387 lines
11 KiB
C
387 lines
11 KiB
C
/*
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* Gem-graph OpenGL experiments
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*
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* Desc: OpenGL utils header
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*
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* Copyright (C) 2023 Arthur Menges <arthur.menges@a-lec.org>
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* Copyright (C) 2023 Adrien Bourmault <neox@a-lec.org>
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* Copyright (C) 2023 Jean Sirmai <jean@a-lec.org>
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*
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* This file is part of Gem-graph.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Affero General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Affero General Public License for more details.
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*
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* You should have received a copy of the GNU Affero General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "base.h"
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#include <unistd.h>
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#include <stdbool.h>
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#include <epoxy/gl.h>
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#include <GL/glu.h>
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#include <GL/glext.h>
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#define VERTEX_SHADER_FILE "src/graphics/shaders/shader.vert"
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#define FRAG_SHADER_FILE "src/graphics/shaders/shader.frag"
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#define GL_TARGET_MAJOR_VERSION 0
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#define GL_TARGET_MINOR_VERSION 4
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/*
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* Structure describing a gl_area and its parameters, used to create a table
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* of Gem-graph client current gl_areas
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*/
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struct graphic_stack_t {
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int id;
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int mode;
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float rotation_angles[N_AXIS]; // Rotation angles on each axis
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GLuint vao; // init_buffers
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GLuint position_buffer; // shutdown, draw
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GLuint color_buffer; // shutdown, draw
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GLuint program; // shutdown, init_shaders, draw
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GLuint m; // init_shaders, draw
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GLuint v; // init_shaders, draw
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GLuint p; // init_shaders, draw
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struct arrow_t *arrows_ptr;
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long arrows_nb;
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GLfloat *buffer_vertex_origin;
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GLfloat *buffer_colors_origin;
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GLuint *buffer_lines_origin;
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GLuint *buffer_plans_origin;
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long buffer_vertex_size;
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long buffer_colors_size;
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long buffer_lines_size;
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long buffer_plans_size;
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long buffer_vertex_0_arrow;
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long buffer_colors_0_arrow;
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long buffer_lines_0_arrow;
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long buffer_plans_0_arrow;
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};
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/*
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* Dynamic array of ptrs to dynamically allocated gl_area_entry
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*/
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extern struct graphic_stack_t *graphic_stack;
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/*
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* Initializes a gl_area
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*
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* @param gl_area, ptr to the gl_area widget
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*
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* @return true if initialized
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*/
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int graphics_init(void *error_buffer);
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/*
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* Draws the current buffer to a gl_area
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*
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* @param gl_area, ptr to the gl_area widget
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*
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* @return void
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*/
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void graphics_draw(const int stack_id);
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/*
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* Shutdowns a gl_area
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*
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* @param gl_area, ptr to the gl_area widget
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*
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* @return true if success
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*/
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bool graphics_shutdown(const int stack_id, void *error_buffer);
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/*
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* Initializes the shaders of a gl_area and link them to a program
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*
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* @param gl_area, ptr to the gl_area widget
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*
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* @return true if initialized
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*/
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bool graphics_init_shaders(const int stack_id);
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/* Initializes the buffer of a gl_area
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* Calls according to the user preferences
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* @param gl_area, ptr to the gl_area widget
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* @return void
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*/
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void graphics_init_buffers(const int stack_id);
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/*
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* Draws a vertex (x, y, z)
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* if (console) prints (x, y, z) values to console
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*
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* @param GLfloat x, GLfloat y, GLfloat z
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*
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* @return void
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*/
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void graphics_draw_vertex (const int stack_id,
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GLfloat x,
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GLfloat y,
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GLfloat z);
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/*
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* Draws the color (r, g, b) associated to a vertex
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* if (console) prints (r, g, b) values to console
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*
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* @param GLfloat r, GLfloat g, GLfloat b
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*
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* @return void
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*/
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void graphics_draw_color (const int stack_id, GLfloat r, GLfloat g, GLfloat b);
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/*
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* Writes values to describe a line from a to b into the line buffer
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*
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* @param coords GLuint (a,b)
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*
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* @return void
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*/
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void graphics_draw_line (const int stack_id, GLuint a, GLuint b);
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/*
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* Writes values to describe an (a,b,c) plan (triangle) into the plan buffer
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*
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* @param coords GLuint (a,b,c)
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*
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* @return void
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*/
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void graphics_draw_plan (const int stack_id, GLuint a, GLuint b, GLuint c);
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/*
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* Initializes an identity matrix
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*
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* @param res, target ptr
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*
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* @return void
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*/
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static inline void compute_i(float *res)
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{
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/* initialize to the identity matrix */
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res[0] = 1.f; res[4] = 0.f; res[8] = 0.f; res[12] = 0.f;
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res[1] = 0.f; res[5] = 1.f; res[9] = 0.f; res[13] = 0.f;
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res[2] = 0.f; res[6] = 0.f; res[10] = 1.f; res[14] = 0.f;
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res[3] = 0.f; res[7] = 0.f; res[11] = 0.f; res[15] = 1.f;
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}
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/*
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* Computes the projection matrix
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*
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* @param res, target ptr
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* phi, XXX
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* theta, XXX
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* psi, XXX
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*
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* @return void
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*/
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static inline void compute_mvp(float *res, float phi, float theta, float psi)
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{
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float x = phi *(G_PI / 180.f);
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float y = theta *(G_PI / 180.f);
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float z = psi *(G_PI / 180.f);
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float c1 = cosf(x), s1 = sinf(x);
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float c2 = cosf(y), s2 = sinf(y);
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float c3 = cosf(z), s3 = sinf(z);
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float c3c2 = c3 * c2;
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float s3c1 = s3 * c1;
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float c3s2s1 = c3 * s2 * s1;
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float s3s1 = s3 * s1;
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float c3s2c1 = c3 * s2 * c1;
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float s3c2 = s3 * c2;
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float c3c1 = c3 * c1;
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float s3s2s1 = s3 * s2 * s1;
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float c3s1 = c3 * s1;
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float s3s2c1 = s3 * s2 * c1;
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float c2s1 = c2 * s1;
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float c2c1 = c2 * c1;
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compute_i(res);
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/* apply all three rotations using the three matrices:
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*
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* ⎡ c3 s3 0 ⎤ ⎡ c2 0 -s2 ⎤ ⎡ 1 0 0 ⎤
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* ⎢ -s3 c3 0 ⎥ ⎢ 0 1 0 ⎥ ⎢ 0 c1 s1 ⎥
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* ⎣ 0 0 1 ⎦ ⎣ s2 0 c2 ⎦ ⎣ 0 -s1 c1 ⎦
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*/
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res[0] = c3c2; res[4] = s3c1 + c3s2s1; res[8] = s3s1 - c3s2c1; res[12] = 0.f;
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res[1] = -s3c2; res[5] = c3c1 - s3s2s1; res[9] = c3s1 + s3s2c1; res[13] = 0.f;
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res[2] = s2; res[6] = -c2s1; res[10] = c2c1; res[14] = 0.f;
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res[3] = 0.f; res[7] = 0.f; res[11] = 0.f; res[15] = 1.f;
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}
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/*
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* Created and compile a shader
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*
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* @param type, shader type
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* src, source code of shader
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*
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* @return shader id
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*/
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static inline GLuint create_shader(const int stack_id, int type, const char *src)
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{
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GLuint shader;
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int status;
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shader = glCreateShader(type);
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glShaderSource(shader, 1, &src, NULL);
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glCompileShader(shader);
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if(status == GL_FALSE) {
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int log_len;
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char *buffer;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_len);
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buffer = g_malloc(log_len + 1);
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assert (buffer);
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glGetShaderInfoLog(shader, log_len, NULL, buffer);
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g_warning("Compile failure in %s shader:\n%s",
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type == GL_VERTEX_SHADER ? "vertex" : "fragment",
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buffer);
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g_free(buffer);
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glDeleteShader(shader);
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return 0;
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}
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return shader;
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}
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static inline void print_stack(int stack_id)
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{
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static int n = 0;
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printf("\n[n=%d]***************", n);
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printf("id = %d\tmode = %d\n",
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graphic_stack[stack_id].id,
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graphic_stack[stack_id].mode);
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printf("rotation_angles = ");
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for (int i = 0; i < N_AXIS; i++) {
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printf("%f\t", graphic_stack[stack_id].rotation_angles[i]); // Rotation angles on each axis
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}
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printf("\n");
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printf("vao = %d\n", graphic_stack[stack_id].vao);
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printf("position_buffer = %d\n", graphic_stack[stack_id].position_buffer);
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printf("color_buffer = %d\n", graphic_stack[stack_id].color_buffer);
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printf("program = %d\n", graphic_stack[stack_id].program);
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printf("m = %d\n", graphic_stack[stack_id].m);
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printf("v = %d\n", graphic_stack[stack_id].v);
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printf("p = %d\n", graphic_stack[stack_id].p);
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printf("arrows_ptr = %p\n", graphic_stack[stack_id].arrows_ptr);
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printf("arrows_nb = %ld\n", graphic_stack[stack_id].arrows_nb);
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printf("buffer_vertex_origin = %p\n", graphic_stack[stack_id].buffer_vertex_origin);
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printf("buffer_colors_origin = %p\n", graphic_stack[stack_id].buffer_colors_origin);
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printf("buffer_lines_origin = %p\n", graphic_stack[stack_id].buffer_lines_origin);
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printf("buffer_plans_origin = %p\n", graphic_stack[stack_id].buffer_plans_origin);
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printf("buffer_vertex_size = %ld\n", graphic_stack[stack_id].buffer_vertex_size);
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printf("buffer_colors_size = %ld\n", graphic_stack[stack_id].buffer_colors_size);
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printf("buffer_lines_size = %ld\n", graphic_stack[stack_id].buffer_lines_size);
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printf("buffer_plans_size = %ld\n", graphic_stack[stack_id].buffer_plans_size);
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printf("buffer_vertex_0_arrow = %p\n", graphic_stack[stack_id].buffer_vertex_0_arrow);
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printf("buffer_colors_0_arrow = %p\n", graphic_stack[stack_id].buffer_colors_0_arrow);
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printf("buffer_lines_0_arrow = %p\n", graphic_stack[stack_id].buffer_lines_0_arrow);
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printf("buffer_plans_0_arrow = %p\n", graphic_stack[stack_id].buffer_plans_0_arrow);
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printf("********************\n");
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n++;
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}
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/*** TEST ***/
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void main_test_graphics (const int stack_id);
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/*
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* Structure describing an arrow
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*/
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struct arrow_t {
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GLuint load;
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GLuint site;
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GLuint x;
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GLuint y;
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GLuint z;
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};
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int draw_one_arrow_vertex (const int stack_id,
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int space_X,
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int space_Y,
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int space_Z,
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int weight,
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int site,
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int x,
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int y,
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int z);
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int draw_one_arrow_line(const int stack_id,
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int offset_vertex);
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/*
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* Writes grid ridges to vertex and color buffers
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*
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* @param coords long (x,y,z), step_x, step_y, step_z
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*
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* @return void
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*/
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int draw_space_ridges_vertex (const int stack_id,
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long offset_vertex,
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long x,
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long y,
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long z);
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int draw_space_ridges_lines (const int stack_id);
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/*
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* Writes grid lines on space faces
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*
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* @param coords long (x,y,z)
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*
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* @return void
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*/
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long draw_grids_on_space_faces_vertex (const int stack_id,
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long x,
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long y,
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long z);
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long draw_grids_on_space_faces_lines (const int stack_id,
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long offset_vertex,
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long x,
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long y,
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long z);
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int set_arrow (int stack_id,
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int arrows_nb,
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int space_X,
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int space_Y,
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int space_Z,
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int requested_weight,
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int site,
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int arrow_x,
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int arrow_y,
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int arrow_z);
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