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 \
src/surface.o \
src/context.o \
src/texture.o \
src/window.o \
src/matrix.o \
src/load.o \
src/shader.o \
src/input.o \
src/mesh.o \
@@ -30,14 +29,13 @@ WAYLAND-LIB = \
wayland
help:
@echo "Para compilar el proyecto a tu sistema operativo"
@echo "porfavor usa uno de los siguientes comandos:"
@echo "Usage:"
@echo " $(MAKE) windows"
@echo " $(MAKE) linux-x11"
@echo " $(MAKE) linux-wayland"
@echo " $(MAKE) cocoa"
@echo " $(MAKE) CC=emcc wasm"
@echo "Para limpiar los archivos compilados se puede usar"
@echo "Clean"
@echo " $(MAKE) clean"
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
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
libglfw.so:
@@ -77,4 +75,4 @@ clean:
.SUFFIXES: .c .o
.c.o:
$(CC) $(CFLAGS) -c -o $@ $<
$(CC) -Wno-implicit-function-declaration $(CFLAGS) -c -o $@ $<

View File

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

View File

@@ -1,4 +1,4 @@
const char * vs =
const char *vs =
#ifdef EMSCRIPTEN
"#version 300 es\n"
"precision highp float;"
@@ -15,18 +15,16 @@ const char * vs =
"layout (location = 6) in float aNormal_z;"
"layout (location = 7) in float aNormal_w;"
"uniform uint idx;"
"uniform uint i;"
"uniform float angle;"
"uniform float i;"
"uniform vec4 color;"
"uniform mat4 fix;"
"uniform mat4 rot;"
"uniform mat4 mdl;"
"flat out uint index;"
"out vec3 Normal;"
"out vec3 FragPos;"
"out vec4 Color;"
"mat2 rotate2d( float angle )"
"{"
@@ -35,62 +33,53 @@ const char * vs =
"void main()"
"{"
" index=idx;"
" Color=color;"
" vec3 aNormal = vec3(aNormal_x,aNormal_y,aNormal_z);"
" vec3 aPos = vec3(aPos_x,aPos_y,aPos_z);"
" aNormal[i] = (vec2(aNormal[i], aNormal_w) * rotate2d(angle))[0];"
" aPos[i] = (vec2(aPos[i], aPos_w) * rotate2d(angle))[0];"
" aNormal[int(i)] = (vec2(aNormal[int(i)], aNormal_w) * "
"rotate2d(angle))[0];"
" aPos[int(i)] = (vec2(aPos[int(i)], aPos_w) * rotate2d(angle))[0];"
" Normal = mat3(transpose(inverse(rot*mdl))) * aNormal;"
" gl_Position = fix * rot * mdl * vec4( aPos, 1.0 );\n"
" FragPos = vec3( rot * mdl * vec4(aPos, 1.0));"
" Normal = mat3(transpose(inverse(rot))) * aNormal;"
" gl_Position = fix * rot * vec4( aPos, 1.0 );\n"
" FragPos = vec3( rot * vec4(aPos, 1.0));"
"}";
const char * fs_plain =
const char *fs_plain =
#ifdef EMSCRIPTEN
"#version 300 es\n"
"precision highp float;"
"precision highp sampler2DArray;"
#else
"#version 330 core\n"
#endif
"uniform sampler2DArray palette;"
"flat in uint index;"
"out vec4 FragColor;"
"in vec3 Normal;"
"in vec3 FragPos;"
"in vec4 Color;"
"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
"#version 300 es\n"
"precision highp float;"
"precision highp sampler2DArray;"
#else
"#version 330 core\n"
#endif
"uniform sampler2DArray palette;"
"flat in uint index;"
"in vec3 Normal;"
"in vec3 FragPos;"
"in vec4 Color;"
"out vec4 FragColor;"
"void main()"
"{"
" vec4 color = texture(palette, vec3(0, 0, index));\n"
" vec3 viewPos = vec3(0, 0, -15);\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 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"
" 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 "data/axis.h"
#include "data/shaders.h"
#include <stdio.h>
@@ -16,19 +15,14 @@
#define M_PI 3.14159
#endif
float *generate_data_surface(unsigned int, unsigned char *);
float *generate_normals_surface(float *, unsigned char);
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 };
struct projection projection = {.x = 0, .y = 1, .z = 2, .w = 3};
const char *wname = "manigraph: manifold grapher";
unsigned char palette[][4] = {
{0xEB, 0xD3, 0xF8, 0xff},
{0xEB, 0xD4, 0xF8, 0xff},
{0xEB, 0xD5, 0xF8, 0xff},
{0x2F, 0x3C, 0x7E, 0xff},
};
unsigned char color[4] = {0x2F, 0x3C, 0x7E, 0xff};
void mlog(char *msg)
{
@@ -38,7 +32,7 @@ void mlog(char *msg)
}
window_t window;
mesh_t m_surface, m_axis;
mesh_t m_surface;
id_t shader, shader_plain;
extern volatile unsigned char animate_index;
@@ -46,6 +40,7 @@ extern volatile unsigned char animate_index;
#ifndef EMSCRIPTEN
static inline
#endif
void
main_loop(void)
{
@@ -53,56 +48,42 @@ static inline
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 )
if (angle > M_PI / 2)
{
animate_index=0;
animate_index = 0;
angle = 0;
load_float_to_shader( shader, "angle", angle);
load_float_to_shader( shader_plain, "angle", angle);
set_projection_mesh( projection );
load_float_to_shader(shader, "angle", angle);
load_float_to_shader(shader_plain, "angle", angle);
set_projection_mesh(projection);
}
if( animate_index )
if (animate_index)
{
load_uint_to_shader( shader, "i", animate_index-1 );
load_uint_to_shader( shader_plain, "i", animate_index-1 );
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);
angle += 0.01;
load_float_to_shader(shader, "angle", angle);
load_float_to_shader(shader_plain, "angle", angle);
}
}
clean_context();
#ifndef DEBUG
load_mdl_matrix(shader_plain, 0, 0);
draw_mesh(m_axis, 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);
draw_mesh(shader, m_surface);
draw_mesh_lines(shader_plain, m_surface);
}
int main(void)
{
id_t texture;
mlog("[VENTANA] Inicializando...\n");
{
@@ -125,12 +106,6 @@ int main(void)
set_clean_color_context(0xFF, 0xFF, 0xFF);
}
mlog("[TEXTURE] Inicializando...\n");
{
texture = create_palette_texture(palette, 4);
use_texture(texture);
}
mlog("[SHADER] Inicializando...\n");
{
if (!(shader = create_shader()))
@@ -140,7 +115,7 @@ int main(void)
}
load_program_to_shader(shader, vs, VERTEX);
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");
@@ -152,38 +127,30 @@ int main(void)
}
load_program_to_shader(shader_plain, vs, VERTEX);
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");
{
unsigned char m;
float *n_surface, *d_surface;
d_surface = generate_data_surface(16, &m);
n_surface = generate_normals_surface(d_surface, m);
struct surface surface;
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");
goto error_mesh_surface;
}
projection.m = m;
projection.m = surface.dim;
projection.mesh = m_surface;
set_projection_mesh( projection );
set_projection_mesh(projection);
free(n_surface);
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;
}
free(surface.norm);
free(surface.data);
}
mlog("[MAIN LOOP] Inicializando...\n");
@@ -196,23 +163,17 @@ int main(void)
#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;
mlog("[MESH] Destruyendo...\n");
destroy_mesh(m_axis);
error_mesh_axis:
error_context:
mlog("[MESH] Destruyendo...\n");
destroy_mesh(m_surface);
error_mesh_surface:
@@ -222,9 +183,6 @@ 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:

View File

@@ -4,14 +4,13 @@
error of the shaders.
*/
/* #define DEBUG */
#define GLAD
#define DEBUG
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:
@@ -29,6 +28,21 @@ 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;
@@ -36,7 +50,7 @@ struct projection
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);
@@ -51,13 +65,15 @@ void close_window(window_t window);
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 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:
@@ -70,7 +86,7 @@ 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);
@@ -80,7 +96,8 @@ void use_shader(id_t shader);
enum
{
VERTEX, FRAGMENT
VERTEX,
FRAGMENT
};
/*
@@ -89,7 +106,8 @@ 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:
@@ -97,7 +115,7 @@ unsigned char load_program_to_shader(id_t shader, const char * src, unsigned int
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:
@@ -105,7 +123,15 @@ void load_float_to_shader(id_t shader, char * var, float f);
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:
@@ -113,7 +139,7 @@ void load_uint_to_shader(id_t shader, char * var, unsigned int u);
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
@@ -122,23 +148,19 @@ void load_mat4_to_shader(id_t shader, char * var, mat4_t m);
ratio: default ratio of window.
*/
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);
void fix_matrix_load(id_t shader, float ratio);
/*
Generate and load rotation matrix.
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);
@@ -151,7 +173,7 @@ 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);

Binary file not shown.

View File

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

View File

@@ -1,20 +1,20 @@
#include "main.h"
#ifdef GLAD
#ifndef EMSCRIPTEN
#include <glad.h>
#else
#include <GL/glew.h>
#include <GL/gl.h>
#endif
#ifdef DEBUG
#include <stdio.h>
#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(); }
void use_shader(unsigned int program) { return glUseProgram(program); }
void use_shader(unsigned int program) { glUseProgram(program); }
unsigned char load_program_to_shader(
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);
}
void load_uint_to_shader(unsigned int program, char *var, unsigned int u)
{
glUseProgram(program);
glUniform1ui(glGetUniformLocation(program, var), u);
}
void load_mat4_to_shader(unsigned int program, char *var, float *mat)
{
glUseProgram(program);
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 <string.h>
#define TEST
#define CGLM_ALL_UNALIGNED
#include <cglm/vec3.h>
#include <cglm/vec4.h>
@@ -12,16 +14,87 @@
#endif
#ifndef CMPLX
#define CMPLX(a,b) (a+I*b)
#define CMPLX(a, b) (a + I * b)
#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;
float u = 2 * ((float)coords[0] / grid_size) - 1;
float v = 2 * ((float)coords[1] / grid_size) - 1;
float u = 2 * ((float)coords[0] / grid[0]) - 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[1] = v;
@@ -29,40 +102,42 @@ void riemman(float *d_surface, int * coords, int grid_size)
d_surface[3] = cimag(eq);
}
void cube( float *d_surface, int * coord, int grid_size )
void cube(float *d_surface, int *coord, unsigned char *grid)
{
unsigned char i;
int i;
for(int i=0; i<4; i++ )
d_surface[i]=(float)coord[i]/grid_size;
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;
}
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;
float u = (2 * M_PI) * ((float)coord[0] / grid_size);
float v = (2 * width) * ((float)coord[1] / grid_size) - width;
float u = (2 * M_PI) * ((float)coord[0] / grid[0]);
float v = (2 * width) * ((float)coord[1] / grid[1]) - 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, int grid_size)
void torus(float *d_surface, int *coord, unsigned char *grid)
{
float u = (2 * M_PI) * ((float)coord[0] / grid_size);
float v = (2 * M_PI) * ((float)coord[1] / grid_size);
float u = (2 * M_PI) * ((float)coord[0] / grid[0]);
float v = (2 * M_PI) * ((float)coord[1] / grid[1]);
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, int grid_size)
void klein(float *d_surface, int *coord, unsigned char *grid)
{
float u = (2 * M_PI) * ((float)coord[0] / grid_size);
float v = (2 * M_PI) * ((float)coord[1]/ grid_size);
float u = (2 * M_PI) * ((float)coord[0] / grid[0]);
float v = (2 * M_PI) * ((float)coord[1] / grid[1]);
d_surface[0] = (0.5 * cos(v) + 0.5) * cos(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);
}
typedef void (*function_t)(float *, int *, int);
float *generate_data_surface(int grid_size, unsigned char *s)
float *generate_data_surface(unsigned char *dim, unsigned long *vertex)
{
unsigned int i, j, k, o, p, l, n, m;
long size, q=0;
function_t f;
unsigned int i, j, k, o, p, n;
unsigned long size, q = 0;
float *d_surface;
int *cara;
const int dim =2;
int cara[dim];
char bits[dim+1];
bits[dim]=0;
parm.f = cube;
parm.m = 4;
parm.n = 4;
parm.grid = (char[]){16, 8, 4, 2, 1};
f =klein ;
*s = 4;
#ifdef TEST
assert(faces(2) == 1);
assert(faces(3) == 6);
assert(faces(4) == 24);
#endif
size = grid_size * grid_size * 6 * (*s) * 24;
d_surface = malloc((size + 1) * sizeof(float));
d_surface[0] = size;
*dim = parm.n;
*vertex = 0;
for(o = 0; o < dim; o ++)
{
unsigned char test = 0;
for (o = 0; o < parm.m; o++)
{
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++)
{
unsigned char skip=0;
for(n = 0; n < dim-2; n++)
for (p = 0; p < o; p++)
{
if( n==(o-1) || n==p )
for (k = 0; k < (1 << (parm.m - 2)); k++)
{
unsigned char skip = 0;
for (n = 0; n < parm.m; n++)
{
if (n == o || n == p)
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] = j;
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 + 1;
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 + 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;
cara [p] = j;
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 + 1;
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 + 1;
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;
}
}
}
}
}
#ifdef TEST
assert(q == size);
#endif
return d_surface;
}
static void __calculate_normal(
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
*/
{
for (i = 0; i < n; ++i) {
for (i = 0; i < n; ++i)
{
v1[i] = p2[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];
}
{
float proj[n];
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];
}
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];
}
@@ -199,31 +296,37 @@ static void __calculate_normal(
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) {
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) {
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];
}
for (i = 0; i < n; ++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) {
for (i = 0; i < n; ++i)
{
magnitude += u3[i] * u3[i];
}
magnitude = sqrtf(magnitude);
for (i = 0; i < n; ++i) {
for (i = 0; i < n; ++i)
{
normal[i] = u3[i] / magnitude;
}
@@ -237,27 +340,61 @@ static void __calculate_normal(
}
}
float *generate_normals_surface(float *d, unsigned char m)
float *generate_normals_surface(float *d, unsigned char m, unsigned long vertex)
{
float *n;
n = malloc((*d + 1) * sizeof(float));
*n = *d;
float *norm_vec;
float * norm_vec;
norm_vec=malloc(m*sizeof(float));
n = malloc((m * vertex) * sizeof(float));
norm_vec = malloc(m * sizeof(float));
for (int i = 0; i < *d; i += 3 * m)
{
__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);
__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);
}
free(norm_vec);
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;
}