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

@@ -1,4 +1,4 @@
const char * vs = const char *vs =
#ifdef EMSCRIPTEN #ifdef EMSCRIPTEN
"#version 300 es\n" "#version 300 es\n"
"precision highp float;" "precision highp float;"
@@ -15,94 +15,84 @@ 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 )"
"{" "{"
"return mat2( cos(angle), sin(angle), -sin(angle), cos(angle) );" "return mat2( cos(angle), sin(angle), -sin(angle), cos(angle) );"
"}" "}"
"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;" "in vec3 Normal;"
"in vec3 FragPos;"
"in vec4 Color;"
"flat in uint index;" "out vec4 FragColor;"
"in vec3 Normal;"
"in vec3 FragPos;"
"out vec4 FragColor;" "void main()"
"{"
"void main()" " vec3 viewPos = vec3(0, 0, -15);\n"
"{" " vec3 viewDir = normalize(viewPos - FragPos);\n"
" vec4 color = texture(palette, vec3(0, 0, index));\n"
" vec3 viewPos = vec3(0, 0, -15);\n" " vec3 lightPos = viewPos;\n"
" vec3 viewDir = normalize(viewPos - FragPos);\n" " vec3 lightDir = normalize(lightPos - FragPos);\n"
" vec3 lightPos = viewPos;\n" " vec3 halfwayDir = normalize(lightDir + viewDir);\n"
" vec3 lightDir = normalize(lightPos - FragPos);\n"
" vec3 halfwayDir = normalize(lightDir + viewDir);\n" " float specular = pow(abs(dot(normalize(Normal), halfwayDir)), 32.0);\n"
" float diffuse = abs(dot(normalize(Normal), lightDir));\n"
" float specular = pow(abs(dot(normalize(Normal), halfwayDir)), 32.0);\n" " vec3 result = pow((0.5 + 0.5*diffuse + 1.5*specular) * Color.rgb, "
" float diffuse = abs(dot(normalize(Normal), lightDir));\n" "vec3(1.0/2.2));\n"
" FragColor = vec4(result, Color.a);\n"
" vec3 result = pow((0.5 + 0.5*diffuse + 1.5*specular) * color.rgb, vec3(1.0/2.2));\n" "}";
" FragColor = vec4(result, color.a);\n"
"}";

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)
{ {
@@ -53,56 +48,42 @@ 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;
if( angle > M_PI/2 ) if (angle > M_PI / 2)
{ {
animate_index=0; animate_index = 0;
angle = 0; angle = 0;
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);
set_projection_mesh( projection ); set_projection_mesh(projection);
} }
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(n_surface); free(surface.norm);
free(d_surface); 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"); 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

@@ -4,16 +4,15 @@
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;
typedef void * mesh_t; typedef void *mesh_t;
typedef float * quat_t; typedef float *quat_t;
typedef float * mat4_t; typedef float *mat4_t;
/* /*
This struct represent the proyection, where: This struct represent the proyection, where:
mesh: data of surface. mesh: data of surface.
m: the dimention of the surface. m: the dimention of the surface.
@@ -29,14 +28,29 @@ 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;
h: default height; h: default height;
name: Name of the window. 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); void use_window(window_t window);
@@ -44,20 +58,22 @@ int is_open_window(window_t window);
void close_window(window_t window); void close_window(window_t window);
/* /*
Create mesh: Create mesh:
d: array of floats with the vertex data. d: array of floats with the vertex data.
n: array of floats with the normal data. n: array of floats with the normal data.
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:
@@ -70,7 +86,7 @@ void set_clean_color_context(unsigned char r, unsigned char g, unsigned char b);
void clean_context(void); void clean_context(void);
int init_context( void ); int init_context(void);
void destroy_shader(id_t shader); void destroy_shader(id_t shader);
@@ -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:
@@ -97,7 +115,7 @@ unsigned char load_program_to_shader(id_t shader, const char * src, unsigned int
f: float to load f: float to load
*/ */
void load_float_to_shader(id_t shader, char * var, float f); void load_float_to_shader(id_t shader, char *var, float f);
/* /*
load unsigned int to shader: load unsigned int to shader:
@@ -105,7 +123,15 @@ void load_float_to_shader(id_t shader, char * var, float f);
u: unsigned int to load u: unsigned int to load
*/ */
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:
@@ -113,32 +139,28 @@ void load_uint_to_shader(id_t shader, char * var, unsigned int u);
m: Matrix to load 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 Generate and load fix matrix, this matrix
has the information of the perspective and has the information of the perspective and
camera information. camera information.
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);
@@ -151,11 +173,11 @@ void destroy_texture(id_t texture);
colors: array of color values (rgba in hex ). colors: array of color values (rgba in hex ).
n: number of color on colors. 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); quat_t poll_input(window_t window);
#ifdef EMSCRIPTEN #ifdef EMSCRIPTEN
#ifdef GLAD #ifdef GLAD
#error undefine GLAD on src/main.h please #error undefine GLAD on src/main.h please
#endif #endif

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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);
}

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@@ -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_TRIANGLES, 0, obj->vertex);
glDrawArrays(GL_LINE_LOOP, i, 3); }
} void draw_mesh_lines(id_t shader, mesh_t p)
else {
{ struct obj *obj = p;
glDrawArrays(GL_TRIANGLES, 0, obj->vertex);
} 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
} }

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@@ -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]);
}

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@@ -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>
@@ -12,16 +14,87 @@
#endif #endif
#ifndef CMPLX #ifndef CMPLX
#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));
d_surface[0] = u; d_surface[0] = u;
d_surface[1] = v; d_surface[1] = 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);
@@ -70,194 +145,256 @@ 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++)
{
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 (p = 0; p < o; p++)
{ {
for (k = 0; k < (1 << (dim-2)); k++) 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)
{ {
unsigned char i; unsigned char i;
float alpha; float alpha;
float *v1, *v2, *v3; float *v1, *v2, *v3;
float *u1, *u2, *u3; float *u1, *u2, *u3;
v1 = malloc(n * sizeof(float)); v1 = malloc(n * sizeof(float));
v2 = malloc(n * sizeof(float)); v2 = malloc(n * sizeof(float));
v3 = malloc(n * sizeof(float)); v3 = malloc(n * sizeof(float));
u1 = malloc(n * sizeof(float)); u1 = malloc(n * sizeof(float));
u2 = malloc(n * sizeof(float)); u2 = malloc(n * sizeof(float));
u3 = malloc(n * sizeof(float)); u3 = malloc(n * sizeof(float));
/* /*
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]; {
v2[i] = p3[i] - p1[i]; v1[i] = p2[i] - p1[i];
v3[i] = p1[i]; v2[i] = p3[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_u1_u1 += u1[i] * u1[i]; dot_v2_u1 += v2[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; {
u2[i] = v2[i] - proj[i]; proj[i] = u1[i] * alpha;
} u2[i] = v2[i] - proj[i];
} }
}
{ {
float proj1[n], proj2[n]; float proj1[n], proj2[n];
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_u1_u1 += u1[i] * u1[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)
} {
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_u2_u2 += u2[i] * u2[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); for (i = 0; i < n; ++i)
u3[i] = v3[i] - proj1[i] - proj2[i]; {
} proj2[i] = u2[i] * (dot_v3_u2 / dot_u2_u2);
} 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;
}
free(v1); free(v1);
free(v2); free(v2);
free(v3); free(v3);
free(u1); free(u1);
free(u2); free(u2);
free(u3); free(u3);
return; 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 *n;
n = malloc((*d + 1) * sizeof(float)); float *norm_vec;
*n = *d;
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;
}

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@@ -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;
}