X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder.c;h=7f49563a4e819977c5524caf71acde04f267e5e5;hb=56d6d59869fcdd9d23b0135e3262d9d29c218e05;hp=e93d666a7f7a38d2d8b03b67d1a7536fde63ed4a;hpb=79c56f6fa4b07352dd7cce8627246f04508955a7;p=fishladder.git diff --git a/fishladder.c b/fishladder.c index e93d666..7f49563 100644 --- a/fishladder.c +++ b/fishladder.c @@ -27,32 +27,85 @@ SHADER_DEFINE( colour_shader, 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) -{ - SHADER_INIT( colour_shader ); -} - 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 ); } +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_ui(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) +{ + +}