#include "../includes/animations.h" static GLuint _pId = 0; static GLuint _planId = 0; struct manifestant { GLuint corps, tete, jambe_g, jambe_d, bras_g, bras_d; // Offsets GLfloat ox, oz; }; #define HEROS_NUMBER 1 // should change in fragment shader too 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); void manif(int state) { switch (state) { case GL4DH_INIT: init(); break; case GL4DH_DRAW: draw(); break; default: break; } } static void init(void) { _planId = gl4dgGenQuadf(); // Last Offset X and Z for (int i = 0; i < HEROS_NUMBER; ++i) { // Head and body _herosId[i].tete = gl4dgGenSpheref(7, 7); _herosId[i].corps = gl4dgGenCubef(); // 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].oz = ((GLfloat)rand() / (GLfloat)RAND_MAX) * 10; } _pId = gl4duCreateProgram("shaders/manif.vs", "shaders/manif.fs", NULL); gl4duGenMatrix(GL_FLOAT, matrix_proj); gl4duGenMatrix(GL_FLOAT, matrix_model); gl4duGenMatrix(GL_FLOAT, matrix_view); glEnable(GL_DEPTH_TEST); } static void draw(void) { static double t0 = 0; double dt = get_dt(&t0, GL_TRUE); glClearColor(0.2f, 0.2f, 0.8f, 1); // couleur ciel glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(_pId); const GLfloat couleur_plan[] = {0.3f, 0.3f, 0.3f, 1}, couleur_heros[] = {1, 1, 0, 1}; GLint couleur_gpu = glGetUniformLocation(_pId, "couleur"); static double deplacement = 0; bindAndLoadf(matrix_proj); GLfloat ratio = (GLfloat)_dims[0] / (GLfloat)_dims[1]; gl4duFrustumf(-1, 1, -ratio, ratio, 1, 1000); bindAndLoadf(matrix_view); const GLfloat distance = 2; gl4duLookAtf(0, distance, distance, 0, 0, 0, 0, 1, 0); // gl4duRotatef(-30, 0, 1, 0); // rotation caméra bindAndLoadf(matrix_model); gl4duRotatef(-90, 1, 0, 0); gl4duScalef(4 * distance, 2 * distance, 1); gl4duSendMatrices(); glUniform4fv(couleur_gpu, 1, couleur_plan); gl4dgDraw(_planId); GLfloat lumpos[1][4], lumcolor[1][4]; for (int i = 0; i < HEROS_NUMBER; ++i) { // Torchs // Position const GLfloat lumpos_i[] = {0, 1, -0.5f, 0}; memcpy(lumpos[i], lumpos_i, sizeof(lumpos_i)); // Color /* 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 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(); glUniform4fv(couleur_gpu, 1, couleur_heros); gl4dgDraw(_herosId[i].corps); // Draw head bindAndLoadf(matrix_model); gl4duTranslatef(0, 1.9f, -1); gl4duScalef(0.1f, 0.2f, 0.2f); move(_herosId[i].ox + (float)deplacement, 0, _herosId[i].oz); gl4duSendMatrices(); glUniform4fv(couleur_gpu, 1, couleur_heros); 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; glUseProgram(0); }