depth test working

This commit is contained in:
gbrochar 2020-12-24 14:41:45 +01:00
parent f6aff761f9
commit c86bab2d8a
6 changed files with 26 additions and 20 deletions

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@ -6,7 +6,7 @@
/* By: gbrochar <gbrochar@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2020/12/22 12:08:22 by gbrochar #+# #+# */
/* Updated: 2020/12/23 21:55:38 by gbrochar ### ########.fr */
/* Updated: 2020/12/24 14:32:38 by gbrochar ### ########.fr */
/* */
/* ************************************************************************** */

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@ -6,7 +6,7 @@
/* By: gbrochar <gbrochar@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2020/12/22 18:56:21 by gbrochar #+# #+# */
/* Updated: 2020/12/23 21:14:28 by gbrochar ### ########.fr */
/* Updated: 2020/12/24 14:32:22 by gbrochar ### ########.fr */
/* */
/* ************************************************************************** */

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@ -6,7 +6,7 @@
/* By: gbrochar <gbrochar@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2020/12/23 17:33:33 by gbrochar #+# #+# */
/* Updated: 2020/12/24 12:34:38 by gbrochar ### ########.fr */
/* Updated: 2020/12/24 14:32:30 by gbrochar ### ########.fr */
/* */
/* ************************************************************************** */

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@ -6,7 +6,7 @@
/* By: gbrochar <gbrochar@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2020/12/23 19:38:05 by gbrochar #+# #+# */
/* Updated: 2020/12/24 13:14:32 by gbrochar ### ########.fr */
/* Updated: 2020/12/24 14:39:39 by gbrochar ### ########.fr */
/* */
/* ************************************************************************** */
@ -17,6 +17,7 @@
GLuint VBO;
GLuint IBO;
GLuint gScaleLocation;
GLuint gScaleIntLocation;
GLuint gProjLocation;
GLuint gViewLocation;
GLuint gModelLocation;
@ -30,7 +31,7 @@ static void RenderSceneCB()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_DEPTH_TEST);
static float Scale = 0.0f;
Scale += 0.01f;
@ -41,18 +42,19 @@ static void RenderSceneCB()
eye.x = 0;
eye.y = 0;
eye.z = 30;
eye.z = 10;
up.x = 0;
up.y = 1;
up.z = 0;
target.x = 0;
target.y = 0;
target.z = 29;
target.z = 9;
t_mat4 proj = mat4_perspective(45.0 * M_PI / 180.0, 800.0 / 600.0, 0.001, 1000);
t_mat4 view = mat4_inverse(mat4_lookat(eye, up, target));
t_mat4 model = mat4_rotatey(mat4_identity(), Scale);
//glUniform1f(gScaleLocation, sinf(Scale));
t_mat4 model = mat4_rotatey(mat4_rotatex(mat4_identity(), Scale), Scale / 1.3);
// glUniform1f(gScaleLocation, sinf(Scale));
glUniform1f(gScaleIntLocation, Scale);
glUniformMatrix4fv(gProjLocation, 1, GL_FALSE, (GLfloat *)proj.data);
glUniformMatrix4fv(gViewLocation, 1, GL_FALSE, (GLfloat *)view.data);
glUniformMatrix4fv(gModelLocation, 1, GL_FALSE, (GLfloat *)model.data);
@ -63,6 +65,7 @@ static void RenderSceneCB()
glVertexAttribPointer(0, 3, GL_DOUBLE, GL_FALSE, 0, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
glDrawElements(GL_TRIANGLES, index_count, GL_UNSIGNED_INT, 0);
glDisableVertexAttribArray(0);
@ -172,16 +175,16 @@ static void CompileShaders()
glUseProgram(ShaderProgram);
//gScaleLocation = glGetUniformLocation(ShaderProgram, "gScale");
// gScaleLocation = glGetUniformLocation(ShaderProgram, "gScale");
gScaleIntLocation = glGetUniformLocation(ShaderProgram, "time");
gProjLocation = glGetUniformLocation(ShaderProgram, "proj");
gViewLocation = glGetUniformLocation(ShaderProgram, "view");
gModelLocation = glGetUniformLocation(ShaderProgram, "model");
gCountLocation = glGetUniformLocation(ShaderProgram, "icount");
//assert(gScaleLocation != 0xFFFFFFFF);
// assert(gScaleLocation != 0xFFFFFFFF);
assert(gScaleIntLocation != 0xFFFFFFFF);
assert(gProjLocation != 0xFFFFFFFF);
assert(gViewLocation != 0xFFFFFFFF);
assert(gModelLocation != 0xFFFFFFFF);
assert(gCountLocation != 0xFFFFFFFF);
}
void run(t_env *e)
@ -191,7 +194,7 @@ void run(t_env *e)
argv[0] = strdup("scop");
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(e->window.width, e->window.height);
glutInitWindowPosition(100, 100);
glutCreateWindow("scop");

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@ -1,11 +1,17 @@
#version 330
uniform float time;
out vec4 FragColor;
flat in int vID;
flat in int maxID;
float rand(float n)
{
return fract(sin(n) * 43758.5453123);
}
void main()
{
vec3 color = vec3(float(vID) / float(maxID));
vec3 color = vec3(rand(float(vID + int(time))), rand(float(vID + 1 + int(time))), rand(float(vID + 2 + int(time))));
FragColor = vec4(color, 1.0);
}

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@ -6,15 +6,12 @@ uniform float gScale;
uniform mat4 view;
uniform mat4 proj;
uniform mat4 model;
uniform int icount;
flat out int vID;
flat out int maxID;
void main()
{
gl_Position = proj * view * model * vec4(Position, 1.0);
// gl_Position = vec4(gScale * Position.x,gScale * Position.y, gScale * Position.z, 1.0);
vID = gl_VertexID;
maxID = icount;
}