u02
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0789faff80
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75
u02/main.c
75
u02/main.c
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@ -3,9 +3,20 @@
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <math.h>
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GLuint program;
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GLuint vao;
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GLfloat hue = 0.0f;
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GLfloat hueshift = 0.1f;
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GLfloat offsetX = -0.75f;
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GLfloat offsetY = 0.4f;
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GLfloat speedX = 0.0005f;
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GLfloat speedY = -0.0005f;
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#define NUM_TRIANGLES 8
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void createRect(GLfloat* vertexArray, GLfloat posx, GLfloat posy, GLfloat width, GLfloat height) {
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@ -38,9 +49,10 @@ void init(void) {
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"#version 330 core\n"
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"layout (location = 0) in vec2 aPosition;\n"
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"uniform vec3 color;\n"
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"uniform vec2 offset;"
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"out vec3 vertexColor;\n"
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"void main() {\n"
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" gl_Position = vec4(aPosition, 0.0, 1.0);\n"
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" gl_Position = vec4(aPosition + offset, 0.0, 1.0);\n"
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" vertexColor = color;"
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"}\n";
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GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
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@ -118,10 +130,10 @@ void init(void) {
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// };
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GLfloat triangleVertices[48];
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createCenterRect(&triangleVertices[0], -0.3f, 0.0f, 0.1f, 1.2f);
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createCenterRect(&triangleVertices[12], 0.3f, 0.0f, 0.1f, 1.2f);
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createCenterRect(&triangleVertices[24], 0.0f, 0.0f, 0.5f, 0.1f);
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createCenterRect(&triangleVertices[36], 0.0f, -0.8f, 0.7f, 0.1f);
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createCenterRect(&triangleVertices[0], -0.2f, 0.0f, 0.1f, 1.2f);
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createCenterRect(&triangleVertices[12], 0.2f, 0.0f, 0.1f, 1.2f);
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createCenterRect(&triangleVertices[24], 0.0f, 0.0f, 0.3f, 0.1f);
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createCenterRect(&triangleVertices[36], 0.0f, -0.8f, 0.5f, 0.1f);
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GLuint triangleVertexBufferObject;
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@ -152,13 +164,64 @@ void init(void) {
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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}
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void hueToRgb(GLfloat hue, GLfloat* r, GLfloat* g, GLfloat* b) {
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GLfloat x = hue / 60;
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while (x > 2) x -= 2;
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x = x - 1;
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x = 1 - fabs(x);
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if (hue < 60) {
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*r = 1.0f;
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*g = x;
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*b = 0;
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} else if (hue < 120) {
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*r = x;
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*g = 1.0f;
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*b = 0;
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} else if (hue < 180) {
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*r = 0;
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*g = 1.0f;
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*b = x;
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} else if (hue < 240) {
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*r = 0;
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*g = x;
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*b = 1.0f;
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} else if (hue < 300) {
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*r = x;
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*g = 0;
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*b = 1.0f;
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} else {
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*r = 1.0f;
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*g = 0;
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*b = x;
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}
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}
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void draw(void) {
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(program);
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glBindVertexArray(vao);
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hue += hueshift;
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if (hue > 360) hue -= 360;
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offsetX += speedX;
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offsetY += speedY;
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if (offsetX >= 0.75f || offsetX <= -0.75f) speedX *= -1;
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if (offsetY >= 0.4f || offsetY <=-0.15f) speedY *= -1;
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GLfloat r;
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GLfloat g;
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GLfloat b;
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hueToRgb(hue, &r, &g, &b);
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// SET COLOR
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glUniform3f(glGetUniformLocation(program, "color"), 0.7719f, 0.2105f, 0.0175f);
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// glUniform3f(glGetUniformLocation(program, "color"), 0.7719f, 0.2105f, 0.0175f);
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glUniform3f(glGetUniformLocation(program, "color"), r, g, b);
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glUniform2f(glGetUniformLocation(program, "offset"), offsetX, offsetY);
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glDrawArrays(GL_TRIANGLES, 0, NUM_TRIANGLES * 3);
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