Basic hex gradient grid

This commit is contained in:
Phireh 2023-02-04 01:57:57 +01:00
commit a0507d3ea6
2 changed files with 20 additions and 16 deletions

29
main.c
View file

@ -54,7 +54,7 @@ int main(void)
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(800, 800, "Hello World", NULL, NULL); window = glfwCreateWindow(800, 800, "Hello Hex", NULL, NULL);
if (!window) return -1; if (!window) return -1;
glfwMakeContextCurrent(window); glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK) return -1; if (glewInit() != GLEW_OK) return -1;
@ -112,16 +112,18 @@ int main(void)
background_color.a = 1.0f; background_color.a = 1.0f;
hexgrid_t grid; hexgrid_t grid;
grid.rows = 2; grid.rows = 10;
grid.columns = 2; grid.columns = 10;
grid.hexes = calloc(1, sizeof(hex_t) * grid.rows * grid.columns); grid.hexes = calloc(1, sizeof(hex_t) * grid.rows * grid.columns);
// Scale of hexagon relative to screen. A 1:1 hexagon would reach the entire horizontal space
float scale = 1.0f / 5.0f; float scale = 1.0f / 5.0f;
for (size_t i = 0; i < grid.columns; ++i) for (size_t i = 0; i < grid.columns; ++i)
{ {
for (size_t j = 0; j < grid.rows; ++j) for (size_t j = 0; j < grid.rows; ++j)
{ {
// Offset the X and Y coordinates of adjacent hexagons so they do not cut each other
float offset = 0.0f; float offset = 0.0f;
if (j % 2) if (j % 2)
offset = sint(1.0f/6); offset = sint(1.0f/6);
@ -135,8 +137,6 @@ int main(void)
} }
// Get OpenGL objects // Get OpenGL objects
for (size_t i = 0; i < grid.rows * grid.columns; ++i) for (size_t i = 0; i < grid.rows * grid.columns; ++i)
{ {
hex_t *hex = &grid.hexes[i]; hex_t *hex = &grid.hexes[i];
@ -184,7 +184,6 @@ int main(void)
//glBindBuffer(GL_ARRAY_BUFFER, 0); //glBindBuffer(GL_ARRAY_BUFFER, 0);
//glBindVertexArray(0); //glBindVertexArray(0);
int64_t framecount = 0;
while (!glfwWindowShouldClose(window)) while (!glfwWindowShouldClose(window))
{ {
int width, height; int width, height;
@ -197,18 +196,20 @@ int main(void)
glUseProgram(shader_program); glUseProgram(shader_program);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// Set uniforms
vec4f hex_color;
hex_color.r = (float)(framecount % 1100)/1100;
hex_color.g = (float)(framecount % 300)/300;
hex_color.b = (float)(framecount % 1700)/1700;
hex_color.a = 1.0f;
set_uniform(shader_program, "uniform_color", hex_color);
for (size_t i = 0; i < grid.rows * grid.columns; ++i) for (size_t i = 0; i < grid.rows * grid.columns; ++i)
{ {
// Set uniforms
vec4f hex_color;
hex_color.r = (float)i / (grid.rows * grid.columns);
hex_color.g = (float)i / (grid.rows * grid.columns);
hex_color.b = (float)i / (grid.rows * grid.columns);
hex_color.a = 1.0f;
set_uniform(shader_program, "uniform_color", hex_color);
glBindVertexArray(grid.hexes[i].vao); glBindVertexArray(grid.hexes[i].vao);
//log_debug("Binding VAO %d VBO %d EBO %d", grid.hexes[i].vao, grid.hexes[i].vbo, grid.hexes[i].ebo); //log_debug("Binding VAO %d VBO %d EBO %d", grid.hexes[i].vao, grid.hexes[i].vbo, grid.hexes[i].ebo);
glBindBuffer(GL_ARRAY_BUFFER, grid.hexes[i].vbo); glBindBuffer(GL_ARRAY_BUFFER, grid.hexes[i].vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, grid.hexes[i].ebo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, grid.hexes[i].ebo);
@ -216,8 +217,6 @@ int main(void)
} }
glfwPollEvents(); glfwPollEvents();
glfwSwapBuffers(window); glfwSwapBuffers(window);
++framecount;
} }
return 0; return 0;
} }

View file

@ -2,8 +2,13 @@
layout (location = 0) in vec3 pos; layout (location = 0) in vec3 pos;
uniform vec4 uniform_color; uniform vec4 uniform_color;
out vec4 vertex_color; out vec4 vertex_color;
const mat4 to_draw_coordinates_matrix = mat4(
1., 0., 0., 0.,
0., 1., 0., 0.,
0., 0., 1., 0.,
-1, 1, 0, 1);
void main() void main()
{ {
gl_Position = vec4(pos, 1.0f); gl_Position = to_draw_coordinates_matrix*vec4(pos.x,-pos.y,pos.z, 1.0f);
vertex_color = uniform_color; vertex_color = uniform_color;
} }