mat4 m_projection;
mat4 m_view;
-mat4 m_pv;
mat4 m_mdl;
int main( int argc, char *argv[] )
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 );
+ glm_mat4_mul( m_projection, m_view, vg_pv );
// Get mouse ray
vec3 ray_origin;
mat4 pv_inverse;
vec4 vp = { 0.f, 0.f, vg_window_x, vg_window_y };
- glm_mat4_inv( m_pv, pv_inverse );
+ glm_mat4_inv( vg_pv, pv_inverse );
glm_unprojecti( (vec3){ vg_mouse_x, vg_window_y-vg_mouse_y, -1.f }, pv_inverse, vp, ray_dir );
glm_unprojecti( (vec3){ vg_mouse_x, vg_window_y-vg_mouse_y, 0.f }, pv_inverse, vp, ray_origin );
glm_vec3_sub( ray_dir, ray_origin, ray_dir );
int tile_y = floorf( tile_pos[2] );
map.selected = map_tile_at( (int [2]){tile_x, tile_y} );
+
+ vg_line2( (vec3){0.f,0.f,0.f}, (vec3){0.f,3.f,0.f}, 0xff0000ff, 0xff00ff00 );
}
GLuint tile_vao;
glClearColor( 0.94f, 0.94f, 0.94f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+ glBindVertexArray( tile_vao );
+
SHADER_USE( colour_shader );
- glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uPv" ), 1, GL_FALSE, (float *)m_pv );
+ glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
for( int y = 0; y < map.y; y ++ )
{