0.2 Draw axis
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45
src/data/axis.h
Normal file
45
src/data/axis.h
Normal file
@@ -0,0 +1,45 @@
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#undef A
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#undef B
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#undef C
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#undef D
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#undef E
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#undef F
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#undef G
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#undef H
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const float X = 2.0;
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const float Y = 0.1;
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const float Z = 0.1;
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#define A -X,-Y,-Z,
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#define B -X,-Y, Z,
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#define C -X, Y,-Z,
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#define D -X, Y, Z,
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#define E X,-Y,-Z,
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#define F X,-Y, Z,
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#define G X, Y,-Z,
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#define H X, Y, Z,
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float axis[] =
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{
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3*3*2*6,
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A C E
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C E G
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E G F
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G F H
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F H B
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H B D
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B D A
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D A C
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C D G
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D G H
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A B E
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B E F
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};
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@@ -1,15 +1,15 @@
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#define A -1,-1,-1,0,
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#define B -1,-1, 1,0,
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#define C -1, 1,-1,0,
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#define D -1, 1, 1,0,
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#define E 1,-1,-1,0,
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#define F 1,-1, 1,0,
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#define G 1, 1,-1,0,
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#define H 1, 1, 1,0,
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#define A -1,-1,-1,
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#define B -1,-1, 1,
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#define C -1, 1,-1,
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#define D -1, 1, 1,
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#define E 1,-1,-1,
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#define F 1,-1, 1,
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#define G 1, 1,-1,
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#define H 1, 1, 1,
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int cube[] =
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float cube[] =
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{
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4*3*2*6,
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3*3*2*6,
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A C E
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C E G
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@@ -3,21 +3,28 @@ const char * vs =
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"layout (location = 0) in vec3 aPos;"
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"uniform mat4 cam;"
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"uniform mat4 pry;"
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"uniform mat4 rotx;"
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"uniform mat4 roty;"
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"uniform mat4 rotz;"
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"uniform float idx;"
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"uniform mat4 fix;"
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"uniform mat4 rot;"
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"uniform mat4 mdl;"
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"out float index;"
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"void main()"
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"{"
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" gl_Position = pry * cam * rotx * roty * rotz * vec4( aPos, 1.0 );\n"
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" index=idx;"
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" gl_Position = fix * rot * mdl * vec4( aPos, 1.0 );\n"
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"}";
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const char * fs =
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"#version 330 core\n"
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"uniform sampler2DArray palette;"
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"in float index;"
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"out vec4 FragColor;"
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"void main()"
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"{"
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" FragColor = vec4( 1.0, 0.5, 0.2, 1.0 );"
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" FragColor = texture( palette, vec3( 0, 0, index ) ).rgba;"
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"}";
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