This commit is contained in:
Luca Conte 2025-03-10 21:28:54 +01:00
parent c986407284
commit 94a2fee653
2 changed files with 114 additions and 16 deletions

View File

@ -1,5 +1,6 @@
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <math.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
@ -21,6 +22,40 @@ GLuint initialWindowHeight = 600;
int frameCount = 0;
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() {
clock_gettime(CLOCK_MONOTONIC, &last_time);
}
@ -72,19 +107,72 @@ void init(void) {
INFO("Shader Program Done.");
// create triangle buffer
GLfloat triangleVertices[] =
{
//X //Y // R //G /B
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
/**
* -0.35 0.35
* | -0.2 0.2 |
* | | | |
*
* +----+ +----+ --- 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");
GLuint vertexBuffer;
glGenBuffers(1, &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);
DEBUG("Creating vertex array object");
@ -99,15 +187,11 @@ void init(void) {
2, // number of values to read
GL_FLOAT, // type of value
GL_FALSE, // if values are normalised
5 * sizeof(GLfloat), // stride - distance between vertices
2 * sizeof(GLfloat), // stride - distance between vertices
0 // start offset
);
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);
glBindVertexArray(0);
@ -119,13 +203,26 @@ void init(void) {
INFO("--- Initialisation done ---");
}
GLfloat currentHue = 0.0f;
void draw(void) {
updateStatusDisplay();
currentHue += 0.001f;
if (currentHue > 1.0) currentHue = 0.0f;
glClear(GL_COLOR_BUFFER_BIT);
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);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDrawArrays(GL_TRIANGLES, 0, 48);
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {

View File

@ -1,10 +1,11 @@
#version 330 core
layout (location = 0) in vec2 aPosition;
layout (location = 1) in vec3 aColor;
uniform vec3 uColor;
uniform vec2 uPosition;
out vec3 vertexColor;
void main() {
vertexColor = aColor;
gl_Position = vec4(aPosition, 0.0, 1.0);
vertexColor = uColor;
gl_Position = vec4(uPosition + aPosition, 0.0, 1.0);
}