WIP: cleaning, simplifying, organizing #include graph_stack : shaders readed in init.c
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46
(notes)
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@ -1,50 +1,26 @@
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jean@Project:~/01/Gtk4/Getting_Started_with_GTK [env] $ grep -r "////...////"
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jean@Project:~/01/Gtk4/Getting_Started_with_GTK [env] $ grep -r "////...////"
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contain.c: (136) gtk_box_append (middle_box, GTK_WIDGET (get_GLArea()));
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contain.c: (136) gtk_box_append (middle_box, GTK_WIDGET (get_GLArea()));
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graph_area.h: (177) static inline GLuint create_shader(const int stack_id, int type, const char *src) {...}
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graph_area.h: (177) static inline GLuint create_shader(const int stack_id, int type, const char *src) {...}
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graph_area.c: (153) graphics_draw (stack_index[i].stack_id);
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graph_area.c: (153) graphics_draw (stack_index[i].stack_id);
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graph_area.c: (233) g_signal_connect (adj, "value-changed", G_CALLBACK(on_axis_value_change), (gpointer) label);
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graph_area.c: (233) g_signal_connect (adj, "value-changed", G_CALLBACK(on_axis_value_change), (gpointer) label);
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graph_area.c: (289) g_signal_connect(GTK_GL_AREA(gl_area), "render", G_CALLBACK(on_glarea_render), NULL);
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graph_area.c: (289) g_signal_connect(GTK_GL_AREA(gl_area), "render", G_CALLBACK(on_glarea_render), NULL);
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graph_area.c: g_signal_connect(gl_area, "realize", G_CALLBACK(on_glarea_realize), NULL);
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graph_area.c: g_signal_connect(gl_area, "realize", G_CALLBACK(on_glarea_realize), NULL);
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graph_area.c: g_signal_connect(gl_area, "unrealize", G_CALLBACK(on_glarea_unrealize), NULL);
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graph_area.c: g_signal_connect(gl_area, "unrealize", G_CALLBACK(on_glarea_unrealize), NULL);
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init.c.todo: (98) vertex = create_shader(stack_id, GL_VERTEX_SHADER, vertex_shader);
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init.c.todo: (98) vertex = create_shader(stack_id, GL_VERTEX_SHADER, vertex_shader);
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init.c.todo: (110) fragment = create_shader(stack_id, GL_FRAGMENT_SHADER, fragment_shader);
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init.c.todo: (110) fragment = create_shader(stack_id, GL_FRAGMENT_SHADER, fragment_shader);
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graph_stack.c: (149) if (!graphics_init_shaders(cur_id)) return -1;
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graph_stack.c: (153) graphics_init_buffers(cur_id);
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graph_stack.c: (288) draw_space_ridges_vertex (stack_id, stack->buffer_vertex_size, space_X, space_Y, space_Z);
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graph_stack.c: draw_space_ridges_lines (stack_id);
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graph_stack.c: draw_grids_on_space_faces_vertex (stack_id, space_X, space_Y, space_Z);
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graph_stack.c: draw_grids_on_space_faces_lines (stack_id, stack->buffer_lines_size, space_X, space_Y, space_Z);
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graph_stack.c: (316) stack->arrows_nb = set_arrow (stack_id, stack->arrows_nb, space_X, space_Y, space_Z, arrow.load, arrow.site, arrow.x, arrow.y, arrow.z);
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graph_stack.c:////...//// glEnable(GL_DEBUG_OUTPUT);
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graph_stack.c:////...//// glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
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graph_stack.c:////...//// glEnable(GL_MULTISAMPLE);
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graph_stack.c:////...//// if (!graphics_init_shaders(cur_id)) return -1;
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graph_stack.c:////...//// graphics_init_buffers(cur_id);
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graph_stack.c:////...//// glDebugMessageCallback(graphics_debug_callback, NULL);
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graph_stack.c:////...//// dimension = model_get_dim();
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graph_stack.c:////...//// space_Z = model_get_dim_value("z");
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graph_stack.c:////...//// space_Y = model_get_dim_value("y");
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graph_stack.c:////...//// space_X = model_get_dim_value("x");
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graph_stack.c:////...//// multiplicity = model_get_multiplicity();
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graph_stack.c:////...//// g_print("[GRAPH DEBUG] site_multiplicity = %ld\n", multiplicity);
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graph_stack.c:////...//// draw_space_ridges_vertex (stack_id, stack->buffer_vertex_size, space_X, space_Y, space_Z);
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graph_stack.c:////...//// draw_space_ridges_lines (stack_id);
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graph_stack.c:////...//// draw_grids_on_space_faces_vertex (stack_id, space_X, space_Y, space_Z);
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graph_stack.c:////...//// draw_grids_on_space_faces_lines (stack_id, stack->buffer_lines_size, space_X, space_Y, space_Z);
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graph_stack.c:////...//// assert(model_get_next_state(&state_id));
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graph_stack.c:////...//// announced_arrows_nb = model_get_state_arrows_count(state_id);
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graph_stack.c:////...//// g_print("[GRAPH DEBUG] announced_arrows_nb is = %ld\n", announced_arrows_nb);
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graph_stack.c:////...//// while (model_get_next_arrow(&arrow, &state_id, dimension)) {
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graph_stack.c:////...//// g_print("[GRAPH DEBUG] cur arrow has x = %d\n", arrow.x);
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graph_stack.c:////...//// stack->arrows_nb =
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graph_stack.c:////...//// set_arrow (stack_id, stack->arrows_nb, space_X, space_Y, space_Z,
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graph_stack.c:////...//// arrow.load, // load
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graph_stack.c:////...//// arrow.site, // site
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graph_stack.c:////...//// arrow.x, // x
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graph_stack.c:////...//// arrow.y, // y
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graph_stack.c:////...//// arrow.z); // z
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graph_stack.c:////...//// }
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graph_stack.c:////...//// if (stack->arrows_nb != announced_arrows_nb)
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graph_stack.c:////...//// g_printerr("ARGH : all the arrows have not been parsed !\n");
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--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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https://docs.gtk.org/gtk4/visual_index.html widgets gallery
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https://docs.gtk.org/gtk4/visual_index.html widgets gallery
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https://forge.a-lec.org/gem-graph/gem-graph-client/src/branch/devel/Makefile
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https://forge.a-lec.org/gem-graph/gem-graph-client/src/branch/devel/Makefile
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@ -95,7 +95,7 @@ bool graphics_init_shaders(const int stack_id)
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vertex_shader = read_file(VERTEX_SHADER_FILE);
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vertex_shader = read_file(VERTEX_SHADER_FILE);
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if (vertex_shader == NULL)
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if (vertex_shader == NULL)
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return false;
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return false;
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////////////////////////// vertex = create_shader(stack_id, GL_VERTEX_SHADER, vertex_shader);
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vertex = create_shader(stack_id, GL_VERTEX_SHADER, vertex_shader);
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if(vertex == 0) {
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if(vertex == 0) {
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stack->program = 0;
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stack->program = 0;
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@ -107,7 +107,7 @@ bool graphics_init_shaders(const int stack_id)
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fragment_shader = read_file(FRAG_SHADER_FILE);
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fragment_shader = read_file(FRAG_SHADER_FILE);
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if (fragment_shader == NULL)
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if (fragment_shader == NULL)
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return false;
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return false;
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////////////////////////// fragment = create_shader(stack_id, GL_FRAGMENT_SHADER, fragment_shader);
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fragment = create_shader(stack_id, GL_FRAGMENT_SHADER, fragment_shader);
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if(fragment == 0) {
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if(fragment == 0) {
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glDeleteShader(vertex);
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glDeleteShader(vertex);
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@ -0,0 +1,9 @@
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#version 330 core
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in vec4 color;
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out vec4 out_frag_color;
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void main(void)
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{
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out_frag_color = color;
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}
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@ -0,0 +1,20 @@
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#version 330 core
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uniform mat4 projection_matrix;
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uniform mat4 model_matrix;
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uniform mat4 view_matrix;
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layout(location=0) in vec3 in_position;
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layout(location=1) in vec3 in_color;
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out vec4 color;
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void main(void)
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{
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float zoom = 1.1f, chrominance = 1, luminance = 1;
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gl_Position =
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projection_matrix * view_matrix * model_matrix * vec4(in_position, zoom);
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color = vec4 (chrominance * in_color.rgb, luminance);
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}
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// https://learnopengl.com/Getting-started/Shaders
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