11 Commits

Author SHA1 Message Date
islas
1d254eade5 Actualizar src/surface.c 2024-12-01 22:50:15 +00:00
PedroEdiaz
904d686c6e Clean up codebase, rm texture, matrix -> load 2024-12-01 16:12:17 -06:00
PedroEdiaz
a293008137 Fix size with variable grid 2024-12-01 13:43:27 -06:00
PedroEdiaz
0729388291 Set up struct surface, and use variable grid 2024-12-01 13:23:29 -06:00
PedroEdiaz
b19100424d Clean 2024-12-01 12:21:29 -06:00
PedroEdiaz
0db8ed60ac Assert Style 2024-12-01 12:20:59 -06:00
PedroEdiaz
6c322a9759 Avoid bottle-neck while drwing lines, fix surface 2024-12-01 12:19:53 -06:00
PedroEdiaz
8be2052c45 Merge branch 'roberto' into experimental 2024-12-01 00:24:52 -06:00
PedroEdiaz
1a0b804b57 Fix: cube, add test for cube generation 2024-12-01 00:13:26 -06:00
alan
468f9f951d Número de caras agregado 2024-11-30 22:48:29 -06:00
alan
23f98687fe Cubo arreglado 2024-11-30 21:10:43 -06:00
12 changed files with 501 additions and 450 deletions

View File

@@ -4,9 +4,8 @@ OBJ = \
ext/glad/glad.o \ ext/glad/glad.o \
src/surface.o \ src/surface.o \
src/context.o \ src/context.o \
src/texture.o \
src/window.o \ src/window.o \
src/matrix.o \ src/load.o \
src/shader.o \ src/shader.o \
src/input.o \ src/input.o \
src/mesh.o \ src/mesh.o \
@@ -30,14 +29,13 @@ WAYLAND-LIB = \
wayland wayland
help: help:
@echo "Para compilar el proyecto a tu sistema operativo" @echo "Usage:"
@echo "porfavor usa uno de los siguientes comandos:"
@echo " $(MAKE) windows" @echo " $(MAKE) windows"
@echo " $(MAKE) linux-x11" @echo " $(MAKE) linux-x11"
@echo " $(MAKE) linux-wayland" @echo " $(MAKE) linux-wayland"
@echo " $(MAKE) cocoa" @echo " $(MAKE) cocoa"
@echo " $(MAKE) CC=emcc wasm" @echo " $(MAKE) CC=emcc wasm"
@echo "Para limpiar los archivos compilados se puede usar" @echo "Clean"
@echo " $(MAKE) clean" @echo " $(MAKE) clean"
src/main.o: src/data/axis.h src/data/shaders.h src/main.o: src/data/axis.h src/data/shaders.h
@@ -63,7 +61,7 @@ cocoa: $(OBJ)
$(CC) -framework OpenGL -o $(BIN) $(OBJ) ext/glfw.a -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 $(BIN).js $(OBJ) $(CC) -sUSE_WEBGL2=1 -sUSE_GLFW=3 -o $(BIN).html $(OBJ)
chmod -x $(BIN).wasm chmod -x $(BIN).wasm
libglfw.so: libglfw.so:
@@ -77,4 +75,4 @@ clean:
.SUFFIXES: .c .o .SUFFIXES: .c .o
.c.o: .c.o:
$(CC) $(CFLAGS) -c -o $@ $< $(CC) -Wno-implicit-function-declaration $(CFLAGS) -c -o $@ $<

View File

@@ -3,12 +3,8 @@
#ifdef EMSCRIPTEN #ifdef EMSCRIPTEN
#include <GL/gl.h> #include <GL/gl.h>
#else #else
#ifdef GLAD
#include <glad.h> #include <glad.h>
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#else
#include <GL/glew.h>
#endif
#endif #endif
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)
@@ -22,12 +18,7 @@ int init_context(void)
#ifdef EMSCRIPTEN #ifdef EMSCRIPTEN
return 1; return 1;
#else #else
#ifdef GLAD
return gladLoadGLLoader((GLADloadproc)glfwGetProcAddress); return gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
#else
return glewInit();
#endif
#endif #endif
} }

View File

@@ -15,18 +15,16 @@ 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 uint idx;"
"uniform uint i;"
"uniform float angle;" "uniform float angle;"
"uniform float i;"
"uniform vec4 color;"
"uniform mat4 fix;" "uniform mat4 fix;"
"uniform mat4 rot;" "uniform mat4 rot;"
"uniform mat4 mdl;"
"flat out uint index;"
"out vec3 Normal;" "out vec3 Normal;"
"out vec3 FragPos;" "out vec3 FragPos;"
"out vec4 Color;"
"mat2 rotate2d( float angle )" "mat2 rotate2d( float angle )"
"{" "{"
@@ -35,62 +33,53 @@ const char * vs =
"void main()" "void main()"
"{" "{"
" index=idx;" " Color=color;"
" 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];" " aNormal[int(i)] = (vec2(aNormal[int(i)], aNormal_w) * "
" aPos[i] = (vec2(aPos[i], aPos_w) * rotate2d(angle))[0];" "rotate2d(angle))[0];"
" aPos[int(i)] = (vec2(aPos[int(i)], aPos_w) * rotate2d(angle))[0];"
" Normal = mat3(transpose(inverse(rot*mdl))) * aNormal;" " Normal = mat3(transpose(inverse(rot))) * aNormal;"
" gl_Position = fix * rot * mdl * vec4( aPos, 1.0 );\n" " gl_Position = fix * rot * vec4( aPos, 1.0 );\n"
" FragPos = vec3( rot * mdl * vec4(aPos, 1.0));" " FragPos = vec3( rot * vec4(aPos, 1.0));"
"}"; "}";
const char *fs_plain = const char *fs_plain =
#ifdef EMSCRIPTEN #ifdef EMSCRIPTEN
"#version 300 es\n" "#version 300 es\n"
"precision highp float;" "precision highp float;"
"precision highp sampler2DArray;"
#else #else
"#version 330 core\n" "#version 330 core\n"
#endif #endif
"uniform sampler2DArray palette;"
"flat in uint index;"
"out vec4 FragColor;" "out vec4 FragColor;"
"in vec3 Normal;" "in vec3 Normal;"
"in vec3 FragPos;" "in vec3 FragPos;"
"in vec4 Color;"
"void main()" "void main()"
"{" "{"
" vec4 color = texture( palette, vec3(0,0,index)).rgba;" " FragColor = vec4(pow(vec3(Color),vec3(1.0/2.2)),Color.a);"
" FragColor = vec4(pow(vec3(color),vec3(1.0/2.2)),color.a);"
"}"; "}";
const char *fs = const char *fs =
#ifdef EMSCRIPTEN #ifdef EMSCRIPTEN
"#version 300 es\n" "#version 300 es\n"
"precision highp float;" "precision highp float;"
"precision highp sampler2DArray;"
#else #else
"#version 330 core\n" "#version 330 core\n"
#endif #endif
"uniform sampler2DArray palette;"
"flat in uint index;"
"in vec3 Normal;" "in vec3 Normal;"
"in vec3 FragPos;" "in vec3 FragPos;"
"in vec4 Color;"
"out vec4 FragColor;" "out vec4 FragColor;"
"void main()" "void main()"
"{" "{"
" vec4 color = texture(palette, vec3(0, 0, index));\n"
" vec3 viewPos = vec3(0, 0, -15);\n" " vec3 viewPos = vec3(0, 0, -15);\n"
" vec3 viewDir = normalize(viewPos - FragPos);\n" " vec3 viewDir = normalize(viewPos - FragPos);\n"
@@ -103,6 +92,7 @@ const char * fs =
" float specular = pow(abs(dot(normalize(Normal), halfwayDir)), 32.0);\n" " float specular = pow(abs(dot(normalize(Normal), halfwayDir)), 32.0);\n"
" float diffuse = abs(dot(normalize(Normal), lightDir));\n" " float diffuse = abs(dot(normalize(Normal), lightDir));\n"
" vec3 result = pow((0.5 + 0.5*diffuse + 1.5*specular) * color.rgb, vec3(1.0/2.2));\n" " vec3 result = pow((0.5 + 0.5*diffuse + 1.5*specular) * Color.rgb, "
" FragColor = vec4(result, color.a);\n" "vec3(1.0/2.2));\n"
" FragColor = vec4(result, Color.a);\n"
"}"; "}";

34
src/load.c Normal file
View File

@@ -0,0 +1,34 @@
#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);
}

View File

@@ -1,5 +1,4 @@
#include "main.h" #include "main.h"
#include "data/axis.h"
#include "data/shaders.h" #include "data/shaders.h"
#include <stdio.h> #include <stdio.h>
@@ -16,19 +15,14 @@
#define M_PI 3.14159 #define M_PI 3.14159
#endif #endif
float *generate_data_surface(unsigned int, unsigned char *); float *generate_data_surface(unsigned char *, unsigned long *);
float *generate_normals_surface(float *, unsigned char); float *generate_normals_surface(float *, unsigned char, unsigned long);
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"; const char *wname = "manigraph: manifold grapher";
unsigned char palette[][4] = { unsigned char color[4] = {0x2F, 0x3C, 0x7E, 0xff};
{0xEB, 0xD3, 0xF8, 0xff},
{0xEB, 0xD4, 0xF8, 0xff},
{0xEB, 0xD5, 0xF8, 0xff},
{0x2F, 0x3C, 0x7E, 0xff},
};
void mlog(char *msg) void mlog(char *msg)
{ {
@@ -38,7 +32,7 @@ void mlog(char *msg)
} }
window_t window; window_t window;
mesh_t m_surface, m_axis; mesh_t m_surface;
id_t shader, shader_plain; id_t shader, shader_plain;
extern volatile unsigned char animate_index; extern volatile unsigned char animate_index;
@@ -46,6 +40,7 @@ extern volatile unsigned char animate_index;
#ifndef EMSCRIPTEN #ifndef EMSCRIPTEN
static inline static inline
#endif #endif
void void
main_loop(void) main_loop(void)
{ {
@@ -53,8 +48,10 @@ static inline
q = poll_input(window); q = poll_input(window);
load_rot_matrix(shader, q); rot_matrix_load(shader, q);
load_rot_matrix(shader_plain, q); rot_matrix_load(shader_plain, q);
color_load(shader, color);
color_load(shader_plain, color);
{ {
static float angle = 0; static float angle = 0;
@@ -71,38 +68,22 @@ static inline
if (animate_index) if (animate_index)
{ {
load_uint_to_shader( shader, "i", animate_index-1 ); load_float_to_shader(shader, "i", animate_index - 1);
load_uint_to_shader( shader_plain, "i", animate_index-1 ); load_float_to_shader(shader_plain, "i", animate_index - 1);
angle += 0.01; angle += 0.01;
load_float_to_shader(shader, "angle", angle); load_float_to_shader(shader, "angle", angle);
load_float_to_shader(shader_plain, "angle", angle); load_float_to_shader(shader_plain, "angle", angle);
} }
} }
clean_context(); clean_context();
#ifndef DEBUG draw_mesh(shader, m_surface);
load_mdl_matrix(shader_plain, 0, 0); draw_mesh_lines(shader_plain, m_surface);
draw_mesh(m_axis, 1);
load_mdl_matrix(shader_plain, 1, 1);
draw_mesh(m_axis, 1);
load_mdl_matrix(shader_plain, 2, 2);
draw_mesh(m_axis, 1);
#endif
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)
{ {
id_t texture;
mlog("[VENTANA] Inicializando...\n"); mlog("[VENTANA] Inicializando...\n");
{ {
@@ -125,12 +106,6 @@ int main(void)
set_clean_color_context(0xFF, 0xFF, 0xFF); set_clean_color_context(0xFF, 0xFF, 0xFF);
} }
mlog("[TEXTURE] Inicializando...\n");
{
texture = create_palette_texture(palette, 4);
use_texture(texture);
}
mlog("[SHADER] Inicializando...\n"); mlog("[SHADER] Inicializando...\n");
{ {
if (!(shader = create_shader())) if (!(shader = create_shader()))
@@ -140,7 +115,7 @@ int main(void)
} }
load_program_to_shader(shader, vs, VERTEX); load_program_to_shader(shader, vs, VERTEX);
load_program_to_shader(shader, fs, FRAGMENT); load_program_to_shader(shader, fs, FRAGMENT);
load_fix_matrix(shader, (float)WIDTH / HEIGHT); fix_matrix_load(shader, (float)WIDTH / HEIGHT);
} }
mlog("[SHADER] Inicializando...\n"); mlog("[SHADER] Inicializando...\n");
@@ -152,38 +127,30 @@ int main(void)
} }
load_program_to_shader(shader_plain, vs, VERTEX); load_program_to_shader(shader_plain, vs, VERTEX);
load_program_to_shader(shader_plain, fs_plain, FRAGMENT); load_program_to_shader(shader_plain, fs_plain, FRAGMENT);
load_fix_matrix(shader_plain, (float)WIDTH / HEIGHT); fix_matrix_load(shader_plain, (float)WIDTH / HEIGHT);
} }
mlog("[MESH] Inicializando...\n"); mlog("[MESH] Inicializando...\n");
{ {
unsigned char m; struct surface surface;
float *n_surface, *d_surface;
d_surface = generate_data_surface(16, &m);
n_surface = generate_normals_surface(d_surface, m);
if (!(m_surface = create_mesh(d_surface, n_surface, m))) surface.data = generate_data_surface(&surface.dim, &surface.vertex);
surface.norm =
generate_normals_surface(surface.data, surface.dim, surface.vertex);
if (!(m_surface = create_mesh(surface)))
{ {
mlog("[MESH] Error al inicializar...\n"); mlog("[MESH] Error al inicializar...\n");
goto error_mesh_surface; goto error_mesh_surface;
} }
projection.m = m; projection.m = surface.dim;
projection.mesh = m_surface; projection.mesh = m_surface;
set_projection_mesh(projection); set_projection_mesh(projection);
free(surface.norm);
free(n_surface); free(surface.data);
free(d_surface);
}
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"); mlog("[MAIN LOOP] Inicializando...\n");
@@ -196,23 +163,17 @@ int main(void)
#endif #endif
mlog("[MAIN LOOP] Terminando...\n"); mlog("[MAIN LOOP] Terminando...\n");
mlog("[MESH] Destruyendo...\n");
destroy_mesh(m_axis);
mlog("[MESH] Destruyendo...\n"); mlog("[MESH] Destruyendo...\n");
destroy_mesh(m_surface); destroy_mesh(m_surface);
mlog("[SHADER] Destruyendo...\n"); mlog("[SHADER] Destruyendo...\n");
destroy_shader(shader_plain); destroy_shader(shader_plain);
mlog("[SHADER] Destruyendo...\n"); mlog("[SHADER] Destruyendo...\n");
destroy_shader(shader); destroy_shader(shader);
mlog("[TEXTURE] Destruyendo...\n");
destroy_texture(texture);
mlog("[WINDOW] Destruyendo...\n"); mlog("[WINDOW] Destruyendo...\n");
close_window(window); close_window(window);
return 0; return 0;
mlog("[MESH] Destruyendo...\n"); error_context:
destroy_mesh(m_axis);
error_mesh_axis:
mlog("[MESH] Destruyendo...\n"); mlog("[MESH] Destruyendo...\n");
destroy_mesh(m_surface); destroy_mesh(m_surface);
error_mesh_surface: error_mesh_surface:
@@ -222,9 +183,6 @@ error_shader_plain:
mlog("[SHADER] Destruyendo...\n"); mlog("[SHADER] Destruyendo...\n");
destroy_shader(shader); destroy_shader(shader);
error_shader: error_shader:
mlog("[TEXTURE] Destruyendo...\n");
destroy_texture(texture);
error_context:
mlog("[WINDOW] Destruyendo...\n"); mlog("[WINDOW] Destruyendo...\n");
close_window(window); close_window(window);
error_window: error_window:

View File

@@ -4,8 +4,7 @@
error of the shaders. 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 unsigned int id_t;
@@ -29,6 +28,21 @@ struct projection
unsigned char m, x, y, z, w; 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: Init window:
w: default width; w: default width;
@@ -51,13 +65,15 @@ void close_window(window_t window);
m: Dimention of mesh m: Dimention of mesh
*/ */
mesh_t create_mesh( float * d, float * n, unsigned char m ); mesh_t create_mesh(struct surface);
void set_projection_mesh(struct projection); void set_projection_mesh(struct projection);
void destroy_mesh(mesh_t p); void destroy_mesh(mesh_t p);
void draw_mesh(mesh_t p, char lines); void draw_mesh(id_t, mesh_t p);
void draw_mesh_lines(id_t, mesh_t p);
/* /*
Set background color: Set background color:
@@ -80,7 +96,8 @@ void use_shader(id_t shader);
enum enum
{ {
VERTEX, FRAGMENT VERTEX,
FRAGMENT
}; };
/* /*
@@ -89,7 +106,8 @@ enum
type: VERTEX or FRAGMENT 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: load float to shader:
@@ -107,6 +125,14 @@ void load_float_to_shader(id_t shader, char * var, float f);
void load_uint_to_shader(id_t shader, char *var, unsigned int u); 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]);
/* /*
load matrix 4 to shader: load matrix 4 to shader:
var: name of glsl variable. var: name of glsl variable.
@@ -122,23 +148,19 @@ void load_mat4_to_shader(id_t shader, char * var, mat4_t m);
ratio: default ratio of window. ratio: default ratio of window.
*/ */
void load_fix_matrix(id_t shader, float ratio); void fix_matrix_load(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. Generate and load rotation matrix.
q: quaterinon describing the rotation. q: quaterinon describing the rotation.
*/ */
void load_rot_matrix(id_t shader, quat_t q); void rot_matrix_load(id_t shader, quat_t q);
/*
*/
void color_load(id_t shader, unsigned char color[4]);
id_t config_texture(unsigned short type); id_t config_texture(unsigned short type);

Binary file not shown.

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@@ -1,50 +0,0 @@
#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 / 6, 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_uint_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);
}

View File

@@ -1,9 +1,11 @@
#include "main.h" #include "main.h"
#ifdef GLAD
#include <glad.h> #ifdef EMSCRIPTEN
#include <GL/gl.h>
#else #else
#include <GL/glew.h> #include <glad.h>
#endif #endif
#include <stdio.h> #include <stdio.h>
#include <stdlib.h> #include <stdlib.h>
@@ -47,36 +49,34 @@ void set_projection_mesh(struct projection projection)
This trick can be done with glVertexAttribPointer. This trick can be done with glVertexAttribPointer.
*/ */
mesh_t create_mesh(float *d, float *n, unsigned char m) mesh_t create_mesh(struct surface surface)
{ {
unsigned char i; unsigned char i;
struct obj *p; struct obj *p;
p = malloc(sizeof(struct obj)); p = malloc(sizeof(struct obj));
p->vertex = (*d) / m; p->vertex = surface.vertex;
glGenVertexArrays(1, &p->vao); glGenVertexArrays(1, &p->vao);
glBindVertexArray(p->vao); glBindVertexArray(p->vao);
glGenBuffers(1, &p->d_vbo); glGenBuffers(1, &p->d_vbo);
glBindBuffer(GL_ARRAY_BUFFER, p->d_vbo); glBindBuffer(GL_ARRAY_BUFFER, p->d_vbo);
glBufferData( glBufferData(GL_ARRAY_BUFFER, p->vertex * surface.dim * sizeof(float),
GL_ARRAY_BUFFER, p->vertex * m * sizeof(float), d + 1, GL_STATIC_DRAW); surface.data, GL_STATIC_DRAW);
if (n) if (surface.norm)
{ {
glGenBuffers(1, &p->n_vbo); glGenBuffers(1, &p->n_vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, p->n_vbo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, p->n_vbo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, p->vertex * m * sizeof(float), glBufferData(GL_ELEMENT_ARRAY_BUFFER,
n + 1, GL_STATIC_DRAW); p->vertex * surface.dim * sizeof(float), surface.norm,
GL_STATIC_DRAW);
} }
for (i = 0; i < 4; ++i) for (i = 0; i < 8; ++i)
{
glEnableVertexAttribArray(i); glEnableVertexAttribArray(i);
glEnableVertexAttribArray(i + 4);
}
return p; return p;
} }
@@ -91,19 +91,27 @@ void destroy_mesh(mesh_t p)
free(p); free(p);
} }
void draw_mesh(mesh_t p, char lines ) void draw_mesh(id_t shader, mesh_t p)
{ {
struct obj *obj = p; struct obj *obj = p;
glUseProgram(shader);
glBindVertexArray(obj->vao); glBindVertexArray(obj->vao);
if( lines ) #ifndef EMSCRIPTEN
{ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
int i; #endif
for (i = 0; i < obj->vertex; i += 3)
glDrawArrays(GL_LINE_LOOP, i, 3);
}
else
{
glDrawArrays(GL_TRIANGLES, 0, obj->vertex); 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);
#else
glDrawArrays(GL_LINES, 0, obj->vertex);
#endif
} }

View File

@@ -1,20 +1,20 @@
#include "main.h" #include "main.h"
#ifdef GLAD #ifndef EMSCRIPTEN
#include <glad.h> #include <glad.h>
#else #else
#include <GL/glew.h> #include <GL/gl.h>
#endif #endif
#ifdef DEBUG #ifdef DEBUG
#include <stdio.h> #include <stdio.h>
#endif #endif
void destroy_shader(unsigned int shader) { return glDeleteProgram(shader); } void destroy_shader(unsigned int shader) { glDeleteProgram(shader); }
unsigned int create_shader(void) { return glCreateProgram(); } unsigned int create_shader(void) { return glCreateProgram(); }
void use_shader(unsigned int program) { return glUseProgram(program); } void use_shader(unsigned int program) { glUseProgram(program); }
unsigned char load_program_to_shader( unsigned char load_program_to_shader(
unsigned int program, const char *src, unsigned int i) unsigned int program, const char *src, unsigned int i)
@@ -54,14 +54,15 @@ 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);
glUniformMatrix4fv(glGetUniformLocation(program, var), 1, 0, mat); 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]);
}

View File

@@ -3,6 +3,8 @@
#include <stdlib.h> #include <stdlib.h>
#include <string.h> #include <string.h>
#define TEST
#define CGLM_ALL_UNALIGNED #define CGLM_ALL_UNALIGNED
#include <cglm/vec3.h> #include <cglm/vec3.h>
#include <cglm/vec4.h> #include <cglm/vec4.h>
@@ -15,11 +17,82 @@
#define CMPLX(a, b) (a + I * b) #define CMPLX(a, b) (a + I * b)
#endif #endif
void riemman(float *d_surface, int * coords, int grid_size) #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)
{ {
complex double eq; complex double eq;
float u = 2 * ((float)coords[0] / grid_size) - 1; float u = 2 * ((float)coords[0] / grid[0]) - 1;
float v = 2 * ((float)coords[1] / grid_size) - 1; float v = 2 * ((float)coords[1] / grid[1]) - 1;
eq = csqrt(CMPLX(u, v)); eq = csqrt(CMPLX(u, v));
@@ -29,40 +102,42 @@ void riemman(float *d_surface, int * coords, int grid_size)
d_surface[3] = cimag(eq); 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 )
{ {
unsigned char i; int i;
for(int i=0; i<4; i++ ) for (i = 0; i < parm.m; i++)
d_surface[i]=(float)coord[i]/grid_size; d_surface[i] = (2 * (float)coord[i] / grid[i]) - 1;
if (parm.m == 2)
d_surface[2] = 0;
} }
void mobius(float *d_surface, int * coord, int grid_size) void mobius(float *d_surface, int *coord, unsigned char *grid)
{ {
const float width = 0.5; const float width = 0.5;
float u = (2 * M_PI) * ((float)coord[0] / grid_size); float u = (2 * M_PI) * ((float)coord[0] / grid[0]);
float v = (2 * width) * ((float)coord[1] / grid_size) - width; float v = (2 * width) * ((float)coord[1] / grid[1]) - width;
d_surface[0] = cos(u) + v * cos(u / 2) * cos(u); d_surface[0] = cos(u) + v * cos(u / 2) * cos(u);
d_surface[1] = sin(u) + v * cos(u / 2) * sin(u); d_surface[1] = sin(u) + v * cos(u / 2) * sin(u);
d_surface[2] = v * sin(u / 2); d_surface[2] = v * sin(u / 2);
} }
void torus(float *d_surface, int * coord, int grid_size) void torus(float *d_surface, int *coord, unsigned char *grid)
{ {
float u = (2 * M_PI) * ((float)coord[0] / grid_size); float u = (2 * M_PI) * ((float)coord[0] / grid[0]);
float v = (2 * M_PI) * ((float)coord[1] / grid_size); float v = (2 * M_PI) * ((float)coord[1] / grid[1]);
d_surface[0] = (1 + 0.5 * cos(v)) * cos(u); d_surface[0] = (1 + 0.5 * cos(v)) * cos(u);
d_surface[1] = (1 + 0.5 * cos(v)) * sin(u); d_surface[1] = (1 + 0.5 * cos(v)) * sin(u);
d_surface[2] = 0.5 * sin(v); d_surface[2] = 0.5 * sin(v);
} }
void klein(float *d_surface, int * coord, int grid_size) void klein(float *d_surface, int *coord, unsigned char *grid)
{ {
float u = (2 * M_PI) * ((float)coord[0] / grid_size); float u = (2 * M_PI) * ((float)coord[0] / grid[0]);
float v = (2 * M_PI) * ((float)coord[1]/ grid_size); float v = (2 * M_PI) * ((float)coord[1] / grid[1]);
d_surface[0] = (0.5 * cos(v) + 0.5) * cos(u); d_surface[0] = (0.5 * cos(v) + 0.5) * cos(u);
d_surface[1] = (0.5 * cos(v) + 0.5) * sin(u); d_surface[1] = (0.5 * cos(v) + 0.5) * sin(u);
@@ -70,86 +145,104 @@ void klein(float *d_surface, int * coord, int grid_size)
d_surface[3] = sin(v) * sin(u / 2); d_surface[3] = sin(v) * sin(u / 2);
} }
typedef void (*function_t)(float *, int *, int); float *generate_data_surface(unsigned char *dim, unsigned long *vertex)
float *generate_data_surface(int grid_size, unsigned char *s)
{ {
unsigned int i, j, k, o, p, l, n, m; unsigned int i, j, k, o, p, n;
long size, q=0; unsigned long size, q = 0;
function_t f;
float *d_surface; float *d_surface;
int *cara;
const int dim =2; parm.f = cube;
int cara[dim]; parm.m = 4;
char bits[dim+1]; parm.n = 4;
bits[dim]=0; parm.grid = (char[]){16, 8, 4, 2, 1};
f =klein ; #ifdef TEST
*s = 4; assert(faces(2) == 1);
assert(faces(3) == 6);
assert(faces(4) == 24);
#endif
size = grid_size * grid_size * 6 * (*s) * 24; *dim = parm.n;
d_surface = malloc((size + 1) * sizeof(float)); *vertex = 0;
d_surface[0] = size;
for(o = 0; o < dim; o ++) {
unsigned char test = 0;
for (o = 0; o < parm.m; o++)
{ {
for (p = 0; p < o; p++) for (p = 0; p < o; p++)
{ {
for (k = 0; k < (1 << (dim-2)); k++) 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 (p = 0; p < o; p++)
{
for (k = 0; k < (1 << (parm.m - 2)); k++)
{ {
unsigned char skip = 0; unsigned char skip = 0;
for(n = 0; n < dim-2; n++) for (n = 0; n < parm.m; n++)
{ {
if( n==(o-1) || n==p ) if (n == o || n == p)
skip++; skip++;
cara[n+skip] = (k & (1<<n))?grid_size:0; cara[n] = (k & (1 << (n - skip))) ? parm.grid[n] : 0;
} }
for(i = 0; i < grid_size; i++) for (i = 0; i < parm.grid[p]; i++)
{ {
for (j = 0; j < grid_size; j++) for (j = 0; j < parm.grid[o]; j++)
{ {
cara[o] = i; cara[p] = i;
cara[p] = j; cara[o] = j;
f(&d_surface[q + 1], cara, grid_size); parm.f(&d_surface[q], cara, parm.grid);
q += *s; q += parm.n;
cara[o] = i + 1; cara[p] = i + 1;
cara[p] = j; cara[o] = j;
f(&d_surface[q + 1], cara, grid_size); parm.f(&d_surface[q], cara, parm.grid);
q += *s; q += parm.n;
cara[o] = i + 1; cara[p] = i + 1;
cara [p] = j + 1; cara[o] = j + 1;
f(&d_surface[q + 1], cara, grid_size); parm.f(&d_surface[q], cara, parm.grid);
q += *s; q += parm.n;
cara[o] = i; cara[p] = i;
cara [p] = j; cara[o] = j;
f(&d_surface[q + 1], cara, grid_size); parm.f(&d_surface[q], cara, parm.grid);
q += *s; q += parm.n;
cara[o] = i; cara[p] = i;
cara [p] = j + 1; cara[o] = j + 1;
f(&d_surface[q + 1], cara, grid_size); parm.f(&d_surface[q], cara, parm.grid);
q += *s; q += parm.n;
cara[o] = i + 1; cara[p] = i + 1;
cara [p] = j + 1; cara[o] = j + 1;
f(&d_surface[q + 1], cara, grid_size); parm.f(&d_surface[q], cara, parm.grid);
q += *s; q += parm.n;
} }
} }
} }
} }
} }
#ifdef TEST
assert(q == size);
#endif
return d_surface; return d_surface;
} }
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)
{ {
@@ -169,26 +262,30 @@ static void __calculate_normal(
Calculate a normal vector of a plain using Gram-Schmidt process Calculate a normal vector of a plain using Gram-Schmidt process
*/ */
{ {
for (i = 0; i < n; ++i) { for (i = 0; i < n; ++i)
{
v1[i] = p2[i] - p1[i]; v1[i] = p2[i] - p1[i];
v2[i] = p3[i] - p1[i]; v2[i] = p3[i] - p1[i];
v3[i] = p1[i]; v3[i] = p1[i];
} }
for (i = 0; i < n; ++i) { for (i = 0; i < n; ++i)
{
u1[i] = v1[i]; u1[i] = v1[i];
} }
{ {
float proj[n]; float proj[n];
float dot_v2_u1 = 0.0f, dot_u1_u1 = 0.0f; float dot_v2_u1 = 0.0f, dot_u1_u1 = 0.0f;
for (i = 0; i < n; ++i) { for (i = 0; i < n; ++i)
{
dot_v2_u1 += v2[i] * u1[i]; dot_v2_u1 += v2[i] * u1[i];
dot_u1_u1 += u1[i] * u1[i]; dot_u1_u1 += u1[i] * u1[i];
} }
alpha = dot_v2_u1 / dot_u1_u1; alpha = dot_v2_u1 / dot_u1_u1;
for (i = 0; i < n; ++i) { for (i = 0; i < n; ++i)
{
proj[i] = u1[i] * alpha; proj[i] = u1[i] * alpha;
u2[i] = v2[i] - proj[i]; u2[i] = v2[i] - proj[i];
} }
@@ -199,31 +296,37 @@ static void __calculate_normal(
float dot_v3_u1 = 0.0f, dot_u1_u1 = 0.0f; float dot_v3_u1 = 0.0f, dot_u1_u1 = 0.0f;
float dot_v3_u2 = 0.0f, dot_u2_u2 = 0.0f; float dot_v3_u2 = 0.0f, dot_u2_u2 = 0.0f;
for (i = 0; i < n; ++i) { for (i = 0; i < n; ++i)
{
dot_v3_u1 += v3[i] * u1[i]; dot_v3_u1 += v3[i] * u1[i];
dot_u1_u1 += u1[i] * u1[i]; dot_u1_u1 += u1[i] * u1[i];
} }
for (i = 0; i < n; ++i) { for (i = 0; i < n; ++i)
{
proj1[i] = u1[i] * (dot_v3_u1 / dot_u1_u1); proj1[i] = u1[i] * (dot_v3_u1 / dot_u1_u1);
} }
for (i = 0; i < n; ++i) { for (i = 0; i < n; ++i)
{
dot_v3_u2 += v3[i] * u2[i]; dot_v3_u2 += v3[i] * u2[i];
dot_u2_u2 += u2[i] * u2[i]; dot_u2_u2 += u2[i] * u2[i];
} }
for (i = 0; i < n; ++i) { for (i = 0; i < n; ++i)
{
proj2[i] = u2[i] * (dot_v3_u2 / dot_u2_u2); proj2[i] = u2[i] * (dot_v3_u2 / dot_u2_u2);
u3[i] = v3[i] - proj1[i] - proj2[i]; u3[i] = v3[i] - proj1[i] - proj2[i];
} }
} }
float magnitude = 0.0f; float magnitude = 0.0f;
for (i = 0; i < n; ++i) { for (i = 0; i < n; ++i)
{
magnitude += u3[i] * u3[i]; magnitude += u3[i] * u3[i];
} }
magnitude = sqrtf(magnitude); magnitude = sqrtf(magnitude);
for (i = 0; i < n; ++i) { for (i = 0; i < n; ++i)
{
normal[i] = u3[i] / magnitude; normal[i] = u3[i] / magnitude;
} }
@@ -237,27 +340,61 @@ static void __calculate_normal(
} }
} }
float *generate_normals_surface(float *d, unsigned char m, unsigned long vertex)
float *generate_normals_surface(float *d, unsigned char m)
{ {
float *n; float *n;
n = malloc((*d + 1) * sizeof(float));
*n = *d;
float *norm_vec; float *norm_vec;
n = malloc((m * vertex) * sizeof(float));
norm_vec = malloc(m * sizeof(float)); norm_vec = malloc(m * sizeof(float));
for (int i = 0; i < *d; i += 3 * m) for (int i = 0; i < *d; i += 3 * m)
{ {
__calculate_normal(d + i, d + i + m, d + i + 2 * m, norm_vec, m);
__calculate_normal( glm_vec3_copy(norm_vec, n + i);
(d + 1) + i, (d + 1) + i + m, (d + 1) + i + 2 * m, norm_vec, m); glm_vec3_copy(norm_vec, n + i + m);
glm_vec3_copy(norm_vec, (n + 1) + i); glm_vec3_copy(norm_vec, n + i + 2 * m);
glm_vec3_copy(norm_vec, (n + 1) + i + m);
glm_vec3_copy(norm_vec, (n + 1) + i + 2 * m);
} }
free(norm_vec); free(norm_vec);
return n; 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;
}

View File

@@ -1,38 +0,0 @@
#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;
}