add "shadertoy" template
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parent
d567af85b3
commit
74886b60c4
201
src/shadertoy.c
Normal file
201
src/shadertoy.c
Normal file
@ -0,0 +1,201 @@
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#include <fcntl.h>
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#include <string.h>
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#include <errno.h>
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#include <unistd.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <time.h>
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#include <math.h>
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#include <GLFW/glfw3.h>
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#include <GLES2/gl2.h>
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static void * read_file(const char * filename)
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{
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int fd = open(filename, O_RDONLY);
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if (fd == -1) {
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fprintf(stderr, "open(%s): %s\n", filename, strerror(errno));
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return NULL;
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}
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off_t size = lseek(fd, 0, SEEK_END);
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if (size == (off_t)-1) {
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fprintf(stderr, "lseek(%s, SEEK_END): %s\n", filename, strerror(errno));
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return NULL;
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}
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off_t start = lseek(fd, 0, SEEK_SET);
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if (start == (off_t)-1) {
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fprintf(stderr, "lseek(%s, SEEK_SET): %s\n", filename, strerror(errno));
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return NULL;
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}
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void * buf = malloc(size+1);
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ssize_t read_size = read(fd, buf, size);
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if (read_size == -1) {
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fprintf(stderr, "read(%s): %s\n", filename, strerror(errno));
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return NULL;
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}
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((char*)buf)[read_size] = 0;
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return buf;
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}
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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glViewport(0, 0, width, height);
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}
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unsigned int compile_shaders()
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{
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void * vertexShaderSource = read_file("src/shadertoy.vp.glsl");
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unsigned int vertexShader;
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, (const char **)&vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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{
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int success;
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char infoLog[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if(!success) {
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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printf("vertex shader compile failed:\n%s\n", infoLog);
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}
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}
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free(vertexShaderSource);
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void * fragmentShaderSource = read_file("src/shadertoy.fp.glsl");
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unsigned int fragmentShader;
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, (const char **)&fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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{
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int success;
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char infoLog[512];
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if(!success) {
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glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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printf("fragment shader compile failed:\n%s\n", infoLog);
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}
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}
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free(fragmentShaderSource);
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unsigned int shaderProgram;
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shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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{
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int success;
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char infoLog[512];
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if(!success) {
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glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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printf("program link failed:\n%s\n", infoLog);
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}
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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return shaderProgram;
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}
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static int make_buffer(unsigned int target,
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const void * data,
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size_t size)
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{
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unsigned int buffer;
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glGenBuffers(1, &buffer);
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glBindBuffer(target, buffer);
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glBufferData(target, size, data, GL_STATIC_DRAW);
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return buffer;
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}
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static const float vertex_buffer_data[] = {
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// position
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-1.0f, -1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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1.0f, 1.0f, 0.0f,
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-1.0f, -1.0f, 0.0f,
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1.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f
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};
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struct location {
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struct {
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unsigned int position;
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} attrib;
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};
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int main()
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{
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glfwInitHint(GLFW_PLATFORM, GLFW_PLATFORM_X11);
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
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//glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE);
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GLFWwindow* window = glfwCreateWindow(1200, 1200, "LearnOpenGL", NULL, NULL);
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if (window == NULL) {
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const char* description;
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glfwGetError(&description);
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printf("Failed to create GLFW window: %s\n", description);
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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glViewport(0, 0, 1200, 1200);
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//glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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unsigned int vertex_buffer = make_buffer(GL_ARRAY_BUFFER,
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vertex_buffer_data,
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(sizeof (vertex_buffer_data)));
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printf("compile start\n");
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unsigned int shaderProgram = compile_shaders();
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printf("compile end\n");
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struct location location;
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location.attrib.position = glGetAttribLocation(shaderProgram, "position");
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printf("attributes:\n position %u\n",
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location.attrib.position);
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while(!glfwWindowShouldClose(window)) {
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if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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//glClearColor(0.1f, 0.1f, 0.1f, 0.1f);
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//glClear(GL_COLOR_BUFFER_BIT);
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//
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// render
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//
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glUseProgram(shaderProgram);
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
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glVertexAttribPointer(location.attrib.position,
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3,
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GL_FLOAT,
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GL_FALSE,
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(sizeof (float)) * 3,
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(void*)0
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);
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glEnableVertexAttribArray(location.attrib.position);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwTerminate();
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return 0;
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}
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8
src/shadertoy.fp.glsl
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8
src/shadertoy.fp.glsl
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@ -0,0 +1,8 @@
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#version 120
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varying vec2 pos_out;
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void main()
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{
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gl_FragColor = vec4(pos_out, 0, 1);
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}
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11
src/shadertoy.vp.glsl
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11
src/shadertoy.vp.glsl
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@ -0,0 +1,11 @@
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#version 120
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attribute vec3 position;
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varying vec2 pos_out;
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void main()
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{
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gl_Position = vec4(position, 1);
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pos_out = vec2(position);
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}
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@ -134,7 +134,8 @@ struct location {
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} attrib;
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struct {
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unsigned int texture1;
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unsigned int theta;
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unsigned int theta1;
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unsigned int theta2;
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} uniform;
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};
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@ -187,26 +188,6 @@ const face faces[] = {
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{5,1}, {1,4}, {2,2},
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};
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static inline vec3 rotate(vec3 vertex, float theta)
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{
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float x = vertex.x;
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float y = vertex.y;
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float z = vertex.z;
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float t;
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t = y * cosf(theta) - z * sinf(theta);
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z = y * sinf(theta) + z * cosf(theta);
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y = t;
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float theta2 = 3.14 * sinf(theta / 2);
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t = x * cosf(theta2) - z * sinf(theta2);
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z = x * sinf(theta2) + z * cosf(theta2);
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x = t;
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return (vec3){x, y, z};
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}
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int main()
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{
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glfwInitHint(GLFW_PLATFORM, GLFW_PLATFORM_X11);
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@ -265,10 +246,12 @@ int main()
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location.attrib.texture);
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location.uniform.texture1 = glGetUniformLocation(shaderProgram, "texture1");
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location.uniform.theta = glGetUniformLocation(shaderProgram, "theta");
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printf("uniforms:\n texture %u\n theta %u\n",
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location.uniform.theta1 = glGetUniformLocation(shaderProgram, "theta1");
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location.uniform.theta2 = glGetUniformLocation(shaderProgram, "theta2");
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printf("uniforms:\n texture %u\n theta1 %u\n theta2 %u\n",
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location.uniform.texture1,
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location.uniform.theta);
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location.uniform.theta1,
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location.uniform.theta2);
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unsigned int texture1;
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glGenTextures(1, &texture1);
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@ -290,7 +273,7 @@ int main()
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glfwSetWindowShouldClose(window, true);
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glClearDepthf(-1000.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glDepthFunc(GL_GREATER);
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glEnable(GL_DEPTH_TEST);
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@ -318,7 +301,8 @@ int main()
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glEnableVertexAttribArray(location.attrib.position);
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glEnableVertexAttribArray(location.attrib.texture);
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glUniform1f(location.uniform.theta, theta);
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glUniform1f(location.uniform.theta1, theta);
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glUniform1f(location.uniform.theta2, 3.14 * sin(theta / 2));
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theta += 0.005f;
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glUniform1i(location.uniform.texture1, 0);
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@ -3,23 +3,28 @@
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attribute vec3 pos;
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attribute vec2 tex;
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uniform float theta;
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uniform float theta1;
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uniform float theta2;
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vec3 rotate(vec3 v)
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{
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float x = v.x;
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float y = v.y;
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float z = v.z;
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float ct1 = cos(theta1);
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float st1 = sin(theta1);
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float x1 = x;
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float y1 = y * cos(theta) - z * sin(theta);
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float z1 = y * sin(theta) + z * cos(theta);
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float ct2 = cos(theta2);
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float st2 = sin(theta2);
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float theta2 = 3.14 * sin(theta / 2);
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float x0 = v.x;
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float y0 = v.y;
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float z0 = v.z;
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float x2 = x1 * cos(theta2) - z1 * sin(theta2);
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float x1 = x0;
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float y1 = y0 * ct1 - z0 * st1;
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float z1 = y0 * st1 + z0 * ct1;
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float x2 = x1 * ct2 - z1 * st2;
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float y2 = y1;
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float z2 = x1 * sin(theta2) + z1 * cos(theta2);
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float z2 = x1 * st2 + z1 * ct2;
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return vec3(x2 * 0.2,
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y2 * 0.2,
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@ -131,6 +131,7 @@ struct location {
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int main()
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{
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glfwInitHint(GLFW_PLATFORM, GLFW_PLATFORM_X11);
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
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@ -3,8 +3,6 @@
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attribute vec3 position;
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attribute vec3 color;
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//varying vec3 color_out;
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void main()
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{
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gl_Position = vec4(position, 1);
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