Example #1
0
///
// Draw triangles using the shader pair created in Init()
//
void gl_rect_draw(GL_STATE_T *p_state)
{
	RectInstanceData *userData = p_state->user_data;
	GLShapeInstanceData *shapeData = &userData->shape;
	GLRectDisplayData *displayData = p_state->rectDisplayData;
	
	mat4x4 projection;
	mat4x4 modelView;
	mat4x4 projection_scaled;
	mat4x4 translation;
	mat4x4 projection_final;
	
	GLfloat vVertices[] = { 0.0f, 0.0f, 0.0f,  // Position 0
		0.0f,  1.0f, 0.0f,  // Position 1
		1.0f,  1.0f, 0.0f,  // Position 2
		1.0f,  0.0f, 0.0f,  // Position 3
	};
	
	GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
	//GLushort indices[] = {1, 0, 3, 0, 2, 0, 1 };
	
	// Use the program object
	glUseProgram ( displayData->programObject );
	
	// Load the vertex position
	glVertexAttribPointer ( displayData->positionLoc, 3, GL_FLOAT,
			       GL_FALSE, 3 * sizeof(GLfloat), vVertices );
	
	glEnableVertexAttribArray ( displayData->positionLoc );

	mat4x4_identity(projection);
	mat4x4_scale_aniso(projection_scaled, projection,
			   2.0/p_state->width,
			   -2.0/p_state->height,
			   1.0);
	mat4x4_translate(translation, -1, 1, 0);
	mat4x4_mul(projection_final, translation, projection_scaled);
	
	mat4x4_translate(translation, shapeData->objectX, shapeData->objectY, 0.0);
	mat4x4_identity(projection);
	mat4x4_scale_aniso(projection_scaled, projection,
			   shapeData->objectWidth,
			   shapeData->objectHeight,
			   1.0);
	mat4x4_mul(modelView, translation, projection_scaled);
	
	glUniformMatrix4fv ( displayData->projectionLoc, 1, GL_FALSE, (GLfloat *)projection_final);
	glUniformMatrix4fv ( displayData->modelViewLoc,  1, GL_FALSE, (GLfloat *)modelView);
	
	glUniform3f ( displayData->colorLoc, userData->red, userData->green, userData->blue );
	
	glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices );
	//glDrawElements ( GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, indices );
}
Example #2
0
void Tile::render(Camera *camera){
    
    //if(interceptRect(camera->getRect())){
        mat4x4_mul(*camera->getViewProjectionMatrix(), *camera->getProjectionMatrix(), *camera->getViewMatrix());
        
        mat4x4_translate(model_matrix, (float)x, (float)y, (float)z);
        //mat4x4_translate_in_place(model_matrix, camX, camY, camZ);
        mat4x4_mul(model_view_projection_matrix, *camera->getViewProjectionMatrix(), model_matrix);
        
        glUniformMatrix4fv(_modelViewUniform, 1, 0, (GLfloat*)model_view_projection_matrix);
        
        glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
        glVertexAttribPointer(_texCoordSlot, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*) (sizeof(float) * 3));
        
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texture);
        glUniform1i(_textureUniform, 0);
        
        glDrawElements(GL_TRIANGLES, sizeof(Indices)/sizeof(Indices[0]), GL_UNSIGNED_BYTE, 0);

    //}else{
        
    //}
    
    }
Example #3
0
void Camera_view_projection(Camera* const camera, mat4x4 matrix) {

    mat4x4 position_matrix, orientation_matrix, scale_matrix;

    mat4x4_translate(
        position_matrix,
        -camera->transform.position[0],
        -camera->transform.position[1],
        -camera->transform.position[2]
    );

    quat q;
    quat_conj(q, camera->transform.orientation);
    mat4x4_from_quat(orientation_matrix, q);

    vec3 v = {
        1.0f / camera->transform.scale[0],
        1.0f / camera->transform.scale[1],
        1.0f / camera->transform.scale[2]
    };
    mat4x4 m;
    mat4x4_identity(m);
    mat4x4_scale_aniso(scale_matrix, m, v[0], v[1], v[2]);

    mat4x4_mul(matrix, scale_matrix, orientation_matrix);
    mat4x4_mul(matrix, matrix, position_matrix);

    mat4x4_mul(matrix, camera->projection, matrix);
}
Example #4
0
void lndr_gen_mv_matrix(Lander *lander)
{
    mat4x4 ident, temp, trans;
    mat4x4_identity(ident);

    /*
    float glx = 2 / glob_game.ppw;
    float gly = 2 / glob_game.pph;
    */

    /*
    glx *= lander->x;
    gly *= lander->y;

    glx--;
    gly--;
    */

    float glx = lander->x;
    float gly = lander->y;

    mat4x4_scale_aniso(temp, ident, DEFAULT_SCALE, DEFAULT_SCALE, DEFAULT_SCALE);
    
    mat4x4_rotate_Z(temp, temp, lander->rotation);
    mat4x4_translate(trans, glx, gly, 0);
    mat4x4_mul(ident, trans, temp);
    mat4x4_transpose(lander->mvMatrix, ident);
}
Example #5
0
static inline void mvp_matrix(mat4x4 model_view_projection_matrix, Params params, mat4x4 view_projection_matrix)
{

    mat4x4 model_matrix;
    mat4x4_identity(model_matrix);

    mat4x4 id;
    mat4x4_identity(id);


    mat4x4_translate(model_matrix, -params.anchor.x, -params.anchor.y, params.anchor.z);

    mat4x4 scaled;
    mat4x4_identity(scaled);
    mat4x4_scale_aniso(scaled, scaled, params.scale.x, -params.scale.y, params.scale.z);


    mat4x4 tmp;
    mat4x4_dup(tmp, model_matrix);

    mat4x4_mul(model_matrix, scaled, tmp);





    mat4x4 rotate;
    mat4x4_dup(rotate, id);
    mat4x4_rotate_Z2(rotate, id, deg_to_radf(-params.rotation));


    mat4x4_dup(tmp, model_matrix);

    mat4x4_mul(model_matrix, rotate, tmp);

    mat4x4_translate_independed(model_matrix, params.position.x, -params.position.y, params.position.z);



    mat4x4 model_matrix3;
    mat4x4_identity(model_matrix3);



    mat4x4 mm;

    mat4x4_mul(mm, model_matrix3, view_projection_matrix);

    mat4x4_mul(model_view_projection_matrix, mm, model_matrix);

    mat4x4_translate_independed(model_view_projection_matrix, 0, -y_offset/view_projection_matrix[3][3], 0);
}
Example #6
0
File: tearing.c Project: glfw/glfw
int main(int argc, char** argv)
{
    unsigned long frame_count = 0;
    double last_time, current_time;
    GLFWwindow* window;
    GLuint vertex_buffer, vertex_shader, fragment_shader, program;
    GLint mvp_location, vpos_location;

    glfwSetErrorCallback(error_callback);

    if (!glfwInit())
        exit(EXIT_FAILURE);

    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);

    window = glfwCreateWindow(640, 480, "Tearing detector", NULL, NULL);
    if (!window)
    {
        glfwTerminate();
        exit(EXIT_FAILURE);
    }

    glfwMakeContextCurrent(window);
    gladLoadGL(glfwGetProcAddress);
    set_swap_interval(window, 0);

    last_time = glfwGetTime();
    frame_rate = 0.0;
    swap_tear = (glfwExtensionSupported("WGL_EXT_swap_control_tear") ||
                 glfwExtensionSupported("GLX_EXT_swap_control_tear"));

    glfwSetKeyCallback(window, key_callback);

    glGenBuffers(1, &vertex_buffer);
    glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    vertex_shader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
    glCompileShader(vertex_shader);

    fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
    glCompileShader(fragment_shader);

    program = glCreateProgram();
    glAttachShader(program, vertex_shader);
    glAttachShader(program, fragment_shader);
    glLinkProgram(program);

    mvp_location = glGetUniformLocation(program, "MVP");
    vpos_location = glGetAttribLocation(program, "vPos");

    glEnableVertexAttribArray(vpos_location);
    glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
                          sizeof(vertices[0]), (void*) 0);

    while (!glfwWindowShouldClose(window))
    {
        int width, height;
        mat4x4 m, p, mvp;
        float position = cosf((float) glfwGetTime() * 4.f) * 0.75f;

        glfwGetFramebufferSize(window, &width, &height);

        glViewport(0, 0, width, height);
        glClear(GL_COLOR_BUFFER_BIT);

        mat4x4_ortho(p, -1.f, 1.f, -1.f, 1.f, 0.f, 1.f);
        mat4x4_translate(m, position, 0.f, 0.f);
        mat4x4_mul(mvp, p, m);

        glUseProgram(program);
        glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
        glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

        glfwSwapBuffers(window);
        glfwPollEvents();

        frame_count++;

        current_time = glfwGetTime();
        if (current_time - last_time > 1.0)
        {
            frame_rate = frame_count / (current_time - last_time);
            frame_count = 0;
            last_time = current_time;
            update_window_title(window);
        }
    }

    glfwTerminate();
    exit(EXIT_SUCCESS);
}
Example #7
0
void G_Tick() {
	BufferTextInput();

	if (G_ContainsHeightMap(*((heightmap*)((object*)G_staticMeshes.first->value)->shape), G_camPos)) 
		printf("\rYes\n");

	vec3 dir = {0, 0, 0};
	float moveSpeed = G_moveSpeed * (SYS_deltaMillis / 1000.0);
	float rotSpeed = G_rotSpeed * (SYS_deltaMillis / 1000.0);
	if (IN_IsKeyPressed(IN_W))		dir[2]		-= moveSpeed;
	if (IN_IsKeyPressed(IN_A))		dir[0]		-= moveSpeed;
	if (IN_IsKeyPressed(IN_S))		dir[2]		+= moveSpeed;
	if (IN_IsKeyPressed(IN_D))		dir[0]		+= moveSpeed;
	if (IN_IsKeyPressed(IN_UP))		dir[1]		+= moveSpeed;
	if (IN_IsKeyPressed(IN_DOWN))	dir[1]		-= moveSpeed;
	if (IN_IsKeyPressed(IN_RIGHT))	G_camRot[1]	+= rotSpeed;
	if (IN_IsKeyPressed(IN_LEFT))	G_camRot[1]	-= rotSpeed;
	if (IN_IsKeyPressed(IN_PITCH_UP))	G_camRot[0]	+= rotSpeed;
	if (IN_IsKeyPressed(IN_PITCH_DOWN))	G_camRot[0]	-= rotSpeed;
	if (IN_IsKeyPressed(IN_ACTION)) {
		if (!actionHeld) {
			Shoot();
			actionHeld = true;
		}
	}else actionHeld = false;
	if (IN_IsKeyPressed(IN_TOGGLE)) {
		if (!toggleHeld) {
			ads = ads ? false : true;
			lastAdsTime = SYS_TimeMillis() / 1000.0;
			toggleHeld = true;
		}
	}else toggleHeld = false;
	if (IN_IsKeyPressed(IN_CHAT)) {
		if (!chatHeld) {
			IN_StartTextInput();
			C_console.inputActive = true;
			chatHeld = true;
		}
	}else chatHeld = false;
	
	if (IN_IsKeyPressed(IN_RELOAD)) {
		ReloadLevel();
	}
	
	if (G_camRot[0] > PITCH_LIMIT) G_camRot[0] = PITCH_LIMIT;
	else if (G_camRot[0] < -PITCH_LIMIT) G_camRot[0] = -PITCH_LIMIT;
	
	float c = cos(G_camRot[1]);
	float s = sin(G_camRot[1]);
	G_camPos[0] += -dir[2] * s + dir[0] * c;
	G_camPos[2] += dir[2] * c + dir[0] * s;
	G_camPos[1] += dir[1];
	
	mat4x4_translate(G_gunMat, G_camPos[0], G_camPos[1], G_camPos[2]);
	mat4x4_rotate_Y(G_gunMat, G_gunMat, G_camRot[1] + M_PI);
	mat4x4_rotate_X(G_gunMat, G_gunMat, -G_camRot[0]);

	double d, f;
	{
		termf terms[2] = {{2, 2}, {-1, 4}};
		d = G_Valuef((function) {0, 1, 2, terms},
							(SYS_TimeMillis() / 1000.0 - lastAdsTime) * 5);
		if (ads) d = 1 - d;
	}
	{
		termf terms[2] = {{1, 0.3}, {-1, 1}};
		f = G_Valuef((function) {0, 1, 2, terms},
							(SYS_TimeMillis() / 1000.0 - lastShootTime) * 5);
	}
	V_SetProj(fov->value * d + adsFov->value * (1 - d));
	vec3 resultant = {0, 0, 0};
	for (int i = 0; i < 3; i++) {
		resultant[i] += defGunPos[i];
		resultant[i] += hipGunPos[i] * d;
		resultant[i] += fireGunPos[i] * f;
		resultant[i] += hipFireGunPos[i] * d * f;
	}
	resultant[0] += d * 0.01 * cos(SYS_TimeMillis() / 2000.0);
	resultant[1] += d * 0.005 * cos(SYS_TimeMillis() / 1500.0);
	mat4x4_translate_in_place(G_gunMat, resultant[0], resultant[1], resultant[2]);
	
	HandleSmoke();

	if (IN_IsKeyPressed(IN_RELOAD)) V_reloadShaders = true;
}
Example #8
0
File: main.c Project: samnm/dream
int main(void)
{
  Primative *edits[] = {
    primative_create(CUBE, ADDITIVE),
    primative_create(SPHERE, ADDITIVE),
    primative_create(SPHERE, SUBTRACTIVE),
    primative_create(SPHERE, ADDITIVE)
  };

  primative_scale(edits[0], 0.4, 1.0, 1.5);
  primative_translate(edits[1], 0.2, 0, 0);
  primative_translate(edits[2], -0.3, 0, 0);
  primative_translate(edits[3], -0.5, 0, 0);
  primative_scale(edits[3], 0.5, 0.5, 0.5);
  edits[1]->blend = 0.2;

  sdf_args.edits = edits;
  sdf_args.num_edits = 4;

  vec3 origin = {0, 0, 0};
  vec3 halfDim = {1, 1, 1};
  OctTree *tree = octTree_create(origin, halfDim);

  octTree_populate(tree, distance);

  int num_verticies = octTree_count(tree);
  size_t vert_size = sizeof(Point);
  fprintf(stdout, "num verts %d\n", num_verticies);

  int vi = 0;
  Point *verticies = malloc(num_verticies * vert_size);
  octTree_get_points(tree, verticies, &vi);

  GLFWwindow* window;

  mat4x4 ident;
  mat4x4_identity(ident);

  glfwSetErrorCallback(error_callback);

  if (!glfwInit())
    exit(EXIT_FAILURE);

  glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
  glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
  glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

  window = glfwCreateWindow(640, 480, "speed dream", NULL, NULL);
  if (!window)
  {
    glfwTerminate();
    exit(EXIT_FAILURE);
  }

  glfwMakeContextCurrent(window);
  glfwSwapInterval(1);

  glEnable(GL_PROGRAM_POINT_SIZE);
  glEnable(GL_DEPTH_TEST);
  glDepthFunc(GL_LESS);

  glfwSetKeyCallback(window, key_callback);

  mat4x4 proj;
  mat4x4 view;
  mat4x4 matrix;

  mat4x4_identity(view);
  mat4x4_identity(matrix);

  vec3_set(camera.pos, 0.0f, 0.0f, 0.0f);

  // Create Vertex Array Object
  GLuint vao;
  glGenVertexArrays(1, &vao);
  glBindVertexArray(vao);

  // Create a Vertex Buffer Object and copy the vertex data to it
  GLuint vbo;
  glGenBuffers(1, &vbo);

  glBindBuffer(GL_ARRAY_BUFFER, vbo);
  glBufferData(GL_ARRAY_BUFFER, num_verticies * vert_size, verticies, GL_STATIC_DRAW);

  // Create and compile the shaders
  GLuint vertexShader = loadShader(GL_VERTEX_SHADER, DREAM_VERT);
  GLuint fragmentShader = loadShader(GL_FRAGMENT_SHADER, DREAM_FRAG);

  // Link the vertex and fragment shader into a shader program
  GLuint shaderProgram = glCreateProgram();
  glAttachShader(shaderProgram, vertexShader);
  glAttachShader(shaderProgram, fragmentShader);
  glBindFragDataLocation(shaderProgram, 0, "outColor");
  glLinkProgram(shaderProgram);
  glUseProgram(shaderProgram);

  // Specify the layout of the vertex data
  GLint posAttrib = glGetAttribLocation(shaderProgram, "position");
  glEnableVertexAttribArray(posAttrib);
  glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, vert_size, 0);

  GLint normAttrib = glGetAttribLocation(shaderProgram, "normal");
  glEnableVertexAttribArray(normAttrib);
  glVertexAttribPointer(normAttrib, 3, GL_FLOAT, GL_FALSE, vert_size, (void*)(3 * sizeof(GLfloat)));

  GLint colorAttrib = glGetAttribLocation(shaderProgram, "color");
  glEnableVertexAttribArray(colorAttrib);
  glVertexAttribPointer(colorAttrib, 3, GL_FLOAT, GL_FALSE, vert_size, (void*)(6 * sizeof(GLfloat)));

  GLint uniModel = glGetUniformLocation(shaderProgram, "model");
  GLint uniView = glGetUniformLocation(shaderProgram, "view");
  GLint uniProj = glGetUniformLocation(shaderProgram, "proj");

  vec3 lightPos = {3.f, 0.f, 3.f};
  GLint uniLightPos = glGetUniformLocation(shaderProgram, "lightPos");
  glUniform3fv(uniLightPos, 1, (const GLfloat *)&lightPos);

  while (!glfwWindowShouldClose(window))
  {
    float ratio;
    int width, height;

    glfwGetFramebufferSize(window, &width, &height);
    ratio = width / (float) height;

    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    vec4 movement = {0, 0, 0, 1};
    if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS)
      movement[0] -= 0.1;
    if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS)
      movement[0] += 0.1;
    if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS)
      movement[2] += 0.1;
    if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS)
      movement[2] -= 0.1;

    if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
      camera.pitch -= 0.05;
    if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
      camera.pitch += 0.05;
    if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
      camera.yaw += 0.05;
    if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
      camera.yaw -= 0.05;

    mat4x4 pitch_mat;
    mat4x4_identity(pitch_mat);
    mat4x4_rotate_X(pitch_mat, pitch_mat, camera.pitch);

    mat4x4 yaw_mat;
    mat4x4_identity(yaw_mat);
    mat4x4_rotate_Y(yaw_mat, yaw_mat, camera.yaw);

    mat4x4 inv_yaw_mat;
    mat4x4_invert(inv_yaw_mat, yaw_mat);

    vec4 rotated_movement;
    mat4x4_mul_vec4(rotated_movement, inv_yaw_mat, movement);
    camera.pos[0] += rotated_movement[0];
    camera.pos[1] += rotated_movement[1];
    camera.pos[2] += rotated_movement[2];

    mat4x4 translation_mat;
    mat4x4_translate(translation_mat, camera.pos[0], camera.pos[1], camera.pos[2]);

    mat4x4_mul(view, pitch_mat, yaw_mat);
    mat4x4_mul(view, view, translation_mat);
    glUniformMatrix4fv(uniView, 1, GL_FALSE, (const GLfloat *)&view);

    mat4x4_perspective(proj, 60 * M_PI / 180, ratio, 0.1f, 10.0f);
    glUniformMatrix4fv(uniProj, 1, GL_FALSE, (const GLfloat *)&proj);

    glUniformMatrix4fv(uniModel, 1, GL_FALSE, (const GLfloat *)&matrix);

    glDrawArrays(GL_POINTS, 0, num_verticies);

    glfwSwapBuffers(window);
    glfwPollEvents();
  }

  glDeleteProgram(shaderProgram);
  glDeleteShader(fragmentShader);
  glDeleteShader(vertexShader);

  glDeleteBuffers(1, &vbo);
  glDeleteVertexArrays(1, &vao);

  glfwDestroyWindow(window);

  free(verticies);

  glfwTerminate();
  exit(EXIT_SUCCESS);
}
Example #9
0
int main(int argc, char** argv)
{
    int ch, samples = 4;
    GLFWwindow* window;
    GLuint vertex_buffer, vertex_shader, fragment_shader, program;
    GLint mvp_location, vpos_location;

    while ((ch = getopt(argc, argv, "hs:")) != -1)
    {
        switch (ch)
        {
            case 'h':
                usage();
                exit(EXIT_SUCCESS);
            case 's':
                samples = atoi(optarg);
                break;
            default:
                usage();
                exit(EXIT_FAILURE);
        }
    }

    glfwSetErrorCallback(error_callback);

    if (!glfwInit())
        exit(EXIT_FAILURE);

    if (samples)
        printf("Requesting MSAA with %i samples\n", samples);
    else
        printf("Requesting that MSAA not be available\n");

    glfwWindowHint(GLFW_SAMPLES, samples);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);

    window = glfwCreateWindow(800, 400, "Aliasing Detector", NULL, NULL);
    if (!window)
    {
        glfwTerminate();
        exit(EXIT_FAILURE);
    }

    glfwSetKeyCallback(window, key_callback);

    glfwMakeContextCurrent(window);
    gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
    glfwSwapInterval(1);

    glGetIntegerv(GL_SAMPLES, &samples);
    if (samples)
        printf("Context reports MSAA is available with %i samples\n", samples);
    else
        printf("Context reports MSAA is unavailable\n");

    glGenBuffers(1, &vertex_buffer);
    glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    vertex_shader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
    glCompileShader(vertex_shader);

    fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
    glCompileShader(fragment_shader);

    program = glCreateProgram();
    glAttachShader(program, vertex_shader);
    glAttachShader(program, fragment_shader);
    glLinkProgram(program);

    mvp_location = glGetUniformLocation(program, "MVP");
    vpos_location = glGetAttribLocation(program, "vPos");

    glEnableVertexAttribArray(vpos_location);
    glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
                          sizeof(vertices[0]), (void*) 0);

    while (!glfwWindowShouldClose(window))
    {
        float ratio;
        int width, height;
        mat4x4 m, p, mvp;
        const double angle = glfwGetTime() * M_PI / 180.0;

        glfwGetFramebufferSize(window, &width, &height);
        ratio = width / (float) height;

        glViewport(0, 0, width, height);
        glClear(GL_COLOR_BUFFER_BIT);

        glUseProgram(program);

        mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 0.f, 1.f);

        mat4x4_translate(m, -1.f, 0.f, 0.f);
        mat4x4_rotate_Z(m, m, (float) angle);
        mat4x4_mul(mvp, p, m);

        glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
        glDisable(GL_MULTISAMPLE);
        glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

        mat4x4_translate(m, 1.f, 0.f, 0.f);
        mat4x4_rotate_Z(m, m, (float) angle);
        mat4x4_mul(mvp, p, m);

        glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
        glEnable(GL_MULTISAMPLE);
        glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glfwDestroyWindow(window);

    glfwTerminate();
    exit(EXIT_SUCCESS);
}
Example #10
0
///
// Draw triangles using the shader pair created in Init()
//
void gl_image_draw(GL_STATE_T *p_state)
{
	ImageInstanceData *userData = p_state->user_data;
	GLShapeInstanceData *shapeData = &userData->shape;
	GLImageDisplayData *displayData = p_state->imageDisplayData;
	
	mat4x4 projection;
	mat4x4 modelView;
	mat4x4 projection_scaled;
	mat4x4 translation;
	mat4x4 projection_final;
	
	GLfloat vVertices[] = { 0.0f, 0.0f, 0.0f,  // Position 0
		0.0f,  0.0f,        // TexCoord 0
		0.0f,  1.0f, 0.0f,  // Position 1
		0.0f,  1.0f,        // TexCoord 1
		1.0f,  1.0f, 0.0f,  // Position 2
		1.0f,  1.0f,        // TexCoord 2
		1.0f,  0.0f, 0.0f,  // Position 3
		1.0f,  0.0f         // TexCoord 3
	};
	
	GLfloat texCoords[8];
	TexCoordsForRotation(shapeData->orientation, texCoords);
	vVertices[3] = texCoords[0];
	vVertices[4] = texCoords[1];
	vVertices[8] = texCoords[2];
	vVertices[9] = texCoords[3];
	vVertices[13] = texCoords[4];
	vVertices[14] = texCoords[5];
	vVertices[18] = texCoords[6];
	vVertices[19] = texCoords[7];
	
	GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
	//GLushort indices[] = {1, 0, 3, 0, 2, 0, 1 };
	
	// Use the program object
	glUseProgram ( displayData->programObject );
	
	// Load the vertex position
	glVertexAttribPointer ( displayData->positionLoc, 3, GL_FLOAT,
			       GL_FALSE, 5 * sizeof(GLfloat), vVertices );
	// Load the texture coordinate
	glVertexAttribPointer ( displayData->texCoordLoc, 2, GL_FLOAT,
			       GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3] );
	
	glEnableVertexAttribArray ( displayData->positionLoc );
	glEnableVertexAttribArray ( displayData->texCoordLoc );
	
	// Bind the texture
	glActiveTexture ( GL_TEXTURE0 );
	glBindTexture ( GL_TEXTURE_2D, userData->textureId );
	
	// Set the sampler texture unit to 0
	glUniform1i ( displayData->samplerLoc, 0 );
	
	mat4x4_identity(projection);
	mat4x4_scale_aniso(projection_scaled, projection,
			   2.0/p_state->width,
			   -2.0/p_state->height,
			   1.0);
	mat4x4_translate(translation, -1, 1, 0);
	mat4x4_mul(projection_final, translation, projection_scaled);
	
	mat4x4_translate(translation, shapeData->objectX, shapeData->objectY, 0.0);
	mat4x4_identity(projection);
	mat4x4_scale_aniso(projection_scaled, projection,
			   shapeData->objectWidth,
			   shapeData->objectHeight,
			   1.0);
	mat4x4_mul(modelView, translation, projection_scaled);
	
	glUniformMatrix4fv ( displayData->projectionLoc, 1, GL_FALSE, (GLfloat *)projection_final);
	glUniformMatrix4fv ( displayData->modelViewLoc,  1, GL_FALSE, (GLfloat *)modelView);
	
	glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices );
	//glDrawElements ( GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, indices );
}