From c0b10ca311394aa6dc85cece1de133c2e519ec41 Mon Sep 17 00:00:00 2001 From: Nigel Date: Mon, 23 Feb 2026 14:25:08 +0100 Subject: [PATCH] Fix Typo, Move shaders into seperate folder --- {build => shader}/fragment.glsl | 0 {build => shader}/vertex.glsl | 0 src/main.c | 29 +++++++++++++++-------------- 3 files changed, 15 insertions(+), 14 deletions(-) rename {build => shader}/fragment.glsl (100%) rename {build => shader}/vertex.glsl (100%) diff --git a/build/fragment.glsl b/shader/fragment.glsl similarity index 100% rename from build/fragment.glsl rename to shader/fragment.glsl diff --git a/build/vertex.glsl b/shader/vertex.glsl similarity index 100% rename from build/vertex.glsl rename to shader/vertex.glsl diff --git a/src/main.c b/src/main.c index 7ae6aac..c7b6b64 100644 --- a/src/main.c +++ b/src/main.c @@ -1,6 +1,7 @@ #define RGFW_IMPLEMENTATION #define RGFW_OPENGL #define STB_IMAGE_IMPLEMENTATION + #include "stb_image.h" #include "RGFW.h" @@ -47,9 +48,9 @@ GLuint texVBO; void prepRender(){ // Load Vertex Shader - uint vert_shader = CompileShader("vertex.glsl", GL_VERTEX_SHADER); + uint vert_shader = CompileShader("../shader/vertex.glsl", GL_VERTEX_SHADER); // Load Fragment Shader - uint frag_shader = CompileShader("fragment.glsl", GL_FRAGMENT_SHADER); + uint frag_shader = CompileShader("../shader/fragment.glsl", GL_FRAGMENT_SHADER); RenderVariables.shaderProgram = glCreateProgram(); glAttachShader(RenderVariables.shaderProgram, vert_shader); @@ -95,10 +96,10 @@ void prepRender(){ glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width,height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data ); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); -glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); -glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); -glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glGenerateMipmap(GL_TEXTURE_2D); free(data); @@ -113,6 +114,7 @@ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } + void keyfunc(RGFW_window *win, RGFW_key key, u8 keychar, RGFW_keymod keymod, RGFW_bool repeat, RGFW_bool pressed) { RGFW_UNUSED(repeat); @@ -191,7 +193,7 @@ void Setup() { } void clearScreen(){ - glClearColor(0.2f, 0.3f, 0.3f, 1.0f); + glClearColor(0.3f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); } @@ -200,17 +202,16 @@ void clearScreen(){ mat4 transform; void calcTransform(){ mat4 ortho; - const float asp_ratio = 0.75f; - glm_ortho_default(asp_ratio,ortho); - glm_translate_z(ortho, 1); + glm_ortho(0, 800, 0, 600, -10,10 , ortho); + glm_translate_z(ortho, -1); mat4 scale ; glm_mat4_identity(scale); - float s = .25f; - glm_scale(scale, &s); + float s [3] ={.25f,.25f,.25f}; + glm_scale(scale, s); - mat4 local ; + mat4 local; glm_mat4_identity (local); glm_translate(local, (vec3){2.0,0.0,0.0}); @@ -230,10 +231,10 @@ void Render(RGFW_window * win){ glBindVertexArray(RenderVariables.VAO); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); RGFW_window_swapBuffers_OpenGL(win); + //clearScreen(); } - void Update(){ // DO SOMETHING }