matrices working, transparency issues

This commit is contained in:
gbrochar 2020-12-24 13:17:43 +01:00
parent 71c9d90cee
commit f6aff761f9
7 changed files with 95 additions and 18 deletions

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@ -6,7 +6,7 @@
# By: gbrochar <gbrochar@student.42.fr> +#+ +:+ +#+ #
# +#+#+#+#+#+ +#+ #
# Created: 2020/12/17 19:47:03 by gbrochar #+# #+# #
# Updated: 2020/12/23 20:33:29 by gbrochar ### ########.fr #
# Updated: 2020/12/24 12:29:48 by gbrochar ### ########.fr #
# #
# **************************************************************************** #
@ -24,6 +24,7 @@ SRC_FILE = main.c \
mat4_lookat.c \
mat4_identity.c \
mat4_inverse.c \
mat4_rotate.c \
OBJ_FILE = $(SRC_FILE:.c=.o)

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@ -6,7 +6,7 @@
/* By: gbrochar <gbrochar@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2020/12/22 20:35:00 by gbrochar #+# #+# */
/* Updated: 2020/12/23 22:05:17 by gbrochar ### ########.fr */
/* Updated: 2020/12/24 12:30:50 by gbrochar ### ########.fr */
/* */
/* ************************************************************************** */
@ -22,7 +22,7 @@ typedef struct s_persp_tool t_persp_tool;
struct s_mat4
{
double data[16];
float data[16];
};
struct s_persp_tool
@ -55,4 +55,7 @@ t_mat4 mat4_identity(void);
t_mat4 mat4_inverse(t_mat4 m);
t_mat4 mat4_rotatex(t_mat4 m, double theta);
t_mat4 mat4_rotatey(t_mat4 m, double theta);
#endif

63
src/mat4_rotate.c Normal file
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@ -0,0 +1,63 @@
/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* mat4_rotate.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: gbrochar <gbrochar@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2020/12/24 12:24:54 by gbrochar #+# #+# */
/* Updated: 2020/12/24 12:32:22 by gbrochar ### ########.fr */
/* */
/* ************************************************************************** */
#include "mat4.h"
t_mat4 mat4_rotatex(t_mat4 m, double theta)
{
double s = sin(theta);
double c = cos(theta);
t_mat4 ret;
ret.data[0] = m.data[0];
ret.data[1] = m.data[1];
ret.data[2] = m.data[2];
ret.data[3] = m.data[3];
ret.data[4] = m.data[4] * c + m.data[8] * s;
ret.data[5] = m.data[5] * c + m.data[9] * s;
ret.data[6] = m.data[6] * c + m.data[10] * s;
ret.data[7] = m.data[7] * c + m.data[11] * s;
ret.data[8] = m.data[8] * c - m.data[4] * s;
ret.data[9] = m.data[9] * c - m.data[5] * s;
ret.data[10] = m.data[10] * c - m.data[6] * s;
ret.data[11] = m.data[11] * c - m.data[7] * s;
ret.data[12] = m.data[12];
ret.data[13] = m.data[13];
ret.data[14] = m.data[14];
ret.data[15] = m.data[15];
return (ret);
}
t_mat4 mat4_rotatey(t_mat4 m, double theta)
{
double s = sin(theta);
double c = cos(theta);
t_mat4 ret;
ret.data[0] = m.data[0] * c - m.data[8] * s;
ret.data[1] = m.data[1] * c - m.data[9] * s;
ret.data[2] = m.data[2] * c - m.data[10] * s;
ret.data[3] = m.data[3] * c - m.data[11] * s;
ret.data[4] = m.data[4];
ret.data[5] = m.data[5];
ret.data[6] = m.data[6];
ret.data[7] = m.data[7];
ret.data[8] = m.data[8] * c + m.data[0] * s;
ret.data[9] = m.data[9] * c + m.data[1] * s;
ret.data[10] = m.data[10] * c + m.data[2] * s;
ret.data[11] = m.data[11] * c + m.data[3] * s;
ret.data[12] = m.data[12];
ret.data[13] = m.data[13];
ret.data[14] = m.data[14];
ret.data[15] = m.data[15];
return (ret);
}

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@ -6,7 +6,7 @@
/* By: gbrochar <gbrochar@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2020/12/23 17:33:33 by gbrochar #+# #+# */
/* Updated: 2020/12/23 21:23:38 by gbrochar ### ########.fr */
/* Updated: 2020/12/24 12:34:38 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: 2020/12/23 22:22:44 by gbrochar ### ########.fr */
/* Updated: 2020/12/24 13:14:32 by gbrochar ### ########.fr */
/* */
/* ************************************************************************** */
@ -20,14 +20,17 @@ GLuint gScaleLocation;
GLuint gProjLocation;
GLuint gViewLocation;
GLuint gModelLocation;
GLuint gCountLocation;
GLuint index_count;
const char* pVSFileName = "src/shader.vs";
const char* pFSFileName = "src/shader.fs";
static void RenderSceneCB()
{
glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
static float Scale = 0.0f;
Scale += 0.01f;
@ -38,31 +41,29 @@ static void RenderSceneCB()
eye.x = 0;
eye.y = 0;
eye.z = 10;
eye.z = 30;
up.x = 0;
up.y = 1;
up.z = 0;
target.x = 0;
target.y = 0;
target.z = 9;
target.z = 29;
t_mat4 proj = mat4_perspective(1., 800.0 / 600.0, 0.001, 1000);
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_identity();
t_mat4 model = mat4_rotatey(mat4_identity(), Scale);
//glUniform1f(gScaleLocation, sinf(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);
glUniform1i(gCountLocation, index_count);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribPointer(0, 3, GL_DOUBLE, GL_FALSE, 0, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
// first GL_POINT or GL_TRIANGLES
// second start of draw
// third number of vertices to draw
glDrawElements(GL_TRIANGLES, 228, GL_UNSIGNED_INT, 0);
glDrawElements(GL_TRIANGLES, index_count, GL_UNSIGNED_INT, 0);
glDisableVertexAttribArray(0);
@ -82,7 +83,7 @@ static void CreateVertexBuffer(t_env *e)
glBufferData(GL_ARRAY_BUFFER, e->object.vertices.ptr * sizeof(double), e->object.vertices.data, GL_STATIC_DRAW);
glGenBuffers(1, &IBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, e->object.indices.ptr * sizeof(int), e->object.indices.data, GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, e->object.indices.ptr * sizeof(int), e->object.indices.data, GL_STATIC_DRAW);
}
static void AddShader(GLuint ShaderProgram, const char* pShaderText, GLenum ShaderType)
@ -175,10 +176,12 @@ static void CompileShaders()
gProjLocation = glGetUniformLocation(ShaderProgram, "proj");
gViewLocation = glGetUniformLocation(ShaderProgram, "view");
gModelLocation = glGetUniformLocation(ShaderProgram, "model");
gCountLocation = glGetUniformLocation(ShaderProgram, "icount");
//assert(gScaleLocation != 0xFFFFFFFF);
assert(gProjLocation != 0xFFFFFFFF);
assert(gViewLocation != 0xFFFFFFFF);
assert(gModelLocation != 0xFFFFFFFF);
assert(gCountLocation != 0xFFFFFFFF);
}
void run(t_env *e)
@ -193,7 +196,9 @@ void run(t_env *e)
glutInitWindowPosition(100, 100);
glutCreateWindow("scop");
printf("%ld", e->object.indices.ptr);
index_count = e->object.indices.ptr;
printf("%ld\n", e->object.indices.ptr);
printf("%ld\n", e->object.vertices.ptr);
InitializeGlutCallbacks();
// Must be done after glut is initialized !
GLenum res = glewInit();

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@ -2,8 +2,10 @@
out vec4 FragColor;
flat in int vID;
flat in int maxID;
void main()
{
FragColor = vec4(float(vID) / 42.0, float(vID) / 42.0, float(vID) / 42.0, 1.0);
vec3 color = vec3(float(vID) / float(maxID));
FragColor = vec4(color, 1.0);
}

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@ -6,12 +6,15 @@ 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;
}