X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder.c;h=21df71c9713122eeb5b373191bb3d5b81547eb10;hb=a2139aa4e0c3e4ac01cb3f3396abb6e21daed3e0;hp=7f49563a4e819977c5524caf71acde04f267e5e5;hpb=56d6d59869fcdd9d23b0135e3262d9d29c218e05;p=fishladder.git diff --git a/fishladder.c b/fishladder.c index 7f49563..21df71c 100644 --- a/fishladder.c +++ b/fishladder.c @@ -3,109 +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 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