seperate color buffer
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parent
9f7ce25ef2
commit
d22e2b8e81
55
src/main.c
55
src/main.c
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@ -168,6 +168,44 @@ void init(void) {
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0.35f, -0.7f
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0.35f, -0.7f
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};
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};
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GLfloat colors[] = {
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// R // G // B
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1.0f, 0.0f, 0.0f,
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1.0f, 0.0f, 0.3f,
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1.0f, 0.3f, 0.0f,
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1.0f, 0.3f, 0.3f,
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1.0f, 0.3f, 0.6f,
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1.0f, 0.6f, 0.3f,
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0.0f, 1.0f, 0.0f,
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0.0f, 1.0f, 0.3f,
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0.3f, 1.0f, 0.0f,
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0.3f, 1.0f, 0.3f,
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0.3f, 1.0f, 0.6f,
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0.6f, 1.0f, 0.3f,
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0.3f, 0.3f, 1.0f,
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0.3f, 0.6f, 1.0f,
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0.6f, 0.3f, 1.0f,
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0.3f, 0.3f, 1.0f,
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0.3f, 0.6f, 1.0f,
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0.6f, 0.3f, 1.0f,
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1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 0.1f,
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1.0f, 1.0f, 0.2f,
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1.0f, 1.0f, 0.7f,
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1.0f, 1.0f, 0.8f,
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1.0f, 1.0f, 0.9f
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};
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DEBUG("Creating vertext buffer");
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DEBUG("Creating vertext buffer");
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GLuint vertexBuffer;
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GLuint vertexBuffer;
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glGenBuffers(1, &vertexBuffer);
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glGenBuffers(1, &vertexBuffer);
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@ -175,6 +213,13 @@ void init(void) {
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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DEBUG("Creating colour buffer");
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GLuint colorBuffer;
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glGenBuffers(1, &colorBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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DEBUG("Creating vertex array object");
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DEBUG("Creating vertex array object");
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// create vertex array object
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// create vertex array object
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glGenVertexArrays(1, &vertexArrayObject);
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glGenVertexArrays(1, &vertexArrayObject);
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@ -192,6 +237,12 @@ void init(void) {
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);
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);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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// vertex color data
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glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), 0);
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glBindVertexArray(0);
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@ -214,10 +265,6 @@ void draw(void) {
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(program);
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glUseProgram(program);
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GLuint colorLocation = glGetUniformLocation(program, "uColor");
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ColorRGB color = hslToRgb(currentHue, 1.0f, 0.5f);
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glUniform3f(colorLocation, color.r, color.g, color.b);
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GLuint positionLocation = glGetUniformLocation(program, "uPosition");
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GLuint positionLocation = glGetUniformLocation(program, "uPosition");
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glUniform2f(positionLocation, cos(currentHue * 2 * M_PI) * 0.2f, sin(currentHue * 2 * M_PI) * 0.2f);
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glUniform2f(positionLocation, cos(currentHue * 2 * M_PI) * 0.2f, sin(currentHue * 2 * M_PI) * 0.2f);
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@ -1,11 +1,11 @@
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#version 330 core
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#version 330 core
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layout (location = 0) in vec2 aPosition;
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layout (location = 0) in vec2 aPosition;
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uniform vec3 uColor;
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layout (location = 1) in vec3 aColor;
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uniform vec2 uPosition;
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uniform vec2 uPosition;
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out vec3 vertexColor;
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out vec3 vertexColor;
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void main() {
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void main() {
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vertexColor = uColor;
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vertexColor = aColor;
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gl_Position = vec4(uPosition + aPosition, 0.0, 1.0);
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gl_Position = vec4(uPosition + aPosition, 0.0, 1.0);
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}
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}
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