remove vertex value and tweak some rendering
This commit is contained in:
parent
c336bdff65
commit
a08dc34da9
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@ -1,10 +0,0 @@
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unsigned char fragmentShader_glsl[] = {
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0x23, 0x76, 0x65, 0x72, 0x73, 0x69, 0x6f, 0x6e, 0x20, 0x33, 0x33, 0x30,
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0x20, 0x63, 0x6f, 0x72, 0x65, 0x0a, 0x69, 0x6e, 0x20, 0x76, 0x65, 0x63,
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0x33, 0x20, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x3b, 0x0a, 0x76, 0x6f, 0x69,
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0x64, 0x20, 0x6d, 0x61, 0x69, 0x6e, 0x28, 0x29, 0x20, 0x7b, 0x0a, 0x09,
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0x67, 0x6c, 0x5f, 0x46, 0x72, 0x61, 0x67, 0x43, 0x6f, 0x6c, 0x6f, 0x72,
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0x20, 0x3d, 0x20, 0x76, 0x65, 0x63, 0x34, 0x28, 0x63, 0x6f, 0x6c, 0x6f,
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0x72, 0x2c, 0x20, 0x31, 0x2e, 0x30, 0x29, 0x3b, 0x0a, 0x7d
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};
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unsigned int fragmentShader_glsl_len = 82;
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@ -16,7 +16,6 @@ typedef struct {
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GLfloat x;
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GLfloat x;
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GLfloat y;
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GLfloat y;
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GLfloat z;
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GLfloat z;
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GLfloat value;
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} Point;
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} Point;
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GLuint program;
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GLuint program;
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@ -28,16 +27,17 @@ GLfloat aspectRatio = 1.0f;
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GLfloat step = 0.0f;
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GLfloat step = 0.0f;
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GLfloat corners[] = {
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Point corners[] = {
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1.0f, 1.0f, 1.0f, 1.0f,
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{ 1.0f, 1.0f, 1.0f },
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1.0f, 1.0f, -1.0f, 0.0f,
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{ 1.0f, 1.0f, -1.0f },
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1.0f, -1.0f, 1.0f, 1.0f,
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{ 1.0f, -1.0f, 1.0f },
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1.0f, -1.0f, -1.0f, 0.0f,
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{ 1.0f, -1.0f, -1.0f },
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-1.0f, 1.0f, 1.0f, 1.0f,
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{ -1.0f, 1.0f, 1.0f },
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-1.0f, 1.0f, -1.0f, 0.0f,
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{ -1.0f, 1.0f, -1.0f },
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-1.0f, -1.0f, 1.0f, 1.0f,
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{ -1.0f, -1.0f, 1.0f },
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-1.0f, -1.0f, -1.0f, 0.0f
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{ -1.0f, -1.0f, -1.0f }
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};
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};
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GLuint indices[] = {
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GLuint indices[] = {
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0, 1,
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0, 1,
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0, 2,
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0, 2,
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@ -98,6 +98,7 @@ void rotationZ(GLfloat* out, GLfloat angle) {
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out[5] = cos(angle);
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out[5] = cos(angle);
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}
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}
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// CREATE 4x4 ROTATION MATRIX AROUND Y AXIS
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void rotationY(GLfloat* out, GLfloat angle) {
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void rotationY(GLfloat* out, GLfloat angle) {
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identity(out);
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identity(out);
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out[0] = cos(angle);
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out[0] = cos(angle);
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@ -106,6 +107,7 @@ void rotationY(GLfloat* out, GLfloat angle) {
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out[10] = cos(angle);
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out[10] = cos(angle);
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}
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}
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// CREATE 4x4 ROTATION MATRIX AROUND Y AXIS
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void rotationX(GLfloat* out, GLfloat angle) {
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void rotationX(GLfloat* out, GLfloat angle) {
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identity(out);
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identity(out);
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out[5] = cos(angle);
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out[5] = cos(angle);
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@ -272,15 +274,6 @@ void init(void) {
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0
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0
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);
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);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(
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1,
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1,
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GL_FLOAT,
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GL_FALSE,
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sizeof(Point),
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(GLvoid*)(3 * sizeof(GLfloat))
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);
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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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@ -299,7 +292,7 @@ void init(void) {
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClearColor(0.01f, 0.01f, 0.01f, 1.0f);
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}
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}
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void draw(void) {
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void draw(void) {
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@ -321,8 +314,8 @@ void draw(void) {
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identity(M);
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identity(M);
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rotateY(M, M, step * 3.14159f * 2);
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rotateY(M, M, step * 3.14159f * 2);
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rotateZ(M, M, step * 3.14159f * 2 + 0.5f);
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rotateX(M, M, step * 3.14159f * 2 + 1.0f);
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rotateX(M, M, step * 3.14159f * 2 + 1.0f);
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rotateZ(M, M, step * 3.14159f * 2 + 0.5f);
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scale(M, M, scaleBy);
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scale(M, M, scaleBy);
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// translate(M, M, translateBy);
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// translate(M, M, translateBy);
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@ -1,25 +0,0 @@
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unsigned char vertexShader_glsl[] = {
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0x23, 0x76, 0x65, 0x72, 0x73, 0x69, 0x6f, 0x6e, 0x20, 0x33, 0x33, 0x30,
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0x20, 0x63, 0x6f, 0x72, 0x65, 0x0a, 0x6c, 0x61, 0x79, 0x6f, 0x75, 0x74,
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0x20, 0x30, 0x29, 0x20, 0x69, 0x6e, 0x20, 0x76, 0x65, 0x63, 0x33, 0x20,
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0x61, 0x50, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x3b, 0x0a, 0x6c,
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0x61, 0x79, 0x6f, 0x75, 0x74, 0x20, 0x28, 0x6c, 0x6f, 0x63, 0x61, 0x74,
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0x69, 0x6f, 0x6e, 0x20, 0x3d, 0x20, 0x31, 0x29, 0x20, 0x69, 0x6e, 0x20,
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0x66, 0x6c, 0x6f, 0x61, 0x74, 0x20, 0x76, 0x65, 0x72, 0x74, 0x65, 0x78,
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0x56, 0x61, 0x6c, 0x75, 0x65, 0x3b, 0x0a, 0x75, 0x6e, 0x69, 0x66, 0x6f,
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0x72, 0x6d, 0x20, 0x6d, 0x61, 0x74, 0x34, 0x20, 0x74, 0x72, 0x61, 0x6e,
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0x73, 0x66, 0x6f, 0x72, 0x6d, 0x61, 0x74, 0x69, 0x6f, 0x6e, 0x3b, 0x0a,
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0x6f, 0x75, 0x74, 0x20, 0x76, 0x65, 0x63, 0x33, 0x20, 0x63, 0x6f, 0x6c,
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0x6f, 0x72, 0x3b, 0x0a, 0x76, 0x6f, 0x69, 0x64, 0x20, 0x6d, 0x61, 0x69,
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0x6e, 0x28, 0x29, 0x20, 0x7b, 0x0a, 0x09, 0x63, 0x6f, 0x6c, 0x6f, 0x72,
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0x20, 0x3d, 0x20, 0x61, 0x50, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e,
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0x20, 0x2f, 0x20, 0x32, 0x20, 0x2b, 0x20, 0x76, 0x65, 0x63, 0x33, 0x28,
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0x30, 0x2e, 0x35, 0x2c, 0x20, 0x30, 0x2e, 0x35, 0x2c, 0x20, 0x30, 0x2e,
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0x35, 0x29, 0x3b, 0x0a, 0x09, 0x67, 0x6c, 0x5f, 0x50, 0x6f, 0x73, 0x69,
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0x74, 0x69, 0x6f, 0x6e, 0x20, 0x3d, 0x20, 0x74, 0x72, 0x61, 0x6e, 0x73,
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0x66, 0x6f, 0x72, 0x6d, 0x61, 0x74, 0x69, 0x6f, 0x6e, 0x20, 0x2a, 0x20,
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0x76, 0x65, 0x63, 0x34, 0x28, 0x61, 0x50, 0x6f, 0x73, 0x69, 0x74, 0x69,
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0x6f, 0x6e, 0x2c, 0x20, 0x31, 0x2e, 0x30, 0x29, 0x3b, 0x0a, 0x7d
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};
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unsigned int vertexShader_glsl_len = 263;
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@ -1,6 +1,5 @@
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#version 330 core
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#version 330 core
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layout (location = 0) in vec3 aPosition;
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layout (location = 0) in vec3 aPosition;
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layout (location = 1) in float vertexValue;
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uniform mat4 transformation;
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uniform mat4 transformation;
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out vec3 color;
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out vec3 color;
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void main() {
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void main() {
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