X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder.c;h=2cd35291dafe2532d49037732b0353927e743be3;hb=8c0c078d020902e7a30a9cc01ab62e6bef80294a;hp=21df71c9713122eeb5b373191bb3d5b81547eb10;hpb=a2139aa4e0c3e4ac01cb3f3396abb6e21daed3e0;p=fishladder.git diff --git a/fishladder.c b/fishladder.c index 21df71c..2cd3529 100644 --- a/fishladder.c +++ b/fishladder.c @@ -3,6 +3,30 @@ //#define VG_STEAM #include "vg/vg.h" +SHADER_DEFINE( shader_tile_colour, + + // VERTEX + "layout (location=0) in vec2 a_co;" + "uniform mat3 uPv;" + "uniform vec2 uOffset;" + "" + "void main()" + "{" + "gl_Position = vec4( uPv * vec3( a_co + uOffset, 1.0 ), 1.0 );" + "}", + + // FRAGMENT + "out vec4 FragColor;" + "uniform vec4 uColour;" + "" + "void main()" + "{" + "FragColor = uColour;" + "}" + , + UNIFORMS({ "uPv", "uOffset", "uColour" }) +) + m3x3f m_projection; m3x3f m_view; m3x3f m_mdl; @@ -16,18 +40,64 @@ struct world *data; u32 w, h; -}; + + GLuint tile_vao; + GLuint tile_vbo; +} world = { .w = 1, .h = 1 }; int main( int argc, char *argv[] ) { vg_init( argc, argv, "FishLadder" ); } -void vg_register(void){} -void vg_start(void){} -void vg_free(void){} +void vg_register(void) +{ + SHADER_INIT( shader_tile_colour ); +} -void vg_update(void){} +void vg_start(void) +{ + glGenVertexArrays( 1, &world.tile_vao ); + glGenBuffers( 1, &world.tile_vbo ); + + float quad_mesh[] = + { + 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, + 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f + }; + + glBindVertexArray( world.tile_vao ); + glBindBuffer( GL_ARRAY_BUFFER, world.tile_vbo ); + glBufferData + ( + GL_ARRAY_BUFFER, + sizeof( quad_mesh ), + quad_mesh, + GL_STATIC_DRAW + ); + + glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 ); + glEnableVertexAttribArray( 0 ); + + VG_CHECK_GL(); +} + +void vg_free(void) +{ + glDeleteVertexArrays( 1, &world.tile_vao ); + glDeleteBuffers( 1, &world.tile_vbo ); +} + +void vg_update(void) +{ + float ratio = (float)vg_window_y / (float)vg_window_x; + float const size = 7.5f; + + m3x3_projection( m_projection, -size, size, size*ratio, -size*ratio ); + m3x3_identity( m_view ); + m3x3_mul( m_projection, m_view, vg_pv ); + vg_projection_update(); +} void vg_render(void) { @@ -36,6 +106,20 @@ void vg_render(void) glDisable( GL_DEPTH_TEST ); glClearColor( 0.01f, 0.01f, 0.01f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); + + glBindVertexArray( world.tile_vao ); + SHADER_USE( shader_tile_colour ); + glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); + + for( int y = 0; y < world.h; y ++ ) + { + for( int x = 0; x < world.w; x ++ ) + { + glUniform2f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y ); + glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1.0f, 1.0f, 1.0f, 1.0f ); + glDrawArrays( GL_TRIANGLES, 0, 6 ); + } + } } void vg_ui(void){} \ No newline at end of file