Première représentation 3D d'un modèle 1D

This commit is contained in:
Jean Sirmai 2023-06-09 15:03:28 +02:00
parent 2a9ed561fb
commit efe117076f
Signed by: jean
GPG Key ID: FB3115C340E057E3
4 changed files with 378 additions and 82 deletions

View File

@ -29,6 +29,8 @@
#include <fcntl.h> #include <fcntl.h>
#include <unistd.h> #include <unistd.h>
#include <errno.h> #include <errno.h>
#include <glib.h>
#define G_APPLICATION_DEFAULT_FLAGS 0
enum enum
{ {
@ -60,12 +62,7 @@ static inline char *read_file(char *filename)
} }
filesize = lseek(fd, 0, SEEK_END) + 1 ; filesize = lseek(fd, 0, SEEK_END) + 1 ;
contents = malloc(filesize * sizeof(char)); contents = g_malloc(filesize * sizeof(char));
if (contents == NULL) {
perror("Not enough memory to allocate file");
return NULL;
}
lseek(fd, 0, SEEK_SET); lseek(fd, 0, SEEK_SET);
read(fd,contents,filesize); read(fd,contents,filesize);

View File

@ -27,26 +27,36 @@
/* -------------------------------------------------------------------------- */ /* -------------------------------------------------------------------------- */
// v4----- v5 // v5----- v4
// /| /| // /| /|
// v1------v0| // v1------v0|
// | | | | // | | | |
// | |v7---|-|v6 // | |v6---|-|v7
// |/ |/ // |/ |/
// v2------v3 // v2------v3
// //
static GLfloat vertex_base[] = { // static GLfloat vertex_base[] = {
0.5, 0.5, 0.5, // v0 // 0.5, 0.5, 0.5, // v0
-0.5, 0.5, 0.5, // v1 // -0.5, 0.5, 0.5, // v1
-0.5,-0.5, 0.5, // v2 // -0.5,-0.5, 0.5, // v2
0.5,-0.5, 0.5, // v3 // 0.5,-0.5, 0.5, // v3
0.5, 0.5,-0.5, // v4 // 0.5, 0.5,-0.5, // v4
-0.5, 0.5,-0.5, // v5 // -0.5, 0.5,-0.5, // v5
-0.5,-0.5,-0.5, // v6 // -0.5,-0.5,-0.5, // v6
0.5,-0.5,-0.5, // v7 // 0.5,-0.5,-0.5, // v7
// };
static GLfloat vertex_base_ignore[] = {
0.5, .0f, .0f, // v0
-0.5, .0f, .0f, // v1
-0.5,-0.5, .0f, // v2
0.5,-0.5, .0f, // v3
0.5, .0f,-.0f, // v4
-0.5, .0f,-.0f, // v5
-0.5,-0.5,-.0f, // v6
0.5,-0.5,-.0f, // v7
}; };
static GLubyte indices[] = { static GLubyte indices_ignore[] = {
0,1, 0,1,
1,2, 1,2,
2,3, 2,3,
@ -61,7 +71,21 @@ static GLubyte indices[] = {
1,5, 1,5,
2,6, 2,6,
3,7, 3,7,
// 2,4,
// 3,5,
// 0,6,
// 1,7,
}; };
// v5------v4
// /| /|
// v1------v0|
// | | | |
// | v6----|-v7
// |/ |/
// v2------v3
//
static GLfloat color_base[] = { static GLfloat color_base[] = {
@ -76,3 +100,4 @@ static GLfloat color_base[] = {
}; };
/* -------------------------------------------------------------------------- */ /* -------------------------------------------------------------------------- */

View File

@ -22,6 +22,7 @@
* along with this program. If not, see <http://www.gnu.org/licenses/>. * along with this program. If not, see <http://www.gnu.org/licenses/>.
*/ */
#include <assert.h>
#include <sys/types.h> #include <sys/types.h>
#include <sys/stat.h> #include <sys/stat.h>
#include <string.h> #include <string.h>
@ -41,6 +42,15 @@
#define VERTEX_SHADER_FILE "src/shaders/shader.vert" #define VERTEX_SHADER_FILE "src/shaders/shader.vert"
#define FRAG_SHADER_FILE "src/shaders/shader.frag" #define FRAG_SHADER_FILE "src/shaders/shader.frag"
#define K 0
GLfloat *vertex_base = NULL;
GLubyte *indices = NULL;
int dim = 0;
int state_size = 0;
int vertex_nb = 0;
int segments_nb = 0;
int arrows_nb = 0;
/* -------------------------------------------------------------------------- */ /* -------------------------------------------------------------------------- */
@ -245,18 +255,11 @@ bool graphics_init(const char *gl_area)
// If it does not exist, allocs it // If it does not exist, allocs it
if (gl_area_array == NULL) { if (gl_area_array == NULL) {
gl_area_array = calloc(2, sizeof(struct gl_area_entry *)); gl_area_array = g_malloc0(sizeof(struct gl_area_entry *) * 2);
// check if an error occured during allocation // If it does exist, g_reallocs it
if (gl_area_array == NULL) {
printf("gl_area_array : %p", gl_area_array);
perror("Not enough memory to allocate gl_area_array");
return false;
}
// If it does exist, reallocs it
} else { } else {
gl_area_array = realloc(gl_area_array, gl_area_array = g_realloc(gl_area_array,
(array_size + 1) (array_size + 1)
* sizeof(struct gl_area_entry *)); * sizeof(struct gl_area_entry *));
if (gl_area_array == NULL) { if (gl_area_array == NULL) {
@ -269,12 +272,7 @@ bool graphics_init(const char *gl_area)
} }
// Alloc new entry // Alloc new entry
gl_area_array[array_size] = calloc(1, sizeof(struct gl_area_entry)); gl_area_array[array_size] = g_malloc0(sizeof(struct gl_area_entry));
if (gl_area_array[array_size] == NULL) {
perror("Not enough memory to allocate gl_area_array entry");
return false;
}
strcpy(gl_area_array[array_size]->name, gl_area); strcpy(gl_area_array[array_size]->name, gl_area);
@ -311,23 +309,16 @@ bool graphics_shutdown(const void *gl_area)
glDeleteProgram(entry->program); glDeleteProgram(entry->program);
// Liberate // Liberate
free(entry); g_free(entry);
if (errno) {
perror("Impossible to free the gl_area_array entry");
return false;
}
entry = NULL; entry = NULL;
gl_area_array = realloc(gl_area_array, gl_area_array = g_realloc(gl_area_array,
(gl_area_size()) (gl_area_size())
* sizeof(struct gl_area_entry *)); * sizeof(struct gl_area_entry *));
if (errno) {
perror("Impossible to shrink gl_area_array");
return false;
}
g_free(vertex_base);
g_free(indices);
return true; return true;
} }
@ -418,14 +409,14 @@ static inline GLuint create_shader(int type, const char *src)
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_len); glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_len);
buffer = malloc(log_len + 1); buffer = g_malloc(log_len + 1);
glGetShaderInfoLog(shader, log_len, NULL, buffer); glGetShaderInfoLog(shader, log_len, NULL, buffer);
g_warning("Compile failure in %s shader:\n%s", g_warning("Compile failure in %s shader:\n%s",
type == GL_VERTEX_SHADER ? "vertex" : "fragment", type == GL_VERTEX_SHADER ? "vertex" : "fragment",
buffer); buffer);
free(buffer); g_free(buffer);
glDeleteShader(shader); glDeleteShader(shader);
@ -473,7 +464,7 @@ bool graphics_init_shaders(const void *gl_area)
if(vertex == 0) { if(vertex == 0) {
entry->program = 0; entry->program = 0;
free(vertex_shader); g_free(vertex_shader);
return false; return false;
} }
@ -486,8 +477,8 @@ bool graphics_init_shaders(const void *gl_area)
if(fragment == 0) { if(fragment == 0) {
glDeleteShader(vertex); glDeleteShader(vertex);
entry->program = 0; entry->program = 0;
free(vertex_shader); g_free(vertex_shader);
free(fragment_shader); g_free(fragment_shader);
return false; return false;
} }
@ -506,12 +497,12 @@ bool graphics_init_shaders(const void *gl_area)
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_len); glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_len);
buffer = malloc(log_len + 1); buffer = g_malloc(log_len + 1);
glGetProgramInfoLog(program, log_len, NULL, buffer); glGetProgramInfoLog(program, log_len, NULL, buffer);
g_warning("Linking failure:\n%s", buffer); g_warning("Linking failure:\n%s", buffer);
free(buffer); g_free(buffer);
glDeleteProgram(program); glDeleteProgram(program);
program = 0; program = 0;
@ -519,8 +510,8 @@ bool graphics_init_shaders(const void *gl_area)
glDeleteShader(vertex); glDeleteShader(vertex);
glDeleteShader(fragment); glDeleteShader(fragment);
free(vertex_shader); g_free(vertex_shader);
free(fragment_shader); g_free(fragment_shader);
return false; return false;
} }
@ -541,56 +532,336 @@ bool graphics_init_shaders(const void *gl_area)
entry->v = v; entry->v = v;
entry->p = p; entry->p = p;
free(vertex_shader); g_free(vertex_shader);
free(fragment_shader); g_free(fragment_shader);
return true; return true;
} }
/* #define A 0
* Initializes the buffer of a gl_area static bool compute_arrow_2D(struct gl_area_entry *entry, int state_size, int vgap, int igap, int weight, int site, int x, int y, int z){
*
float zero = 0.0f;
float center = (1.0f / state_size) * (2 * x - state_size + 2);
float tip = center + (2 * site - 1) * (1.0f / state_size);
float base = center + (2 * site - 1) * (0.1f / state_size);
printf("compute_arrow_2D vgap = %d vertex_nb = %d\n", vgap, vertex_nb);
assert(vgap < vertex_nb);
assert(vgap + 9 < vertex_nb);
*(vertex_base + vgap + 0) = center + (2 * site - 1) * (1.0f / state_size - 0.01f);
*(vertex_base + vgap + 1) = zero;
*(vertex_base + vgap + 2) = zero;
*(vertex_base + vgap + 3) = base;
*(vertex_base + vgap + 4) = 0.4f / state_size;
*(vertex_base + vgap + 5) = zero;
*(vertex_base + vgap + 6) = base;
*(vertex_base + vgap + 7) = - 0.4f / state_size;
*(vertex_base + vgap + 8) = zero;
if (A) printf("x = %d site = %d center = %f tip = %f base = %f\n",\
x, site, center, tip, base); // vgap=%d igap=%d
assert(igap < entry->indices_nb);
assert(igap + 5 < entry->indices_nb);
*(indices + igap + 0) = vgap / 3 + 0;
*(indices + igap + 1) = vgap / 3 + 1;
*(indices + igap + 2) = vgap / 3 + 0;
*(indices + igap + 3) = vgap / 3 + 2;
*(indices + igap + 4) = vgap / 3 + 1;
*(indices + igap + 5) = vgap / 3 + 2;
return 1;
}
static bool compute_arrow_3D(struct gl_area_entry *entry, int state_size, int vgap, int igap, int weight, int site, int x, int y, int z){
float zero = 0.0f;
float center = (1.0f / state_size) * (2 * x - state_size + 2);
float tip = center + (2 * site - 1) * (1.0f / state_size);
float base = center + (2 * site - 1) * (0.1f / state_size);
printf("compute_arrow_3D vgap = %d vertex_nb = %d\n", vgap, vertex_nb);
assert(vgap < vertex_nb);
assert(vgap + 9 < vertex_nb);
*(vertex_base + vgap + 0) = center + (2 * site - 1) * (1.0f / state_size - 0.01f);
*(vertex_base + vgap + 1) = zero;
*(vertex_base + vgap + 2) = zero;
*(vertex_base + vgap + 3) = base;
*(vertex_base + vgap + 4) = 0.4f / state_size;
*(vertex_base + vgap + 5) = 0.4f / state_size;
*(vertex_base + vgap + 6) = base;
*(vertex_base + vgap + 7) = 0.4f / state_size;
*(vertex_base + vgap + 8) = - 0.4f / state_size;
*(vertex_base + vgap + 9) = base;
*(vertex_base + vgap + 10) = - 0.4f / state_size;
*(vertex_base + vgap + 11) = - 0.4f / state_size;
*(vertex_base + vgap + 12) = base;
*(vertex_base + vgap + 13) = - 0.4f / state_size;
*(vertex_base + vgap + 14) = 0.4f / state_size;
if (A) printf("x = %d site = %d center = %f tip = %f base = %f\n",\
x, site, center, tip, base); // vgap=%d igap=%d
assert(igap < entry->indices_nb);
assert(igap + 5 < entry->indices_nb);
*(indices + igap + 0) = vgap / 3 + 0;
*(indices + igap + 1) = vgap / 3 + 1;
*(indices + igap + 2) = vgap / 3 + 0;
*(indices + igap + 3) = vgap / 3 + 2;
*(indices + igap + 4) = vgap / 3 + 0;
*(indices + igap + 5) = vgap / 3 + 3;
*(indices + igap + 6) = vgap / 3 + 0;
*(indices + igap + 7) = vgap / 3 + 4;
*(indices + igap + 8) = vgap / 3 + 1;
*(indices + igap + 9) = vgap / 3 + 2;
*(indices + igap + 10) = vgap / 3 + 2;
*(indices + igap + 11) = vgap / 3 + 3;
*(indices + igap + 12) = vgap / 3 + 3;
*(indices + igap + 13) = vgap / 3 + 4;
*(indices + igap + 14) = vgap / 3 + 4;
*(indices + igap + 15) = vgap / 3 + 1;
return 1;
}
#define V 1
#define I 0
#define EDGE 0.999999
static bool compute_space_2D(struct gl_area_entry *entry, int state_size){
float x = 0;
// for (int k = 0; k < state_size + 1; k++) <=> + 1 car
// on passe du nombre de cases = (n)
// au nombre de séparations entre les cases + les deux bords = (n + 1)
if (V) printf("vertices ");
for (int k = 0; k < state_size; k++){ // barres verticales
//
x = ((state_size % 2) * (state_size / 2 - k)
+ (state_size % 2 - 1) * (k + 0.5f - state_size / 2)) / state_size * 2 * EDGE;
if (V) printf("[%1.1f] ", x);
assert(k * 6 < vertex_nb);
assert(k * 6 + 5 < vertex_nb);
*(vertex_base + k * 6 + 0) = - x;
*(vertex_base + k * 6 + 1) = 1.0f / state_size;
*(vertex_base + k * 6 + 2) = 0.0f;
*(vertex_base + k * 6 + 3) = - x;
*(vertex_base + k * 6 + 4) = - 1.0f / state_size;
*(vertex_base + k * 6 + 5) = 0.0f;
}
if (V) printf(" n = %d x 2 côté = [%1.1f]\n", state_size + 1, 2.0f / state_size);
*(indices + 0) = 0;
*(indices + 1) = state_size * 2 - 2; // barre horizontale du bas
*(indices + 2) = 1;
*(indices + 3) = state_size * 2 - 1; // barre horizontale du haut
for (int k = 0; k < state_size * 2; k++){
assert(k < entry->indices_nb);
assert(k + 4 < entry->indices_nb);
*(indices + k + 4) = k;
}
/* *(indices + state_size * 2 + 6 + 4) = 0; // diagonales pour marquer la case zéro */
/* *(indices + state_size * 2 + 6 + 5) = 3; */
/* *(indices + state_size * 2 + 6 + 6) = 1; */
/* *(indices + state_size * 2 + 6 + 7) = 2; */
if (I) printf("indices (%d - state_size(0)) x (%d - state_size(1)) ", 0, 1);
for (int v = 0; v < state_size + 2; v++) {
if (I) printf("(%d-%d) ", *(indices + v), *(indices + v + 1));
}
if (I) printf(" n = 4 + (%d x 2)\n", state_size + 2);
return 1;
}
static bool compute_space_3D(struct gl_area_entry *entry, int state_size){
float x = 0;
// for (int k = 0; k < state_size + 1; k++) <=> + 1 car
// on passe du nombre de cases = (n)
// au nombre de séparations entre les cases + les deux bords = (n + 1)
if (V) printf("vertices ");
for (int k = 0; k < state_size; k++){ // barres verticales
//
x = ((state_size % 2) * (state_size / 2 - k)
+ (state_size % 2 - 1) * (k + 0.5f - state_size / 2)) / state_size * 2 * EDGE;
if (V) printf("[%1.1f] ", x);
assert(k * 12 < vertex_nb);
assert(k * 12 + 11 < vertex_nb);
*(vertex_base + k * 12 + 0) = - x;
*(vertex_base + k * 12 + 1) = 1.0f / state_size;
*(vertex_base + k * 12 + 2) = 1.0f / state_size;
*(vertex_base + k * 12 + 3) = - x;
*(vertex_base + k * 12 + 4) = - 1.0f / state_size;
*(vertex_base + k * 12 + 5) = - 1.0f / state_size;
*(vertex_base + k * 12 + 6) = - x;
*(vertex_base + k * 12 + 7) = 1.0f / state_size;
*(vertex_base + k * 12 + 8) = - 1.0f / state_size;
*(vertex_base + k * 12 + 9) = - x;
*(vertex_base + k * 12 + 10) = - 1.0f / state_size;
*(vertex_base + k * 12 + 11) = 1.0f / state_size;
}
if (V) printf(" n = %d x 2 côté = [%1.1f]\n", state_size + 1, 2.0f / state_size);
*(indices + 4) = 0;
*(indices + 5) = state_size * 4 - 4; // barre horizontale du bas arr
*(indices + 6) = 1;
*(indices + 7) = state_size * 4 - 3; // barre horizontale du haut arr
*(indices + 0) = 2;
*(indices + 1) = state_size * 4 - 2; // barre horizontale du bas av
*(indices + 2) = 3;
*(indices + 3) = state_size * 4 - 1; // barre horizontale du haut av
for (int k = 8; k <= state_size * 8; k += 8){ // for (int k = 8; k < state_size * 8; k += 8){
assert(k < entry->indices_nb);
assert(k + 8 < entry->indices_nb);
*(indices + k + 0) = k / 2 - 4; // + 0;
*(indices + k + 1) = k / 2 - 2; // + 2;
*(indices + k + 2) = k / 2 - 3; // + 1;
*(indices + k + 3) = k / 2 - 1; // + 3;
*(indices + k + 4) = k / 2 - 4; // + 0;
*(indices + k + 5) = k / 2 - 1; // + 3;
*(indices + k + 6) = k / 2 - 3; // + 1;
*(indices + k + 7) = k / 2 - 2; // + 2;
}
*(indices + entry->indices_nb - 4) = 0 + 0; // diagonales pour marquer la case zéro
*(indices + entry->indices_nb - 3) = 0 + 1;
*(indices + entry->indices_nb - 2) = 0 + 2; // diagonales pour marquer la case zéro
*(indices + entry->indices_nb - 1) = 0 + 3;
if (I) printf("indices (%d - state_size(0)) x (%d - state_size(1)) ", 0, 1);
for (int v = 0; v < state_size + 2; v++) {
if (I) printf("(%d-%d) ", *(indices + v), *(indices + v + 1));
}
if (I) printf(" n = 4 + (%d x 2)\n", state_size + 2);
return 1;
}
/* Initializes the buffer of a gl_area
* @param gl_area, ptr to the gl_area widget * @param gl_area, ptr to the gl_area widget
*
* Note : indices[] is defined in graphics_cube.h * Note : indices[] is defined in graphics_cube.h
*
* @return void * @return void
*/ */
void graphics_init_buffers(const void *gl_area) void graphics_init_buffers(const void *gl_area)
{ {
GLuint vao, vertex_buffer, color_buffer;
struct gl_area_entry *entry; struct gl_area_entry *entry;
int vertex_nb; GLuint vao, vertex_buffer, color_buffer;
int vgap = 0, igap = 0;
entry = find_entry_from_ptr(gl_area); entry = find_entry_from_ptr(gl_area);
entry->indices_nb = sizeof(indices) / sizeof(indices[0]);
vertex_nb = entry->indices_nb * 3; //{1, 1, 0, 1, 2, 1, 1, 1, 10, 1, 2, 11, 1, 1, 20, 1, 2, 21};
printf("Initialization of buffers with %u indices (=%u vertex)\n", dim = 1;
entry->indices_nb, state_size = 13; // 2 < state_size < 32
vertex_nb); arrows_nb = 6;
printf("Real vertex number is %lu long\n",
sizeof(vertex_base) / sizeof(vertex_base[0])); vertex_nb = (state_size + 1) * 6 + arrows_nb * 9;
vertex_nb = (state_size + 1) * 12 + arrows_nb * 15;
segments_nb = (2 + state_size) + (arrows_nb * 3);
segments_nb = (4 + state_size * 4) + (arrows_nb * 8) + 2; // + 2; pour les 2 diagonales
entry->indices_nb = segments_nb * 2;
printf("Initialization of buffers with %u indices and %u vertices & state_size = %d\n",
entry->indices_nb, vertex_nb, state_size);
//XXX g_malloc
vertex_base = g_malloc0(vertex_nb * sizeof(GLfloat) * 2);
indices = g_malloc0(segments_nb * 2 * sizeof(GLubyte) * 2);
// compute_space_2D(entry, state_size); vgap += (6 * state_size); igap += state_size * 2 + 4;
compute_space_3D(entry, state_size); vgap += (12 * state_size); igap += state_size * 8 + 8;
/* compute_arrow_2D(entry, state_size, vgap, igap, 1, 1, 2, 0, 0); vgap += 9; igap += 6; ++arrows_nb; */
/* compute_arrow_2D(entry, state_size, vgap, igap, 1, 1, 0, 0, 0); vgap += 9; igap += 6; */
/* compute_arrow_2D(entry, state_size, vgap, igap, 1, 0, 3, 0, 0); vgap += 9; igap += 6; */
/* compute_arrow_2D(entry, state_size, vgap, igap, 1, 1, 3, 0, 0); vgap += 9; igap += 6; */
/* compute_arrow_2D(entry, state_size, vgap, igap, 1, 0, state_size - 2, 0, 0); vgap += 9; igap += 6; */
/* compute_arrow_2D(entry, state_size, vgap, igap, 1, 1, state_size - 2, 0, 0); vgap += 9; igap += 6; */
compute_arrow_3D(entry, state_size, vgap, igap, 1, 1, 2, 0, 0); vgap += 15; igap += 16; ++arrows_nb;
compute_arrow_3D(entry, state_size, vgap, igap, 1, 1, 0, 0, 0); vgap += 15; igap += 16;
compute_arrow_3D(entry, state_size, vgap, igap, 1, 0, 3, 0, 0); vgap += 15; igap += 16;
compute_arrow_3D(entry, state_size, vgap, igap, 1, 1, 3, 0, 0); vgap += 15; igap += 16;
compute_arrow_3D(entry, state_size, vgap, igap, 1, 0, state_size - 2, 0, 0); vgap += 15; igap += 16;
compute_arrow_3D(entry, state_size, vgap, igap, 1, 1, state_size - 2, 0, 0); vgap += 15; igap += 16;
// We only use one VAO, so we always keep it bound // We only use one VAO, so we always keep it bound
glGenVertexArrays(1, &vao); glGenVertexArrays(1, &vao);
glBindVertexArray(vao); glBindVertexArray(vao);
// vertices
glGenBuffers(1, &vertex_buffer); glGenBuffers(1, &vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_base), vertex_base, GL_STATIC_DRAW); glBufferData(GL_ARRAY_BUFFER, vertex_nb * sizeof(vertex_base[0]), vertex_base, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0);
// colors // colors
glGenBuffers(1, &color_buffer); /* glGenBuffers(1, &color_buffer); */
glBindBuffer(GL_ARRAY_BUFFER, color_buffer); /* glBindBuffer(GL_ARRAY_BUFFER, color_buffer); */
glBufferData(GL_ARRAY_BUFFER, sizeof(color_base), color_base, GL_STATIC_DRAW); /* glBufferData(GL_ARRAY_BUFFER, sizeof(color_base), color_base, GL_STATIC_DRAW); */
glBindBuffer(GL_ARRAY_BUFFER, 0); /* glBindBuffer(GL_ARRAY_BUFFER, 0); */
if(entry != NULL) { if(entry != NULL) {
entry->vao = vao; entry->vao = vao;
entry->position_buffer = vertex_buffer; entry->position_buffer = vertex_buffer;
entry->color_buffer = color_buffer; //entry->color_buffer = color_buffer;
} }
} }
@ -644,9 +915,9 @@ void graphics_draw(const void *gl_area)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0,(void*)0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0,(void*)0);
// couleurs // couleurs
glEnableVertexAttribArray(1); /* glEnableVertexAttribArray(1); */
glBindBuffer(GL_ARRAY_BUFFER, entry->color_buffer); /* glBindBuffer(GL_ARRAY_BUFFER, entry->color_buffer); */
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0,(void*)0); /* glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0,(void*)0); */
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
@ -660,3 +931,4 @@ void graphics_draw(const void *gl_area)
glFlush(); glFlush();
} }

View File

@ -46,3 +46,5 @@ int main(int argc, char **argv)
return res; return res;
} }