window
[fishladder.git] / fishladder.c
index 7f49563a4e819977c5524caf71acde04f267e5e5..21df71c9713122eeb5b373191bb3d5b81547eb10 100644 (file)
 //#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;"
-       "}",
+struct world
+{
+       struct cell
+       {
+               u32 state;
+       } 
+       *data;
        
-       // FRAGMENT
-       "out vec4 FragColor;"
-       "uniform vec4 uColour;"
-       ""
-       "void main()"
-       "{"
-       "       FragColor = uColour;"
-       "}"
-       ,
-       UNIFORMS({ "uPvm", "uColour" })
-)
-
-mat4 m_projection;
-mat4 m_view;
-mat4 m_pv;
+       u32 w, h;
+};
 
 int main( int argc, char *argv[] )
 {
        vg_init( argc, argv, "FishLadder" );
 }
 
-void vg_update(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 );
-}
+void vg_register(void){}
+void vg_start(void){}
+void vg_free(void){}
 
-GLuint tile_vao;
-GLuint tile_vbo;
+void vg_update(void){}
 
 void vg_render(void)
 {
-       glEnable( GL_DEPTH_TEST );
-       glClearColor( 0.94f, 0.94f, 0.94f, 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 );
-}
-
-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();
-}
+       glViewport( 0,0, vg_window_x, vg_window_y );
 
-void vg_free(void)
-{
-       
+       glDisable( GL_DEPTH_TEST );
+       glClearColor( 0.01f, 0.01f, 0.01f, 1.0f );
+       glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
 }
 
-void vg_ui(void)
-{
-       
-}
+void vg_ui(void){}
\ No newline at end of file