dim-2; n++)
|
||||
{
|
||||
if (n == o || n == p)
|
||||
if( n==(o-1) || n==p )
|
||||
skip++;
|
||||
|
||||
cara[n] = (k & (1 << (n - skip))) ? parm.grid[n] : 0;
|
||||
cara[n+skip] = (k & (1<<n))?grid_size:0;
|
||||
}
|
||||
|
||||
for (i = 0; i < parm.grid[p]; i++)
|
||||
for(i = 0; i < grid_size; i++)
|
||||
{
|
||||
for (j = 0; j < parm.grid[o]; j++)
|
||||
for (j = 0; j < grid_size; j++)
|
||||
{
|
||||
cara[p] = i;
|
||||
cara[o] = j;
|
||||
parm.f(&d_surface[q], cara, parm.grid);
|
||||
q += parm.n;
|
||||
cara[o] = i;
|
||||
cara[p] = j;
|
||||
f(&d_surface[q + 1], cara, grid_size);
|
||||
q += *s;
|
||||
|
||||
cara[p] = i + 1;
|
||||
cara[o] = j;
|
||||
parm.f(&d_surface[q], cara, parm.grid);
|
||||
q += parm.n;
|
||||
cara[o] = i + 1;
|
||||
cara[p] = j;
|
||||
f(&d_surface[q + 1], cara, grid_size);
|
||||
q += *s;
|
||||
|
||||
cara[p] = i + 1;
|
||||
cara[o] = j + 1;
|
||||
parm.f(&d_surface[q], cara, parm.grid);
|
||||
q += parm.n;
|
||||
cara[o] = i + 1;
|
||||
cara [p] = j + 1;
|
||||
f(&d_surface[q + 1], cara, grid_size);
|
||||
q += *s;
|
||||
|
||||
cara[p] = i;
|
||||
cara[o] = j;
|
||||
parm.f(&d_surface[q], cara, parm.grid);
|
||||
q += parm.n;
|
||||
cara[o] = i;
|
||||
cara [p] = j;
|
||||
f(&d_surface[q + 1], cara, grid_size);
|
||||
q += *s;
|
||||
|
||||
cara[p] = i;
|
||||
cara[o] = j + 1;
|
||||
parm.f(&d_surface[q], cara, parm.grid);
|
||||
q += parm.n;
|
||||
cara[o] = i;
|
||||
cara [p] = j + 1;
|
||||
f(&d_surface[q + 1], cara, grid_size);
|
||||
q += *s;
|
||||
|
||||
cara[p] = i + 1;
|
||||
cara[o] = j + 1;
|
||||
parm.f(&d_surface[q], cara, parm.grid);
|
||||
q += parm.n;
|
||||
cara[o] = i + 1;
|
||||
cara [p] = j + 1;
|
||||
f(&d_surface[q + 1], cara, grid_size);
|
||||
q += *s;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef TEST
|
||||
assert(q == size);
|
||||
#endif
|
||||
return d_surface;
|
||||
}
|
||||
|
||||
|
||||
|
||||
static void __calculate_normal(
|
||||
float *p1, float *p2, float *p3, float *normal, unsigned char n)
|
||||
{
|
||||
unsigned char i;
|
||||
float alpha;
|
||||
float *v1, *v2, *v3;
|
||||
float *u1, *u2, *u3;
|
||||
vec4 v1, v2, v3;
|
||||
vec4 u1, u2, u3;
|
||||
|
||||
v1 = malloc(n * sizeof(float));
|
||||
v2 = malloc(n * sizeof(float));
|
||||
v3 = malloc(n * sizeof(float));
|
||||
u1 = malloc(n * sizeof(float));
|
||||
u2 = malloc(n * sizeof(float));
|
||||
u3 = malloc(n * sizeof(float));
|
||||
|
||||
/*
|
||||
Calculate a normal vector of a plain using Gram-Schmidt process
|
||||
*/
|
||||
switch (n)
|
||||
{
|
||||
for (i = 0; i < n; ++i)
|
||||
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:
|
||||
|
||||
/*
|
||||
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.
|
||||
*/
|
||||
glm_vec4_sub(p2, p1, v1);
|
||||
glm_vec4_sub(p3, p1, v2);
|
||||
glm_vec4_copy(p1, v3);
|
||||
|
||||
/* Setup U1 */
|
||||
{
|
||||
v1[i] = p2[i] - p1[i];
|
||||
v2[i] = p3[i] - p1[i];
|
||||
v3[i] = p1[i];
|
||||
glm_vec4_copy(v1, u1);
|
||||
}
|
||||
|
||||
for (i = 0; i < n; ++i)
|
||||
/* Setup U2 */
|
||||
{
|
||||
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 */
|
||||
{
|
||||
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;
|
||||
vec4 proj1, proj2;
|
||||
|
||||
for (i = 0; i < n; ++i)
|
||||
{
|
||||
proj[i] = u1[i] * alpha;
|
||||
u2[i] = v2[i] - proj[i];
|
||||
}
|
||||
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);
|
||||
}
|
||||
|
||||
{
|
||||
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);
|
||||
glm_vec4_copy(u3, normal);
|
||||
glm_vec4_normalize(normal);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
float *generate_normals_surface(float *d, unsigned char m, unsigned long vertex)
|
||||
float *generate_normals_surface(float *d, unsigned char m)
|
||||
{
|
||||
float *n;
|
||||
float *norm_vec;
|
||||
|
||||
n = malloc((m * vertex) * sizeof(float));
|
||||
|
||||
norm_vec = malloc(m * sizeof(float));
|
||||
|
||||
n = malloc((*d + 1) * sizeof(float));
|
||||
*n = *d;
|
||||
for (int i = 0; i < *d; i += 3 * m)
|
||||
{
|
||||
|
||||
__calculate_normal(d + i, d + i + m, d + i + 2 * m, norm_vec, m);
|
||||
glm_vec3_copy(norm_vec, n + i);
|
||||
glm_vec3_copy(norm_vec, n + i + m);
|
||||
glm_vec3_copy(norm_vec, n + i + 2 * m);
|
||||
}
|
||||
vec4 norm_vec;
|
||||
|
||||
free(norm_vec);
|
||||
__calculate_normal(
|
||||
(d + 1) + i, (d + 1) + i + m, (d + 1) + i + 2 * m, norm_vec, m);
|
||||
glm_vec3_copy(norm_vec, (n + 1) + i);
|
||||
glm_vec3_copy(norm_vec, (n + 1) + i + m);
|
||||
glm_vec3_copy(norm_vec, (n + 1) + i + 2 * m);
|
||||
}
|
||||
return n;
|
||||
}
|
||||
int main()
|
||||
{
|
||||
unsigned char dim;
|
||||
unsigned long vertex;
|
||||
float *vertices, *normals;
|
||||
|
||||
// Generar datos de la superficie
|
||||
vertices = generate_data_surface(&dim, &vertex);
|
||||
|
||||
// Verificar datos generados
|
||||
if (vertices == NULL) {
|
||||
printf("Error: vertices no generados.\n");
|
||||
return 1;
|
||||
}
|
||||
|
||||
printf("Dim: %u, Vertex: %lu\n", dim, vertex);
|
||||
|
||||
// Generar normales
|
||||
normals = generate_normals_surface(vertices, dim, vertex);
|
||||
|
||||
// Verificar normales generadas
|
||||
if (normals == NULL) {
|
||||
printf("Error: normales no generadas.\n");
|
||||
free(vertices);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Escribir el archivo
|
||||
printf("Escribiendo archivo .klein\n");
|
||||
write_klein_file("kingtin.klein", dim, vertex, vertices, normals);
|
||||
|
||||
free(vertices);
|
||||
free(normals);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
38
src/texture.c
Normal file
38
src/texture.c
Normal file
@@ -0,0 +1,38 @@
|
||||
#include "main.h"
|
||||
#ifdef GLAD
|
||||
#include <glad.h>
|
||||
#else
|
||||
#include <GL/glew.h>
|
||||
#endif
|
||||
|
||||
#define TYPE GL_TEXTURE_2D_ARRAY
|
||||
|
||||
static id_t __config_texture(unsigned short type)
|
||||
{
|
||||
id_t texture;
|
||||
|
||||
glGenTextures(1, &texture);
|
||||
glBindTexture(TYPE, texture);
|
||||
|
||||
{
|
||||
glTexParameteri(TYPE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(TYPE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
}
|
||||
|
||||
return texture;
|
||||
}
|
||||
|
||||
void use_texture(id_t texture) { return glBindTexture(TYPE, texture); }
|
||||
|
||||
void destroy_texture(unsigned int texture)
|
||||
{
|
||||
return glDeleteTextures(1, &texture);
|
||||
}
|
||||
|
||||
id_t create_palette_texture(const unsigned char colors[][4], unsigned char n)
|
||||
{
|
||||
id_t texture = __config_texture(TYPE);
|
||||
glTexImage3D(
|
||||
TYPE, 0, GL_RGBA, 1, 1, n, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors);
|
||||
return texture;
|
||||
}
|
||||
Reference in New Issue
Block a user