src/graphics/*: full refactoring of source code

src/graphics.c : contains all primitives on buffers and control
src/arrows.c : contains all complex writing for arrows constructions
src/grid.c : contains all complexe writing for grid construction

Co-developed-by: Jean Sirmai <jean@a-lec.org>
Signed-off-by: Adrien Bourmault <neox@a-lec.org>
This commit is contained in:
Adrien Bourmault 2023-09-06 18:14:05 +02:00 committed by Adrien Bourmault
parent 7f010b87c7
commit 8130b663d8
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10 changed files with 1039 additions and 2007 deletions

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@ -4,6 +4,7 @@
* Desc: OpenGL utils header
*
* Copyright (C) 2023 Jean Sirmai <jean@a-lec.org>
* Copyright (C) 2023 Adrien Bourmault <neox@a-lec.org>
*
* This file is part of Gem-graph.
*
@ -26,17 +27,88 @@
#include <stdbool.h>
#include <GL/glu.h>
void check_arrows_data(int x, int y, int z,
GLuint *arrows, int arrows_nb, int central_stars_nb);
/*
* Writes basis and tip for all arrows into vertex and color buffers
*
* @param dimensions (x,y,z)
*
* @return void
*/
void arrows_write_terminations (long x, long y, long z);
long compute_vertex_nb(int vertex_nb, int x, int y, int z);
/*
* Writes lines for arrow oriented to the east into lines buffer
*
* @param s,
* weight,
* site
*
* @return void
*/
void write_arrow_lines_east (long s, int weight, int site);
long compute_lines_nb(int lines_nb, int arrows_nb, int central_stars_nb);
/*
* Writes lines for arrow oriented to the west into lines buffer
*
* @param s,
* weight,
* site
*
* @return void
*/
void write_arrow_lines_west (long s, int weight, int site);
bool alloc_arrows_vertex (long x, long y, long z,
GLfloat *vertex_origin, GLfloat *colors_origin,
int vertex_index, int colors_index);
/*
* Writes lines for arrow oriented to the zenith into lines buffer
*
* @param s,
* weight,
* site
*
* @return void
*/
void write_arrow_lines_zenith (long s, int weight, int site);
bool alloc_arrows_lines (long space_size_x, long space_size_y, long space_size_z,
GLuint *arrows, int arrows_nb);
/*
* Writes lines for arrow oriented to the nadir into lines buffer
*
* @param s,
* weight,
* site
*
* @return void
*/
void write_arrow_lines_nadir (long s, int weight, int site);
/*
* Writes lines for arrow oriented to the south into lines buffer
*
* @param s,
* weight,
* site
*
* @return void
*/
void write_arrow_lines_south (long s, int weight, int site);
/*
* Writes lines for arrow oriented to the north into lines buffer
*
* @param s,
* weight,
* site
*
* @return void
*/
void write_arrow_lines_north (long s, int weight, int site);
/*
* Writes lines for arrow basis into lines buffer
*
* @param n,
* weight,
* site
*
* @return void
*/
void arrows_write_basis(long n);

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@ -23,13 +23,18 @@
*/
#pragma once
#include <assert.h>
#include <errno.h>
#include <fcntl.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdbool.h>
#include <fcntl.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <unistd.h>
#include <errno.h>
#include <glib.h>
#include <glib-2.0/glib.h>
#define G_APPLICATION_DEFAULT_FLAGS 0
enum
@ -73,3 +78,18 @@ static inline char *read_file(char *filename)
return contents;
}
/* I'm standing on Earth (any planet or star or spinning spheroid, in fact)
* and looking towards its North pole
*
* X - X = EAST - WEST = rouge - cyan
* Y - Y = ZENITH - NADIR = vert - magenta
* Z - Z = NORTH - SOUTH = bleu - jaune
*/
#define EAST 0 // + x rouge
#define WEST 1 // - x cyan
#define ZENITH 2 // + y vert
#define NADIR 3 // - y magenta
#define SOUTH 4 // - z jaune
#define NORTH 5 // + z bleu

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@ -26,7 +26,9 @@
#pragma once
#include <unistd.h>
#include <stdbool.h>
#include <epoxy/gl.h>
#include <GL/glu.h>
#include <GL/glext.h>
/*
* Structure describing a gl_area and its parameters, used to create a table
@ -46,6 +48,16 @@ struct gl_area_entry {
};
/*
* Find gl_area_entry from a gl_area ptr
*
* @param gl_area, ptr to the gl_area widget
*
*
* @return entry ptr
*/
struct gl_area_entry *graphics_find_glarea_from_ptr(const char *name);
/*
* Initializes a gl_area
*
@ -78,51 +90,180 @@ bool graphics_shutdown(const void *gl_area);
*
* @param gl_area, ptr to the gl_area widget
*
*
* @return true if initialized
*/
bool graphics_init_shaders(const void *gl_area);
/*
* Initializes the buffer of a gl_area
*
/* Initializes the buffer of a gl_area
* Calls according to the user preferences
* @param gl_area, ptr to the gl_area widget
*
* Note : indices[] is defined in graphics_cube.h
*
* @return void
*/
void graphics_init_buffers(const void *gl_area);
/*
* 2023-09-05 Sur la branche dev/graphics2
* >>> Restructuration [state // arrows]
* Writes values to describe a line from a to b into the line buffer
*
* Le calcul du nombre et de la position des vertex et des couleurs
* est fait au début de chaque session de travail en fonction de :
* - x,y,z
* - user preferences
* @param coords GLuint (a,b)
*
* Le premier but de la restructuration est que :
* le calcul des valeurs des vertex départ/arrivée des lignes
* et l'allocation du buffer lignes (! LIGNES ! <> pas vertex)
* soit fait par des realloc(),
* (une realloc à chaque écriture (ou effacement) d'une flèche)
* et non, comme actuellement, en une seule fois lors de l'initialisation
* bdad3857a9ede7f96dac430505c4f3c5da39744f
*
* Cette restructuration sera plus lisible si le code qui décrit les flèches
* est nettement séparé de celui qui décrit l'espace.
*
* Certaines fonctions des actuels fichiers '/graphics' et '/buffers'
* doivent donc être transférées vers deux nouveaux fichiers :
* '/space' et '/arrows'
*
* La fonction draw_line(a,b) sera utilisée pour tracer toutes les lignes
* (qu'elles décrivent l'espace ou les flèches).
* Elle calcule les adresses mémoire des vertex (a) et (b)
* en fonction de leur position dans l'espace
* et réalloue le buffer lines avant d'y écrire :
* @return void
*/
void draw_line (int a, int b);
void graphics_write_line (GLuint a, GLuint b);
/*
* Writes values to describe a vertex at (x,y,z) into the vertex buffer
*
* @param coords GLfloat(x,y,z)
*
* @return void
*/
void graphics_write_vertex (GLfloat x, GLfloat y, GLfloat z);
/*
* Writes values to describe a color (r,g,b) into the color buffer
*
* @param color GLfloat(r,g,b)
*
* @return void
*/
void graphics_write_color (GLfloat r, GLfloat g, GLfloat b);
/*
* Writes values to describe an (a,b,c) plan (triangle) into the plan buffer
*
* @param coords GLuint (a,b,c)
*
* @return void
*/
void graphics_write_plan (GLuint a, GLuint b, GLuint c);
/*
* Initializes an identity matrix
*
* @param res, target ptr
*
* @return void
*/
static inline void compute_i(float *res)
{
/* initialize to the identity matrix */
res[0] = 1.f; res[4] = 0.f; res[8] = 0.f; res[12] = 0.f;
res[1] = 0.f; res[5] = 1.f; res[9] = 0.f; res[13] = 0.f;
res[2] = 0.f; res[6] = 0.f; res[10] = 1.f; res[14] = 0.f;
res[3] = 0.f; res[7] = 0.f; res[11] = 0.f; res[15] = 1.f;
}
/*
* Computes the projection matrix
*
* @param res, target ptr
* phi, XXX
* theta, XXX
* psi, XXX
*
* @return void
*/
static inline void compute_mvp(float *res, float phi, float theta, float psi)
{
float x = phi *(G_PI / 180.f);
float y = theta *(G_PI / 180.f);
float z = psi *(G_PI / 180.f);
float c1 = cosf(x), s1 = sinf(x);
float c2 = cosf(y), s2 = sinf(y);
float c3 = cosf(z), s3 = sinf(z);
float c3c2 = c3 * c2;
float s3c1 = s3 * c1;
float c3s2s1 = c3 * s2 * s1;
float s3s1 = s3 * s1;
float c3s2c1 = c3 * s2 * c1;
float s3c2 = s3 * c2;
float c3c1 = c3 * c1;
float s3s2s1 = s3 * s2 * s1;
float c3s1 = c3 * s1;
float s3s2c1 = s3 * s2 * c1;
float c2s1 = c2 * s1;
float c2c1 = c2 * c1;
compute_i(res);
/* apply all three rotations using the three matrices:
*
* c3 s3 0 c2 0 -s2 1 0 0
* -s3 c3 0 0 1 0 0 c1 s1
* 0 0 1 s2 0 c2 0 -s1 c1
*/
res[0] = c3c2; res[4] = s3c1 + c3s2s1; res[8] = s3s1 - c3s2c1; res[12] = 0.f;
res[1] = -s3c2; res[5] = c3c1 - s3s2s1; res[9] = c3s1 + s3s2c1; res[13] = 0.f;
res[2] = s2; res[6] = -c2s1; res[10] = c2c1; res[14] = 0.f;
res[3] = 0.f; res[7] = 0.f; res[11] = 0.f; res[15] = 1.f;
}
/*
* Created and compile a shader
*
* @param type, shader type
* src, source code of shader
*
* @return shader id
*/
static inline GLuint create_shader(int type, const char *src)
{
GLuint shader;
int status;
shader = glCreateShader(type);
glShaderSource(shader, 1, &src, NULL);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if(status == GL_FALSE) {
int log_len;
char *buffer;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_len);
buffer = g_malloc(log_len + 1);
glGetShaderInfoLog(shader, log_len, NULL, buffer);
g_warning("Compile failure in %s shader:\n%s",
type == GL_VERTEX_SHADER ? "vertex" : "fragment",
buffer);
g_free(buffer);
glDeleteShader(shader);
return 0;
}
return shader;
}
/*
* Find the gl_area_entry size
*
* @param void
*
* @return size of array
*/
extern struct gl_area_entry **gl_area_array;
static inline short gl_area_size(void)
{
struct gl_area_entry **cur;
short size;
// Check uninitialized and quit
if (gl_area_array == NULL) return 0;
cur = gl_area_array;
while(*cur) {
cur++;
size++;
}
return size;
}
/*** TEST ***/
void main_test_graphics (void);

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@ -3,6 +3,7 @@
*
* Desc: OpenGL utils header
*
* Copyright (C) 2023 Adrien Bourmault <neox@a-lec.org>
* Copyright (C) 2023 Jean Sirmai <jean@a-lec.org>
*
* This file is part of Gem-graph.
@ -26,22 +27,48 @@
#include <stdbool.h>
#include <GL/glu.h>
bool compute_space_and_arrows(long model_space_size_x,
long model_space_size_y,
long model_space_size_z,
/*
* Writes grid lines intersections to vertex and color buffers
*
* @param coords long (x,y,z)
*
* @return void
*/
void grid_write_intersections (long x, long y, long z);
GLuint *arrows,
int model_arrows_nb,
int pref_show_grid,
GLfloat *vertex_origin,
GLfloat *color_origin,
GLuint *line_origin,
GLuint *plan_origin);
/*
* Writes grid ridges to vertex and color buffers
*
* @param coords long (x,y,z), step_x, step_y, step_z
*
* @return void
*/
void grid_write_ridges (long x, long y, long z);
long get_buffer_lines_size();
void inc_buffer_lines_size(long inc);
void dec_buffer_lines_size(long dec);
/*
* Writes grid lines for x axis to vertex and color buffers
*
* @param coords long (x,y,z)
*
* @return void
*/
void grid_write_x (long x, long y, long z);
/*
* Writes grid lines for y axis to vertex and color buffers
*
* @param coords long (x,y,z)
*
* @return void
*/
void grid_write_y (long x, long y, long z);
/*
* Writes grid lines for z axis to vertex and color buffers
*
* @param coords long (x,y,z)
*
* @return void
*/
void grid_write_z (long x, long y, long z);

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@ -1,61 +0,0 @@
/*
* Gem-graph OpenGL experiments
*
* Desc: OpenGL utils header
*
* Copyright (C) 2023 Jean Sirmai <jean@a-lec.org>
*
* This file is part of Gem-graph.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include <unistd.h>
#include <stdbool.h>
#include <GL/glu.h>
void check_space_data_and_user_preferences(int x, int y, int z,
int grid, int diagonal);
// void do_alloc_buffers(){}; // ?!? Pourquoi ne dois-je pas déclarer cette fonction ici ?
void compute_buffers_sizes(int model_space_size_x,
int model_space_size_y,
int model_space_size_z,
long central_stars_nb,
long arrows_nb,
int pref_test_diagonal);
long compute_space_vertex_nb(int x, int y, int z);
long compute_space_lines_nb(int x, int y, int z, int pref_show_grid);
// bool alloc_space_vertex (long x, long y, long z,
// GLfloat *vertex_origin, GLfloat *colors_origin,
// int vertex_index, int colors_index);
bool alloc_space_vertex_and_colors (long x, long y, long z);
void draw_a_cube_at(long u, long v, long w,
long size_x, long size_y, long size_z, bool diagonals);
void draw_ridges_3D (long x, long y, long z,
long step_x, long step_y, long step_z);
bool draw_grids_3D (long x, long y, long z,
long step_x, long step_y, long step_z,
int pref_show_grid);
void diagonal_test(long x, long y, long z,
long step_x, long step_y, long step_z);

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@ -4,6 +4,7 @@
* Desc: OpenGL utils header
*
* Copyright (C) 2023 Jean Sirmai <jean@a-lec.org>
* Copyright (C) 2023 Arien Bourmault <neox@a-lec.org>
*
* This file is part of Gem-graph.
*
@ -21,470 +22,197 @@
* aint with this program. If not, see <http://www.gnu.org/licenses/>.
*/
//#pragma once
#include <unistd.h>
#include <stdbool.h>
#include <assert.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <string.h>
#include <stdio.h>
#include <fcntl.h>
#include <epoxy/gl.h>
#include <GL/glu.h>
#include <GL/glext.h>
#include <glib-2.0/glib.h>
#include <math.h>
#include <errno.h>
#include "../../include/ui.h"
#include "../../include/base.h"
#include "../../include/graphics.h"
bool alloc_arrows_vertex (long x, long y, long z,
GLfloat *vertex_origin, GLfloat *colors_origin,
int vertex_index, int colors_index)
/* I'm standing on Earth (any planet or star or spinning spheroid, in fact)
* and looking towards its North pole
*
* X - X = EAST - WEST = rouge - cyan
* Y - Y = ZENITH - NADIR = vert - magenta
* Z - Z = NORTH - SOUTH = bleu - jaune
*/
/*
* Writes basis and tip for all arrows into vertex and color buffers
*
* @param dimensions (x,y,z)
*
* @return void
*/
void arrows_write_terminations (long x, long y, long z)
{
float max, i, j, k, vx, vy, vz, arrow_basis_width, arrow_tip_padding;
// X - X = EAST - WEST = rouge - cyan
// Y - Y = ZENITH - NADIR = vert - magenta
// Z - Z = SOUTH - NORTH = jaune - bleu
max = fmax(x, y); max = fmax(max, z);
// arrow_basis_width donne la dimension de l'étoile centrale
arrow_basis_width = 0.3f * (1 / max),
float max = fmax(x, y);
max = fmax(max, z);
float i, j, k, vx, vy, vz,
ad = 1 / max,
a_third = 0.3f * ad, // a_third donne la dimension de l'étoile centrale
eps = 0.1 * ad; // eps(ilon) servira à décaler légèrement les pointes des flèches
// décale légèrement les pointes des flèches
// pour qu'elles n'aillent pas jusqu'aux faces des cubes
if (0) printf("arrows_anchors 1 / max = %5.2f max / 2 = %5.2f\n", ad, max / 2);
arrow_tip_padding = 0.1 * (1 / max);
for (i = 0; i < x; i++)
for (j = 0; j < y; j++)
for (k = 0; k < z; k++){
vx = (2 * i / x - 1) * x / max + ad;
vy = (2 * j / y - 1) * y / max + ad;
vz = (2 * k / z - 1) * z / max + ad;
vx = (2 * i / x - 1) * x / max + (1 / max);
vy = (2 * j / y - 1) * y / max + (1 / max);
vz = (2 * k / z - 1) * z / max + (1 / max);
// X - X axis Central Star
// X - X axis - central star (basis)
graphics_write_vertex(vx + arrow_basis_width, vy, vz);
graphics_write_vertex(vx - arrow_basis_width, vy, vz);
graphics_write_color(0.3f, 0.3f, 0.3f);
graphics_write_color(0.3f, 0.3f, 0.3f);
*(vertex_origin + vertex_index + 0) = vx + a_third;
*(vertex_origin + vertex_index + 1) = vy;
*(vertex_origin + vertex_index + 2) = vz;
// Y - Y axis - central star (basis)
graphics_write_vertex(vx, vy + arrow_basis_width, vz);
graphics_write_vertex(vx, vy - arrow_basis_width, vz);
graphics_write_color(0.3f, 0.3f, 0.3f);
graphics_write_color(0.3f, 0.3f, 0.3f);
vertex_index += 3;
// Z - Z axis - central star (basis)
graphics_write_vertex(vx, vy, vz + arrow_basis_width);
graphics_write_vertex(vx, vy, vz - arrow_basis_width);
graphics_write_color(0.3f, 0.3f, 0.3f);
graphics_write_color(0.3f, 0.3f, 0.3f);
*(vertex_origin + vertex_index + 0) = vx - a_third;
*(vertex_origin + vertex_index + 1) = vy;
*(vertex_origin + vertex_index + 2) = vz;
vertex_index += 3;
*(colors_origin + colors_index + 0) = 0.3f;
*(colors_origin + colors_index + 1) = 0.3f;
*(colors_origin + colors_index + 2) = 0.3f;
colors_index += 3;
*(colors_origin + colors_index + 0) = 0.3f;
*(colors_origin + colors_index + 1) = 0.3f;
*(colors_origin + colors_index + 2) = 0.3f;
colors_index += 3;
// Y - Y axis Central Star
*(vertex_origin + vertex_index + 0) = vx;
*(vertex_origin + vertex_index + 1) = vy + a_third;
*(vertex_origin + vertex_index + 2) = vz;
vertex_index += 3;
*(vertex_origin + vertex_index + 0) = vx;
*(vertex_origin + vertex_index + 1) = vy - a_third;
*(vertex_origin + vertex_index + 2) = vz;
vertex_index += 3;
*(colors_origin + colors_index + 0) = 0.3f;
*(colors_origin + colors_index + 1) = 0.3f;
*(colors_origin + colors_index + 2) = 0.3f;
colors_index += 3;
*(colors_origin + colors_index + 0) = 0.3f;
*(colors_origin + colors_index + 1) = 0.3f;
*(colors_origin + colors_index + 2) = 0.3f;
colors_index += 3;
// Z - Z axis Central Star
*(vertex_origin + vertex_index + 0) = vx;
*(vertex_origin + vertex_index + 1) = vy;
*(vertex_origin + vertex_index + 2) = vz + a_third;
vertex_index += 3;
*(vertex_origin + vertex_index + 0) = vx;
*(vertex_origin + vertex_index + 1) = vy;
*(vertex_origin + vertex_index + 2) = vz - a_third;
vertex_index += 3;
*(colors_origin + colors_index + 0) = 0.3f;
*(colors_origin + colors_index + 1) = 0.3f;
*(colors_origin + colors_index + 2) = 0.3f;
colors_index += 3;
*(colors_origin + colors_index + 0) = 0.3f;
*(colors_origin + colors_index + 1) = 0.3f;
*(colors_origin + colors_index + 2) = 0.3f;
colors_index += 3;
//--------------------------------------------------------------
// X - X axis arrows tips near the faces centers EAST - WEST
*(vertex_origin + vertex_index + 0) = vx + ad - eps;
*(vertex_origin + vertex_index + 1) = vy;
*(vertex_origin + vertex_index + 2) = vz;
vertex_index += 3;
*(vertex_origin + vertex_index + 0) = vx - ad + eps;
*(vertex_origin + vertex_index + 1) = vy;
*(vertex_origin + vertex_index + 2) = vz;
vertex_index += 3;
*(colors_origin + colors_index + 0) = 1;
*(colors_origin + colors_index + 1) = 0;
*(colors_origin + colors_index + 2) = 0;
colors_index += 3;
*(colors_origin + colors_index + 0) = 0;
*(colors_origin + colors_index + 1) = 1;
*(colors_origin + colors_index + 2) = 1;
colors_index += 3;
// Y - Y axis arrows tips near the faces centers ZENITH - NADIR
*(vertex_origin + vertex_index + 0) = vx;
*(vertex_origin + vertex_index + 1) = vy + ad - eps;
*(vertex_origin + vertex_index + 2) = vz;
vertex_index += 3;
*(vertex_origin + vertex_index + 0) = vx;
*(vertex_origin + vertex_index + 1) = vy - ad + eps;
*(vertex_origin + vertex_index + 2) = vz;
vertex_index += 3;
*(colors_origin + colors_index + 0) = 0;
*(colors_origin + colors_index + 1) = 1;
*(colors_origin + colors_index + 2) = 0;
colors_index += 3;
*(colors_origin + colors_index + 0) = 1;
*(colors_origin + colors_index + 1) = 0;
*(colors_origin + colors_index + 2) = 1;
colors_index += 3;
// X - X (EAST - WEST) axis - arrows tips
graphics_write_vertex (vx + (1 / max) - arrow_tip_padding, vy, vz);
graphics_write_vertex (vx - (1 / max) + arrow_tip_padding, vy, vz);
graphics_write_color(1.0f, 0.0f, 0.0f);
graphics_write_color(0.0f, 1.0f, 1.0f);
// Y - Y (ZENITH - NADIR) axis - arrows tips
graphics_write_vertex (vx, vy + (1 / max) - arrow_tip_padding, vz);
graphics_write_vertex (vx, vy - (1 / max) + arrow_tip_padding, vz);
graphics_write_color(0.0f, 1.0f, 0.0f);
graphics_write_color(1.0f, 0.0f, 1.0f);
// Z - Z axis arrows tips near the faces centers NORTH - SOUTH
*(vertex_origin + vertex_index + 0) = vx;
*(vertex_origin + vertex_index + 1) = vy;
*(vertex_origin + vertex_index + 2) = vz + ad - eps;
vertex_index += 3;
*(vertex_origin + vertex_index + 0) = vx;
*(vertex_origin + vertex_index + 1) = vy;
*(vertex_origin + vertex_index + 2) = vz - ad + eps;
vertex_index += 3;
*(colors_origin + colors_index + 0) = 0;
*(colors_origin + colors_index + 1) = 0;
*(colors_origin + colors_index + 2) = 1;
colors_index += 3;
*(colors_origin + colors_index + 0) = 1;
*(colors_origin + colors_index + 1) = 1;
*(colors_origin + colors_index + 2) = 0;
colors_index += 3;
graphics_write_vertex (vx, vy, vz + (1 / max) - arrow_tip_padding);
graphics_write_vertex (vx, vy, vz - (1 / max) + arrow_tip_padding);
graphics_write_color(0.0f, 0.0f, 1.0f);
graphics_write_color(1.0f, 1.0f, 0.0f);
};
return 1;
}
void check_arrows_data(int x, int y, int z,
GLuint *arrows, int arrows_nb, int central_stars_nb)
/*
* Writes lines for arrow oriented to the east into lines buffer
*
* @param s,
* weight,
* site
*
* @return void
*/
void write_arrow_lines_east (long s, int weight, int site)
{
// TODO assert : l'emplacement de chaque flèche est contraint
// par model_space_size_x, y, z et le nombre de sites possibles.
// ! WARNING ! Pour l'instant égal au nombre de flèches !
// Les "central stars" sont donc systématiquement redessinées
// s'il y a plusieurs flèches d'orientation différente dans le même cube.
printf("ARROWS x,y,z = (%d,%d,%d) arrows_nb = %d central_stars_nb = %d\n",\
x, y, z, arrows_nb, central_stars_nb);
if (arrows_nb > 0) printf("\n[ n] load site x y z ---- < arrows array >\
------------------------------------------------------------\n");
for (int i = 0; i < arrows_nb; i++)
printf("[%2d] = %2d, %2d, %2d, %2d, %2d \n",\
i, *(arrows + i * 5 + 0), *(arrows + i * 5 + 1), *(arrows + i * 5 + 2),\
*(arrows + i * 5 + 3), *(arrows + i * 5 + 4));
graphics_write_line (s + 2, s + 6 + site % 2);
graphics_write_line (s + 3, s + 6 + site % 2);
graphics_write_line (s + 4, s + 6 + site % 2);
graphics_write_line (s + 5, s + 6 + site % 2);
}
long compute_vertex_nb(int vertex_nb, int x, int y, int z)
/*
* Writes lines for arrow oriented to the west into lines buffer
*
* @param s,
* weight,
* site
*
* @return void
*/
void write_arrow_lines_west (long s, int weight, int site)
{
// int vertex_nb = (x + 1) * (y + 1) * (z + 1); <> cf graphics/space.c
int unit_cubes_nb = x * y * z;
vertex_nb += 12 * unit_cubes_nb; // 6 for the central star
// 6 for the unit cubes faces centers
return vertex_nb;
graphics_write_line (s + 2, s + 6 + site % 2);
graphics_write_line (s + 3, s + 6 + site % 2);
graphics_write_line (s + 4, s + 6 + site % 2);
graphics_write_line (s + 5, s + 6 + site % 2);
}
long compute_lines_nb(int lines_nb, int arrows_nb, int central_stars_nb)
/*
* Writes lines for arrow oriented to the zenith into lines buffer
*
* @param s,
* weight,
* site
*
* @return void
*/
void write_arrow_lines_zenith (long s, int weight, int site)
{
// TODO central_stars_nb sera à calculer pour éviter de redessiner les central_stars
central_stars_nb = arrows_nb; // ! WARNING ! Pour l'instant égal au nombre de flèches !
// Les "central stars" sont donc systématiquement redessinées
// s'il y a plusieurs flèches d'orientation différente dans le même cube.
lines_nb = 3 * 2 * central_stars_nb; // test central stars
lines_nb += 4 * 2 * arrows_nb; // flèches
return lines_nb;
graphics_write_line (s + 0, s + 8 + site % 2);
graphics_write_line (s + 1, s + 8 + site % 2);
graphics_write_line (s + 4, s + 8 + site % 2);
graphics_write_line (s + 5, s + 8 + site % 2);
}
#define VERBOSE 0
static bool rewrite_arrow (GLuint *arrows, long arrows_nb, long address, long weight,
long site, long x, long y, long z)
/*
* Writes lines for arrow oriented to the nadir into lines buffer
*
* @param s,
* weight,
* site
*
* @return void
*/
void write_arrow_lines_nadir (long s, int weight, int site)
{
if (VERBOSE) printf("write the arrow weight to %ld at (%ld, %ld, %ld, %ld)\n",\
weight, site, x, y, z);
*(arrows + address + 0) = weight;
return 1; /* replaces the load of the existing arrow by the load 'weight' */
graphics_write_line (s + 0, s + 8 + site % 2);
graphics_write_line (s + 1, s + 8 + site % 2);
graphics_write_line (s + 4, s + 8 + site % 2);
graphics_write_line (s + 5, s + 8 + site % 2);
}
static bool create_arrow (GLuint *arrows, long arrows_nb, long weight, long site, long x, long y, long z)
/*
* Writes lines for arrow oriented to the south into lines buffer
*
* @param s,
* weight,
* site
*
* @return void
*/
void write_arrow_lines_south (long s, int weight, int site)
{
if (VERBOSE) printf("create a new arrow with weight = %ld at (%ld, %ld, %ld, %ld)\n",\
weight, site, x, y, z);
arrows_nb ++;
inc_buffer_lines_size ((3 + 4) * 2);
set_buffer_lines_origin (g_realloc (get_buffer_lines_origin(), get_buffer_lines_size() * 2 * sizeof(GLuint) * 2));
*(arrows + arrows_nb + 0) = weight;
*(arrows + arrows_nb + 1) = site;
*(arrows + arrows_nb + 2) = x;
*(arrows + arrows_nb + 3) = y;
*(arrows + arrows_nb + 4) = z;
return 1;
graphics_write_line (s + 0, s + 10 + site % 2);
graphics_write_line (s + 1, s + 10 + site % 2);
graphics_write_line (s + 2, s + 10 + site % 2);
graphics_write_line (s + 3, s + 10 + site % 2);
}
static bool erase_arrow (GLuint *arrows, long arrows_nb, long address,
long site, long x, long y, long z)
/*
* Writes lines for arrow oriented to the north into lines buffer
*
* @param s,
* weight,
* site
*
* @return void
*/
void write_arrow_lines_north (long s, int weight, int site)
{
if (VERBOSE) printf("erase arrow at address %ld with values (%ld, %ld, %ld, %ld)",\
address / 5, site, x, y, z);
if (VERBOSE) printf(" last arrow is %d, %d, %d, %d, %d\n",
*(arrows + (arrows_nb - 1) * 5 + 0),
*(arrows + (arrows_nb - 1) * 5 + 1),
*(arrows + (arrows_nb - 1) * 5 + 2),
*(arrows + (arrows_nb - 1) * 5 + 3),
*(arrows + (arrows_nb - 1) * 5 + 4));
*(arrows + address + 0) = *(arrows + (arrows_nb - 1) * 5 + 0);
*(arrows + address + 1) = *(arrows + (arrows_nb - 1) * 5 + 1);
*(arrows + address + 2) = *(arrows + (arrows_nb - 1) * 5 + 2);
*(arrows + address + 3) = *(arrows + (arrows_nb - 1) * 5 + 3);
*(arrows + address + 4) = *(arrows + (arrows_nb - 1) * 5 + 4);
arrows_nb --;
dec_buffer_lines_size ((3 + 4) * 2);
set_buffer_lines_origin (g_realloc (get_buffer_lines_origin(), get_buffer_lines_size() * 2 * sizeof(GLuint) * 2));
return 1;
graphics_write_line (s + 0, s + 10 + site % 2);
graphics_write_line (s + 1, s + 10 + site % 2);
graphics_write_line (s + 2, s + 10 + site % 2);
graphics_write_line (s + 3, s + 10 + site % 2);
}
static long check_for_arrow (GLuint *arrows, long arrows_nb, long site, long x, long y, long z)
/*
* Writes lines for arrow basis into lines buffer
*
* @param n,
* weight,
* site
*
* @return void
*/
void arrows_write_basis(long n)
{
if (arrows_nb == 0) return -1;
long address = -1, f_weight = -1, f_site = -1, f_x = -1, f_y = -1, f_z = -1;
for (int i = 0; i < arrows_nb; i++)
{
f_weight = *(arrows + i * 5 + 0);
f_site = *(arrows + i * 5 + 1);
f_x = *(arrows + i * 5 + 2);
f_y = *(arrows + i * 5 + 3);
f_z = *(arrows + i * 5 + 4);
if (f_site == site && f_x == x && f_y == y && f_z == z) {
address = i * 5;
if (VERBOSE) printf("arrows_nb = %ld checked arrow (%ld,%ld,%ld,%ld) found at address %ld (line %ld)",\
arrows_nb, site, x, y, z, address, address / 5);
if (VERBOSE && f_weight > 1) printf(" weight = %ld", f_weight);
if (VERBOSE) printf("\n");
graphics_write_line (n + 0, n + 1);
graphics_write_line (n + 2, n + 3);
graphics_write_line (n + 4, n + 5);
}
}
return address; /* returns the address of the arrow if there is one
* or (-1) if there is none */
}
static void show_arrows_array (GLuint *arrows, long arrows_nb, long address, long weight, long site, long x, long y, long z)
{
printf("\n[ n] load | site x y z ----- < arrows_nb = %ld > ------", arrows_nb);
if (arrows_nb == 0) printf("--------------------------- no arrows\n");
else if (address == -1) printf("--------------------------- create new arrow\n");
else printf("--------------------------- erase arrow at address = %ld / 5\n", address);
for (int i = 0; i < arrows_nb; i++)
{
printf("[%2d] = %2d | %2d, %2d, %2d, %2d ",\
i, *(arrows + i * 5 + 0), *(arrows + i * 5 + 1), *(arrows + i * 5 + 2),\
*(arrows + i * 5 + 3), *(arrows + i * 5 + 4));
if (weight == 0 && i == address / 5) printf(" <<<| < - > (%d, %d, %d, %d) @ [%ld]",\
*(arrows + i * 5 + 1), *(arrows + i * 5 + 2),\
*(arrows + i * 5 + 3), *(arrows + i * 5 + 4), address / 5);
if (weight > 0 && i == arrows_nb - 1) printf(" <<< < + > (%d, %d, %d, %d) @ [%ld]",\
*(arrows + i * 5 + 1), *(arrows + i * 5 + 2),\
*(arrows + i * 5 + 3), *(arrows + i * 5 + 4), address / 5);
if (weight == 0 && i > address / 5 && i < arrows_nb - 1) printf(" |");
if (weight == 0 && i == arrows_nb - 1 && i != address / 5) printf(" >>>|");
printf("\n");
}
}
static bool set_arrow (GLuint *arrows, long arrows_nb, long weight, long site, long x, long y, long z)
{
long address = (check_for_arrow (arrows, arrows_nb, site, x, y, z));
show_arrows_array(arrows, arrows_nb, address, weight, site, x, y, z);
if (address == -1 && weight == 0) return 0;
if (address == -1 && weight > 0) return create_arrow (arrows, arrows_nb, weight, site, x, y, z);
if (address >= 0 && weight == 0) return erase_arrow (arrows, arrows_nb, address, site, x, y, z);
if (address >= 0 && weight > 0) return rewrite_arrow (arrows, arrows_nb, address, weight, site, x, y, z);
return 0;
}
static void old_draw_line (int a, int b)
{
// *(lines_origin + lines_index) = a; lines_index ++;
// *(get_buffer_lines_origin() + get_buffer_lines_size()) = a; inc_buffer_lines_size(1);
// *(get_buffer_lines_origin() + get_buffer_lines_size()) = b; inc_buffer_lines_size(1);
}
static void draw_an_arrow_East_or_West (long s, int weight, int site)
{
old_draw_line (s + 2, s + 6 + site % 2);
old_draw_line (s + 3, s + 6 + site % 2);
old_draw_line (s + 4, s + 6 + site % 2);
old_draw_line (s + 5, s + 6 + site % 2);
}
static void draw_an_arrow_Zenith_or_Nadir (long s, int weight, int site)
{
old_draw_line (s + 0, s + 8 + site % 2);
old_draw_line (s + 1, s + 8 + site % 2);
old_draw_line (s + 4, s + 8 + site % 2);
old_draw_line (s + 5, s + 8 + site % 2);
}
static void draw_an_arrow_North_or_South (long s, int weight, int site)
{
old_draw_line (s + 0, s + 10 + site % 2);
old_draw_line (s + 1, s + 10 + site % 2);
old_draw_line (s + 2, s + 10 + site % 2);
old_draw_line (s + 3, s + 10 + site % 2);
}
static void draw_a_central_star(long n)
{
old_draw_line (n + 0, n + 1);
old_draw_line (n + 2, n + 3);
old_draw_line (n + 4, n + 5);
}
// I'm standing on Earth (any planet or star or spinning spheroid, in fact)
// and looking towards its North pole
#define EAST 0 // + x rouge
#define WEST 1 // - x cyan
#define ZENITH 2 // + y vert
#define NADIR 3 // - y magenta
#define SOUTH 4 // + z jaune
#define NORTH 5 // - z bleu
bool alloc_arrows_lines (long space_size_x, long space_size_y, long space_size_z,
GLuint *arrows, int arrows_nb)
{
long step_z = 1,
step_y = space_size_z + 1,
step_x = (space_size_z + 1) * (space_size_y + 1);
long s = step_z * space_size_z + step_y * space_size_y
+ step_x * space_size_x;
long site = 0, x = 0, y = 0, z = 0;
for (int i = 0; i < arrows_nb; i++)
{
site = *(arrows + i * 5 + 1);
x = *(arrows + i * 5 + 2); y = *(arrows + i * 5 + 3); z = *(arrows + i * 5 + 4);
draw_a_central_star (s + 1 + 12 * (step_x * x + step_y * y + step_z * z));
if (site >-1 && site < 2) draw_an_arrow_East_or_West (s + 1 + 12 * (step_x * x + step_y * y + step_z * z), 1, site);
if (site > 3 && site < 6) draw_an_arrow_North_or_South (s + 1 + 12 * (step_x * x + step_y * y + step_z * z), 1, site);
if (site > 1 && site < 4) draw_an_arrow_Zenith_or_Nadir (s + 1 + 12 * (step_x * x + step_y * y + step_z * z), 1, site);
}
return 1;
}
// X - X = EAST - WEST = rouge - cyan
// Y - Y = ZENITH - NADIR = vert - magenta
// Z - Z = SOUTH - NORTH = jaune - bleu

View File

@ -1,574 +0,0 @@
/*
* Gem-graph OpenGL experiments
*
* Desc: OpenGL utils header
*
* Copyright (C) 2023 Jean Sirmai <jean@a-lec.org>
*
* This file is part of Gem-graph.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
//#pragma once
#include <unistd.h>
#include <stdbool.h>
#include <assert.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <string.h>
#include <stdio.h>
#include <fcntl.h>
#include <epoxy/gl.h>
#include <GL/glu.h>
#include <GL/glext.h>
#include <glib-2.0/glib.h>
#include <math.h>
#include <errno.h>
#include "../../include/ui.h"
#include "../../include/graphics.h"
#include "../../include/buffers.h"
static long vertex_index = 0;
static long colors_index = 0;
static long primitive_lines_index = 0;
long get_buffer_lines_size() {return primitive_lines_index / 2;}
void inc_buffer_lines_size(long inc) {primitive_lines_index += inc * 2;}
void dec_buffer_lines_size(long dec) {primitive_lines_index -= dec * 2;}
static long plans_index = 0;
static bool grids_intersections (long x, long y, long z,
GLfloat *vertex_origin, GLfloat *colors_origin)
{
float i, j, k, vx, vy, vz, max = fmax(x, y);
max = fmax(max, z);
for (i = 0; i <= x; i++)
for (j = 0; j <= y; j++)
for (k = 0; k <= z; k++){
vx = (2 * i / x - 1) * x / max;
vy = (2 * j / y - 1) * y / max;
vz = (2 * k / z - 1) * z / max;
*(vertex_origin + vertex_index + 0) = vx;
*(vertex_origin + vertex_index + 1) = vy;
*(vertex_origin + vertex_index + 2) = vz;
vertex_index += 3;
*(colors_origin + colors_index + 0) = 0.64f;// 3 * vx / 2;
*(colors_origin + colors_index + 1) = 0.64f;// 3 * vy / 2;
*(colors_origin + colors_index + 2) = 0.64f;// 3 * vz / 2;
colors_index += 3;
};
return 1;
}
static bool arrows_anchors (long x, long y, long z,
GLfloat *vertex_origin, GLfloat *colors_origin)
{
/*
X - X = EAST - WEST = rouge - cyan
Y - Y = ZENITH - NADIR = vert - magenta
Z - Z = NORTH - SOUTH = bleu - jaune
*/
float max = fmax(x, y);
max = fmax(max, z);
float i, j, k, vx, vy, vz,
ad = 1 / max,
a_third = 0.3f * ad, // a_third donne la dimension de l'étoile centrale
eps = 0.1 * ad; // eps(ilon) servira à décaler légèrement les pointes des flèches
// pour qu'elles n'aillent pas jusqu'aux faces des cubes
for (i = 0; i < x; i++)
for (j = 0; j < y; j++)
for (k = 0; k < z; k++){
vx = (2 * i / x - 1) * x / max + ad;
vy = (2 * j / y - 1) * y / max + ad;
vz = (2 * k / z - 1) * z / max + ad;
// X - X axis Central Star
*(vertex_origin + vertex_index + 0) = vx + a_third;
*(vertex_origin + vertex_index + 1) = vy;
*(vertex_origin + vertex_index + 2) = vz;
vertex_index += 3;
*(vertex_origin + vertex_index + 0) = vx - a_third;
*(vertex_origin + vertex_index + 1) = vy;
*(vertex_origin + vertex_index + 2) = vz;
vertex_index += 3;
*(colors_origin + colors_index + 0) = 0.3f;
*(colors_origin + colors_index + 1) = 0.3f;
*(colors_origin + colors_index + 2) = 0.3f;
colors_index += 3;
*(colors_origin + colors_index + 0) = 0.3f;
*(colors_origin + colors_index + 1) = 0.3f;
*(colors_origin + colors_index + 2) = 0.3f;
colors_index += 3;
// Y - Y axis Central Star
*(vertex_origin + vertex_index + 0) = vx;
*(vertex_origin + vertex_index + 1) = vy + a_third;
*(vertex_origin + vertex_index + 2) = vz;
vertex_index += 3;
*(vertex_origin + vertex_index + 0) = vx;
*(vertex_origin + vertex_index + 1) = vy - a_third;
*(vertex_origin + vertex_index + 2) = vz;
vertex_index += 3;
*(colors_origin + colors_index + 0) = 0.3f;
*(colors_origin + colors_index + 1) = 0.3f;
*(colors_origin + colors_index + 2) = 0.3f;
colors_index += 3;
*(colors_origin + colors_index + 0) = 0.3f;
*(colors_origin + colors_index + 1) = 0.3f;
*(colors_origin + colors_index + 2) = 0.3f;
colors_index += 3;
// Z - Z axis Central Star
*(vertex_origin + vertex_index + 0) = vx;
*(vertex_origin + vertex_index + 1) = vy;
*(vertex_origin + vertex_index + 2) = vz + a_third;
vertex_index += 3;
*(vertex_origin + vertex_index + 0) = vx;
*(vertex_origin + vertex_index + 1) = vy;
*(vertex_origin + vertex_index + 2) = vz - a_third;
vertex_index += 3;
*(colors_origin + colors_index + 0) = 0.3f;
*(colors_origin + colors_index + 1) = 0.3f;
*(colors_origin + colors_index + 2) = 0.3f;
colors_index += 3;
*(colors_origin + colors_index + 0) = 0.3f;
*(colors_origin + colors_index + 1) = 0.3f;
*(colors_origin + colors_index + 2) = 0.3f;
colors_index += 3;
//--------------------------------------------------------------
// X - X axis arrows tips near the faces centers EAST - WEST
*(vertex_origin + vertex_index + 0) = vx + ad - eps;
*(vertex_origin + vertex_index + 1) = vy;
*(vertex_origin + vertex_index + 2) = vz;
vertex_index += 3;
*(vertex_origin + vertex_index + 0) = vx - ad + eps;
*(vertex_origin + vertex_index + 1) = vy;
*(vertex_origin + vertex_index + 2) = vz;
vertex_index += 3;
*(colors_origin + colors_index + 0) = 1;
*(colors_origin + colors_index + 1) = 0;
*(colors_origin + colors_index + 2) = 0;
colors_index += 3;
*(colors_origin + colors_index + 0) = 0;
*(colors_origin + colors_index + 1) = 1;
*(colors_origin + colors_index + 2) = 1;
colors_index += 3;
// Y - Y axis arrows tips near the faces centers ZENITH - NADIR
*(vertex_origin + vertex_index + 0) = vx;
*(vertex_origin + vertex_index + 1) = vy + ad - eps;
*(vertex_origin + vertex_index + 2) = vz;
vertex_index += 3;
*(vertex_origin + vertex_index + 0) = vx;
*(vertex_origin + vertex_index + 1) = vy - ad + eps;
*(vertex_origin + vertex_index + 2) = vz;
vertex_index += 3;
*(colors_origin + colors_index + 0) = 0;
*(colors_origin + colors_index + 1) = 1;
*(colors_origin + colors_index + 2) = 0;
colors_index += 3;
*(colors_origin + colors_index + 0) = 1;
*(colors_origin + colors_index + 1) = 0;
*(colors_origin + colors_index + 2) = 1;
colors_index += 3;
// Z - Z axis arrows tips near the faces centers NORTH - SOUTH
*(vertex_origin + vertex_index + 0) = vx;
*(vertex_origin + vertex_index + 1) = vy;
*(vertex_origin + vertex_index + 2) = vz + ad - eps;
vertex_index += 3;
*(vertex_origin + vertex_index + 0) = vx;
*(vertex_origin + vertex_index + 1) = vy;
*(vertex_origin + vertex_index + 2) = vz - ad + eps;
vertex_index += 3;
*(colors_origin + colors_index + 0) = 0;
*(colors_origin + colors_index + 1) = 0;
*(colors_origin + colors_index + 2) = 1;
colors_index += 3;
*(colors_origin + colors_index + 0) = 1;
*(colors_origin + colors_index + 1) = 1;
*(colors_origin + colors_index + 2) = 0;
colors_index += 3;
};
return 1;
}
static void primitive_draw_line (GLuint *lines_origin, int a, int b)
{
*(lines_origin + primitive_lines_index) = a; primitive_lines_index ++;
*(lines_origin + primitive_lines_index) = b; primitive_lines_index ++;
}
static void draw_a_cube_at(long u, long v, long w, GLuint *lines_origin,
long size_x, long size_y, long size_z, bool diagonals)
{
long step_z = 1, step_y = size_z, step_x = size_y * size_z, x = u + 1, y = v + 1, z = w + 1;
// draw_line (0,21); draw_line (21,42);
// ce qui suit ne vaut que dans un espace 3 x 3 x 3 (le reste est à corriger - ou à oublier ?)
draw_line (21,22); draw_line (21,25);
draw_line (25,26); draw_line (22,26);
draw_line (37,41); draw_line (41,42);
draw_line (38,42); draw_line (37,38);
draw_line (25,41); draw_line (21,37);
draw_line (26,42); draw_line (22,38);
/* draw_line (step_z * w + step_y * v + step_x * u, step_z * (w + 0) + step_y * (v + 0) + step_x * (u + 1)); */
/* draw_line (step_z * w + step_y * v + step_x * u, step_z * (w + 0) + step_y * (v + 1) + step_x * (u + 0)); */
/* draw_line (step_z * w + step_y * v + step_x * u, step_z * (w + 1) + step_y * (v + 1) + step_x * (u + 0)); */
/* draw_line (step_z * z + step_y * y + step_x * x, step_z * (w + 1) + step_y * (v + 1) + step_x * (u + 0)); */
/* draw_line (step_z * z + step_y * y + step_x * x, step_z * (w + 1) + step_y * (v + 0) + step_x * (u + 1)); */
/* draw_line (step_z * z + step_y * y + step_x * x, step_z * (w + 0) + step_y * (v + 1) + step_x * (u + 1)); */
/* draw_line (step_z * w + step_y * v + step_x * x, step_z * (w + 1) + step_y * (v + 0) + step_x * (u + 1)); */
/* draw_line (step_z * w + step_y * v + step_x * x, step_z * (w + 0) + step_y * (v + 1) + step_x * (u + 1)); */
/* draw_line (step_z * w + step_y * y + step_x * u, step_z * (w + 0) + step_y * (v + 1) + step_x * (u + 1)); */
/* draw_line (step_z * z + step_y * v + step_x * u, step_z * (w + 1) + step_y * (v + 1) + step_x * (u + 0)); */
/* draw_line (step_z * z + step_y * v + step_x * u, step_z * (w + 1) + step_y * (v + 0) + step_x * (u + 1)); */
/* draw_line (step_z * z + step_y * y + step_x * u, step_z * (w + 0) + step_y * (v + 1) + step_x * (u + 0)); */
if (diagonals){
draw_line (step_z * w + step_y * v + step_x * u, step_z * (w + 1) + step_y * (v + 1) + step_x * (u + 1));
draw_line (step_z * w + step_y * v + step_x * x, step_z * (w + 1) + step_y * (v + 1) + step_x * (u + 0));
draw_line (step_z * z + step_y * v + step_x * u, step_z * (w + 0) + step_y * (v + 1) + step_x * (u + 1));
draw_line (step_z * w + step_y * y + step_x * u, step_z * (w + 1) + step_y * (v + 0) + step_x * (u + 1));
}
}
static void draw_ridges_3D (long x, long y, long z,
long step_x, long step_y, long step_z,
GLuint *lines_origin)
{
draw_line (step_z * 0 + step_y * 0 + step_x * 0, step_z * 0 + step_y * 0 + step_x * x);
draw_line (step_z * 0 + step_y * 0 + step_x * 0, step_z * 0 + step_y * y + step_x * 0);
draw_line (step_z * 0 + step_y * 0 + step_x * 0, step_z * z + step_y * 0 + step_x * 0);
draw_line (step_z * z + step_y * y + step_x * x, step_z * 0 + step_y * y + step_x * x);
draw_line (step_z * z + step_y * y + step_x * x, step_z * z + step_y * y + step_x * 0);
draw_line (step_z * z + step_y * y + step_x * x, step_z * z + step_y * 0 + step_x * x);
draw_line (step_z * 0 + step_y * 0 + step_x * x, step_z * 0 + step_y * y + step_x * x);
draw_line (step_z * 0 + step_y * 0 + step_x * x, step_z * z + step_y * 0 + step_x * x);
draw_line (step_z * z + step_y * 0 + step_x * 0, step_z * z + step_y * y + step_x * 0);
draw_line (step_z * 0 + step_y * y + step_x * 0, step_z * 0 + step_y * y + step_x * x);
draw_line (step_z * 0 + step_y * y + step_x * 0, step_z * z + step_y * y + step_x * 0);
draw_line (step_z * z + step_y * 0 + step_x * 0, step_z * z + step_y * 0 + step_x * x);
}
static bool draw_grids_3D (long x, long y, long z,
long step_x, long step_y, long step_z,
GLuint *lines_origin,
int pref_show_grid)
{
x ++; y ++; z ++;
float calcul = 0;
if (pref_show_grid % 2 == 0)
for (int u = 0; u < y; u ++){
for (int w = 0; w < x; w ++){
calcul = step_x * w + step_y * u;
draw_line (calcul, calcul + step_y - step_z);
}
}
if (pref_show_grid % 3 == 0)
for (int u = 0; u < z; u ++){
for (int w = 0; w < x; w ++){
calcul = step_x * w + step_z * u;
draw_line (calcul, calcul + step_x - step_y);
}
}
if (pref_show_grid % 5 == 0)
for (int u = 0; u < z; u ++){
for (int w = 0; w < y; w ++){
calcul = step_y * w + step_z * u;
draw_line (calcul, calcul + step_x * (x - 1));
}
}
return 0;
}
static void diagonal_test(long x, long y, long z,
long step_x, long step_y, long step_z,
GLuint *lines_origin)
{
draw_line (0, step_z * z + step_y * y + step_x * x);
}
static void draw_an_arrow_East_or_West (GLuint *lines_origin, long s, int weight, int site)
{
draw_line (s + 2, s + 6 + site % 2);
draw_line (s + 3, s + 6 + site % 2);
draw_line (s + 4, s + 6 + site % 2);
draw_line (s + 5, s + 6 + site % 2);
}
static void draw_an_arrow_Zenith_or_Nadir (GLuint *lines_origin, long s, int weight, int site)
{
draw_line (s + 0, s + 8 + site % 2);
draw_line (s + 1, s + 8 + site % 2);
draw_line (s + 4, s + 8 + site % 2);
draw_line (s + 5, s + 8 + site % 2);
}
static void draw_an_arrow_North_or_South (GLuint *lines_origin, long s, int weight, int site)
{
draw_line (s + 0, s + 10 + site % 2);
draw_line (s + 1, s + 10 + site % 2);
draw_line (s + 2, s + 10 + site % 2);
draw_line (s + 3, s + 10 + site % 2);
}
static void draw_a_central_star(GLuint *lines_origin, long n)
{
draw_line (n + 0, n + 1);
draw_line (n + 2, n + 3);
draw_line (n + 4, n + 5);
}
// I'm standing on Earth (any planet or star or spinning spheroid, in fact)
// and looking towards its North pole
#define EAST 0 // + x rouge
#define WEST 1 // - x cyan
#define ZENITH 2 // + y vert
#define NADIR 3 // - y magenta
#define SOUTH 4 // - z jaune
#define NORTH 5 // + z bleu
static void draw_some_arrows_demo (GLuint *lines_origin,
long s, long x, long y, long z,
GLuint *arrows, int arrows_nb)
{
long stx = z * y, sty = z, stz = 1;
long a = 0, b = 0, c = 0;
a = 0, b = 1, c = 0;
draw_a_central_star (lines_origin, s + 1 + 12 * (stx * a + sty * b + stz * c));
draw_an_arrow_East_or_West (lines_origin, s + 1 + 12 * (stx * a + sty * b + stz * c), 1, EAST);
a = 1, b = 1, c = 0;
draw_a_central_star (lines_origin, s + 1 + 12 * (stx * a + sty * b + stz * c));
draw_an_arrow_East_or_West (lines_origin, s + 1 + 12 * (stx * a + sty * b + stz * c), 1, WEST);
a = 1, b = 1, c = 1;
draw_a_central_star (lines_origin, s + 1 + 12 * (stx * a + sty * b + stz * c));
draw_an_arrow_Zenith_or_Nadir (lines_origin, s + 1 + 12 * (stx * a + sty * b + stz * c), 1, ZENITH);
a = 1, b = 2, c = 1;
draw_a_central_star (lines_origin, s + 1 + 12 * (stx * a + sty * b + stz * c));
draw_an_arrow_Zenith_or_Nadir (lines_origin, s + 1 + 12 * (stx * a + sty * b + stz * c), 1, NADIR);
a = 2, b = 2, c = 1;
draw_a_central_star (lines_origin, s + 1 + 12 * (stx * a + sty * b + stz * c));
draw_an_arrow_North_or_South (lines_origin, s + 1 + 12 * (stx * a + sty * b + stz * c), 1, NORTH);
a = 2, b = 2, c = 2;
draw_a_central_star (lines_origin, s + 1 + 12 * (stx * a + sty * b + stz * c));
draw_an_arrow_North_or_South (lines_origin, s + 1 + 12 * (stx * a + sty * b + stz * c), 1, SOUTH);
}
static void draw_some_arrows (GLuint *lines_origin, long s, long stx, long sty,
GLuint *arrows, int arrows_nb)
{
long stz = 1;
long site = 0, x = 0, y = 0, z = 0;
for (int i = 0; i < arrows_nb; i++)
{
site = *(arrows + i * 5 + 1);
x = *(arrows + i * 5 + 2); y = *(arrows + i * 5 + 3); z = *(arrows + i * 5 + 4);
printf("[%d] site = %d x = %ld y = %ld z = %ld step x = %ld step y = %ld\n", site, i, x, y, z, stx, sty);
draw_a_central_star (lines_origin, s + 1 + 12 * (stx * x + sty * y + stz * z));
if (site >-1 && site < 2) draw_an_arrow_East_or_West (lines_origin, s + 1 + 12 * (stx * x + sty * y + stz * z), 1, site);
if (site > 3 && site < 6) draw_an_arrow_North_or_South (lines_origin, s + 1 + 12 * (stx * x + sty * y + stz * z), 1, site);
if (site > 1 && site < 4) draw_an_arrow_Zenith_or_Nadir (lines_origin, s + 1 + 12 * (stx * x + sty * y + stz * z), 1, site);
}
}
// X - X = EAST - WEST = rouge - cyan
// Y - Y = ZENITH - NADIR = vert - magenta
// Z - Z = NORTH - SOUTH = bleu - jaune
static void show_user_choices(long model_size_x,
long model_size_y,
long model_size_z,
GLuint *arrows,
int model_arrows_nb,
int pref_show_grid)
{
printf("model + user constraints : space size x,y,z = %ld,%ld,%ld ", model_size_x, model_size_y, model_size_z);
if (model_arrows_nb > 0) printf("[%d] arrows ", model_arrows_nb);
if (pref_show_grid == 1) printf("pref_show_grid = %d <> show no grid ", pref_show_grid);
if (pref_show_grid == 0) printf("pref_show_grid = %d <> show all grids ", pref_show_grid);
if (pref_show_grid == 2) printf("pref_show_grid = %d <> show grid xy ", pref_show_grid);
if (pref_show_grid == 3) printf("pref_show_grid = %d <> show grid xz ", pref_show_grid);
if (pref_show_grid == 5) printf("pref_show_grid = %d <> show grid yz ", pref_show_grid);
if (pref_show_grid == 6) printf("pref_show_grid = %d <> show grids xy & xz ", pref_show_grid);
if (pref_show_grid == 10) printf("pref_show_grid = %d <> show grids xy & yz ", pref_show_grid);
if (pref_show_grid == 15) printf("pref_show_grid = %d <> show grids xz & yz ", pref_show_grid);
if (model_arrows_nb == 0) printf("\n");
if (model_arrows_nb > 0) printf("\n[ n] load site x y z ---- < arrows array >\
------------------------------------------------------------\n");
for (int i = 0; i < model_arrows_nb; i++)
printf("[%2d] = %2d, %2d, %2d, %2d, %2d \n",\
i, *(arrows + i * 5 + 0), *(arrows + i * 5 + 1), *(arrows + i * 5 + 2), *(arrows + i * 5 + 3), *(arrows + i * 5 + 4));
}
bool compute_space_and_arrows(long model_size_x, long model_size_y, long model_size_z,
GLuint *arrows, int model_arrows_nb,
int pref_show_grid,
GLfloat *vertex_origin, GLfloat *colors_origin,
GLuint *lines_origin, GLuint *plans_origin)
{
show_user_choices(model_size_x, model_size_y, model_size_z,
arrows, model_arrows_nb,
pref_show_grid);
grids_intersections (model_size_x, model_size_y, model_size_z, vertex_origin, colors_origin);
arrows_anchors (model_size_x, model_size_y, model_size_z, vertex_origin, colors_origin);
long step_z = 1,
step_y = model_size_z + 1,
step_x = (model_size_z + 1) * (model_size_y + 1);
draw_grids_3D (model_size_x, model_size_y, model_size_z, step_x, step_y, step_z, lines_origin, pref_show_grid);
if (pref_show_grid > 0) draw_ridges_3D (model_size_x, model_size_y, model_size_z, step_x, step_y, step_z, lines_origin);
long s = step_z * model_size_z + step_y * model_size_y + step_x * model_size_x;
draw_some_arrows_demo (lines_origin, s, model_size_x, model_size_y, model_size_z, arrows, model_arrows_nb);
draw_some_arrows (lines_origin, s, model_size_z * model_size_y, model_size_z, arrows, model_arrows_nb);
return 0;
}
// X - X = EAST - WEST = rouge - cyan
// Y - Y = ZENITH - NADIR = vert - magenta
// Z - Z = NORTH - SOUTH = bleu - jaune

View File

@ -23,28 +23,58 @@
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <assert.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <string.h>
#include <stdio.h>
#include <fcntl.h>
#include <epoxy/gl.h>
#include <GL/glu.h>
#include <GL/glext.h>
#include <glib-2.0/glib.h>
#include <math.h>
#include <errno.h>
//#include "../../include/base.h"
#include "../../include/base.h"
#include "../../include/ui.h"
#include "../../include/graphics.h"
#include "../../include/buffers.h"
#include "../../include/arrows.h"
#include "../../include/grid.h"
#define VERTEX_SHADER_FILE "src/shaders/shader.vert"
#define FRAG_SHADER_FILE "src/shaders/shader.frag"
/* ----------------- V A R I A B L E S G L O B A L E S ------------------ */
static GLuint arrows[] = {
1, 0, 1, 2, 4,
1, 1, 1, 2, 4,
1, 2, 1, 2, 4,
1, 3, 1, 2, 4,
1, 4, 1, 2, 4,
1, 5, 1, 2, 4,
1, 1, 0, 0, 0,
1, 3, 0, 0, 0,
1, 5, 0, 0, 0,
1, 0, 2, 0, 0,
1, 3, 2, 0, 0,
1, 5, 2, 0, 0,
1, 1, 0, 4, 0,
1, 2, 0, 4, 0,
1, 5, 0, 4, 0,
1, 1, 0, 0, 6,
1, 3, 0, 0, 6,
1, 4, 0, 0, 6,
1, 0, 2, 4, 0,
1, 2, 2, 4, 0,
1, 5, 2, 4, 0,
1, 0, 2, 0, 6,
1, 3, 2, 0, 6,
1, 4, 2, 0, 6,
1, 1, 0, 4, 6,
1, 2, 0, 4, 6,
1, 4, 0, 4, 6,
1, 0, 2, 4, 6,
1, 2, 2, 4, 6,
1, 4, 2, 4, 6,
// load, site, x, y, z
};
static int model_space_size_x = 0;
static int model_space_size_y = 0;
@ -52,7 +82,6 @@ static int model_space_size_z = 0;
static int model_arrows_nb = 0;
static int central_stars_nb = 0;
static GLfloat *buffer_vertex_origin = NULL;
static GLfloat *buffer_colors_origin = NULL;
static GLuint *buffer_lines_origin = NULL;
@ -60,46 +89,17 @@ static GLuint *buffer_plans_origin = NULL;
static int pref_show_grid = 0;
static int buffer_vertex_size = 0;
static volatile int buffer_vertex_size = 0;
static int buffer_colors_size = 0;
static int buffer_lines_size = 0;
static int buffer_plans_size = 0;
/*
* Dynamic array of ptrs to dynamically allocated gl_area_entry
*/
struct gl_area_entry **gl_area_array = NULL;
static void set_vertex_xyz(float x, float y, float z){
// *(buffer_vertex_origin + buffer_vertex_size) = x; buffer_vertex_size ++;
// *(buffer_vertex_origin + buffer_vertex_size) = y; buffer_vertex_size ++;
// *(buffer_vertex_origin + buffer_vertex_size) = z; buffer_vertex_size ++;
}
static void set_color_xyz(float x, float y, float z){
// *(buffer_colors_origin + buffer_colors_size) = x; buffer_colors_size ++;
// *(buffer_colors_origin + buffer_colors_size) = y; buffer_colors_size ++;
// *(buffer_colors_origin + buffer_colors_size) = z; buffer_colors_size ++;
}
static void draw_triangle(long a, long b, long c){
// *(buffer_plans_origin + buffer_plans_size) = a; buffer_plans_size ++;
// *(buffer_plans_origin + buffer_plans_size) = b; buffer_plans_size ++;
// *(buffer_plans_origin + buffer_plans_size) = c; buffer_plans_size ++;
}
void draw_line (int a, int b)
{
buffer_lines_origin = g_realloc (buffer_lines_origin,
(buffer_lines_size + 2) * sizeof(GLuint));
assert (buffer_lines_origin);
buffer_lines_origin[buffer_lines_size + 0] = a;
buffer_lines_origin[buffer_lines_size + 1] = b;
buffer_lines_size += 2;
}
/* ----------------- O P E N G L D E B U G M E S S A G E S ------------ */
/* -------------------------------------------------------------------------- */
/*
* Prints verbose human-readable debug messages
@ -162,270 +162,156 @@ static void graphics_debug_callback(GLenum source, GLenum type, GLuint id,
/* -------------------------------------------------------------------------- */
/*
* Dynamic array of ptrs to dynamically allocated gl_area_entry
*/
struct gl_area_entry **gl_area_array = NULL;
/*
* Find gl_area_entry from a gl_area ptr
*
* @param gl_area, ptr to the gl_area widget
*
*
* @return entry ptr
*/
struct gl_area_entry *find_entry_from_ptr(const char *name)
static void get_model_data_and_user_preferences()
{
struct gl_area_entry **cur;
model_space_size_x = 3; // 0 < model_space_size_x
model_space_size_y = 5; // 0 < model_space_size_y
model_space_size_z = 7; // 0 < model_space_size_z
// Check uninitialized and quit
if (gl_area_array == NULL) return NULL;
model_arrows_nb = sizeof(arrows) / (5 * 4);
// assert : l'emplacement des flèches est contraint
// par model_space_size_x, y, z et le nombre de sites
// Seek in array
cur = gl_area_array;
while(*cur) {
if (strncmp((*cur)->name, name, sizeof((*cur)->name)) == 0) return *cur;
cur++;
central_stars_nb = 0; // à calculer TODO
// ! WARNING ! Pour l'instant égal au nombre de flèches ! (central stars réécrites)
central_stars_nb = model_arrows_nb;
pref_show_grid = 0; // 0, 1, 2, 3, 5, 6, 10, 15, 30, etc
// xyz, 0, x, y, z, xy, xz, yz, xyz
}
// Nothing found
return NULL;
}
/* -------------------------------------------------------------------------- */
/*
* Find the gl_area_entry size
* Writes values to describe a line from a to b into the line buffer
*
* @param void
* @param coords GLuint (a,b)
*
* @return size of array
* @return void
*/
static inline short gl_area_size(void)
void graphics_write_line (GLuint a, GLuint b)
{
struct gl_area_entry **cur;
short size;
buffer_lines_origin = g_realloc (buffer_lines_origin,
(buffer_lines_size + 2) * sizeof(GLuint));
// Check uninitialized and quit
if (gl_area_array == NULL) return 0;
assert (buffer_lines_origin);
cur = gl_area_array;
while(*cur) {
cur++;
size++;
}
buffer_lines_origin[buffer_lines_size + 0] = a;
buffer_lines_origin[buffer_lines_size + 1] = b;
return size;
buffer_lines_size += 2;
}
/*
* Initializes a gl_area
* Writes values to describe a vertex at (x,y,z) into the vertex buffer
*
* @param gl_area, ptr to the gl_area widget
* @param coords GLfloat(x,y,z)
*
* @return true if initialized
* @return void
*/
bool graphics_init(const char *gl_area)
void graphics_write_vertex (GLfloat x, GLfloat y, GLfloat z)
{
short array_size;
buffer_vertex_origin = g_realloc (buffer_vertex_origin,
(buffer_vertex_size + 3) * sizeof(GLfloat));
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
glEnable(GL_MULTISAMPLE);
assert (buffer_vertex_origin);
// Check if not already initialized
if (find_entry_from_ptr(gl_area)) {
errno = EEXIST;
perror("gl_area_array already exists");
return false;
}
buffer_vertex_origin[buffer_vertex_size + 0] = x;
buffer_vertex_origin[buffer_vertex_size + 1] = y;
buffer_vertex_origin[buffer_vertex_size + 2] = z;
// Get actual array size
array_size = gl_area_size();
buffer_vertex_size += 3;
// If it does not exist, allocs it
if (gl_area_array == NULL) {
gl_area_array = g_malloc0(sizeof(struct gl_area_entry *) * 2);
// If it does exist, g_reallocs it
} else {
gl_area_array = g_realloc(gl_area_array,
(array_size + 1)
* sizeof(struct gl_area_entry *));
if (gl_area_array == NULL) {
perror("Not enough memory to allocate gl_area_array");
return false;
}
explicit_bzero(gl_area_array + array_size * sizeof(struct gl_area_entry *),
sizeof(struct gl_area_entry *));
}
// Alloc new entry
gl_area_array[array_size] = g_malloc0(sizeof(struct gl_area_entry));
strcpy(gl_area_array[array_size]->name, gl_area);
if (!graphics_init_shaders(gl_area)) return false;
graphics_init_buffers(gl_area);
glDebugMessageCallback(graphics_debug_callback, NULL);
return true;
printf("Created vertex (%f,%f,%f), size is %d\n", x,y,z, buffer_vertex_size);
}
/*
* Shutdowns a gl_area
* Writes values to describe a color (r,g,b) into the color buffer
*
* @param gl_area, ptr to the gl_area widget
* @param color GLfloat(r,g,b)
*
* @return true if success
* @return void
*/
bool graphics_shutdown(const void *gl_area)
void graphics_write_color (GLfloat r, GLfloat g, GLfloat b)
{
buffer_colors_origin = g_realloc (buffer_colors_origin,
(buffer_colors_size + 3) * sizeof(GLfloat));
assert (buffer_colors_origin);
buffer_colors_origin[buffer_colors_size + 0] = r;
buffer_colors_origin[buffer_colors_size + 1] = g;
buffer_colors_origin[buffer_colors_size + 2] = b;
buffer_colors_size += 3;
}
/*
* Writes values to describe an (a,b,c) plan (triangle) into the plan buffer
*
* @param coords GLuint (a,b,c)
*
* @return void
*/
void graphics_write_plan (GLuint a, GLuint b, GLuint c)
{
buffer_plans_origin = g_realloc (buffer_plans_origin,
(buffer_plans_size + 3) * sizeof(GLuint));
assert (buffer_plans_origin);
buffer_plans_origin[buffer_plans_size + 0] = a;
buffer_plans_origin[buffer_plans_size + 1] = b;
buffer_plans_origin[buffer_plans_size + 2] = c;
buffer_plans_size += 3;
}
/* Initializes the buffer of a gl_area
* Calls according to the user preferences
* @param gl_area, ptr to the gl_area widget
* @return void
*/
void graphics_init_buffers(const void *gl_area)
{
struct gl_area_entry *entry;
entry = graphics_find_glarea_from_ptr(gl_area);
entry = find_entry_from_ptr(gl_area);
get_model_data_and_user_preferences();
if (entry == NULL) {
errno = EFAULT;
perror("gl_area_array entry not found");
return false;
//XXX
main_test_graphics ();
GLuint vao, vertex_buffer, color_buffer;
glGenBuffers(1, &vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, buffer_vertex_size * sizeof(buffer_vertex_origin[0]), buffer_vertex_origin, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// colors
glGenBuffers(1, &color_buffer);
glBindBuffer(GL_ARRAY_BUFFER, color_buffer);
glBufferData(GL_ARRAY_BUFFER, buffer_colors_size * sizeof(buffer_colors_origin), buffer_colors_origin, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// We only use one VAO, so we always keep it bound
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
if(entry != NULL) {
entry->vao = vao;
entry->position_buffer = vertex_buffer;
entry->color_buffer = color_buffer;
}
glDeleteBuffers(1, &entry->position_buffer);
glDeleteBuffers(1, &entry->color_buffer);
glDeleteProgram(entry->program);
// Liberate
g_free(entry);
entry = NULL;
gl_area_array = g_realloc(gl_area_array,
(gl_area_size())
* sizeof(struct gl_area_entry *));
g_free(buffer_vertex_origin);
g_free(buffer_colors_origin);
g_free(buffer_lines_origin);
g_free(buffer_plans_origin);
return true;
}
/* -------------------------------------------------------------------------- */
/*
* Initializes an identity matrix
*
* @param res, target ptr
*
* @return void
*/
static inline void compute_i(float *res)
{
/* initialize to the identity matrix */
res[0] = 1.f; res[4] = 0.f; res[8] = 0.f; res[12] = 0.f;
res[1] = 0.f; res[5] = 1.f; res[9] = 0.f; res[13] = 0.f;
res[2] = 0.f; res[6] = 0.f; res[10] = 1.f; res[14] = 0.f;
res[3] = 0.f; res[7] = 0.f; res[11] = 0.f; res[15] = 1.f;
}
/*
* Computes the projection matrix
*
* @param res, target ptr
* phi, XXX
* theta, XXX
* psi, XXX
*
* @return void
*/
static inline void compute_mvp(float *res, float phi, float theta, float psi)
{
float x = phi *(G_PI / 180.f);
float y = theta *(G_PI / 180.f);
float z = psi *(G_PI / 180.f);
float c1 = cosf(x), s1 = sinf(x);
float c2 = cosf(y), s2 = sinf(y);
float c3 = cosf(z), s3 = sinf(z);
float c3c2 = c3 * c2;
float s3c1 = s3 * c1;
float c3s2s1 = c3 * s2 * s1;
float s3s1 = s3 * s1;
float c3s2c1 = c3 * s2 * c1;
float s3c2 = s3 * c2;
float c3c1 = c3 * c1;
float s3s2s1 = s3 * s2 * s1;
float c3s1 = c3 * s1;
float s3s2c1 = s3 * s2 * c1;
float c2s1 = c2 * s1;
float c2c1 = c2 * c1;
compute_i(res);
/* apply all three rotations using the three matrices:
*
* c3 s3 0 c2 0 -s2 1 0 0
* -s3 c3 0 0 1 0 0 c1 s1
* 0 0 1 s2 0 c2 0 -s1 c1
*/
res[0] = c3c2; res[4] = s3c1 + c3s2s1; res[8] = s3s1 - c3s2c1; res[12] = 0.f;
res[1] = -s3c2; res[5] = c3c1 - s3s2s1; res[9] = c3s1 + s3s2c1; res[13] = 0.f;
res[2] = s2; res[6] = -c2s1; res[10] = c2c1; res[14] = 0.f;
res[3] = 0.f; res[7] = 0.f; res[11] = 0.f; res[15] = 1.f;
}
/*
* Created and compile a shader
*
* @param type, shader type
* src, source code of shader
*
* @return shader id
*/
static inline GLuint create_shader(int type, const char *src)
{
GLuint shader;
int status;
shader = glCreateShader(type);
glShaderSource(shader, 1, &src, NULL);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if(status == GL_FALSE) {
int log_len;
char *buffer;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_len);
buffer = g_malloc(log_len + 1);
glGetShaderInfoLog(shader, log_len, NULL, buffer);
g_warning("Compile failure in %s shader:\n%s",
type == GL_VERTEX_SHADER ? "vertex" : "fragment",
buffer);
g_free(buffer);
glDeleteShader(shader);
return 0;
}
return shader;
}
/* -------------------------------------------------------------------------- */
/*
* Initializes the shaders of a gl_area and link them to a program
*
* @param gl_area, ptr to the gl_area widget
*
*
* @return true if initialized
*/
bool graphics_init_shaders(const void *gl_area)
@ -440,7 +326,7 @@ bool graphics_init_shaders(const void *gl_area)
GLuint v = 0;
GLuint p = 0;
entry = find_entry_from_ptr(gl_area);
entry = graphics_find_glarea_from_ptr(gl_area);
if (entry == NULL) {
errno = EFAULT;
@ -531,221 +417,6 @@ bool graphics_init_shaders(const void *gl_area)
return true;
}
GLuint arrows[] = {
1, 0, 0, 0, 0,
1, 1, 0, 0, 0,
1, 2, 0, 0, 0,
1, 3, 0, 0, 0,
1, 4, 0, 0, 0,
1, 5, 0, 0, 0,
/* 1, 1, 1, 0, 0, */
/* 1, 2, 2, 1, 1, */
/* 1, 3, 2, 2, 1, */
/* 1, 4, 3, 0, 1, */
/* 1, 5, 3, 0, 2, */
/* 1, 1, 3, 0, 2, */
/* 1, 0, 2, 0, 2, */
/* 1, 5, 2, 1, 1, */
// load, site, x, y, z
};
static void get_model_data_and_user_preferences(){
model_space_size_x = 1; // 0 < model_space_size_x
model_space_size_y = 1; // 0 < model_space_size_y
model_space_size_z = 1; // 0 < model_space_size_z
// XXX ONLY space drawed, no arrows yet
model_arrows_nb = sizeof(arrows) / (5 * 4); // assert : l'emplacement des flèches est contraint
// par model_space_size_x, y, z et le nombre de sites
central_stars_nb = 0; // à calculer TODO
// ! WARNING ! Pour l'instant égal au nombre de flèches ! (central stars réécrites)
central_stars_nb = model_arrows_nb;
pref_show_grid = 0; // 0, 1, 2, 3, 5, 6, 10, 15, 30, etc
// xyz, 0, x, y, z, xy, xz, yz, xyz
}
static void compute_buffers_sizes(int model_space_size_x,
int model_space_size_y,
int model_space_size_z,
int model_arrows_nb)
{
long grids_intersections = (model_space_size_x + 1)
* (model_space_size_y + 1)
* (model_space_size_z + 1);
long arrows_anchors = (model_space_size_x)
* (model_space_size_y)
* (model_space_size_z)
* (6 + 6); // 6 is to draw the small central star
// 6 is for the six faces centers
long cubes_nb = model_space_size_x * model_space_size_y * model_space_size_z;
buffer_vertex_size = grids_intersections * 3; // 3 numbers per vertex
buffer_vertex_size += arrows_anchors * 3;
buffer_colors_size = buffer_vertex_size;
buffer_plans_size = 0;
long grids_lines =
(pref_show_grid % 2 == 0) * (model_space_size_x + 1) * (model_space_size_y + 1)
+ (pref_show_grid % 3 == 0) * (model_space_size_x + 1) * (model_space_size_z + 1)
+ (pref_show_grid % 5 == 0) * (model_space_size_y + 1) * (model_space_size_z + 1);
if (pref_show_grid != 1) inc_buffer_lines_size(grids_lines * 2);
if (pref_show_grid > 0) inc_buffer_lines_size(12 * 2); // space ridges
// sinon, les arêtes de l'espace sont tracées par les grilles
printf("allocated buffers sizes :%4d/3 = %3d vertices, %4d/3 = %3d colors,\
%4d/2 = %3d lines, %4d/3 = %3d plans.\n",
buffer_vertex_size, buffer_vertex_size / 3,
buffer_colors_size, buffer_colors_size / 3,
buffer_lines_size, buffer_lines_size / 2,
buffer_plans_size, buffer_plans_size / 3);
}
/* Initializes the buffer of a gl_area
* Calls according to the user preferences
* @param gl_area, ptr to the gl_area widget
* Note : buffer_lines_origin[] is no more defined in graphics_cube.h
* @return void
*/
#define A 0
void graphics_init_buffers(const void *gl_area)
{
struct gl_area_entry *entry;
entry = find_entry_from_ptr(gl_area);
get_model_data_and_user_preferences();
compute_buffers_sizes (model_space_size_x,
model_space_size_y,
model_space_size_z,
model_arrows_nb);
buffer_vertex_origin = g_malloc0 (buffer_vertex_size * sizeof(GLfloat) * 2);
buffer_colors_origin = g_malloc0 (buffer_colors_size * sizeof(GLfloat) * 2);
buffer_lines_origin = g_malloc0 (buffer_lines_size * 2 * sizeof(GLuint) * 2);
buffer_plans_origin = g_malloc0 (buffer_plans_size * 3 * sizeof(GLuint) * 2);
compute_space_and_arrows (model_space_size_x,
model_space_size_y,
model_space_size_z,
arrows,
model_arrows_nb,
pref_show_grid,
buffer_vertex_origin,
buffer_colors_origin,
buffer_lines_origin,
buffer_plans_origin);
GLuint vao, vertex_buffer, color_buffer;
glGenBuffers(1, &vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, buffer_vertex_size * sizeof(buffer_vertex_origin[0]), buffer_vertex_origin, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// colors
glGenBuffers(1, &color_buffer);
glBindBuffer(GL_ARRAY_BUFFER, color_buffer);
glBufferData(GL_ARRAY_BUFFER, buffer_colors_size * sizeof(buffer_colors_origin), buffer_colors_origin, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// We only use one VAO, so we always keep it bound
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
if(entry != NULL) {
entry->vao = vao;
entry->position_buffer = vertex_buffer;
entry->color_buffer = color_buffer;
}
}
/*
* Draws the current buffer to a gl_area
*
@ -760,7 +431,7 @@ void graphics_draw(const void *gl_area)
float p[16];
struct gl_area_entry *entry;
entry = find_entry_from_ptr(gl_area);
entry = graphics_find_glarea_from_ptr(gl_area);
if (entry == NULL) {
errno = EFAULT;
@ -814,4 +485,237 @@ void graphics_draw(const void *gl_area)
glFlush();
}
/* -------------------------------------------------------------------------- */
/*
* DEBUG
*
*/
static void show_user_choices(long model_space_size_x,
long model_space_size_y,
long model_space_size_z,
GLuint *arrows,
int model_arrows_nb,
int pref_show_grid)
{
printf("model + user constraints : space size x,y,z = %ld,%ld,%ld ", model_space_size_x, model_space_size_y, model_space_size_z);
if (model_arrows_nb > 0) printf("[%d] arrows ", model_arrows_nb);
if (pref_show_grid == 1) printf("pref_show_grid = %d <> show no grid ", pref_show_grid);
if (pref_show_grid == 0) printf("pref_show_grid = %d <> show all grids ", pref_show_grid);
if (pref_show_grid == 2) printf("pref_show_grid = %d <> show grid xy ", pref_show_grid);
if (pref_show_grid == 3) printf("pref_show_grid = %d <> show grid xz ", pref_show_grid);
if (pref_show_grid == 5) printf("pref_show_grid = %d <> show grid yz ", pref_show_grid);
if (pref_show_grid == 6) printf("pref_show_grid = %d <> show grids xy & xz ", pref_show_grid);
if (pref_show_grid == 10) printf("pref_show_grid = %d <> show grids xy & yz ", pref_show_grid);
if (pref_show_grid == 15) printf("pref_show_grid = %d <> show grids xz & yz ", pref_show_grid);
if (model_arrows_nb == 0) printf("\tbuffer_vertex_size = %d\t lines = %d\n",\
buffer_vertex_size, buffer_lines_size);
if (model_arrows_nb > 0) printf("\n[ n] load site x y z ---- < arrows array >\
------------------------------------------------------------\n");
for (int i = 0; i < model_arrows_nb; i++)
printf("[%2d] = %2d, %2d, %2d, %2d, %2d \n",\
i, *(arrows + i * 5 + 0), *(arrows + i * 5 + 1), *(arrows + i * 5 + 2), *(arrows + i * 5 + 3), *(arrows + i * 5 + 4));
}
/*
* Find gl_area_entry from a gl_area ptr
*
* @param gl_area, ptr to the gl_area widget
*
*
* @return entry ptr
*/
struct gl_area_entry *graphics_find_glarea_from_ptr(const char *name)
{
struct gl_area_entry **cur;
// Check uninitialized and quit
if (gl_area_array == NULL) return NULL;
// Seek in array
cur = gl_area_array;
while(*cur) {
if (strncmp((*cur)->name, name, sizeof((*cur)->name)) == 0) return *cur;
cur++;
}
// Nothing found
return NULL;
}
/*
* Initializes a gl_area
*
* @param gl_area, ptr to the gl_area widget
*
* @return true if initialized
*/
bool graphics_init(const char *gl_area)
{
short array_size;
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
glEnable(GL_MULTISAMPLE);
// Check if not already initialized
if (graphics_find_glarea_from_ptr(gl_area)) {
errno = EEXIST;
perror("gl_area_array already exists");
return false;
}
// Get actual array size
array_size = gl_area_size();
// If it does not exist, allocs it
if (gl_area_array == NULL) {
gl_area_array = g_malloc0(sizeof(struct gl_area_entry *) * 2);
// If it does exist, g_reallocs it
} else {
gl_area_array = g_realloc(gl_area_array,
(array_size + 1)
* sizeof(struct gl_area_entry *));
if (gl_area_array == NULL) {
perror("Not enough memory to allocate gl_area_array");
return false;
}
explicit_bzero(gl_area_array + array_size * sizeof(struct gl_area_entry *),
sizeof(struct gl_area_entry *));
}
// Alloc new entry
gl_area_array[array_size] = g_malloc0(sizeof(struct gl_area_entry));
strcpy(gl_area_array[array_size]->name, gl_area);
if (!graphics_init_shaders(gl_area)) return false;
graphics_init_buffers(gl_area);
glDebugMessageCallback(graphics_debug_callback, NULL);
return true;
}
/*
* Shutdowns a gl_area
*
* @param gl_area, ptr to the gl_area widget
*
* @return true if success
*/
bool graphics_shutdown(const void *gl_area)
{
struct gl_area_entry *entry;
entry = graphics_find_glarea_from_ptr(gl_area);
if (entry == NULL) {
errno = EFAULT;
perror("gl_area_array entry not found");
return false;
}
glDeleteBuffers(1, &entry->position_buffer);
glDeleteBuffers(1, &entry->color_buffer);
glDeleteProgram(entry->program);
// Liberate
g_free(entry);
entry = NULL;
gl_area_array = g_realloc(gl_area_array,
(gl_area_size())
* sizeof(struct gl_area_entry *));
g_free(buffer_vertex_origin);
g_free(buffer_colors_origin);
g_free(buffer_lines_origin);
g_free(buffer_plans_origin);
return true;
}
/* -------------------------------------------------------------------------- */
void main_test_graphics (void)
{
long stx = model_space_size_z * model_space_size_y,
sty = model_space_size_z,
stz = 1;
long site = 0, x = 0, y = 0, z = 0;
show_user_choices(model_space_size_x, model_space_size_y, model_space_size_z,
arrows, model_arrows_nb,
pref_show_grid);
printf("offset_before_grid = %d\n", buffer_vertex_size / 3);
/* GRID */
grid_write_intersections (model_space_size_x, model_space_size_y, model_space_size_z);
if (pref_show_grid % 2 == 0)
grid_write_x (model_space_size_x, model_space_size_y, model_space_size_z);
if (pref_show_grid % 3 == 0)
grid_write_y (model_space_size_x, model_space_size_y, model_space_size_z);
if (pref_show_grid % 5 == 0)
grid_write_z (model_space_size_x, model_space_size_y, model_space_size_z);
if (pref_show_grid > 0)
grid_write_ridges (model_space_size_x, model_space_size_y, model_space_size_z);
int offset_after_grid = buffer_vertex_size / 3;
printf("offset_after_grid = %d\n", offset_after_grid);
/* ARROWS */
arrows_write_terminations (model_space_size_x, model_space_size_y, model_space_size_z);
for (int i = 0; i < model_arrows_nb; i++) {
site = arrows[i * 5 + 1];
x = arrows[i * 5 + 2];
y = arrows[i * 5 + 3];
z = arrows[i * 5 + 4];
// printf("[%ld]\tsite = %d\tx = %ld\ty = %ld\tz = %ld\tstep x = %ld\tstep y = %ld\n", site, i, x, y, z, stx, sty);
arrows_write_basis (offset_after_grid + 12 * (stx * x + sty * y + stz * z)); // XXX 1 + 12 ?
switch(site){
case EAST:
write_arrow_lines_east(offset_after_grid + 12 * (stx * x + sty * y + stz * z), 1, site);
break;
case WEST:
write_arrow_lines_west(offset_after_grid + 12 * (stx * x + sty * y + stz * z), 1, site);
break;
case ZENITH:
write_arrow_lines_zenith(offset_after_grid + 12 * (stx * x + sty * y + stz * z), 1, site);
break;
case NADIR:
write_arrow_lines_nadir(offset_after_grid + 12 * (stx * x + sty * y + stz * z), 1, site);
break;
case SOUTH:
write_arrow_lines_south(offset_after_grid + 12 * (stx * x + sty * y + stz * z), 1, site);
break;
case NORTH:
write_arrow_lines_north(offset_after_grid + 12 * (stx * x + sty * y + stz * z), 1, site);
break;
default:
// XXX ?
break;
}
}
show_user_choices(model_space_size_x, model_space_size_y, model_space_size_z,
arrows, model_arrows_nb,
pref_show_grid);
}

169
src/graphics/grid.c Normal file
View File

@ -0,0 +1,169 @@
/*
* Gem-graph
*
* Desc: OpenGL grid functions
*
* Copyright (C) 2023 Jean Sirmai <jean@a-lec.org>
* Copyright (C) 2023 Adrien Bourmault <neox@a-lec.org>
*
* This file is part of Gem-graph.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* aint with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "../../include/base.h"
#include "../../include/graphics.h"
/*
* Writes grid lines intersections to vertex and color buffers
*
* @param coords long (x,y,z)
*
* @return void
*/
void grid_write_intersections (long x, long y, long z)
{
float i, j, k, vx, vy, vz, max = fmax(x, y);
max = fmax(max, z);
for (i = 0; i <= x; i++)
for (j = 0; j <= y; j++)
for (k = 0; k <= z; k++){
vx = (2 * i / x - 1) * x / max;
vy = (2 * j / y - 1) * y / max;
vz = (2 * k / z - 1) * z / max;
graphics_write_vertex (vx, vy, vz);
graphics_write_color (0.64f,0.64f,0.64f);
};
}
/*
* Writes grid ridges to vertex and color buffers
*
* @param coords long (x,y,z), step_x, step_y, step_z
*
* @return void
*/
void grid_write_ridges (long x,
long y,
long z)
{
long step_x = (z + 1) * (y + 1),
step_y = z + 1,
step_z = 1;
graphics_write_line (step_z * 0 + step_y * 0 + step_x * 0,
step_z * 0 + step_y * 0 + step_x * x);
graphics_write_line (step_z * 0 + step_y * 0 + step_x * 0,
step_z * 0 + step_y * y + step_x * 0);
graphics_write_line (step_z * 0 + step_y * 0 + step_x * 0,
step_z * z + step_y * 0 + step_x * 0);
graphics_write_line (step_z * z + step_y * y + step_x * x,
step_z * 0 + step_y * y + step_x * x);
graphics_write_line (step_z * z + step_y * y + step_x * x,
step_z * z + step_y * y + step_x * 0);
graphics_write_line (step_z * z + step_y * y + step_x * x,
step_z * z + step_y * 0 + step_x * x);
graphics_write_line (step_z * 0 + step_y * 0 + step_x * x,
step_z * 0 + step_y * y + step_x * x);
graphics_write_line (step_z * 0 + step_y * 0 + step_x * x,
step_z * z + step_y * 0 + step_x * x);
graphics_write_line (step_z * z + step_y * 0 + step_x * 0,
step_z * z + step_y * y + step_x * 0);
graphics_write_line (step_z * 0 + step_y * y + step_x * 0,
step_z * 0 + step_y * y + step_x * x);
graphics_write_line (step_z * 0 + step_y * y + step_x * 0,
step_z * z + step_y * y + step_x * 0);
graphics_write_line (step_z * z + step_y * 0 + step_x * 0,
step_z * z + step_y * 0 + step_x * x);
}
/*
* Writes grid lines for x axis to vertex and color buffers
*
* @param coords long (x,y,z)
*
* @return void
*/
void grid_write_x (long x, long y, long z)
{
long step_z = 1,
step_y = z + 1,
step_x = (z + 1) * (y + 1);
x ++; y ++; z ++;
float calcul = 0;
for (int u = 0; u < y; u ++){
for (int w = 0; w < x; w ++){
calcul = step_x * w + step_y * u;
graphics_write_line (calcul, calcul + step_y - step_z);
}
}
}
/*
* Writes grid lines for y axis to vertex and color buffers
*
* @param coords long (x,y,z)
*
* @return void
*/
void grid_write_y (long x, long y, long z)
{
long step_z = 1,
step_y = z + 1,
step_x = (z + 1) * (y + 1);
x ++; y ++; z ++;
float calcul = 0;
for (int u = 0; u < z; u++) {
for (int w = 0; w < x; w ++){
calcul = step_x * w + step_z * u;
graphics_write_line (calcul, calcul + step_x - step_y);
}
}
}
/*
* Writes grid lines for z axis to vertex and color buffers
*
* @param coords long (x,y,z)
*
* @return void
*/
void grid_write_z (long x, long y, long z)
{
long step_z = 1,
step_y = z + 1,
step_x = (z + 1) * (y + 1);
x ++; y ++; z ++;
float calcul = 0;
for (int u = 0; u < z; u ++){
for (int w = 0; w < y; w ++){
calcul = step_y * w + step_z * u;
graphics_write_line (calcul, calcul + step_x * (x - 1));
}
}
}

View File

@ -1,394 +0,0 @@
/*
* Gem-graph OpenGL experiments
*
* Desc: OpenGL utils header
*
* Copyright (C) 2023 Jean Sirmai <jean@a-lec.org>
*
* This file was part of Gem-graph. Forget it now.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
//#pragma once
#include <unistd.h>
#include <stdbool.h>
#include <assert.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <string.h>
#include <stdio.h>
#include <fcntl.h>
#include <epoxy/gl.h>
#include <GL/glu.h>
#include <GL/glext.h>
#include <glib-2.0/glib.h>
#include <math.h>
#include <errno.h>
#include "../../include/ui.h"
#include "../../include/graphics.h"
#include "../../include/buffers.h"
static long vertex_index = 0;
static long colors_index = 0;
static long lines_index = 0;
static long plans_index = 0;
#define V 0
static bool compute_space_2D(int size_x,
int size_y,
int size_z,
int pref_mark_unit_space,
int pref_style_lines_planes,
int pref_style_mix_colors,
GLfloat *vertex_origin,
GLfloat *colors_origin,
GLuint *lines_origin,
GLuint *plans_origin)
{
float x = 0;
// for (int k = 0; k < size_x + 1; k++) <=> + 1
// car on passe du nombre de cases = (n)
// au nombre de séparations entre les cases + les deux bords = (n + 1)
if (V) printf("space_2D vertex ");
for (int k = 0; k < size_x; k++){ // barres verticales
//
x = ((size_x % 2) * (size_x / 2 - k)
+ (size_x % 2 - 1) * (k + 0.5f - size_x / 2)) / size_x * 2;
if (V) printf("[%1.1f] ", x);
*(vertex_origin + k * 6 + 0) = - x;
*(vertex_origin + k * 6 + 1) = 1.0f / size_x;
*(vertex_origin + k * 6 + 2) = 0.0f;
*(vertex_origin + k * 6 + 3) = - x;
*(vertex_origin + k * 6 + 4) = - 1.0f / size_x;
*(vertex_origin + k * 6 + 5) = 0.0f;
// fun > if (k == size_x - 1) *(vertex_origin + k * 6 + 5) = 0.1f;
vertex_index += 6; if (V) printf(" => vertex_index = %3ld space 2D\n", vertex_index);
*(colors_origin + k * 6 + 0) = 1;
*(colors_origin + k * 6 + 1) = 0;
*(colors_origin + k * 6 + 2) = 0;
*(colors_origin + k * 6 + 3) = 1;
*(colors_origin + k * 6 + 4) = 1;
*(colors_origin + k * 6 + 5) = 0;
colors_index += 6;
*(lines_origin + k * 2 + 0) = k * 2 + 0;
*(lines_origin + k * 2 + 1) = k * 2 + 1;
lines_index += 2; if (V) printf(" => lines_index = %3ld space 2D\n", lines_index);
}
*(colors_origin + 0) = 0;
*(colors_origin + 1) = 0;
*(colors_origin + 2) = 0;
*(colors_origin + 3) = 1;
*(colors_origin + 4) = 1;
*(colors_origin + 5) = 1;
*(colors_origin + (size_x - 1) * 6 + 0) = 1;
*(colors_origin + (size_x - 1) * 6 + 1) = 1;
*(colors_origin + (size_x - 1) * 6 + 2) = 1;
*(colors_origin + (size_x - 1) * 6 + 3) = 0;
*(colors_origin + (size_x - 1) * 6 + 4) = 0;
*(colors_origin + (size_x - 1) * 6 + 5) = 0;
colors_index += 12; if (V) printf(" => colors_index = %ld\n", colors_index);
*(lines_origin + lines_index + 0) = 0;
*(lines_origin + lines_index + 1) = size_x * 2 - 2; // barre horizontale du bas
*(lines_origin + lines_index + 2) = 1;
*(lines_origin + lines_index + 3) = size_x * 2 - 1; // barre horizontale du haut
lines_index += 4; if (V) printf("H=> lines_index = %3ld space 2D H\n", lines_index);
if (pref_mark_unit_space == 1 || pref_mark_unit_space == 3) // diagonales to mark first space unit
{
*(lines_origin + lines_index + 0) = 0;
*(lines_origin + lines_index + 1) = 3;
*(lines_origin + lines_index + 2) = 1;
*(lines_origin + lines_index + 3) = 2;
lines_index += 4; if (V) printf("X=> lines_index = %3ld space 2D X\n", lines_index);
}
if (pref_mark_unit_space == 2 || pref_mark_unit_space == 3) // diagonales to mark last space unit
{
*(lines_origin + lines_index + 0) = (size_x - 2) * 2 + 0;
*(lines_origin + lines_index + 1) = (size_x - 2) * 2 + 3;
*(lines_origin + lines_index + 2) = (size_x - 2) * 2 + 1;
*(lines_origin + lines_index + 3) = (size_x - 2) * 2 + 2;
lines_index +=4; if (V) printf("X=> lines_index = %3ld space 2D X\n", lines_index);
}
if (V) printf(" n = %d x 2 côté = [%1.1f]\n", size_x + 1, 2.0f / size_x);
if (V) printf("space_2D lines_origin (%d - size_x(0)) x (%d - size_x(1)) ", 0, 1);
for (int v = 0; v < size_x + 2; v++)
if (V) printf("(%d-%d) ", *(lines_origin + v), *(lines_origin + v + 1));
if (V) printf(" n = 4 + (%d x 2)\n", size_x + 2);
return 1;
}
static int compute_arrow_2D(int size_x,
int size_y,
int size_z,
int weight,
int site,
int x,
int y,
int z,
int pref_style_lines_planes,
int pref_style_mix_colors,
GLfloat *vertex_origin,
GLfloat *colors_origin,
GLuint *lines_origin,
GLuint *plans_origin)
{
printf("compute_arrow_2D load = %d site = %d x = %d\n", weight, site, x);
float zero = 0.0f;
float center = (1.0f / size_x) * (2 * x - size_x + 2);
float tip = center + (2 * site - 1) * (1.0f / size_x - 0.01f);
float base = center + (2 * site - 1) * (0.1f / size_x);
float lat = 0.4f / size_x;
/* for (int i = 0; i < size_x; i++) */
/* for (int j = 0; j < size_y; j++) */
/* for (int k = 0; k < size_z; k++) */
/* { */
/* x = - ((size_x % 2) * (size_x / 2 - i) */
/* - (size_x % 2 - 1) * (i + 0.5f - size_x / 2)) / size_x * 2 * EDGE; */
/* y = - ((size_x % 2) * (size_x / 2 - j) */
/* - (size_x % 2 - 1) * (j + 0.5f - size_x / 2)) / size_x * 2 * EDGE; */
/* z = - ((size_x % 2) * (size_x / 2 - k) */
/* - (size_x % 2 - 1) * (k + 0.5f - size_x / 2)) / size_x * 2 * EDGE; */
/* } */
*(vertex_origin + vertex_index + 0) = tip;
*(vertex_origin + vertex_index + 1) = zero;
*(vertex_origin + vertex_index + 2) = zero;
*(vertex_origin + vertex_index + 3) = base;
*(vertex_origin + vertex_index + 4) = lat;
*(vertex_origin + vertex_index + 5) = zero;
*(vertex_origin + vertex_index + 6) = base;
*(vertex_origin + vertex_index + 7) = - lat;
*(vertex_origin + vertex_index + 8) = zero;
vertex_index += 9; if (V) printf(" => vertex_index = %3ld arrow_2D\n", vertex_index);
if (pref_style_lines_planes == 0) {
if (V) printf("0=> lines_index = %ld\n", lines_index);
*(lines_origin + lines_index + 0) = vertex_index / 3 - 3;
*(lines_origin + lines_index + 1) = vertex_index / 3 - 2;
*(lines_origin + lines_index + 2) = vertex_index / 3 - 3;
*(lines_origin + lines_index + 3) = vertex_index / 3 - 1;
*(lines_origin + lines_index + 4) = vertex_index / 3 - 2;
*(lines_origin + lines_index + 5) = vertex_index / 3 - 1;
lines_index += 6; if (V) printf("|=> lines_index = %3ld arrow_2D\n", lines_index);
}
if (pref_style_lines_planes == 1) {
*(plans_origin + plans_index + 0) = vertex_index / 3 + 0;
*(plans_origin + plans_index + 1) = vertex_index / 3 + 1;
*(plans_origin + plans_index + 2) = vertex_index / 3 + 2;
*(plans_origin + plans_index + 3) = vertex_index / 3 + 0;
*(plans_origin + plans_index + 4) = vertex_index / 3 + 1;
*(plans_origin + plans_index + 5) = vertex_index / 3 + 2;
plans_index += 6; if (V) printf("|=> plans_index = %ld\n", plans_index);
}
return 0;
}
/* x = - ((size_x % 2) * (size_x / 2 - i) */
/* - (size_x % 2 - 1) * (i + 0.5f - size_x / 2)) / size_x * 2 * EDGE; */
/* y = - ((size_y % 2) * (size_y / 2 - j) */
/* - (size_y % 2 - 1) * (j + 0.5f - size_y / 2)) / size_y * 2 * EDGE; */
/* z = - ((size_z % 2) * (size_z / 2 - k) */
/* - (size_z % 2 - 1) * (k + 0.5f - size_z / 2)) / size_z * 2 * EDGE; */
static bool compute_arrow_3D(long size_x,
long size_y,
long size_z,
int weight,
int site, // North, South, East, West, Zenith, nAdir (NSEWZA)
long x,
long y,
long z,
int pref_style_lines_planes,
int pref_style_mix_colors,
GLfloat *vertex_origin,
GLfloat *colors_origin,
GLuint *lines_origin,
GLuint *plans_origin)
{
float zero = 0.0f;
float center = (1.0f / size_x) * (2 * x - size_x + 2);
float tip = center + (2 * site - 1) * (1.0f / size_x);
float base = center + (2 * site - 1) * (0.1f / size_x);
*(vertex_origin + vertex_index + 0) = center + (2 * site - 1) * (1.0f / size_x - 0.01f);
*(vertex_origin + vertex_index + 1) = zero;
*(vertex_origin + vertex_index + 2) = zero;
*(vertex_origin + vertex_index + 3) = base;
*(vertex_origin + vertex_index + 4) = 0.4f / size_x;
*(vertex_origin + vertex_index + 5) = 0.4f / size_x;
*(vertex_origin + vertex_index + 6) = base;
*(vertex_origin + vertex_index + 7) = 0.4f / size_x;
*(vertex_origin + vertex_index + 8) = - 0.4f / size_x;
*(vertex_origin + vertex_index + 9) = base;
*(vertex_origin + vertex_index + 10) = - 0.4f / size_x;
*(vertex_origin + vertex_index + 11) = - 0.4f / size_x;
*(vertex_origin + vertex_index + 12) = base;
*(vertex_origin + vertex_index + 13) = - 0.4f / size_x;
*(vertex_origin + vertex_index + 14) = 0.4f / size_x;
vertex_index += 15; if (V) printf(" => vertex_index = %3ld arrow_3D\n", vertex_index);
if (V) printf("center = %f tip = %f base = %f\n",\
center, tip, base); // size_x * 12=%d igap=%d
if (pref_style_lines_planes == 0) {
*(lines_origin + lines_index + 0) = vertex_index / 3 - 5;
*(lines_origin + lines_index + 1) = vertex_index / 3 - 4;
*(lines_origin + lines_index + 2) = vertex_index / 3 - 5;
*(lines_origin + lines_index + 3) = vertex_index / 3 - 3;
*(lines_origin + lines_index + 4) = vertex_index / 3 - 5;
*(lines_origin + lines_index + 5) = vertex_index / 3 - 2;
*(lines_origin + lines_index + 6) = vertex_index / 3 - 5;
*(lines_origin + lines_index + 7) = vertex_index / 3 - 1;
*(lines_origin + lines_index + 8) = vertex_index / 3 - 4;
*(lines_origin + lines_index + 9) = vertex_index / 3 - 3;
*(lines_origin + lines_index + 10) = vertex_index / 3 - 3;
*(lines_origin + lines_index + 11) = vertex_index / 3 - 2;
*(lines_origin + lines_index + 12) = vertex_index / 3 - 2;
*(lines_origin + lines_index + 13) = vertex_index / 3 - 1;
*(lines_origin + lines_index + 14) = vertex_index / 3 - 1;
*(lines_origin + lines_index + 15) = vertex_index / 3 - 4;
lines_index += 16; if (V) printf("|=> lines_index = %3ld arrow_3D\n", lines_index);
}
if (pref_style_lines_planes == 1) {
*(plans_origin + plans_index + 0) = size_x * 12 / 3 + 0;
*(plans_origin + plans_index + 1) = size_x * 12 / 3 + 1;
*(plans_origin + plans_index + 2) = size_x * 12 / 3 + 2;
*(plans_origin + plans_index + 3) = size_x * 12 / 3 + 0;
*(plans_origin + plans_index + 4) = size_x * 12 / 3 + 3;
*(plans_origin + plans_index + 5) = size_x * 12 / 3 + 4;
*(plans_origin + plans_index + 0) = size_x * 12 / 3 + 0;
*(plans_origin + plans_index + 1) = size_x * 12 / 3 + 1;
*(plans_origin + plans_index + 2) = size_x * 12 / 3 + 3;
*(plans_origin + plans_index + 3) = size_x * 12 / 3 + 0;
*(plans_origin + plans_index + 4) = size_x * 12 / 3 + 2;
*(plans_origin + plans_index + 5) = size_x * 12 / 3 + 4;
plans_index += 12; if (V) printf("|=> plans_index = %3ld arrow_3D\n", plans_index);
}
return 1;
}
static void old_arrows(int model_arrows_nb,
long model_size_x, long model_size_y, long model_size_z,
int pref_style_lines_planes, int pref_style_mix_colors,
GLuint *arrows, GLfloat *vertex_origin, GLfloat *colors_origin,
GLuint *lines_origin, GLuint *plans_origin)
{
for (int i = 0; i < model_arrows_nb; i++)
compute_arrow_3D (model_size_x,
model_size_y,
model_size_z,
*(arrows + i * 5 + 0), // weight (load)
*(arrows + i * 5 + 1), // site
*(arrows + i * 5 + 2), // x
*(arrows + i * 5 + 3), // y
*(arrows + i * 5 + 4), // z
pref_style_lines_planes,
pref_style_mix_colors,
vertex_origin,
colors_origin,
lines_origin,
plans_origin);
}
// OLD ARROWS (DEPRECATED)
/* old_arrows (model_arrows_nb, model_size_x, model_size_y, model_size_z, arrows, */
/* pref_style_lines_planes, pref_style_mix_colors, */
/* vertex_origin, colors_origin, lines_origin, plans_origin); */