matrices working, transparency issues
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71c9d90cee
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3
Makefile
3
Makefile
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@ -6,7 +6,7 @@
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# By: gbrochar <gbrochar@student.42.fr> +#+ +:+ +#+ #
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# +#+#+#+#+#+ +#+ #
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# Created: 2020/12/17 19:47:03 by gbrochar #+# #+# #
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# Updated: 2020/12/23 20:33:29 by gbrochar ### ########.fr #
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# Updated: 2020/12/24 12:29:48 by gbrochar ### ########.fr #
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# #
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# **************************************************************************** #
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@ -24,6 +24,7 @@ SRC_FILE = main.c \
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mat4_lookat.c \
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mat4_identity.c \
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mat4_inverse.c \
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mat4_rotate.c \
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OBJ_FILE = $(SRC_FILE:.c=.o)
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@ -6,7 +6,7 @@
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/* By: gbrochar <gbrochar@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2020/12/22 20:35:00 by gbrochar #+# #+# */
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/* Updated: 2020/12/23 22:05:17 by gbrochar ### ########.fr */
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/* Updated: 2020/12/24 12:30:50 by gbrochar ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -22,7 +22,7 @@ typedef struct s_persp_tool t_persp_tool;
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struct s_mat4
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{
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double data[16];
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float data[16];
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};
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struct s_persp_tool
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@ -55,4 +55,7 @@ t_mat4 mat4_identity(void);
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t_mat4 mat4_inverse(t_mat4 m);
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t_mat4 mat4_rotatex(t_mat4 m, double theta);
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t_mat4 mat4_rotatey(t_mat4 m, double theta);
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#endif
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@ -0,0 +1,63 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* mat4_rotate.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: gbrochar <gbrochar@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2020/12/24 12:24:54 by gbrochar #+# #+# */
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/* Updated: 2020/12/24 12:32:22 by gbrochar ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "mat4.h"
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t_mat4 mat4_rotatex(t_mat4 m, double theta)
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{
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double s = sin(theta);
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double c = cos(theta);
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t_mat4 ret;
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ret.data[0] = m.data[0];
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ret.data[1] = m.data[1];
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ret.data[2] = m.data[2];
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ret.data[3] = m.data[3];
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ret.data[4] = m.data[4] * c + m.data[8] * s;
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ret.data[5] = m.data[5] * c + m.data[9] * s;
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ret.data[6] = m.data[6] * c + m.data[10] * s;
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ret.data[7] = m.data[7] * c + m.data[11] * s;
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ret.data[8] = m.data[8] * c - m.data[4] * s;
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ret.data[9] = m.data[9] * c - m.data[5] * s;
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ret.data[10] = m.data[10] * c - m.data[6] * s;
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ret.data[11] = m.data[11] * c - m.data[7] * s;
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ret.data[12] = m.data[12];
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ret.data[13] = m.data[13];
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ret.data[14] = m.data[14];
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ret.data[15] = m.data[15];
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return (ret);
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}
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t_mat4 mat4_rotatey(t_mat4 m, double theta)
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{
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double s = sin(theta);
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double c = cos(theta);
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t_mat4 ret;
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ret.data[0] = m.data[0] * c - m.data[8] * s;
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ret.data[1] = m.data[1] * c - m.data[9] * s;
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ret.data[2] = m.data[2] * c - m.data[10] * s;
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ret.data[3] = m.data[3] * c - m.data[11] * s;
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ret.data[4] = m.data[4];
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ret.data[5] = m.data[5];
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ret.data[6] = m.data[6];
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ret.data[7] = m.data[7];
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ret.data[8] = m.data[8] * c + m.data[0] * s;
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ret.data[9] = m.data[9] * c + m.data[1] * s;
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ret.data[10] = m.data[10] * c + m.data[2] * s;
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ret.data[11] = m.data[11] * c + m.data[3] * s;
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ret.data[12] = m.data[12];
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ret.data[13] = m.data[13];
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ret.data[14] = m.data[14];
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ret.data[15] = m.data[15];
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return (ret);
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}
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@ -6,7 +6,7 @@
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/* By: gbrochar <gbrochar@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2020/12/23 17:33:33 by gbrochar #+# #+# */
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/* Updated: 2020/12/23 21:23:38 by gbrochar ### ########.fr */
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/* Updated: 2020/12/24 12:34:38 by gbrochar ### ########.fr */
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/* */
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/* ************************************************************************** */
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31
src/run.c
31
src/run.c
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@ -6,7 +6,7 @@
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/* By: gbrochar <gbrochar@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2020/12/23 19:38:05 by gbrochar #+# #+# */
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/* Updated: 2020/12/23 22:22:44 by gbrochar ### ########.fr */
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/* Updated: 2020/12/24 13:14:32 by gbrochar ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -20,14 +20,17 @@ GLuint gScaleLocation;
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GLuint gProjLocation;
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GLuint gViewLocation;
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GLuint gModelLocation;
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GLuint gCountLocation;
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GLuint index_count;
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const char* pVSFileName = "src/shader.vs";
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const char* pFSFileName = "src/shader.fs";
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static void RenderSceneCB()
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{
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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static float Scale = 0.0f;
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Scale += 0.01f;
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@ -38,31 +41,29 @@ static void RenderSceneCB()
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eye.x = 0;
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eye.y = 0;
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eye.z = 10;
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eye.z = 30;
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up.x = 0;
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up.y = 1;
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up.z = 0;
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target.x = 0;
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target.y = 0;
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target.z = 9;
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target.z = 29;
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t_mat4 proj = mat4_perspective(1., 800.0 / 600.0, 0.001, 1000);
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t_mat4 proj = mat4_perspective(45.0 * M_PI / 180.0, 800.0 / 600.0, 0.001, 1000);
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t_mat4 view = mat4_inverse(mat4_lookat(eye, up, target));
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t_mat4 model = mat4_identity();
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t_mat4 model = mat4_rotatey(mat4_identity(), Scale);
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//glUniform1f(gScaleLocation, sinf(Scale));
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glUniformMatrix4fv(gProjLocation, 1, GL_FALSE, (GLfloat *)proj.data);
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glUniformMatrix4fv(gViewLocation, 1, GL_FALSE, (GLfloat *)view.data);
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glUniformMatrix4fv(gModelLocation, 1, GL_FALSE, (GLfloat *)model.data);
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glUniform1i(gCountLocation, index_count);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glVertexAttribPointer(0, 3, GL_DOUBLE, GL_FALSE, 0, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
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// first GL_POINT or GL_TRIANGLES
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// second start of draw
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// third number of vertices to draw
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glDrawElements(GL_TRIANGLES, 228, GL_UNSIGNED_INT, 0);
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glDrawElements(GL_TRIANGLES, index_count, GL_UNSIGNED_INT, 0);
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glDisableVertexAttribArray(0);
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@ -82,7 +83,7 @@ static void CreateVertexBuffer(t_env *e)
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glBufferData(GL_ARRAY_BUFFER, e->object.vertices.ptr * sizeof(double), e->object.vertices.data, GL_STATIC_DRAW);
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glGenBuffers(1, &IBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, e->object.indices.ptr * sizeof(int), e->object.indices.data, GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, e->object.indices.ptr * sizeof(int), e->object.indices.data, GL_STATIC_DRAW);
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}
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static void AddShader(GLuint ShaderProgram, const char* pShaderText, GLenum ShaderType)
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@ -175,10 +176,12 @@ static void CompileShaders()
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gProjLocation = glGetUniformLocation(ShaderProgram, "proj");
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gViewLocation = glGetUniformLocation(ShaderProgram, "view");
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gModelLocation = glGetUniformLocation(ShaderProgram, "model");
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gCountLocation = glGetUniformLocation(ShaderProgram, "icount");
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//assert(gScaleLocation != 0xFFFFFFFF);
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assert(gProjLocation != 0xFFFFFFFF);
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assert(gViewLocation != 0xFFFFFFFF);
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assert(gModelLocation != 0xFFFFFFFF);
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assert(gCountLocation != 0xFFFFFFFF);
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}
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void run(t_env *e)
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glutInitWindowPosition(100, 100);
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glutCreateWindow("scop");
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printf("%ld", e->object.indices.ptr);
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index_count = e->object.indices.ptr;
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printf("%ld\n", e->object.indices.ptr);
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printf("%ld\n", e->object.vertices.ptr);
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InitializeGlutCallbacks();
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// Must be done after glut is initialized !
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GLenum res = glewInit();
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@ -2,8 +2,10 @@
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out vec4 FragColor;
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flat in int vID;
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flat in int maxID;
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void main()
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{
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FragColor = vec4(float(vID) / 42.0, float(vID) / 42.0, float(vID) / 42.0, 1.0);
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vec3 color = vec3(float(vID) / float(maxID));
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FragColor = vec4(color, 1.0);
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}
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@ -6,12 +6,15 @@ uniform float gScale;
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uniform mat4 view;
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uniform mat4 proj;
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uniform mat4 model;
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uniform int icount;
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flat out int vID;
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flat out int maxID;
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void main()
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{
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gl_Position = proj * view * model * vec4(Position, 1.0);
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// gl_Position = vec4(gScale * Position.x,gScale * Position.y, gScale * Position.z, 1.0);
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vID = gl_VertexID;
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maxID = icount;
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}
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