//#define VG_STEAM
#include "vg/vg.h"
+SHADER_DEFINE( colour_shader,
+
+ // 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" );
}
-void vg_start(void)
+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_update(void)
-{
+GLuint tile_vao;
+GLuint tile_vbo;
+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_render(void)
+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)
+{
+
+}