From 58321c76a5285fffdffc803619a6a7c0c8bda5dc Mon Sep 17 00:00:00 2001 From: Mylloon Date: Fri, 12 May 2023 18:14:54 +0200 Subject: [PATCH] trying something with colors --- shaders/manif.fs | 11 ++++++++--- src/manif.c | 25 +++++++++++++------------ 2 files changed, 21 insertions(+), 15 deletions(-) diff --git a/shaders/manif.fs b/shaders/manif.fs index 1413a0d..cabe0cc 100644 --- a/shaders/manif.fs +++ b/shaders/manif.fs @@ -5,7 +5,7 @@ in vec3 vec_normal; out vec4 fragColor; -const int max = 1; // should change in cpu too +const int max = 5; // should change in cpu too uniform vec4 couleur; uniform vec4 lum_pos[max]; @@ -16,13 +16,18 @@ void main() { const vec3 vue = vec3(0, 0, -1); const vec4 soleil_color = vec4(0.81f, 0.78f, 0.66f, 1.0f); - fragColor = vec4(1); for(int i = 0; i < max; i++) { vec3 torche = normalize(pos_model.xyz - lum_pos[i].xyz); float intensite_lumineuse = clamp(dot(vec_normal, -torche), 0., 1.); vec3 reflet = (transpose(inverse(view)) * vec4(reflect(torche, vec_normal), 0)).xyz; float intensite_specularite = pow(clamp(dot(reflet, -vue), 0., 1.), 10); - fragColor *= intensite_specularite * lum_color[i] + 0.1 * soleil_color + 0.9 * intensite_lumineuse * couleur; + vec4 color = intensite_specularite * lum_color[i] + 0.1 * soleil_color + 0.9 * intensite_lumineuse * couleur; + if(i == 0) { + fragColor = color; + } else { + fragColor = mix(fragColor, color, i / 2.); + } + } } diff --git a/src/manif.c b/src/manif.c index 5510db5..c72521e 100644 --- a/src/manif.c +++ b/src/manif.c @@ -9,7 +9,7 @@ struct manifestant { GLfloat ox, oz; }; -#define HEROS_NUMBER 10 // should change in fragment shader too +#define HEROS_NUMBER 5 // should change in fragment shader too static struct manifestant _herosId[HEROS_NUMBER]; static const char *matrix_proj = "proj"; @@ -76,14 +76,14 @@ static void draw(void) { const GLfloat couleur_plan[] = {0.3f, 0.3f, 0.3f, 1}, couleur_heros[] = {1, 1, 0, 1}; GLint couleur_gpu = glGetUniformLocation(_pId, "couleur"); - static double deplacement = 0; + static float deplacement = 0; bindAndLoadf(matrix_proj); GLfloat ratio = (GLfloat)_dims[0] / (GLfloat)_dims[1]; gl4duFrustumf(-1, 1, -ratio, ratio, 1, 1000); bindAndLoadf(matrix_view); - const GLfloat distance = 4; // distance from the scene + const GLfloat distance = 10; // distance from the scene gl4duLookAtf(0, distance, distance, 0, 0, 0, 0, 1, 0); // gl4duRotatef(-90, 0, 1, 0); // rotation camera @@ -101,18 +101,19 @@ static void draw(void) { for (int i = 0; i < HEROS_NUMBER; ++i) { // Torchs // Position - const GLfloat lumpos_i[] = {0, 1 + (float)deplacement, -0.5f, 0}; + const GLfloat lumpos_i[] = {(_herosId[i].ox / 10) + (deplacement / 10), 1, + (_herosId[i].oz / 20) - 1, 0}; memcpy(lumpos[i], lumpos_i, sizeof(lumpos_i)); // Color - const GLfloat lumcolor_red[] = {1, (float)deplacement, 0, 1}; + const GLfloat lumcolor_red[] = {1, 0, 0, 1}; memcpy(lumcolor[i], lumcolor_red, sizeof(lumcolor_red)); // Draw corps bindAndLoadf(matrix_model); gl4duScalef(0.1f, 0.5f, 0.2f); gl4duTranslatef(0, 3, -1); - move(_herosId[i].ox + (float)deplacement, 0, _herosId[i].oz); + move(_herosId[i].ox + deplacement, 0, _herosId[i].oz); gl4duSendMatrices(); gl4dgDraw(_herosId[i].corps); @@ -121,7 +122,7 @@ static void draw(void) { bindAndLoadf(matrix_model); gl4duScalef(0.1f, 0.2f, 0.2f); gl4duTranslatef(0, 10.9f, -1); - move(_herosId[i].ox + (float)deplacement, 0, _herosId[i].oz); + move(_herosId[i].ox + deplacement, 0, _herosId[i].oz); gl4duSendMatrices(); gl4dgDraw(_herosId[i].tete); @@ -130,7 +131,7 @@ static void draw(void) { bindAndLoadf(matrix_model); gl4duScalef(0.1f, 1, 0.05f); gl4duTranslatef(0, 0, -1); - move(_herosId[i].ox + (float)deplacement, 0, _herosId[i].oz * part_mult); + move(_herosId[i].ox + deplacement, 0, _herosId[i].oz * part_mult); gl4duSendMatrices(); gl4dgDraw(_herosId[i].jambe_g); @@ -139,7 +140,7 @@ static void draw(void) { bindAndLoadf(matrix_model); gl4duScalef(0.1f, 1, 0.05f); gl4duTranslatef(0, 0, -7); - move(_herosId[i].ox + (float)deplacement, 0, _herosId[i].oz * part_mult); + move(_herosId[i].ox + deplacement, 0, _herosId[i].oz * part_mult); gl4duSendMatrices(); gl4dgDraw(_herosId[i].jambe_d); @@ -148,7 +149,7 @@ static void draw(void) { bindAndLoadf(matrix_model); gl4duScalef(0.1f, 0.4f, 0.05f); gl4duTranslatef(0, 4, 1); - move(_herosId[i].ox + (float)deplacement, 0, _herosId[i].oz * part_mult); + move(_herosId[i].ox + deplacement, 0, _herosId[i].oz * part_mult); gl4duSendMatrices(); gl4dgDraw(_herosId[i].bras_g); @@ -157,7 +158,7 @@ static void draw(void) { bindAndLoadf(matrix_model); gl4duScalef(0.1f, 0.4f, 0.05f); gl4duTranslatef(0, 4, -8); - move(_herosId[i].ox + (float)deplacement, 0, _herosId[i].oz * part_mult); + move(_herosId[i].ox + deplacement, 0, _herosId[i].oz * part_mult); gl4duSendMatrices(); gl4dgDraw(_herosId[i].bras_d); @@ -168,6 +169,6 @@ static void draw(void) { glUniform4fv(glGetUniformLocation(_pId, "lum_color"), HEROS_NUMBER, (float *)lumcolor); - deplacement += 0.4 * M_PI * dt; + deplacement += (float)(0.4 * M_PI * dt); glUseProgram(0); }