fix some shapes generation and draw a grid of shapes for an overview
This commit is contained in:
@@ -29,6 +29,14 @@ void App::init()
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"void main(){"
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" frag = texture(tex, uv, 0.0);"
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"}";
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static const char* shader_uv_f =
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"#version 150\n"
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"uniform sampler2D tex;"
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"in vec2 uv;"
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"out vec4 frag;"
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"void main(){"
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" frag = vec4(uv,0,1);"
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"}";
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static const char* shader_color_v =
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"#version 150\n"
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"uniform mat4 mvp;"
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@@ -45,9 +53,12 @@ void App::init()
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"}";
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shader.create(shader_v, shader_f);
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shader_color.create(shader_color_v, shader_color_f);
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plane.create<15>(.5f, .5f);
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longPlane.create<1>(.3, .05f);
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circle.create<6>(.5f, .25f);
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shader_uv.create(shader_v, shader_uv_f);
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plane.create<5>(50, 50);
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longPlane.create<1>(50, 25);
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circle.create<6>(25, 12);
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circle1.create<4>(25, 12);
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circle2.create<15>(25, 12);
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if (!tex.load("data/image.png"))
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printf("error loading image\n");
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@@ -79,24 +90,55 @@ void App::update(float dt)
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theta += M_PI * 0.5f * dt;
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float red = fabsf(sinf(theta));
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glm::mat4 proj = glm::perspective(glm::radians(85.f), 1.f, .1f, 100.f);
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glm::mat4 model = glm::translate(glm::vec3(0, 0, 0));
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glm::mat4 view = glm::lookAt(glm::vec3(sinf(theta), 0, 1), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));
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auto mvp = proj * view * model;
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// glm::mat4 proj = glm::perspective(glm::radians(85.f), 1.f, .1f, 100.f);
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// glm::mat4 model = glm::translate(glm::vec3(0, 0, 0));
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// glm::mat4 view = glm::lookAt(glm::vec3(sinf(theta), 0, 1), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));
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float ar = width / height;
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glm::mat4 proj = glm::ortho<float>(0, width, height, 0, -1, 1);
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Shape* shapes[] = { &circle, &circle1, &circle2, &plane, &longPlane };
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//glClearColor(red, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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shader.use();
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shader.u_mat4("mvp", glm::mat4());
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shader.u_int("tex", 0);
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glActiveTexture(GL_TEXTURE0);
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tex.bind();
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circle.draw_fill();
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tex.unbind();
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shader_color.use();
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shader_color.u_mat4("mvp", glm::mat4());
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shader_color.u_vec4("col", {1, 1, 1, 1});
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circle.draw_stroke();
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auto s = glm::scale(glm::vec3(2));
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for (int i = 0; i < 5; i++)
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{
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shader.use();
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glActiveTexture(GL_TEXTURE0);
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tex.bind();
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shader.u_int("tex", 0);
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shader.u_mat4("mvp", proj * glm::translate(glm::vec3{75 + 120 * 1, 75 + 120 * i, 0.f}) * s);
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shapes[i]->draw_fill();
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tex.unbind();
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shader_color.use();
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shader.u_mat4("mvp", proj * glm::translate(glm::vec3{75 + 120 * 2, 75 + 120 * i, 0.f}) * s);
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shader_color.u_vec4("col", {1, 1, 1, 1});
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shapes[i]->draw_stroke();
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shader.u_mat4("mvp", proj * glm::translate(glm::vec3{75 + 120 * 0, 75 + 120 * i, 0.f}) * s);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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shapes[i]->draw_fill();
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shader_uv.use();
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shader_uv.u_mat4("mvp", proj * glm::translate(glm::vec3{75 + 120 * 3, 75 + 120 * i, 0.f}) * s);
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shader_uv.u_int("tex", 0);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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shapes[i]->draw_fill();
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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shader_uv.u_mat4("mvp", proj * glm::translate(glm::vec3{75 + 120 * 4, 75 + 120 * i, 0.f}) * s);
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shapes[i]->draw_fill();
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tex.unbind();
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}
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// shader.use();
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// shader.u_mat4("mvp", proj * glm::translate(glm::vec3{width/2, height/2, 0.f}) * glm::scale(glm::vec3(10)));
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// shader.u_int("tex", 0);
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// glActiveTexture(GL_TEXTURE0);
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// tex.bind();
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// circle.draw_fill();
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// tex.unbind();
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}
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@@ -8,9 +8,10 @@ class App
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{
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Shader shader;
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Shader shader_color;
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Shader shader_uv;
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Plane plane;
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Plane longPlane;
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Circle circle;
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Circle circle, circle1, circle2;
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Texture2D tex;
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public:
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static App I;
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@@ -46,15 +46,14 @@ void Shape::draw_stroke() const
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void Plane::create_impl(float w, float h, int div, GLushort *idx, Shape::vertex_t *vertices)
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{
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count[0] = div * div * 6;
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count[1] = 4;
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ioff[0] = (GLvoid*)4;
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count[1] = 8;
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ioff[0] = (GLvoid*)(8 * sizeof(GLushort));
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ioff[1] = (GLvoid*)0;
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const float dx = w / div;
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const float dy = h / div;
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const float ox = -w * 0.5f;
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const float oy = -h * 0.5f;
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int v_index = 0;
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for (int y = 0; y <= div; y++)
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{
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for (int x = 0; x <= div; x++)
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@@ -65,27 +64,30 @@ void Plane::create_impl(float w, float h, int div, GLushort *idx, Shape::vertex_
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v.pos.z = 0;
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v.pos.w = 1;
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v.uvs = glm::vec2(x, y) / (float)div;
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vertices[v_index++] = v;
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*vertices++ = v;
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}
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}
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// generate indices
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auto pidx = idx;
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*pidx++ = 0;
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*pidx++ = div;
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*pidx++ = (div+1)*(div);
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*pidx++ = (div+1)*(div+1)-1;
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*idx++ = 0; // A
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*idx++ = (div+1)*(div); // B
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*idx++ = (div+1)*(div); // B
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*idx++ = (div+1)*(div+1)-1; // C
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*idx++ = (div+1)*(div+1)-1; // C
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*idx++ = div; // D
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*idx++ = div; // D
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*idx++ = 0; // A
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for (int y = 0; y < div; y++)
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{
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int i = y * (div+1);
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for (int x = 0; x < div; x++)
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{
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*pidx++ = i;
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*pidx++ = i + div + 1;
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*pidx++ = i + div + 2;
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*pidx++ = i;
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*pidx++ = i + div + 2;
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*pidx++ = i + 1;
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*idx++ = i;
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*idx++ = i + div + 1;
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*idx++ = i + div + 2;
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*idx++ = i;
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*idx++ = i + div + 2;
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*idx++ = i + 1;
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i++;
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}
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}
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@@ -104,11 +106,9 @@ void Circle::create_impl(float radius, int div, GLushort* idx, Shape::vertex_t*
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{
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vertex_t v;
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float theta = (float)i / div * M_PI * 2.f;
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v.pos.x = sinf(theta) * radius;
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v.pos.y = cosf(theta) * radius;
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v.pos.z = 0;
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v.pos.w = 1;
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v.uvs = v.pos.xy() * 0.5f + 0.5f;
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glm::vec2 uv = { sinf(theta), cosf(theta) };
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v.pos = glm::vec4(uv * radius, 0, 1);
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v.uvs = uv * 0.5f + 0.5f;
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vertices[i+1] = v;
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*pidx++ = 0;
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@@ -134,10 +134,11 @@ void Circle::create_impl(float radius_out, float radius_in, int div, GLushort* i
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for (int i = 0; i < div; i++)
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{
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float theta = (float)i / div * M_PI * 2.f;
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vertices[i*2].pos = { sinf(theta) * radius_in, cosf(theta) * radius_in, 0, 1 };
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vertices[i*2].uvs = vertices[i*2].pos.xy() * 0.5f + 0.5f;
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vertices[i*2+1].pos = { sinf(theta) * radius_out, cosf(theta) * radius_out, 0, 1 };
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vertices[i*2+1].uvs = vertices[i*2+1].pos.xy() * 0.5f + 0.5f;
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glm::vec2 uv = { sinf(theta), cosf(theta) };
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vertices[i*2].pos = glm::vec4(uv * radius_in, 0, 1);
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vertices[i*2].uvs = uv * (radius_in/radius_out) * 0.5f + 0.5f;
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vertices[i*2+1].pos = glm::vec4(uv * radius_out, 0, 1);
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vertices[i*2+1].uvs = uv * 0.5f + 0.5f;
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*pidx++ = i*2; // A
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*pidx++ = i*2+1; // B
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@@ -21,7 +21,7 @@ public:
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template<int div>
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bool create(float w, float h)
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{
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static GLushort idx[div * div * 6 + 4];
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static GLushort idx[div * div * 6 + 8];
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static vertex_t vertices[(div+1)*(div+1)];
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create_impl(w, h, div, idx, vertices);
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return create_buffers(idx, vertices, sizeof(idx), sizeof(vertices));
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