X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder.c;h=21df71c9713122eeb5b373191bb3d5b81547eb10;hb=a2139aa4e0c3e4ac01cb3f3396abb6e21daed3e0;hp=20bb05111561a98602c2b2e4426ebd40140dea8f;hpb=3bdf6f791dacc522f4b7022668f776a7285ce977;p=fishladder.git diff --git a/fishladder.c b/fishladder.c index 20bb051..21df71c 100644 --- a/fishladder.c +++ b/fishladder.c @@ -3,139 +3,39 @@ //#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 uPv;" - "uniform mat4 uMdl;" - "" - "void main()" - "{" - " vec4 vert_pos = uPv * uMdl * 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({ "uPv", "uMdl", "uColour" }) -) - -mat4 m_projection; -mat4 m_view; -mat4 m_pv; -mat4 m_mdl; + 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 ); - - // Get mouse ray - vec3 ray_origin; - vec3 ray_dir; - - mat4 pv_inverse; - vec4 vp = { 0.f, 0.f, vg_window_x, vg_window_y }; - glm_mat4_inv( m_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 ); - - // Get floor tile intersection - float ray_t = -ray_origin[1] / ray_dir[1]; - - vec3 tile_pos; - glm_vec3_copy( ray_origin, tile_pos ); - glm_vec3_muladds( ray_dir, ray_t, tile_pos ); - - tile_pos[0] = floorf( tile_pos[0] + 0.5f ); - tile_pos[2] = floorf( tile_pos[2] + 0.5f ); - - glm_mat4_identity( m_mdl ); - glm_translate( m_mdl, tile_pos ); -} +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) { glViewport( 0,0, vg_window_x, vg_window_y ); - glEnable( GL_DEPTH_TEST ); - glClearColor( 0.94f, 0.94f, 0.94f, 1.0f ); + glDisable( GL_DEPTH_TEST ); + glClearColor( 0.01f, 0.01f, 0.01f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - - SHADER_USE( colour_shader ); - glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uPv" ), 1, GL_FALSE, (float *)m_pv ); - glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 0.5f, 0.5f, 0.5f, 1.0f ); - - glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uMdl" ), 1, GL_FALSE, (float *)m_mdl ); - - 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(); -} - -void vg_free(void) -{ - -} - -void vg_ui(void) -{ - -} +void vg_ui(void){} \ No newline at end of file