remove vertex value and tweak some rendering

This commit is contained in:
Luca Conte 2024-04-15 10:54:29 +02:00
parent c336bdff65
commit a08dc34da9
4 changed files with 14 additions and 57 deletions

View File

@ -1,10 +0,0 @@
unsigned char fragmentShader_glsl[] = {
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};
unsigned int fragmentShader_glsl_len = 82;

View File

@ -16,7 +16,6 @@ typedef struct {
GLfloat x;
GLfloat y;
GLfloat z;
GLfloat value;
} Point;
GLuint program;
@ -28,16 +27,17 @@ GLfloat aspectRatio = 1.0f;
GLfloat step = 0.0f;
GLfloat corners[] = {
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 1.0f, 1.0f,
1.0f, -1.0f, -1.0f, 0.0f,
-1.0f, 1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, -1.0f, 0.0f,
-1.0f, -1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, -1.0f, 0.0f
Point corners[] = {
{ 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, -1.0f },
{ 1.0f, -1.0f, 1.0f },
{ 1.0f, -1.0f, -1.0f },
{ -1.0f, 1.0f, 1.0f },
{ -1.0f, 1.0f, -1.0f },
{ -1.0f, -1.0f, 1.0f },
{ -1.0f, -1.0f, -1.0f }
};
GLuint indices[] = {
0, 1,
0, 2,
@ -98,6 +98,7 @@ void rotationZ(GLfloat* out, GLfloat angle) {
out[5] = cos(angle);
}
// CREATE 4x4 ROTATION MATRIX AROUND Y AXIS
void rotationY(GLfloat* out, GLfloat angle) {
identity(out);
out[0] = cos(angle);
@ -106,6 +107,7 @@ void rotationY(GLfloat* out, GLfloat angle) {
out[10] = cos(angle);
}
// CREATE 4x4 ROTATION MATRIX AROUND Y AXIS
void rotationX(GLfloat* out, GLfloat angle) {
identity(out);
out[5] = cos(angle);
@ -272,15 +274,6 @@ void init(void) {
0
);
glEnableVertexAttribArray(0);
glVertexAttribPointer(
1,
1,
GL_FLOAT,
GL_FALSE,
sizeof(Point),
(GLvoid*)(3 * sizeof(GLfloat))
);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
@ -299,7 +292,7 @@ void init(void) {
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClearColor(0.01f, 0.01f, 0.01f, 1.0f);
}
void draw(void) {
@ -321,8 +314,8 @@ void draw(void) {
identity(M);
rotateY(M, M, step * 3.14159f * 2);
rotateZ(M, M, step * 3.14159f * 2 + 0.5f);
rotateX(M, M, step * 3.14159f * 2 + 1.0f);
rotateZ(M, M, step * 3.14159f * 2 + 0.5f);
scale(M, M, scaleBy);
// translate(M, M, translateBy);

View File

@ -1,25 +0,0 @@
unsigned char vertexShader_glsl[] = {
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};
unsigned int vertexShader_glsl_len = 263;

View File

@ -1,6 +1,5 @@
#version 330 core
layout (location = 0) in vec3 aPosition;
layout (location = 1) in float vertexValue;
uniform mat4 transformation;
out vec3 color;
void main() {