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No commits in common. "d2e5d9edfe90de5f2e05a641a9bbaab1d4583098" and "0bfe50d61a064fba55dad65616cc89dbb9679849" have entirely different histories.

9 changed files with 11 additions and 54 deletions

18
main.c
View file

@ -15,7 +15,8 @@ shaders/sierp.fs
shaders/joliesformes.fs
shaders/orthogonalView.fs
*/
#define SCENE "shaders/default.fs"
#define SCENE "shaders/orthogonalView.fs"
//#define SCENE "shaders/immeublesparisiens.fs"
#define FULLSCREEN 0
#define EXPERIMENTAL_FEATURES 0
/* ## DEBUG MODE ##
@ -24,11 +25,10 @@ shaders/orthogonalView.fs
* 2 for FPS
* 3 for cursor position
* 5 for scroll level and precision
* 7 for orthogonal information
*
* For instance if you want fps and position set the value to 2*3=6
*/
#define DEBUG_MODE 7
#define DEBUG_MODE 1
GLuint screenWidth = 720, screenHeight = 480;
const GLFWvidmode* mode;
@ -61,7 +61,6 @@ bool leftar = false;
bool rightar = false;
bool forwardar = false;
bool backwardar = false;
int orthoView = 0;
float fovValue=1.0;
//281=3.13/2 * 180
@ -109,14 +108,6 @@ static void key_callback(GLFWwindow* window, int key, int scancode, int action,
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
}
}
if (key == GLFW_KEY_TAB) {
orthoView = (orthoView + 1) % 2;
if (DEBUG_MODE % 7 == 0) {
printf("Orthogonal view : ");
printf((orthoView == 1) ? "on" : "off");
printf("\n");
}
}
if (key == GLFW_KEY_BACKSPACE)
glfwSetWindowShouldClose(window, GLFW_TRUE);
if (key == GLFW_KEY_SPACE)
@ -340,8 +331,7 @@ int main (){
glUniform3f(glGetUniformLocation(quad_shader, "iEy"), ey[0],ey[1],ey[2]);
glUniform3f(glGetUniformLocation(quad_shader, "iEz"), ez[0],ez[1],ez[2]);
glUniform3f(glGetUniformLocation(quad_shader, "iCamPos"), camPosX,camPosY,camPosZ);
glUniform1f(glGetUniformLocation(quad_shader, "iFovValue"), (orthoView == 1) ? 2/(fovValue*fovValue*multiplicatorFov) : fovValue*fovValue*multiplicatorFov);
glUniform1i(glGetUniformLocation(quad_shader, "iOrthoView"), orthoView);
glUniform1f(glGetUniformLocation(quad_shader, "iFovValue"), fovValue*fovValue*multiplicatorFov);
// glBindVertexArray(0); // no need to unbind it every time
}

View file

@ -8,7 +8,6 @@ in vec3 Ez;
in vec3 CamPos;
in float fovValue;
in float FacteurLargeur;
in float OrthoView;
out vec4 FragColor;
//uniform sampler2D generalTexture;
@ -216,7 +215,7 @@ void main(){
vec3 dir = normalize(FragCoord.x * normalize(Ex) + FragCoord.y * normalize(Ey) + fovValue * Ez);
if(OrthoView == 1.){
if(sin(Time)<0.){
//float c=Mandel(FragCoord*1.5);
FragColor=vec4(Get_Color(posCam+fovValue*FragCoord.x*normalize(Ex)+fovValue*FragCoord.y*normalize(Ey),normalize(Ez)),1.);//c,c,c,1.);
}else{

View file

@ -11,7 +11,6 @@ out vec3 Ez;
out vec3 CamPos;
out float fovValue;
out float FacteurLargeur;
out float OrthoView;
uniform float iTime;
uniform vec3 iEx;
@ -20,7 +19,6 @@ uniform vec3 iEz;
uniform vec3 iCamPos;
uniform float iFovValue;
uniform float iFacteurLargeur;
uniform int iOrthoView;
void main()
@ -34,5 +32,4 @@ void main()
CamPos = iCamPos;
fovValue = iFovValue;
FacteurLargeur=iFacteurLargeur;
OrthoView = iOrthoView;
}

View file

@ -8,7 +8,6 @@ in vec3 Ez;
in vec3 CamPos;
in float fovValue;
in float FacteurLargeur;
in float OrthoView;
out vec4 FragColor;
//uniform sampler2D generalTexture;
@ -135,10 +134,6 @@ void main(){
vec3 dir = normalize(FragCoord.x * normalize(Ex) + FragCoord.y * normalize(Ey) + fovValue * Ez);
if(OrthoView == 1.){
//float c=Mandel(FragCoord*1.5);
FragColor=vec4(Get_Color(posCam+fovValue*FragCoord.x*normalize(Ex)+fovValue*FragCoord.y*normalize(Ey),normalize(Ez)),1.);//c,c,c,1.);
}else{
FragColor=vec4(Get_Color(posCam,dir),1.);//c,c,c,1.);
}
FragColor=vec4(Get_Color(posCam,dir),1.);//c,c,c,1.);
}

View file

@ -8,7 +8,6 @@ in vec3 Ez;
in vec3 CamPos;
in float fovValue;
in float FacteurLargeur;
in float OrthoView;
out vec4 FragColor;
//uniform sampler2D generalTexture;
@ -171,10 +170,6 @@ void main(){
vec3 dir = normalize(FragCoord.x * normalize(Ex) + FragCoord.y * normalize(Ey) + fovValue * Ez);
if(OrthoView == 1.){
//float c=Mandel(FragCoord*1.5);
FragColor=vec4(Get_Color(posCam+fovValue*FragCoord.x*normalize(Ex)+fovValue*FragCoord.y*normalize(Ey),normalize(Ez)),1.);//c,c,c,1.);
}else{
FragColor=vec4(Get_Color(posCam,dir),1.);//c,c,c,1.);
}
FragColor=vec4(Get_Color(posCam,dir),1.);//c,c,c,1.);
}

View file

@ -8,7 +8,6 @@ in vec3 Ez;
in vec3 CamPos;
in float fovValue;
in float FacteurLargeur;
in float OrthoView;
out vec4 FragColor;
//uniform sampler2D generalTexture;
@ -153,10 +152,5 @@ void main(){
//float c=Mandel(FragCoord*1.5);
if(OrthoView == 1.){
//float c=Mandel(FragCoord*1.5);
FragColor=vec4(Get_Color(posCam+fovValue*FragCoord.x*normalize(Ex)+fovValue*FragCoord.y*normalize(Ey),normalize(Ez)),1.);//c,c,c,1.);
}else{
FragColor=vec4(Get_Color(posCam,dir),1.);//c,c,c,1.);
}
FragColor=vec4(Get_Color(posCam,dir),1.);//c,c,c,1.);
}

View file

@ -8,7 +8,6 @@ in vec3 Ez;
in vec3 CamPos;
in float fovValue;
in float FacteurLargeur;
in float OrthoView;
out vec4 FragColor;
//uniform sampler2D generalTexture;
@ -216,7 +215,7 @@ void main(){
vec3 dir = normalize(FragCoord.x * normalize(Ex) + FragCoord.y * normalize(Ey) + fovValue * Ez);
if(OrthoView == 1.){
if(sin(Time)<0.){
//float c=Mandel(FragCoord*1.5);
FragColor=vec4(Get_Color(posCam+fovValue*FragCoord.x*normalize(Ex)+fovValue*FragCoord.y*normalize(Ey),normalize(Ez)),1.);//c,c,c,1.);
}else{

View file

@ -8,7 +8,6 @@ in vec3 Ez;
in vec3 CamPos;
in float fovValue;
in float FacteurLargeur;
in float OrthoView;
out vec4 FragColor;
//uniform sampler2D generalTexture;
@ -121,10 +120,5 @@ void main(){
//float c=Mandel(FragCoord*1.5);
if(OrthoView == 1.){
//float c=Mandel(FragCoord*1.5);
FragColor=vec4(Get_Color(posCam+fovValue*FragCoord.x*normalize(Ex)+fovValue*FragCoord.y*normalize(Ey),normalize(Ez)),1.);//c,c,c,1.);
}else{
FragColor=vec4(Get_Color(posCam,dir),1.);//c,c,c,1.);
}
FragColor=vec4(Get_Color(posCam,dir),1.);//c,c,c,1.);
}

View file

@ -8,7 +8,6 @@ in vec3 Ez;
in vec3 CamPos;
in float fovValue;
in float FacteurLargeur;
in float OrthoView;
out vec4 FragColor;
//uniform sampler2D generalTexture;
@ -180,10 +179,5 @@ void main(){
//float c=Mandel(FragCoord*1.5);
if(OrthoView == 1.){
//float c=Mandel(FragCoord*1.5);
FragColor=vec4(Get_Color(posCam+fovValue*FragCoord.x*normalize(Ex)+fovValue*FragCoord.y*normalize(Ey),normalize(Ez)),1.);//c,c,c,1.);
}else{
FragColor=vec4(Get_Color(posCam,dir),1.);//c,c,c,1.);
}
FragColor=vec4(Get_Color(posCam,dir),1.);//c,c,c,1.);
}