rework
* usage of gl4dhAnimeManager * basic impl of music (MID) * includes and src folders * move light to animation
This commit is contained in:
parent
747b4d1e86
commit
f45432f0ef
7 changed files with 193 additions and 75 deletions
6
Makefile
6
Makefile
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@ -23,8 +23,8 @@ PACKNAME = api8_2023
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PROGNAME = demo
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VERSION = 0.1
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distdir = $(PACKNAME)_$(PROGNAME)-$(VERSION)
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HEADERS =
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SOURCES = main.c
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HEADERS = $(wildcard includes/*.h)
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SOURCES = main.c $(wildcard src/*.c)
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MSVCSRC = $(patsubst %,<ClCompile Include=\"%\\\" \\/>,$(SOURCES))
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OBJ = $(SOURCES:.c=.o)
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DOXYFILE = documentation/Doxyfile
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@ -54,7 +54,7 @@ else
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endif
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CPPFLAGS += $(shell sdl2-config --cflags)
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LDFLAGS += -lGL4Dummies $(shell sdl2-config --libs)
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LDFLAGS += -lGL4Dummies $(shell sdl2-config --libs) -lSDL2_mixer -lSDL2_image
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all: $(PROGNAME)
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$(PROGNAME): $(OBJ)
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18
includes/animations.h
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18
includes/animations.h
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@ -0,0 +1,18 @@
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#ifndef DEMO_ANIMATION_HPP
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#define DEMO_ANIMATION_HPP 1
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#include <GL4D/gl4dh.h>
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#include <GL4D/gl4duw_SDL2.h>
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#include "audio.h"
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// Dimensions de la fenêtre
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extern GLuint _dims[];
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// Lumière
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void lights(int);
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// Crédits de fin
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void credits(int);
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#endif
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15
includes/audio.h
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15
includes/audio.h
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@ -0,0 +1,15 @@
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#ifndef DEMO_AUDIO_HPP
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#define DEMO_AUDIO_HPP 1
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#include <SDL_mixer.h>
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// Charge et lance la musique
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void initMusic(Mix_Music *, const char *);
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// Renvoie une moyenne de l'intensité du son
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double averageMusic(void);
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// Libère la musique en mémoire
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void freeMusic(Mix_Music *);
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#endif
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104
main.c
104
main.c
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@ -1,86 +1,46 @@
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#include <GL4D/gl4duw_SDL2.h>
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#include <stdio.h>
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static void init(void);
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static void resize(int, int);
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static void draw(void);
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static void sortie(void);
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#include "includes/animations.h"
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static GLuint _wW = 1280, _wH = 720;
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static GLuint _quadId = 0;
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static GLuint _pId = 0;
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// Son de fond
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// static Mix_Music *_ambiance = NULL;
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int main(int argc, char **argv) {
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// Dimensions initiales de la fenêtre
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GLuint _dims[] = {1280, 720};
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// Comportement à la fermeture du programme
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static void closure(void) {
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// freeMusic(_ambiance);
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gl4duClean(GL4DU_ALL);
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}
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// Comportement quand la fenêtre est redimensionnée
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static void resize(int w, int h) {
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_dims[0] = w;
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_dims[1] = h;
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glViewport(0, 0, _dims[0], _dims[1]);
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}
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int main(int argc, char *argv[]) {
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if (!gl4duwCreateWindow(argc, argv, "Demo API8 2023", GL4DW_POS_CENTERED,
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GL4DW_POS_CENTERED, _wW, _wH,
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GL4DW_POS_CENTERED, _dims[0], _dims[1],
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GL4DW_OPENGL | GL4DW_SHOWN)) {
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fprintf(stderr, "Erreur lors de la création de la fenêtre.\n");
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return 1;
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}
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init();
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atexit(sortie);
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// initMusic(_ambiance, "audio/ambiance.mid");
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// Animations
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GL4DHanime animations[] = {{7000, lights, NULL, NULL},
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{3000, credits, NULL, NULL},
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{0, NULL, NULL, NULL}};
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gl4dhInit(animations, _dims[0], _dims[1], NULL);
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atexit(closure);
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gl4duwResizeFunc(resize);
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gl4duwDisplayFunc(draw);
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gl4duwDisplayFunc(gl4dhDraw);
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gl4duwMainLoop();
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return 0;
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}
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void init(void) {
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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_quadId = gl4dgGenQuadf();
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_pId = gl4duCreateProgram("<vs>shaders/lights.vs", "<fs>shaders/lights.fs",
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NULL);
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glEnable(GL_DEPTH_TEST);
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gl4duGenMatrix(GL_FLOAT, "proj");
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gl4duGenMatrix(GL_FLOAT, "mod");
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gl4duGenMatrix(GL_FLOAT, "view");
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resize(_wW, _wH);
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}
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static void resize(int width, int height) {
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GLfloat ratio;
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_wW = width;
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_wH = height;
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glViewport(0, 0, _wW, _wH);
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ratio = (GLfloat)_wW / (GLfloat)_wH;
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gl4duBindMatrix("proj");
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gl4duLoadIdentityf();
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gl4duFrustumf(-1 * ratio, 1 * ratio, -1, 1, 2, 100);
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}
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void draw(void) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Vue
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gl4duBindMatrix("view");
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gl4duLoadIdentityf();
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gl4duLookAtf(0, 0, 4.f, 0, 0, 0, 0.f, 1.f, 0);
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// Scene
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// clang-format off
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GLfloat rouge[] = {1.f, 0.f, 0.f, 1.f},
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blanc[] = {1.f, 1.f, 1.f, 1.f},
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lumpos0[] = {0.f, 0.f, 1.1f, 1.f},
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lumpos[4],
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*mat;
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// clang-format on
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static GLdouble x = 0.;
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lumpos0[0] = 4.f * (float)sin(x);
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gl4duBindMatrix("view");
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mat = (GLfloat *)gl4duGetMatrixData();
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MMAT4XVEC4(lumpos, mat, lumpos0);
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gl4duBindMatrix("mod");
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gl4duLoadIdentityf();
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glUseProgram(_pId);
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gl4duSendMatrices();
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glUniform4fv(glGetUniformLocation(_pId, "scolor"), 1, rouge);
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glUniform4fv(glGetUniformLocation(_pId, "lcolor"), 1, blanc);
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glUniform4fv(glGetUniformLocation(_pId, "lumpos"), 1, lumpos);
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gl4dgDraw(_quadId);
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glUseProgram(0);
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}
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void sortie(void) { gl4duClean(GL4DU_ALL); }
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39
src/audio.c
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39
src/audio.c
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#include "../includes/audio.h"
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// Stocke les données à propos de la musique
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static double average;
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double averageMusic(void) { return average; }
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void callback(void *_, Uint8 *stream, int size) {
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int i = 0;
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double tmp = 0.;
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for (signed short *stream16 = (signed short *)stream; i < size / 2; ++i) {
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tmp += stream16[i] / ((1 << 15) - 1.);
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}
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average = fabs(tmp / i);
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}
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void initMusic(Mix_Music *music, const char *filename) {
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Mix_Init(MIX_INIT_MID);
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Mix_OpenAudio(44100, AUDIO_S16LSB, 2, 1024);
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music = Mix_LoadMUS(filename);
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Mix_VolumeMusic(MIX_MAX_VOLUME / 10);
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Mix_SetPostMix(callback, NULL);
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Mix_PlayMusic(music, 1);
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}
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void freeMusic(Mix_Music *music) {
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if (music) {
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if (Mix_PlayingMusic()) {
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Mix_HaltMusic();
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}
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Mix_FreeMusic(music);
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music = NULL;
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}
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Mix_CloseAudio();
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Mix_Quit();
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}
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17
src/credits.c
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17
src/credits.c
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#include "../includes/animations.h"
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void credits(int state) {
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switch (state) {
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case GL4DH_INIT:
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break;
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case GL4DH_DRAW:
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break;
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case GL4DH_FREE:
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break;
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default:
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break;
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}
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}
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69
src/light.c
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69
src/light.c
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#include "../includes/animations.h"
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void cube(int, int);
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void lights(int state) {
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static GLuint quadId = 0;
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static GLuint pId = 0;
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const GLuint wW = _dims[0];
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const GLuint wH = _dims[1];
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switch (state) {
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case GL4DH_INIT:
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quadId = gl4dgGenQuadf();
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pId = gl4duCreateProgram("<vs>shaders/lights.vs", "<fs>shaders/lights.fs",
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NULL);
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gl4duGenMatrix(GL_FLOAT, "proj");
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gl4duGenMatrix(GL_FLOAT, "mod");
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gl4duGenMatrix(GL_FLOAT, "view");
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glEnable(GL_DEPTH_TEST);
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break;
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case GL4DH_DRAW:
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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static GLdouble lumloc = 0.;
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// clang-format off
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GLfloat rouge[] = {1.f, 0.f, 0.f, 1.f},
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blanc[] = {1.f, 1.f, 1.f, 1.f},
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lumpos0[] = {4.f * (float)sin(lumloc), 0.f, 1.1f, 1.f},
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lumpos[4],
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*mat,
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ratio = (GLfloat)_dims[0] / (GLfloat)_dims[1];
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// clang-format on
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// Setup
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gl4duBindMatrix("proj");
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gl4duLoadIdentityf(); // TODO: ça bug??
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gl4duFrustumf(-ratio, ratio, -1, 1, 2, 100);
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// Scene
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gl4duBindMatrix("view");
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gl4duLoadIdentityf();
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gl4duLookAtf(0, 0, 4.0f, 0, 0, 0, 0.0f, 1.0f, 0);
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mat = (GLfloat *)gl4duGetMatrixData();
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MMAT4XVEC4(lumpos, mat, lumpos0);
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gl4duBindMatrix("mod");
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gl4duLoadIdentityf();
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glUseProgram(pId);
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gl4duSendMatrices();
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glUniform4fv(glGetUniformLocation(pId, "scolor"), 1, rouge);
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glUniform4fv(glGetUniformLocation(pId, "lcolor"), 1, blanc);
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glUniform4fv(glGetUniformLocation(pId, "lumpos"), 1, lumpos);
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gl4dgDraw(quadId);
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glUseProgram(0);
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break;
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default:
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break;
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}
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}
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