u02
This commit is contained in:
parent
c986407284
commit
94a2fee653
123
src/main.c
123
src/main.c
|
@ -1,5 +1,6 @@
|
||||||
#include <GL/glew.h>
|
#include <GL/glew.h>
|
||||||
#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
|
||||||
|
#include <math.h>
|
||||||
#include <stdio.h>
|
#include <stdio.h>
|
||||||
#include <string.h>
|
#include <string.h>
|
||||||
#include <time.h>
|
#include <time.h>
|
||||||
|
@ -21,6 +22,40 @@ GLuint initialWindowHeight = 600;
|
||||||
int frameCount = 0;
|
int frameCount = 0;
|
||||||
struct timespec last_time, current_time;
|
struct timespec last_time, current_time;
|
||||||
|
|
||||||
|
typedef struct ColorRGB {
|
||||||
|
GLfloat r;
|
||||||
|
GLfloat g;
|
||||||
|
GLfloat b;
|
||||||
|
} ColorRGB;
|
||||||
|
|
||||||
|
// Color Conversion Functions from https://gist.github.com/ciembor/1494530
|
||||||
|
GLfloat hueToRgb(GLfloat p, GLfloat q, GLfloat t) {
|
||||||
|
if (t < 0) t += 1;
|
||||||
|
if (t > 1) t -= 1;
|
||||||
|
if (t < 1./6) return p + (q - p) * 6 * t;
|
||||||
|
if (t < 1./2) return q;
|
||||||
|
if (t < 2./3) return p + (q - p) * (2./3 - t) * 6;
|
||||||
|
|
||||||
|
return p;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Color Conversion Functions by Copilot
|
||||||
|
ColorRGB hslToRgb(GLfloat h, GLfloat s, GLfloat l) {
|
||||||
|
ColorRGB result = {0, 0, 0};
|
||||||
|
|
||||||
|
if(0 == s) {
|
||||||
|
result.r = result.g = result.b = l; // achromatic
|
||||||
|
} else {
|
||||||
|
float q = l < 0.5 ? l * (1 + s) : l + s - l * s;
|
||||||
|
float p = 2 * l - q;
|
||||||
|
result.r = hueToRgb(p, q, h + 1./3);
|
||||||
|
result.g = hueToRgb(p, q, h);
|
||||||
|
result.b = hueToRgb(p, q, h - 1./3);
|
||||||
|
}
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
void initialiseStatusDisplay() {
|
void initialiseStatusDisplay() {
|
||||||
clock_gettime(CLOCK_MONOTONIC, &last_time);
|
clock_gettime(CLOCK_MONOTONIC, &last_time);
|
||||||
}
|
}
|
||||||
|
@ -72,19 +107,72 @@ void init(void) {
|
||||||
INFO("Shader Program Done.");
|
INFO("Shader Program Done.");
|
||||||
|
|
||||||
// create triangle buffer
|
// create triangle buffer
|
||||||
GLfloat triangleVertices[] =
|
/**
|
||||||
{
|
* -0.35 0.35
|
||||||
//X //Y // R //G /B
|
* | -0.2 0.2 |
|
||||||
0.0f, 0.5f, 0.0f, 1.0f, 1.0f,
|
* | | | |
|
||||||
-0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
|
*
|
||||||
0.5f, -0.5f, 1.0f, 1.0f, 0.0f
|
* +----+ +----+ --- 0.6
|
||||||
|
* | | | |
|
||||||
|
* | | | |
|
||||||
|
* | +--------+ | --- 0.1
|
||||||
|
* | |
|
||||||
|
* | +--------+ | --- -0.1
|
||||||
|
* | | | |
|
||||||
|
* | | | |
|
||||||
|
* +----+ +----+ --- -0.6
|
||||||
|
*
|
||||||
|
* +------------------+ --- -0.7
|
||||||
|
* | |
|
||||||
|
* +------------------+ --- -0.9
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
|
||||||
|
GLfloat vertices[] = {
|
||||||
|
// X // Y
|
||||||
|
|
||||||
|
// left vertical bar
|
||||||
|
-0.35f, -0.6f,
|
||||||
|
-0.35f, 0.6f,
|
||||||
|
-0.2f, 0.6f,
|
||||||
|
|
||||||
|
-0.35f, -0.6f,
|
||||||
|
-0.2f, 0.6f,
|
||||||
|
-0.2f, -0.6f,
|
||||||
|
|
||||||
|
// right vertical bar
|
||||||
|
0.35f, -0.6f,
|
||||||
|
0.35f, 0.6f,
|
||||||
|
0.2f, 0.6f,
|
||||||
|
|
||||||
|
0.35f, -0.6f,
|
||||||
|
0.2f, 0.6f,
|
||||||
|
0.2f, -0.6f,
|
||||||
|
|
||||||
|
// middle bar
|
||||||
|
-0.2f, -0.1f,
|
||||||
|
-0.2f, 0.1f,
|
||||||
|
0.2f, 0.1f,
|
||||||
|
|
||||||
|
-0.2f, -0.1f,
|
||||||
|
0.2f, 0.1f,
|
||||||
|
0.2f, -0.1f,
|
||||||
|
|
||||||
|
// bottom bar
|
||||||
|
-0.35f, -0.7f,
|
||||||
|
-0.35f, -0.9f,
|
||||||
|
0.35f, -0.9f,
|
||||||
|
|
||||||
|
-0.35f, -0.7f,
|
||||||
|
0.35f, -0.9f,
|
||||||
|
0.35f, -0.7f
|
||||||
};
|
};
|
||||||
|
|
||||||
DEBUG("Creating vertext buffer");
|
DEBUG("Creating vertext buffer");
|
||||||
GLuint vertexBuffer;
|
GLuint vertexBuffer;
|
||||||
glGenBuffers(1, &vertexBuffer);
|
glGenBuffers(1, &vertexBuffer);
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
|
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
|
||||||
glBufferData(GL_ARRAY_BUFFER, sizeof(triangleVertices), triangleVertices, GL_STATIC_DRAW);
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
|
|
||||||
DEBUG("Creating vertex array object");
|
DEBUG("Creating vertex array object");
|
||||||
|
@ -99,15 +187,11 @@ void init(void) {
|
||||||
2, // number of values to read
|
2, // number of values to read
|
||||||
GL_FLOAT, // type of value
|
GL_FLOAT, // type of value
|
||||||
GL_FALSE, // if values are normalised
|
GL_FALSE, // if values are normalised
|
||||||
5 * sizeof(GLfloat), // stride - distance between vertices
|
2 * sizeof(GLfloat), // stride - distance between vertices
|
||||||
0 // start offset
|
0 // start offset
|
||||||
);
|
);
|
||||||
glEnableVertexAttribArray(0);
|
glEnableVertexAttribArray(0);
|
||||||
|
|
||||||
// vertex color data
|
|
||||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(2 * sizeof(GLfloat)));
|
|
||||||
glEnableVertexAttribArray(1);
|
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
glBindVertexArray(0);
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
@ -119,13 +203,26 @@ void init(void) {
|
||||||
INFO("--- Initialisation done ---");
|
INFO("--- Initialisation done ---");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
GLfloat currentHue = 0.0f;
|
||||||
|
|
||||||
void draw(void) {
|
void draw(void) {
|
||||||
updateStatusDisplay();
|
updateStatusDisplay();
|
||||||
|
|
||||||
|
currentHue += 0.001f;
|
||||||
|
if (currentHue > 1.0) currentHue = 0.0f;
|
||||||
|
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
glUseProgram(program);
|
glUseProgram(program);
|
||||||
|
|
||||||
|
GLuint colorLocation = glGetUniformLocation(program, "uColor");
|
||||||
|
ColorRGB color = hslToRgb(currentHue, 1.0f, 0.5f);
|
||||||
|
glUniform3f(colorLocation, color.r, color.g, color.b);
|
||||||
|
|
||||||
|
GLuint positionLocation = glGetUniformLocation(program, "uPosition");
|
||||||
|
glUniform2f(positionLocation, cos(currentHue * 2 * M_PI) * 0.2f, sin(currentHue * 2 * M_PI) * 0.2f);
|
||||||
|
|
||||||
glBindVertexArray(vertexArrayObject);
|
glBindVertexArray(vertexArrayObject);
|
||||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
glDrawArrays(GL_TRIANGLES, 0, 48);
|
||||||
}
|
}
|
||||||
|
|
||||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
|
||||||
|
|
|
@ -1,10 +1,11 @@
|
||||||
#version 330 core
|
#version 330 core
|
||||||
layout (location = 0) in vec2 aPosition;
|
layout (location = 0) in vec2 aPosition;
|
||||||
layout (location = 1) in vec3 aColor;
|
uniform vec3 uColor;
|
||||||
|
uniform vec2 uPosition;
|
||||||
|
|
||||||
out vec3 vertexColor;
|
out vec3 vertexColor;
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
vertexColor = aColor;
|
vertexColor = uColor;
|
||||||
gl_Position = vec4(aPosition, 0.0, 1.0);
|
gl_Position = vec4(uPosition + aPosition, 0.0, 1.0);
|
||||||
}
|
}
|
Loading…
Reference in New Issue