//#define VG_STEAM
#include "vg/vg.h"
-SHADER_DEFINE( colour_shader,
+m3x3f m_projection;
+m3x3f m_view;
+m3x3f m_mdl;
- // VERTEX
- "layout (location=0) in vec3 a_co;"
- "uniform mat4 uPvm;"
- ""
- "void main()"
- "{"
- " vec4 vert_pos = uPvm * vec4( a_co, 1.0 );"
- " gl_Position = vert_pos;"
- "}",
-
- // FRAGMENT
- "out vec4 FragColor;"
- "uniform vec4 uColour;"
- ""
- "void main()"
- "{"
- " FragColor = uColour;"
- "}"
- ,
- UNIFORMS({ "uPvm", "uColour" })
-)
-
-mat4 m_projection;
-mat4 m_view;
-mat4 m_pv;
+int main( int argc, char *argv[] ) { vg_init( argc, argv, "FishLadder" ); }
-int main( int argc, char *argv[] )
-{
- vg_init( argc, argv, "FishLadder" );
-}
+void vg_register(void){}
+void vg_start(void){}
+void vg_update(void){}
-void vg_update(void)
+void vg_render(void)
{
- // Update camera
- float ratio = (float)vg_window_y / (float)vg_window_x;
- float const size = 7.5f;
- glm_ortho( -size, size, -size*ratio, size*ratio, 0.1f, 100.f, m_projection );
-
- glm_mat4_identity( m_view );
- glm_translate_z( m_view, -10.f );
- glm_rotate_x( m_view, -1.0f, m_view );
-
- glm_mat4_mul( m_projection, m_view, m_pv );
-}
+ glViewport( 0,0, vg_window_x, vg_window_y );
-GLuint tile_vao;
-GLuint tile_vbo;
-
-void vg_render(void)
-{
- glEnable( GL_DEPTH_TEST );
- glClearColor( 0.94f, 0.94f, 0.94f, 1.0f );
+ glDisable( GL_DEPTH_TEST );
+ glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
- SHADER_USE( colour_shader );
- glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uPvm" ), 1, GL_FALSE, (float *)m_pv );
- glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 0.5f, 0.5f, 0.5f, 1.0f );
-
- glBindVertexArray( tile_vao );
- glDrawArrays( GL_TRIANGLES, 0, 6 );
+ // Rest of drawing code...
}
-void vg_start(void)
-{
- SHADER_INIT( colour_shader );
-
- glGenVertexArrays( 1, &tile_vao );
- glGenBuffers( 1, &tile_vbo );
-
- float quad_mesh[] =
- {
- -0.5f, 0.f, -0.5f,
- -0.5f, 0.f, 0.5f,
- 0.5f, 0.f, 0.5f,
- -0.5f, 0.f, -0.5f,
- 0.5f, 0.f, 0.5f,
- 0.5f, 0.f, -0.5f
- };
-
- glBindVertexArray( tile_vao );
- glBindBuffer( GL_ARRAY_BUFFER, tile_vbo );
- glBufferData
- (
- GL_ARRAY_BUFFER,
- sizeof( quad_mesh ),
- quad_mesh,
- GL_STATIC_DRAW
- );
-
- glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0 );
- glEnableVertexAttribArray( 0 );
-
- VG_CHECK_GL();
-}
-
-void vg_free(void)
-{
-
-}
-
-void vg_ui(void)
-{
-
-}
+void vg_ui(void){}
+void vg_free(void){}