This commit is contained in:
Mylloon 2023-05-08 10:38:45 +02:00
parent 34def9d200
commit c4c49aa04a
Signed by: Anri
GPG key ID: A82D63DFF8D1317F
3 changed files with 30 additions and 10 deletions

View file

@ -1,8 +1,10 @@
#version 330
in float il;
in float intensite_eclairage;
out vec4 fragColor;
uniform vec4 couleur;
void main() {
fragColor = il * vec4(0.35f, 0.35f, 0.43f, 1.0f);
fragColor = intensite_eclairage * couleur;
}

View file

@ -3,12 +3,12 @@
layout(location = 0) in vec3 pos;
layout(location = 1) in vec3 normal;
out float il;
out float intensite_eclairage;
uniform mat4 proj, model, view;
void main() {
vec3 Ld = normalize(vec3(0.0, -0.2, -1.0));
vec3 n = normalize(transpose(inverse(view * model)) * vec4(normal, 0.0)).xyz;
il = clamp(dot(n, -Ld), 0.0, 1.0);
intensite_eclairage = clamp(dot(n, -Ld), 0.0, 1.0);
gl_Position = proj * view * model * vec4(pos, 1.0);
}

View file

@ -2,6 +2,11 @@
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";
static void init(void);
static void draw(void);
@ -23,12 +28,13 @@ void manif(int state) {
static void init(void) {
_planId = gl4dgGenQuadf();
_herosId = gl4dgGenConef(3, GL_FALSE);
_pId =
gl4duCreateProgram("<vs>shaders/manif.vs", "<fs>shaders/manif.fs", NULL);
gl4duGenMatrix(GL_FLOAT, "proj");
gl4duGenMatrix(GL_FLOAT, "model");
gl4duGenMatrix(GL_FLOAT, "view");
gl4duGenMatrix(GL_FLOAT, matrix_proj);
gl4duGenMatrix(GL_FLOAT, matrix_model);
gl4duGenMatrix(GL_FLOAT, matrix_view);
glEnable(GL_DEPTH_TEST);
}
@ -38,23 +44,35 @@ static void draw(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(_pId);
gl4duBindMatrix("proj");
const GLfloat couleur_plan[] = {0.3f, 0.3f, 0.3f, 1};
const GLfloat couleur_heros[] = {1, 1, 0, 1};
GLint couleur_loc = glGetUniformLocation(_pId, "couleur");
gl4duBindMatrix(matrix_proj);
gl4duLoadIdentityf();
GLfloat ratio = (GLfloat)_dims[0] / (GLfloat)_dims[1];
gl4duFrustumf(-1, 1, -ratio, ratio, 1, 1000);
gl4duBindMatrix("view");
gl4duBindMatrix(matrix_view);
gl4duLoadIdentityf();
const GLfloat distance = 2;
gl4duLookAtf(0, distance, distance, 0, 0, 0, 0, 1, 0);
gl4duBindMatrix("model");
gl4duBindMatrix(matrix_model);
gl4duLoadIdentityf();
gl4duRotatef(-90, 1, 0, 0);
gl4duScalef(4 * distance, 2 * distance, 1);
gl4duSendMatrices();
glUniform4fv(couleur_loc, 1, couleur_plan);
gl4dgDraw(_planId);
gl4duBindMatrix(matrix_model);
gl4duLoadIdentityf();
gl4duSendMatrices();
glUniform4fv(couleur_loc, 1, couleur_heros);
gl4dgDraw(_herosId);
glUseProgram(0);
}