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api8/src/manif.c

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#include "../includes/animations.h"
static GLuint _pId = 0;
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static GLuint _planId = 0;
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struct manifestant {
GLuint corps, tete;
// Offsets
GLfloat ox, oz;
};
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#define HEROS_NUMBER 70 // should change in fragment shader too
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static struct manifestant _herosId[HEROS_NUMBER];
static const char *matrix_proj = "proj";
static const char *matrix_model = "model";
static const char *matrix_view = "view";
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static void init(void);
static void draw(void);
void manif(int state) {
switch (state) {
case GL4DH_INIT:
init();
break;
case GL4DH_DRAW:
draw();
break;
default:
break;
}
}
static void init(void) {
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_planId = gl4dgGenQuadf();
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// Last Offset X and Z
for (int i = 0; i < HEROS_NUMBER; ++i) {
_herosId[i].corps = gl4dgGenCubef();
_herosId[i].tete = gl4dgGenSpheref(20, 20);
_herosId[i].ox = ((GLfloat)rand() / (GLfloat)RAND_MAX) * -7;
_herosId[i].oz = ((GLfloat)rand() / (GLfloat)RAND_MAX) * 10;
/* printf("Generating #%d\t=> %f:%f\n", _herosId[i].corps,
(double)_herosId[i].ox, (double)_herosId[i].oz); */
}
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_pId =
gl4duCreateProgram("<vs>shaders/manif.vs", "<fs>shaders/manif.fs", NULL);
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gl4duGenMatrix(GL_FLOAT, matrix_proj);
gl4duGenMatrix(GL_FLOAT, matrix_model);
gl4duGenMatrix(GL_FLOAT, matrix_view);
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glEnable(GL_DEPTH_TEST);
}
static void draw(void) {
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static double t0 = 0;
double dt = get_dt(&t0, GL_TRUE);
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glClearColor(0.2f, 0.2f, 0.8f, 1); // couleur ciel
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(_pId);
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const GLfloat couleur_plan[] = {0.3f, 0.3f, 0.3f, 1},
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couleur_heros[] = {1, 1, 0, 1};
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GLint couleur_gpu = glGetUniformLocation(_pId, "couleur");
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static double deplacement = 0;
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const GLfloat lumpos[][4] = {{1, (GLfloat)(2 + 2 * sin(deplacement)), 1, 1},
{-1, (GLfloat)(2 + 2 * sin(deplacement)), 1, 1}},
lumcolor[][4] = {{1, 0, 0, 1}, {0, 0, 1, 1}};
glUniform4fv(glGetUniformLocation(_pId, "lum_pos"), 2, (float *)lumpos);
glUniform4fv(glGetUniformLocation(_pId, "lum_color"), 2, (float *)lumcolor);
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bindAndLoadf(matrix_proj);
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GLfloat ratio = (GLfloat)_dims[0] / (GLfloat)_dims[1];
gl4duFrustumf(-1, 1, -ratio, ratio, 1, 1000);
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bindAndLoadf(matrix_view);
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const GLfloat distance = 5;
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gl4duLookAtf(0, distance, distance, 0, 0, 0, 0, 1, 0);
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// gl4duRotatef(-30, 0, 1, 0);
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bindAndLoadf(matrix_model);
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gl4duRotatef(-90, 1, 0, 0);
gl4duScalef(4 * distance, 2 * distance, 1);
gl4duSendMatrices();
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glUniform4fv(couleur_gpu, 1, couleur_plan);
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gl4dgDraw(_planId);
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for (int i = 0; i < HEROS_NUMBER; ++i) {
bindAndLoadf(matrix_model);
gl4duTranslatef(0, 1, -1);
gl4duScalef(0.1f, 0.7f, 0.2f);
// Apply hero position
move(_herosId[i].ox + (float)deplacement, 0, _herosId[i].oz, CORPS);
// Draw corps
gl4duSendMatrices();
glUniform4fv(couleur_gpu, 1, couleur_heros);
gl4dgDraw(_herosId[i].corps);
bindAndLoadf(matrix_model);
move(_herosId[i].ox + (float)deplacement, 0, _herosId[i].oz, TETE);
gl4duTranslatef(0, 1.9f, -1);
gl4duScalef(0.1f, 0.2f, 0.2f);
gl4duSendMatrices();
glUniform4fv(couleur_gpu, 1, couleur_heros);
gl4dgDraw(_herosId[i].tete);
}
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deplacement += 0.4 * M_PI * dt;
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glUseProgram(0);
}