add multiples objects instead of one

This commit is contained in:
Mylloon 2023-05-12 13:50:12 +02:00
parent 3d3ea8ccdf
commit a3f04eda2b
Signed by: Anri
GPG key ID: A82D63DFF8D1317F

View file

@ -2,11 +2,19 @@
static GLuint _pId = 0;
static GLuint _planId = 0;
static GLuint _herosId = 0;
static const char matrix_proj[] = "proj";
static const char matrix_model[] = "model";
static const char matrix_view[] = "view";
struct manifestant {
GLuint corps, tete;
// Offsets
GLfloat ox, oz;
};
#define HEROS_NUMBER 70
static struct manifestant _herosId[HEROS_NUMBER];
static const char *matrix_proj = "proj";
static const char *matrix_model = "model";
static const char *matrix_view = "view";
static void init(void);
static void draw(void);
@ -28,7 +36,17 @@ void manif(int state) {
static void init(void) {
_planId = gl4dgGenQuadf();
_herosId = gl4dgGenConef(3, GL_FALSE);
// 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); */
}
_pId =
gl4duCreateProgram("<vs>shaders/manif.vs", "<fs>shaders/manif.fs", NULL);
@ -73,13 +91,29 @@ static void draw(void) {
glUniform4fv(couleur_gpu, 1, couleur_plan);
gl4dgDraw(_planId);
for (int i = 0; i < HEROS_NUMBER; ++i) {
bindAndLoadf(matrix_model);
gl4duScalef(1, 1.5, 1);
gl4duRotatef((GLfloat)(180 * deplacement / M_PI), 0, 1, 0);
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);
gl4dgDraw(_herosId[i].tete);
}
deplacement += 0.4 * M_PI * dt;
glUseProgram(0);
}