0.2 Draw axis
This commit is contained in:
1
Makefile
1
Makefile
@@ -2,6 +2,7 @@ LIBGLFW=./libglfw.so
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BIN = ./manigraph
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BIN = ./manigraph
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OBJ = \
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OBJ = \
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src/texture.o \
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src/window.o \
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src/window.o \
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src/matrix.o \
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src/matrix.o \
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src/shader.o \
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src/shader.o \
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@@ -4,10 +4,11 @@
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void set_color( unsigned char r, unsigned char g, unsigned char b )
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void set_color( unsigned char r, unsigned char g, unsigned char b )
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{
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{
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glEnable( GL_DEPTH_TEST );
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glClearColor( (float)r/0xff, (float)g/0xff, (float)b/0xff, 1.0 );
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glClearColor( (float)r/0xff, (float)g/0xff, (float)b/0xff, 1.0 );
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}
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}
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void draw_color( void )
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void draw_color( void )
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{
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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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}
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}
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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 A -1,-1,-1,
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#define B -1,-1, 1,0,
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#define B -1,-1, 1,
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#define C -1, 1,-1,0,
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#define C -1, 1,-1,
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#define D -1, 1, 1,0,
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#define D -1, 1, 1,
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#define E 1,-1,-1,0,
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#define E 1,-1,-1,
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#define F 1,-1, 1,0,
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#define F 1,-1, 1,
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#define G 1, 1,-1,0,
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#define G 1, 1,-1,
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#define H 1, 1, 1,0,
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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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{
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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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A C E
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C E G
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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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"layout (location = 0) in vec3 aPos;"
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"uniform mat4 cam;"
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"uniform float idx;"
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"uniform mat4 pry;"
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"uniform mat4 fix;"
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"uniform mat4 rotx;"
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"uniform mat4 rot;"
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"uniform mat4 roty;"
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"uniform mat4 mdl;"
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"uniform mat4 rotz;"
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"out float index;"
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"void main()"
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"void main()"
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"{"
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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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"}";
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const char * fs =
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const char * fs =
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"#version 330 core\n"
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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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"out vec4 FragColor;"
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"void main()"
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"void main()"
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"{"
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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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"}";
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57
src/main.c
57
src/main.c
@@ -1,25 +1,37 @@
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#include <GL/gl.h>
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#include "main.h"
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#include "main.h"
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#include "data/cube.h"
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#include "data/cube.h"
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#include "data/axis.h"
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#include "data/shaders.h"
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#include "data/shaders.h"
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#define WIDTH 512
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#define WIDTH 512
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#define HEIGHT 512
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#define HEIGHT 512
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unsigned char palette[] =
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{
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16,
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0x90,0x90,0x90,0xff,
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0x91,0x91,0x91,0xff,
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0x92,0x92,0x92,0xff,
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0xff,0x88,0x33,0xff,
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};
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const char * wname = "manigraph: manifold grapher";
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const char * wname = "manigraph: manifold grapher";
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int main( void )
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int main( void )
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{
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{
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unsigned char rot[3] = {0,0,0};
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unsigned char rot[3] = {0,0,0};
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unsigned int shader, texture;
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void * m_cube, *m_axis;
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int shader;
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void * mesh;
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window_t window;
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window_t window;
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if( !( window = init_window( WIDTH, HEIGHT, wname ) ) )
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if( !( window = init_window( WIDTH, HEIGHT, wname ) ) )
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goto error_window;
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goto error_window;
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use_window( window );
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use_window( window );
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set_color( 51, 76, 76 );
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set_color( 0x33, 0x00, 0x00 );
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if( !( shader = create_shader() ) )
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if( !( shader = create_shader() ) )
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goto error_shader;
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goto error_shader;
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@@ -30,28 +42,49 @@ int main( void )
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load_fix_matrix( shader, (float)WIDTH/HEIGHT );
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load_fix_matrix( shader, (float)WIDTH/HEIGHT );
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if( !( mesh = create_mesh( cube ) ) )
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if( !( m_cube = create_mesh( cube ) ) )
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goto error_mesh;
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goto error_mesh_cube;
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if( !( m_axis = create_mesh( axis ) ) )
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goto error_mesh_axis;
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texture=create_palette_texture( palette );
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use_texture( texture );
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while( is_open_window( window ) )
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while( is_open_window( window ) )
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{
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{
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load_rot_matrix( shader, rot[0], 0 );
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load_rot_matrix( shader, rot );
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load_rot_matrix( shader, rot[1], 1 );
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load_rot_matrix( shader, rot[2], 2 );
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++rot[1];
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++rot[1];
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draw_color();
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draw_color();
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draw_mesh( mesh );
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load_mdl_matrix( shader, 2 );
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gload_float( shader, "idx", 2 );
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draw_mesh( m_axis );
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load_mdl_matrix( shader, 1 );
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gload_float( shader, "idx", 1 );
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draw_mesh( m_axis );
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load_mdl_matrix( shader, 0 );
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gload_float( shader, "idx", 0 );
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draw_mesh( m_axis );
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gload_float( shader, "idx", 3 );
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draw_mesh( m_cube );
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}
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}
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destroy_mesh( mesh );
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destroy_texture( texture );
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destroy_mesh( m_axis );
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destroy_mesh( m_cube );
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destroy_shader( shader );
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destroy_shader( shader );
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close_window( window );
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close_window( window );
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return 0;
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return 0;
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destroy_mesh( mesh );
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error_mesh_axis:
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error_mesh:
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destroy_mesh( m_cube );
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error_mesh_cube:
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destroy_shader( shader );
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destroy_shader( shader );
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error_shader:
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error_shader:
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close_window( window );
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close_window( window );
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14
src/main.h
14
src/main.h
@@ -13,7 +13,7 @@ int is_open_window( window_t window );
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void close_window( window_t window );
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void close_window( window_t window );
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void * create_mesh( int * mesh );
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void * create_mesh( float * mesh );
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void destroy_mesh( void * p );
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void destroy_mesh( void * p );
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@@ -37,4 +37,14 @@ void gload_mat4( unsigned int program, char * var, float * m );
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void load_fix_matrix( unsigned int shader, float ratio );
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void load_fix_matrix( unsigned int shader, float ratio );
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void load_rot_matrix( unsigned int shader, char angle, unsigned char i );
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void load_mdl_matrix( unsigned int shader, unsigned char i );
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void load_rot_matrix( unsigned int shader, unsigned char * angle );
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unsigned int config_texture( unsigned short type );
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void use_texture( unsigned int texture );
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void destroy_texture( unsigned int texture );
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unsigned int create_palette_texture( const unsigned char * colors );
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54
src/matrix.c
54
src/matrix.c
@@ -2,25 +2,53 @@
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#define inline
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#define inline
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#include <cglm/cglm.h>
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#include <cglm/cglm.h>
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mat4 ortho[] =
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{
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{
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{ 1, 0, 0, 0 },
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{ 0, 1, 0, 0 },
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{ 0, 0, 1, 0 },
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{ 0, 0, 0, 1 },
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},
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{
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{ 0, 1, 0, 0 },
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{ 1, 0, 0, 0 },
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{ 0, 0, 1, 0 },
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{ 0, 0, 0, 1 },
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},
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{
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{ 0, 0, 1, 0 },
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{ 0, 1, 0, 0 },
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{ 1, 0, 0, 0 },
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{ 0, 0, 0, 1 },
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},
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};
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void load_fix_matrix( unsigned int shader, float ratio )
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void load_fix_matrix( unsigned int shader, float ratio )
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{
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{
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mat4 m;
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mat4 m, n;
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glm_lookat( (vec3){0,0,-5}, (vec3){0,0,0}, (vec3){0,1,0}, m );
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glm_lookat( (vec3){0,0,-5}, (vec3){0,0,0}, (vec3){0,1,0}, m );
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gload_mat4( shader, "cam", (float*)m );
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glm_perspective( 45.0, ratio, 2, 8, n );
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glm_mat4_mul( n, m, m );
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glm_perspective( 45.0, ratio, 3, 7, m );
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gload_mat4( shader, "fix", (float*)m );
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gload_mat4( shader, "pry", (float*)m );
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}
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}
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void load_rot_matrix( unsigned int shader, char angle, unsigned char i )
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void load_mdl_matrix( unsigned int shader, unsigned char i )
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{
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{
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mat4 m;
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gload_mat4( shader, "mdl", (float*)ortho[i] );
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char * name[] = {"rotx", "roty", "rotz"};
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}
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vec3 axis = {0,0,0};
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void load_rot_matrix( unsigned int shader, unsigned char * angle )
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axis[(int)i]=1;
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{
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mat4 m, n;
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glm_rotate_make( m, (float)angle/0xff*GLM_PI, axis );
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gload_mat4( shader, name[(int)i], (float*)m );
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glm_rotate_make( m, (float)angle[0]/0xff*2*GLM_PI, (vec3){1,0,0} );
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glm_rotate_make( n, (float)angle[1]/0xff*2*GLM_PI, (vec3){0,1,0} );
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glm_mat4_mul( n, m, m );
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glm_rotate_make( n, (float)angle[2]/0xff*2*GLM_PI, (vec3){0,0,1} );
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glm_mat4_mul( n, m, m );
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gload_mat4( shader, "rot", (float*)m );
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}
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}
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11
src/mesh.c
11
src/mesh.c
@@ -7,28 +7,25 @@ struct obj
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unsigned int vertex, vao, vbo;
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unsigned int vertex, vao, vbo;
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};
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};
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void * create_mesh( int * mesh )
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void * create_mesh( float * mesh )
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{
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{
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struct obj * p;
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struct obj * p;
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p=malloc(sizeof(struct obj));
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p=malloc(sizeof(struct obj));
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p->vertex=(*mesh)/4;
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p->vertex=(*mesh)/3;
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glGenVertexArrays( 1, &p->vao );
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glGenVertexArrays( 1, &p->vao );
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glGenBuffers( 1, &p->vbo );
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glGenBuffers( 1, &p->vbo );
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glBindVertexArray( p->vao );
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glBindVertexArray( p->vao );
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glBindBuffer( GL_ARRAY_BUFFER, p->vbo );
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glBindBuffer( GL_ARRAY_BUFFER, p->vbo );
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glBufferData( GL_ARRAY_BUFFER, (p->vertex*4)*sizeof(int), mesh+1,
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glBufferData( GL_ARRAY_BUFFER, (p->vertex*3)*sizeof(int), mesh+1,
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GL_STATIC_DRAW );
|
GL_STATIC_DRAW );
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glVertexAttribPointer( 0,3,GL_INT, 0, 4*sizeof(int), NULL );
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glVertexAttribPointer( 0,3,GL_FLOAT, 0, 3*sizeof(int), NULL );
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer( 1,1,GL_INT, 0, 4*sizeof(int),
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(void*)(3*sizeof(int)) );
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glEnableVertexAttribArray(1);
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return p;
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return p;
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}
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}
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@@ -44,6 +44,7 @@ unsigned char gload_program( unsigned int program, const char * src,
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#ifdef DEBUG
|
#ifdef DEBUG
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char log[256];
|
char log[256];
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glGetShaderInfoLog( shader, 256, NULL, log );
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glGetShaderInfoLog( shader, 256, NULL, log );
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|
printf( log );
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#endif
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#endif
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return 0;
|
return 0;
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}
|
}
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|
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37
src/texture.c
Normal file
37
src/texture.c
Normal file
@@ -0,0 +1,37 @@
|
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|
#include "main.h"
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#include <GL/gl.h>
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|
|
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|
#define TYPE GL_TEXTURE_2D_ARRAY
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|
|
||||||
|
unsigned int config_texture( unsigned short type )
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|
{
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|
unsigned int texture;
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|
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|
glGenTextures( 1, &texture );
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|
glBindTexture( TYPE, texture );
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||||||
|
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||||||
|
{
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||||||
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glTexParameteri( TYPE, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
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||||||
|
glTexParameteri( TYPE, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
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||||||
|
}
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||||||
|
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||||||
|
return texture;
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||||||
|
}
|
||||||
|
|
||||||
|
void use_texture( unsigned int texture )
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||||||
|
{
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||||||
|
return glBindTexture( TYPE, texture );
|
||||||
|
}
|
||||||
|
|
||||||
|
void destroy_texture( unsigned int texture )
|
||||||
|
{
|
||||||
|
return glDeleteTextures( 1, &texture );
|
||||||
|
}
|
||||||
|
|
||||||
|
unsigned int create_palette_texture( const unsigned char * colors )
|
||||||
|
{
|
||||||
|
unsigned int texture = config_texture( TYPE );
|
||||||
|
glTexImage3D( TYPE, 0, GL_RGBA,
|
||||||
|
1, 1, (*colors)/4, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors+1);
|
||||||
|
return texture;
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user