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1 Commits
Author | SHA1 | Date |
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ddfe9bfc3c |
110
src/main.c
110
src/main.c
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@ -129,81 +129,14 @@ void init(void) {
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*/
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GLfloat vertices[] = {
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// X // Y
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// X // Y // vertValue
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-0.75f, -0.1f, 0.0f,
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-0.75f, 0.1f, 0.0f,
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0.75f, 0.1f, 1.0f,
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// left vertical bar
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-0.35f, -0.6f,
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-0.35f, 0.6f,
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-0.2f, 0.6f,
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-0.35f, -0.6f,
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-0.2f, 0.6f,
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-0.2f, -0.6f,
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// right vertical bar
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0.35f, -0.6f,
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0.35f, 0.6f,
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0.2f, 0.6f,
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0.35f, -0.6f,
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0.2f, 0.6f,
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0.2f, -0.6f,
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// middle bar
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-0.2f, -0.1f,
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-0.2f, 0.1f,
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0.2f, 0.1f,
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-0.2f, -0.1f,
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0.2f, 0.1f,
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0.2f, -0.1f,
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// bottom bar
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-0.35f, -0.7f,
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-0.35f, -0.9f,
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0.35f, -0.9f,
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-0.35f, -0.7f,
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0.35f, -0.9f,
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0.35f, -0.7f
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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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-0.75f, -0.1f, 0.0f,
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0.75f, -0.1f, 1.0f,
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0.75f, 0.1f, 1.0f
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};
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DEBUG("Creating vertext buffer");
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@ -213,13 +146,6 @@ void init(void) {
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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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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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// create vertex array object
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glGenVertexArrays(1, &vertexArrayObject);
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@ -232,17 +158,14 @@ void init(void) {
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2, // number of values to read
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GL_FLOAT, // type of value
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GL_FALSE, // if values are normalised
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2 * sizeof(GLfloat), // stride - distance between vertices
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3 * sizeof(GLfloat), // stride - distance between vertices
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0 // start offset
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);
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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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glVertexAttribPointer(1, 1, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (void*)(2*sizeof(GLfloat)));
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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@ -265,11 +188,18 @@ void draw(void) {
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(program);
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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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glBindVertexArray(vertexArrayObject);
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glDrawArrays(GL_TRIANGLES, 0, 48);
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GLuint yPositionLocation = glGetUniformLocation(program, "uYPosition");
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GLuint patternLocation = glGetUniformLocation(program, "uPattern");
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for (int i = 0; i < 5; i++) {
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glUniform1f(yPositionLocation, i / 4.0f * -1.4f + 0.7f);
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glUniform1i(patternLocation, i);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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}
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void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
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@ -1,5 +1,31 @@
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#version 330 core
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in vec3 vertexColor;
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in float fragValue;
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flat in int pattern;
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void main() {
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gl_FragColor = vec4(vertexColor, 1.0);
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vec4 fragColor1 = vec4(1.0, 0.0, 0.0, 1.0);
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vec4 fragColor2 = vec4(0.0, 1.0, 0.0, 1.0);
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switch (pattern) {
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case 0:
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gl_FragColor = mix(fragColor1, fragColor2, fragValue);
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break;
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case 1:
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gl_FragColor = mix(fragColor1, fragColor2, step(0.5, fragValue));
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break;
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case 2:
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gl_FragColor = mix(fragColor1, fragColor2, smoothstep(0.4, 0.6, fragValue));
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break;
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case 3:
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gl_FragColor = mix(fragColor1, fragColor2, sin(fragValue * 4 * 3.14159) * 0.5 + 0.5);
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break;
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case 4:
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gl_FragColor = mix(fragColor1, fragColor2, step(0.5, sin(fragValue * 4 * 3.14159) * 0.5 + 0.5));
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break;
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default:
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gl_FragColor = vec4(0.0);
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}
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}
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@ -1,11 +1,15 @@
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#version 330 core
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layout (location = 0) in vec2 aPosition;
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layout (location = 1) in vec3 aColor;
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uniform vec2 uPosition;
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layout (location = 1) in float vertValue;
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out vec3 vertexColor;
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uniform float uYPosition;
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uniform int uPattern;
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out float fragValue;
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flat out int pattern;
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void main() {
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vertexColor = aColor;
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gl_Position = vec4(uPosition + aPosition, 0.0, 1.0);
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pattern = uPattern;
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fragValue = vertValue;
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gl_Position = vec4(aPosition.x, aPosition.y + uYPosition, 0.0, 1.0);
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}
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