add legs and arms

This commit is contained in:
Mylloon 2023-05-12 16:42:51 +02:00
parent 915dd7fa4d
commit b1a2c8fb70
Signed by: Anri
GPG key ID: A82D63DFF8D1317F
3 changed files with 80 additions and 38 deletions

View file

@ -4,8 +4,6 @@
#include <GL4D/gl4duw_SDL2.h> #include <GL4D/gl4duw_SDL2.h>
#include <string.h> #include <string.h>
enum Movement { TETE, CORPS, JAMBE_G, JAMBE_D, BRAS_G, BRAS_D };
// Récupère un delta-temps // Récupère un delta-temps
double get_dt(double *, GLboolean); double get_dt(double *, GLboolean);
@ -25,6 +23,6 @@ void bindAndLoadf(const char *name);
* +z = move closer * +z = move closer
* *
* -z = move away */ * -z = move away */
void move(GLfloat x, GLfloat y, GLfloat z, int type); void move(GLfloat x, GLfloat y, GLfloat z);
#endif #endif

View file

@ -4,12 +4,12 @@ static GLuint _pId = 0;
static GLuint _planId = 0; static GLuint _planId = 0;
struct manifestant { struct manifestant {
GLuint corps, tete; GLuint corps, tete, jambe_g, jambe_d, bras_g, bras_d;
// Offsets // Offsets
GLfloat ox, oz; GLfloat ox, oz;
}; };
#define HEROS_NUMBER 70 // should change in fragment shader too #define HEROS_NUMBER 1 // should change in fragment shader too
static struct manifestant _herosId[HEROS_NUMBER]; static struct manifestant _herosId[HEROS_NUMBER];
static const char *matrix_proj = "proj"; static const char *matrix_proj = "proj";
@ -39,13 +39,21 @@ static void init(void) {
// Last Offset X and Z // Last Offset X and Z
for (int i = 0; i < HEROS_NUMBER; ++i) { for (int i = 0; i < HEROS_NUMBER; ++i) {
// Head and body
_herosId[i].tete = gl4dgGenSpheref(7, 7);
_herosId[i].corps = gl4dgGenCubef(); _herosId[i].corps = gl4dgGenCubef();
_herosId[i].tete = gl4dgGenSpheref(20, 20);
// Arms
_herosId[i].bras_d = gl4dgGenCubef();
_herosId[i].bras_g = gl4dgGenCubef();
// Legs
_herosId[i].jambe_g = gl4dgGenCubef();
_herosId[i].jambe_d = gl4dgGenCubef();
// Coordinates
_herosId[i].ox = ((GLfloat)rand() / (GLfloat)RAND_MAX) * -7; _herosId[i].ox = ((GLfloat)rand() / (GLfloat)RAND_MAX) * -7;
_herosId[i].oz = ((GLfloat)rand() / (GLfloat)RAND_MAX) * 10; _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 = _pId =
gl4duCreateProgram("<vs>shaders/manif.vs", "<fs>shaders/manif.fs", NULL); gl4duCreateProgram("<vs>shaders/manif.vs", "<fs>shaders/manif.fs", NULL);
@ -70,21 +78,14 @@ static void draw(void) {
GLint couleur_gpu = glGetUniformLocation(_pId, "couleur"); GLint couleur_gpu = glGetUniformLocation(_pId, "couleur");
static double deplacement = 0; static double deplacement = 0;
const GLfloat lumpos[][4] = {{1, (GLfloat)(2 + 2 * sin(deplacement)), 1, 1},
{-1, (GLfloat)(2 + 2 * sin(deplacement)), 1, 1}},
lumcolor[][4] = {{1, 0, 0, 1}, {0, 0, 1, 1}};
glUniform4fv(glGetUniformLocation(_pId, "lum_pos"), 2, (float *)lumpos);
glUniform4fv(glGetUniformLocation(_pId, "lum_color"), 2, (float *)lumcolor);
bindAndLoadf(matrix_proj); bindAndLoadf(matrix_proj);
GLfloat ratio = (GLfloat)_dims[0] / (GLfloat)_dims[1]; GLfloat ratio = (GLfloat)_dims[0] / (GLfloat)_dims[1];
gl4duFrustumf(-1, 1, -ratio, ratio, 1, 1000); gl4duFrustumf(-1, 1, -ratio, ratio, 1, 1000);
bindAndLoadf(matrix_view); bindAndLoadf(matrix_view);
const GLfloat distance = 5; const GLfloat distance = 2;
gl4duLookAtf(0, distance, distance, 0, 0, 0, 0, 1, 0); gl4duLookAtf(0, distance, distance, 0, 0, 0, 0, 1, 0);
// gl4duRotatef(-30, 0, 1, 0); // gl4duRotatef(-30, 0, 1, 0); // rotation caméra
bindAndLoadf(matrix_model); bindAndLoadf(matrix_model);
gl4duRotatef(-90, 1, 0, 0); gl4duRotatef(-90, 1, 0, 0);
@ -94,29 +95,85 @@ static void draw(void) {
glUniform4fv(couleur_gpu, 1, couleur_plan); glUniform4fv(couleur_gpu, 1, couleur_plan);
gl4dgDraw(_planId); gl4dgDraw(_planId);
GLfloat lumpos[1][4], lumcolor[1][4];
for (int i = 0; i < HEROS_NUMBER; ++i) { for (int i = 0; i < HEROS_NUMBER; ++i) {
bindAndLoadf(matrix_model); // Torchs
gl4duTranslatef(0, 1, -1); // Position
gl4duScalef(0.1f, 0.7f, 0.2f); const GLfloat lumpos_i[] = {0, 1, -0.5f, 0};
memcpy(lumpos[i], lumpos_i, sizeof(lumpos_i));
// Apply hero position // Color
move(_herosId[i].ox + (float)deplacement, 0, _herosId[i].oz, CORPS); /* const GLfloat lumcolor_red[] = {1, 0, 0, 1}; */
const GLfloat lumcolor_blue[] = {0, 0, 1, 1};
memcpy(lumcolor[i], /* rand() % 2 == 0 ? lumcolor_red : */ lumcolor_blue,
sizeof(lumcolor_blue));
// Draw corps // Draw corps
bindAndLoadf(matrix_model);
gl4duTranslatef(0, 1.2f, -1);
gl4duScalef(0.1f, 0.5f, 0.2f);
move(_herosId[i].ox + (float)deplacement, 0, _herosId[i].oz);
gl4duSendMatrices(); gl4duSendMatrices();
glUniform4fv(couleur_gpu, 1, couleur_heros); glUniform4fv(couleur_gpu, 1, couleur_heros);
gl4dgDraw(_herosId[i].corps); gl4dgDraw(_herosId[i].corps);
// Draw head
bindAndLoadf(matrix_model); bindAndLoadf(matrix_model);
move(_herosId[i].ox + (float)deplacement, 0, _herosId[i].oz, TETE);
gl4duTranslatef(0, 1.9f, -1); gl4duTranslatef(0, 1.9f, -1);
gl4duScalef(0.1f, 0.2f, 0.2f); gl4duScalef(0.1f, 0.2f, 0.2f);
move(_herosId[i].ox + (float)deplacement, 0, _herosId[i].oz);
gl4duSendMatrices(); gl4duSendMatrices();
glUniform4fv(couleur_gpu, 1, couleur_heros); glUniform4fv(couleur_gpu, 1, couleur_heros);
gl4dgDraw(_herosId[i].tete); gl4dgDraw(_herosId[i].tete);
// Draw leg left
bindAndLoadf(matrix_model);
gl4duTranslatef(0, 0.3f, -1.1f);
gl4duScalef(0.1f, 0.4f, 0.05f);
move(_herosId[i].ox + (float)deplacement, 0, _herosId[i].oz);
gl4duSendMatrices();
glUniform4fv(couleur_gpu, 1, couleur_heros);
gl4dgDraw(_herosId[i].jambe_g);
// Draw leg right
bindAndLoadf(matrix_model);
gl4duTranslatef(0, 0.3f, -0.9f);
gl4duScalef(0.1f, 0.4f, 0.05f);
move(_herosId[i].ox + (float)deplacement, 0, _herosId[i].oz);
gl4duSendMatrices();
glUniform4fv(couleur_gpu, 1, couleur_heros);
gl4dgDraw(_herosId[i].jambe_d);
// Draw arm left
bindAndLoadf(matrix_model);
gl4duTranslatef(0, 1.25f, -1.2f);
gl4duScalef(0.1f, 0.4f, 0.05f);
move(_herosId[i].ox + (float)deplacement, 0, _herosId[i].oz);
gl4duSendMatrices();
glUniform4fv(couleur_gpu, 1, couleur_heros);
gl4dgDraw(_herosId[i].bras_g);
// Draw arm right
bindAndLoadf(matrix_model);
gl4duTranslatef(0, 1.25f, -0.8f);
gl4duScalef(0.1f, 0.4f, 0.05f);
move(_herosId[i].ox + (float)deplacement, 0, _herosId[i].oz);
gl4duSendMatrices();
glUniform4fv(couleur_gpu, 1, couleur_heros);
gl4dgDraw(_herosId[i].bras_d);
} }
glUniform4fv(glGetUniformLocation(_pId, "lum_pos"), HEROS_NUMBER,
(float *)lumpos);
glUniform4fv(glGetUniformLocation(_pId, "lum_color"), HEROS_NUMBER,
(float *)lumcolor);
deplacement += 0.4 * M_PI * dt; deplacement += 0.4 * M_PI * dt;
glUseProgram(0); glUseProgram(0);
} }

View file

@ -14,17 +14,4 @@ void bindAndLoadf(const char *name) {
gl4duLoadIdentityf(); gl4duLoadIdentityf();
} }
void move(GLfloat x, GLfloat y, GLfloat z, int type) { void move(GLfloat x, GLfloat y, GLfloat z) { gl4duTranslatef(x, y, z); }
switch (type) {
case CORPS:
x *= 10;
z *= 5;
break;
case TETE:
break;
default:
printf("Undefined yet\n");
break;
}
gl4duTranslatef(x, y, z);
}