From a08dc34da978c341e213e2206a80e36b7b4f6ae6 Mon Sep 17 00:00:00 2001 From: Luca Giuliano Conte Date: Mon, 15 Apr 2024 10:54:29 +0200 Subject: [PATCH] remove vertex value and tweak some rendering --- u04-cube/fragmentShader.c | 10 ---------- u04-cube/main.c | 35 ++++++++++++++--------------------- u04-cube/vertexShader.c | 25 ------------------------- u04-cube/vertexShader.glsl | 1 - 4 files changed, 14 insertions(+), 57 deletions(-) delete mode 100644 u04-cube/fragmentShader.c delete mode 100644 u04-cube/vertexShader.c diff --git a/u04-cube/fragmentShader.c b/u04-cube/fragmentShader.c deleted file mode 100644 index 3e60838..0000000 --- a/u04-cube/fragmentShader.c +++ /dev/null @@ -1,10 +0,0 @@ -unsigned char fragmentShader_glsl[] = { - 0x23, 0x76, 0x65, 0x72, 0x73, 0x69, 0x6f, 0x6e, 0x20, 0x33, 0x33, 0x30, - 0x20, 0x63, 0x6f, 0x72, 0x65, 0x0a, 0x69, 0x6e, 0x20, 0x76, 0x65, 0x63, - 0x33, 0x20, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x3b, 0x0a, 0x76, 0x6f, 0x69, - 0x64, 0x20, 0x6d, 0x61, 0x69, 0x6e, 0x28, 0x29, 0x20, 0x7b, 0x0a, 0x09, - 0x67, 0x6c, 0x5f, 0x46, 0x72, 0x61, 0x67, 0x43, 0x6f, 0x6c, 0x6f, 0x72, - 0x20, 0x3d, 0x20, 0x76, 0x65, 0x63, 0x34, 0x28, 0x63, 0x6f, 0x6c, 0x6f, - 0x72, 0x2c, 0x20, 0x31, 0x2e, 0x30, 0x29, 0x3b, 0x0a, 0x7d -}; -unsigned int fragmentShader_glsl_len = 82; diff --git a/u04-cube/main.c b/u04-cube/main.c index eea3701..cdbfcee 100644 --- a/u04-cube/main.c +++ b/u04-cube/main.c @@ -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); diff --git a/u04-cube/vertexShader.c b/u04-cube/vertexShader.c deleted file mode 100644 index fbb63d6..0000000 --- a/u04-cube/vertexShader.c +++ /dev/null @@ -1,25 +0,0 @@ -unsigned char vertexShader_glsl[] = { - 0x23, 0x76, 0x65, 0x72, 0x73, 0x69, 0x6f, 0x6e, 0x20, 0x33, 0x33, 0x30, - 0x20, 0x63, 0x6f, 0x72, 0x65, 0x0a, 0x6c, 0x61, 0x79, 0x6f, 0x75, 0x74, - 0x20, 0x28, 0x6c, 0x6f, 0x63, 0x61, 0x74, 0x69, 0x6f, 0x6e, 0x20, 0x3d, - 0x20, 0x30, 0x29, 0x20, 0x69, 0x6e, 0x20, 0x76, 0x65, 0x63, 0x33, 0x20, - 0x61, 0x50, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x3b, 0x0a, 0x6c, - 0x61, 0x79, 0x6f, 0x75, 0x74, 0x20, 0x28, 0x6c, 0x6f, 0x63, 0x61, 0x74, - 0x69, 0x6f, 0x6e, 0x20, 0x3d, 0x20, 0x31, 0x29, 0x20, 0x69, 0x6e, 0x20, - 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x20, 0x76, 0x65, 0x72, 0x74, 0x65, 0x78, - 0x56, 0x61, 0x6c, 0x75, 0x65, 0x3b, 0x0a, 0x75, 0x6e, 0x69, 0x66, 0x6f, - 0x72, 0x6d, 0x20, 0x6d, 0x61, 0x74, 0x34, 0x20, 0x74, 0x72, 0x61, 0x6e, - 0x73, 0x66, 0x6f, 0x72, 0x6d, 0x61, 0x74, 0x69, 0x6f, 0x6e, 0x3b, 0x0a, - 0x6f, 0x75, 0x74, 0x20, 0x76, 0x65, 0x63, 0x33, 0x20, 0x63, 0x6f, 0x6c, - 0x6f, 0x72, 0x3b, 0x0a, 0x76, 0x6f, 0x69, 0x64, 0x20, 0x6d, 0x61, 0x69, - 0x6e, 0x28, 0x29, 0x20, 0x7b, 0x0a, 0x09, 0x63, 0x6f, 0x6c, 0x6f, 0x72, - 0x20, 0x3d, 0x20, 0x61, 0x50, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, - 0x20, 0x2f, 0x20, 0x32, 0x20, 0x2b, 0x20, 0x76, 0x65, 0x63, 0x33, 0x28, - 0x30, 0x2e, 0x35, 0x2c, 0x20, 0x30, 0x2e, 0x35, 0x2c, 0x20, 0x30, 0x2e, - 0x35, 0x29, 0x3b, 0x0a, 0x09, 0x67, 0x6c, 0x5f, 0x50, 0x6f, 0x73, 0x69, - 0x74, 0x69, 0x6f, 0x6e, 0x20, 0x3d, 0x20, 0x74, 0x72, 0x61, 0x6e, 0x73, - 0x66, 0x6f, 0x72, 0x6d, 0x61, 0x74, 0x69, 0x6f, 0x6e, 0x20, 0x2a, 0x20, - 0x76, 0x65, 0x63, 0x34, 0x28, 0x61, 0x50, 0x6f, 0x73, 0x69, 0x74, 0x69, - 0x6f, 0x6e, 0x2c, 0x20, 0x31, 0x2e, 0x30, 0x29, 0x3b, 0x0a, 0x7d -}; -unsigned int vertexShader_glsl_len = 263; diff --git a/u04-cube/vertexShader.glsl b/u04-cube/vertexShader.glsl index b3a431c..28c164b 100644 --- a/u04-cube/vertexShader.glsl +++ b/u04-cube/vertexShader.glsl @@ -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() {