c bon envie de gerber
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2 changed files with 7 additions and 6 deletions
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@ -5,7 +5,7 @@ in vec3 vec_normal;
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out vec4 fragColor;
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const int max = 20; // should change in cpu too
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const int max = 3; // should change in cpu too
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uniform vec4 couleur;
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uniform vec4 lumPos[max];
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11
src/manif.c
11
src/manif.c
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@ -100,8 +100,9 @@ static void draw(void) {
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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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float offset = 2; // we make sure that lights never eats the ground
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GLfloat lumpos_i[] = {(_herosId[i].ox / 10) + (deplacement / 10), 1,
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((_herosId[i].oz / 20) - 1)};
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((_herosId[i].oz / 20) - 1) - offset};
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rotate_vec(lumpos_i, ((float)sin(deplacement) + 1));
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memcpy(lumpos[i], lumpos_i, sizeof(lumpos_i));
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@ -170,10 +171,10 @@ static void draw(void) {
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gl4dgDraw(_herosId[i].bras_d);
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}
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/* On devrait donner HEROS_NUMBER mais pour éviter de ne plus rien voir avec
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* les lumières, on en donne que 20 */
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glUniform4fv(glGetUniformLocation(_pId, "lumPos"), 20, (float *)lumpos);
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glUniform4fv(glGetUniformLocation(_pId, "lumColor"), 20, (float *)lumcolor);
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int max_gpu = 3; // HEROS_NUMBER;
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glUniform4fv(glGetUniformLocation(_pId, "lumPos"), max_gpu, (float *)lumpos);
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glUniform4fv(glGetUniformLocation(_pId, "lumColor"), max_gpu,
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(float *)lumcolor);
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deplacement += (float)(0.4 * M_PI * dt);
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glUseProgram(0);
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