trying something with colors
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parent
59dcac9bac
commit
58321c76a5
2 changed files with 21 additions and 15 deletions
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@ -5,7 +5,7 @@ in vec3 vec_normal;
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out vec4 fragColor;
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out vec4 fragColor;
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const int max = 1; // should change in cpu too
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const int max = 5; // should change in cpu too
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uniform vec4 couleur;
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uniform vec4 couleur;
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uniform vec4 lum_pos[max];
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uniform vec4 lum_pos[max];
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@ -16,13 +16,18 @@ void main() {
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const vec3 vue = vec3(0, 0, -1);
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const vec3 vue = vec3(0, 0, -1);
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const vec4 soleil_color = vec4(0.81f, 0.78f, 0.66f, 1.0f);
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const vec4 soleil_color = vec4(0.81f, 0.78f, 0.66f, 1.0f);
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fragColor = vec4(1);
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for(int i = 0; i < max; i++) {
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for(int i = 0; i < max; i++) {
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vec3 torche = normalize(pos_model.xyz - lum_pos[i].xyz);
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vec3 torche = normalize(pos_model.xyz - lum_pos[i].xyz);
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float intensite_lumineuse = clamp(dot(vec_normal, -torche), 0., 1.);
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float intensite_lumineuse = clamp(dot(vec_normal, -torche), 0., 1.);
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vec3 reflet = (transpose(inverse(view)) * vec4(reflect(torche, vec_normal), 0)).xyz;
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vec3 reflet = (transpose(inverse(view)) * vec4(reflect(torche, vec_normal), 0)).xyz;
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float intensite_specularite = pow(clamp(dot(reflet, -vue), 0., 1.), 10);
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float intensite_specularite = pow(clamp(dot(reflet, -vue), 0., 1.), 10);
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fragColor *= intensite_specularite * lum_color[i] + 0.1 * soleil_color + 0.9 * intensite_lumineuse * couleur;
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vec4 color = intensite_specularite * lum_color[i] + 0.1 * soleil_color + 0.9 * intensite_lumineuse * couleur;
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if(i == 0) {
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fragColor = color;
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} else {
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fragColor = mix(fragColor, color, i / 2.);
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}
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}
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}
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}
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}
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25
src/manif.c
25
src/manif.c
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@ -9,7 +9,7 @@ struct manifestant {
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GLfloat ox, oz;
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GLfloat ox, oz;
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};
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};
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#define HEROS_NUMBER 10 // should change in fragment shader too
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#define HEROS_NUMBER 5 // should change in fragment shader too
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static struct manifestant _herosId[HEROS_NUMBER];
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static struct manifestant _herosId[HEROS_NUMBER];
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static const char *matrix_proj = "proj";
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static const char *matrix_proj = "proj";
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@ -76,14 +76,14 @@ static void draw(void) {
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const GLfloat couleur_plan[] = {0.3f, 0.3f, 0.3f, 1},
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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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couleur_heros[] = {1, 1, 0, 1};
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GLint couleur_gpu = glGetUniformLocation(_pId, "couleur");
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GLint couleur_gpu = glGetUniformLocation(_pId, "couleur");
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static double deplacement = 0;
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static float deplacement = 0;
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bindAndLoadf(matrix_proj);
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bindAndLoadf(matrix_proj);
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GLfloat ratio = (GLfloat)_dims[0] / (GLfloat)_dims[1];
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GLfloat ratio = (GLfloat)_dims[0] / (GLfloat)_dims[1];
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gl4duFrustumf(-1, 1, -ratio, ratio, 1, 1000);
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gl4duFrustumf(-1, 1, -ratio, ratio, 1, 1000);
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bindAndLoadf(matrix_view);
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bindAndLoadf(matrix_view);
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const GLfloat distance = 4; // distance from the scene
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const GLfloat distance = 10; // distance from the scene
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gl4duLookAtf(0, distance, distance, 0, 0, 0, 0, 1, 0);
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gl4duLookAtf(0, distance, distance, 0, 0, 0, 0, 1, 0);
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// gl4duRotatef(-90, 0, 1, 0); // rotation camera
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// gl4duRotatef(-90, 0, 1, 0); // rotation camera
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@ -101,18 +101,19 @@ static void draw(void) {
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for (int i = 0; i < HEROS_NUMBER; ++i) {
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for (int i = 0; i < HEROS_NUMBER; ++i) {
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// Torchs
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// Torchs
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// Position
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// Position
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const GLfloat lumpos_i[] = {0, 1 + (float)deplacement, -0.5f, 0};
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const GLfloat lumpos_i[] = {(_herosId[i].ox / 10) + (deplacement / 10), 1,
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(_herosId[i].oz / 20) - 1, 0};
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memcpy(lumpos[i], lumpos_i, sizeof(lumpos_i));
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memcpy(lumpos[i], lumpos_i, sizeof(lumpos_i));
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// Color
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// Color
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const GLfloat lumcolor_red[] = {1, (float)deplacement, 0, 1};
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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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memcpy(lumcolor[i], lumcolor_red, sizeof(lumcolor_red));
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// Draw corps
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// Draw corps
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bindAndLoadf(matrix_model);
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bindAndLoadf(matrix_model);
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gl4duScalef(0.1f, 0.5f, 0.2f);
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gl4duScalef(0.1f, 0.5f, 0.2f);
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gl4duTranslatef(0, 3, -1);
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gl4duTranslatef(0, 3, -1);
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move(_herosId[i].ox + (float)deplacement, 0, _herosId[i].oz);
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move(_herosId[i].ox + deplacement, 0, _herosId[i].oz);
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gl4duSendMatrices();
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gl4duSendMatrices();
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gl4dgDraw(_herosId[i].corps);
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gl4dgDraw(_herosId[i].corps);
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@ -121,7 +122,7 @@ static void draw(void) {
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bindAndLoadf(matrix_model);
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bindAndLoadf(matrix_model);
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gl4duScalef(0.1f, 0.2f, 0.2f);
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gl4duScalef(0.1f, 0.2f, 0.2f);
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gl4duTranslatef(0, 10.9f, -1);
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gl4duTranslatef(0, 10.9f, -1);
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move(_herosId[i].ox + (float)deplacement, 0, _herosId[i].oz);
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move(_herosId[i].ox + deplacement, 0, _herosId[i].oz);
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gl4duSendMatrices();
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gl4duSendMatrices();
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gl4dgDraw(_herosId[i].tete);
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gl4dgDraw(_herosId[i].tete);
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@ -130,7 +131,7 @@ static void draw(void) {
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bindAndLoadf(matrix_model);
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bindAndLoadf(matrix_model);
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gl4duScalef(0.1f, 1, 0.05f);
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gl4duScalef(0.1f, 1, 0.05f);
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gl4duTranslatef(0, 0, -1);
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gl4duTranslatef(0, 0, -1);
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move(_herosId[i].ox + (float)deplacement, 0, _herosId[i].oz * part_mult);
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move(_herosId[i].ox + deplacement, 0, _herosId[i].oz * part_mult);
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gl4duSendMatrices();
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gl4duSendMatrices();
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gl4dgDraw(_herosId[i].jambe_g);
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gl4dgDraw(_herosId[i].jambe_g);
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@ -139,7 +140,7 @@ static void draw(void) {
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bindAndLoadf(matrix_model);
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bindAndLoadf(matrix_model);
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gl4duScalef(0.1f, 1, 0.05f);
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gl4duScalef(0.1f, 1, 0.05f);
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gl4duTranslatef(0, 0, -7);
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gl4duTranslatef(0, 0, -7);
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move(_herosId[i].ox + (float)deplacement, 0, _herosId[i].oz * part_mult);
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move(_herosId[i].ox + deplacement, 0, _herosId[i].oz * part_mult);
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gl4duSendMatrices();
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gl4duSendMatrices();
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gl4dgDraw(_herosId[i].jambe_d);
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gl4dgDraw(_herosId[i].jambe_d);
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@ -148,7 +149,7 @@ static void draw(void) {
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bindAndLoadf(matrix_model);
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bindAndLoadf(matrix_model);
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gl4duScalef(0.1f, 0.4f, 0.05f);
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gl4duScalef(0.1f, 0.4f, 0.05f);
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gl4duTranslatef(0, 4, 1);
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gl4duTranslatef(0, 4, 1);
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move(_herosId[i].ox + (float)deplacement, 0, _herosId[i].oz * part_mult);
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move(_herosId[i].ox + deplacement, 0, _herosId[i].oz * part_mult);
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gl4duSendMatrices();
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gl4duSendMatrices();
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gl4dgDraw(_herosId[i].bras_g);
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gl4dgDraw(_herosId[i].bras_g);
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@ -157,7 +158,7 @@ static void draw(void) {
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bindAndLoadf(matrix_model);
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bindAndLoadf(matrix_model);
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gl4duScalef(0.1f, 0.4f, 0.05f);
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gl4duScalef(0.1f, 0.4f, 0.05f);
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gl4duTranslatef(0, 4, -8);
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gl4duTranslatef(0, 4, -8);
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move(_herosId[i].ox + (float)deplacement, 0, _herosId[i].oz * part_mult);
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move(_herosId[i].ox + deplacement, 0, _herosId[i].oz * part_mult);
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gl4duSendMatrices();
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gl4duSendMatrices();
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gl4dgDraw(_herosId[i].bras_d);
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gl4dgDraw(_herosId[i].bras_d);
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@ -168,6 +169,6 @@ static void draw(void) {
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glUniform4fv(glGetUniformLocation(_pId, "lum_color"), HEROS_NUMBER,
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glUniform4fv(glGetUniformLocation(_pId, "lum_color"), HEROS_NUMBER,
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(float *)lumcolor);
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(float *)lumcolor);
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deplacement += 0.4 * M_PI * dt;
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deplacement += (float)(0.4 * M_PI * dt);
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glUseProgram(0);
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glUseProgram(0);
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}
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}
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