move all the striker drawing into animations.c
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bf0d6f7a05
commit
1bd16eae68
3 changed files with 70 additions and 60 deletions
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@ -33,4 +33,8 @@ struct manifestant {
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// Génère un manifestant
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void genManifestant(struct manifestant *);
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// Dessine un manifestant
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void drawManifestant(const char *, const struct manifestant *, const float,
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const GLboolean);
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#endif
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@ -123,3 +123,68 @@ void genManifestant(struct manifestant *hero) {
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hero->jambe_g = gl4dgGenCubef();
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hero->jambe_d = gl4dgGenCubef();
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}
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void drawManifestant(const char *matrix_model, const struct manifestant *hero,
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const float deplacement, const GLboolean oscillate) {
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const GLfloat oscillation = oscillate ? ((float)sin(2 * deplacement) + 1) : 0;
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const float x = hero->ox + deplacement;
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const float z = hero->oz * 4;
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// Draw corps
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bindAndLoadf(matrix_model);
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gl4duScalef(0.1f, 0.5f, 0.2f);
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gl4duTranslatef(0, 3, -1);
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move(x, 0, hero->oz);
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gl4duSendMatrices();
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gl4dgDraw(hero->corps);
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// Draw head
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bindAndLoadf(matrix_model);
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gl4duScalef(0.1f, 0.2f, 0.2f);
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gl4duTranslatef(0, 10.9f, -1);
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move(x, 0, hero->oz);
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gl4duSendMatrices();
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gl4dgDraw(hero->tete);
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// Draw leg left
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bindAndLoadf(matrix_model);
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gl4duScalef(0.1f, 1, 0.05f);
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gl4duTranslatef(0, 0, -1);
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move(x, 0, z);
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gl4duRotatef(-oscillation * 90, 0, 0, 1);
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gl4duSendMatrices();
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gl4dgDraw(hero->jambe_g);
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// Draw leg right
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bindAndLoadf(matrix_model);
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gl4duScalef(0.1f, 1, 0.05f);
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gl4duTranslatef(0, 0, -7);
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move(x, 0, z);
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gl4duRotatef(oscillation * 90, 0, 0, 1);
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gl4duSendMatrices();
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gl4dgDraw(hero->jambe_d);
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// Draw arm left
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bindAndLoadf(matrix_model);
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gl4duScalef(0.1f, 0.4f, 0.05f);
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gl4duTranslatef(0, 4, 1);
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move(x, 0, z);
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gl4duRotatef(oscillation * 90, 0, 0, 1);
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gl4duSendMatrices();
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gl4dgDraw(hero->bras_g);
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// Draw arm right
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bindAndLoadf(matrix_model);
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gl4duScalef(0.1f, 0.4f, 0.05f);
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gl4duTranslatef(0, 4, -8);
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move(x, 0, z);
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gl4duRotatef(-oscillation * 90, 0, 0, 1);
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gl4duSendMatrices();
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gl4dgDraw(hero->bras_d);
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}
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61
src/manif.c
61
src/manif.c
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@ -80,7 +80,6 @@ static void draw(void) {
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GLfloat lumpos[HEROS_NUMBER][4], lumcolor[HEROS_NUMBER][4];
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glUniform4fv(couleur_gpu, 1, couleur_heros);
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GLfloat part_mult = 4;
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for (int i = 0; i < HEROS_NUMBER; ++i) {
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// Torchs
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// Position
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@ -94,65 +93,7 @@ static void draw(void) {
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const GLfloat lumcolor_red[] = {1, 0, 0, 1};
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memcpy(lumcolor[i], lumcolor_red, sizeof(lumcolor_red));
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GLfloat oscillation = ((float)sin(2 * deplacement) + 1);
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// Draw corps
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bindAndLoadf(matrix_model);
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gl4duScalef(0.1f, 0.5f, 0.2f);
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gl4duTranslatef(0, 3, -1);
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move(_herosId[i].ox + deplacement, 0, _herosId[i].oz);
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gl4duSendMatrices();
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gl4dgDraw(_herosId[i].corps);
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// Draw head
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bindAndLoadf(matrix_model);
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gl4duScalef(0.1f, 0.2f, 0.2f);
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gl4duTranslatef(0, 10.9f, -1);
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move(_herosId[i].ox + deplacement, 0, _herosId[i].oz);
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gl4duSendMatrices();
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gl4dgDraw(_herosId[i].tete);
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// Draw leg left
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bindAndLoadf(matrix_model);
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gl4duScalef(0.1f, 1, 0.05f);
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gl4duTranslatef(0, 0, -1);
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move(_herosId[i].ox + deplacement, 0, _herosId[i].oz * part_mult);
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gl4duRotatef(-oscillation * 90, 0, 0, 1);
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gl4duSendMatrices();
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gl4dgDraw(_herosId[i].jambe_g);
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// Draw leg right
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bindAndLoadf(matrix_model);
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gl4duScalef(0.1f, 1, 0.05f);
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gl4duTranslatef(0, 0, -7);
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move(_herosId[i].ox + deplacement, 0, _herosId[i].oz * part_mult);
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gl4duRotatef(oscillation * 90, 0, 0, 1);
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gl4duSendMatrices();
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gl4dgDraw(_herosId[i].jambe_d);
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// Draw arm left
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bindAndLoadf(matrix_model);
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gl4duScalef(0.1f, 0.4f, 0.05f);
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gl4duTranslatef(0, 4, 1);
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move(_herosId[i].ox + deplacement, 0, _herosId[i].oz * part_mult);
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gl4duRotatef(oscillation * 90, 0, 0, 1);
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gl4duSendMatrices();
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gl4dgDraw(_herosId[i].bras_g);
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// Draw arm right
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bindAndLoadf(matrix_model);
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gl4duScalef(0.1f, 0.4f, 0.05f);
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gl4duTranslatef(0, 4, -8);
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move(_herosId[i].ox + deplacement, 0, _herosId[i].oz * part_mult);
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gl4duRotatef(-oscillation * 90, 0, 0, 1);
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gl4duSendMatrices();
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gl4dgDraw(_herosId[i].bras_d);
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drawManifestant(matrix_model, &_herosId[i], deplacement, GL_TRUE);
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}
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int max_gpu = 3; // HEROS_NUMBER;
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