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1 Commits
Author | SHA1 | Date |
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7b28b5621f |
125
src/main.c
125
src/main.c
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@ -22,6 +22,8 @@ GLuint initialWindowHeight = 600;
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int frameCount = 0;
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int frameCount = 0;
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struct timespec last_time, current_time;
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struct timespec last_time, current_time;
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unsigned int resolution = 50;
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typedef struct ColorRGB {
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typedef struct ColorRGB {
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GLfloat r;
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GLfloat r;
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GLfloat g;
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GLfloat g;
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@ -106,105 +108,17 @@ void init(void) {
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INFO("Shader Program Done.");
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INFO("Shader Program Done.");
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// create triangle buffer
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GLfloat innerRadius = 0.2f;
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/**
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GLfloat outerRadius = 0.8f;
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* -0.35 0.35
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* | -0.2 0.2 |
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* | | | |
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*
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* +----+ +----+ --- 0.6
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* | | | |
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* | | | |
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* | +--------+ | --- 0.1
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* | |
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* | +--------+ | --- -0.1
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* | | | |
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* | | | |
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* +----+ +----+ --- -0.6
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*
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* +------------------+ --- -0.7
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* | |
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* +------------------+ --- -0.9
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*
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*/
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GLfloat vertices[] = {
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GLfloat vertices[(resolution + 1) * 2 * 2];
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// X // Y
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for (unsigned int i = 0; i <= resolution; i++) {
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GLfloat angle = ((float)i) / resolution * 2 * M_PI;
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// left vertical bar
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vertices[4 * i + 0] = innerRadius * cos(angle);
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-0.35f, -0.6f,
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vertices[4 * i + 1] = innerRadius * sin(angle);
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-0.35f, 0.6f,
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vertices[4 * i + 2] = outerRadius * cos(angle);
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-0.2f, 0.6f,
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vertices[4 * i + 3] = outerRadius * sin(angle);
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}
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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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};
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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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@ -213,13 +127,6 @@ 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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@ -237,12 +144,6 @@ 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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@ -269,7 +170,7 @@ void draw(void) {
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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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glBindVertexArray(vertexArrayObject);
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glBindVertexArray(vertexArrayObject);
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glDrawArrays(GL_TRIANGLES, 0, 48);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, (resolution + 1) * 2);
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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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void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
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@ -1,11 +1,9 @@
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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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layout (location = 1) in vec3 aColor;
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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 = aColor;
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vertexColor = vec3(1.0, 0.0, 0.0);
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gl_Position = vec4(uPosition + aPosition, 0.0, 1.0);
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gl_Position = vec4(aPosition, 0.0, 1.0);
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}
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}
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