From 56d6d59869fcdd9d23b0135e3262d9d29c218e05 Mon Sep 17 00:00:00 2001 From: hgn Date: Sun, 18 Jul 2021 20:10:40 +0100 Subject: [PATCH] first tile rendering --- fishladder.c | 65 +++++++++++++++++++++++++++++++++++++++++++++----- vg/vg.h | 21 ++++++++++++++++ vg/vg_shader.h | 6 +++-- 3 files changed, 84 insertions(+), 8 deletions(-) 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) +{ + +} diff --git a/vg/vg.h b/vg/vg.h index 28aa229..6b4cd23 100644 --- a/vg/vg.h +++ b/vg/vg.h @@ -13,6 +13,8 @@ #define STB_DS_IMPLEMENTATION #include "stb/stb_ds.h" +#include "cglm/include/cglm/cglm.h" + void vg_register_exit( void( *funcptr )(void), const char *name ); void vg_exiterr( const char *strErr ); @@ -179,6 +181,23 @@ void vg_update_inputs(void) // Engine main // =========================================================================================================== +#ifndef VG_RELEASE +void vg_checkgl( const char *src_info ) +{ + GLenum err; + while( (err = glGetError()) != GL_NO_ERROR ) + { + vg_error( "(%s) OpenGL Error: #%d\n", src_info, err ); + } +} + + #define VG_STRINGIT( X ) #X + #define VG_CHECK_GL() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) ) +#else + #define VG_CHECK_GL() +#endif + + #define VG_GAMELOOP void( *vg_on_exit[16] )(void); @@ -341,6 +360,8 @@ static void vg_init( int argc, char *argv[], const char *window_name ) vg_ui(); glfwSwapBuffers( vg_window ); + + VG_CHECK_GL(); } } diff --git a/vg/vg_shader.h b/vg/vg_shader.h index 19c1fc2..ede1b13 100644 --- a/vg/vg_shader.h +++ b/vg/vg_shader.h @@ -19,8 +19,10 @@ static inline int static_str_index( const char *list[], int len, const char *str } #pragma GCC diagnostic pop -#define SHADER_UNIFORM( NAME, U ) NAME##_auto_uniforms[ STR_STATIC_INDEX( NAME##_auto_names, U ) ] -#define SHADER_UNIFORM_NAME( NAME, UID ) NAME##_auto_names[ UID ] +#define SHADER_USE( NAME ) glUseProgram( NAME##_static_shader.program ) + +#define SHADER_UNIFORM( NAME, U ) NAME##_shader_uniforms[ STR_STATIC_INDEX( NAME##_shader_names, U ) ] +#define SHADER_UNIFORM_NAME( NAME, UID ) NAME##_shader_names[ UID ] #define STR_STATIC_INDEX( LIST, STR ) static_str_index( LIST, vg_list_size(LIST), STR ) #define UNIFORMS(...) __VA_ARGS__ -- 2.25.1