Fix Typo, Move shaders into seperate folder
This commit is contained in:
29
src/main.c
29
src/main.c
@@ -1,6 +1,7 @@
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#define RGFW_IMPLEMENTATION
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#define RGFW_IMPLEMENTATION
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#define RGFW_OPENGL
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#define RGFW_OPENGL
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#define STB_IMAGE_IMPLEMENTATION
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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#include "stb_image.h"
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#include "RGFW.h"
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#include "RGFW.h"
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@@ -47,9 +48,9 @@ GLuint texVBO;
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void prepRender(){
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void prepRender(){
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// Load Vertex Shader
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// Load Vertex Shader
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uint vert_shader = CompileShader("vertex.glsl", GL_VERTEX_SHADER);
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uint vert_shader = CompileShader("../shader/vertex.glsl", GL_VERTEX_SHADER);
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// Load Fragment Shader
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// Load Fragment Shader
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uint frag_shader = CompileShader("fragment.glsl", GL_FRAGMENT_SHADER);
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uint frag_shader = CompileShader("../shader/fragment.glsl", GL_FRAGMENT_SHADER);
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RenderVariables.shaderProgram = glCreateProgram();
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RenderVariables.shaderProgram = glCreateProgram();
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glAttachShader(RenderVariables.shaderProgram, vert_shader);
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glAttachShader(RenderVariables.shaderProgram, vert_shader);
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@@ -95,10 +96,10 @@ void prepRender(){
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glBindTexture(GL_TEXTURE_2D, texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width,height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width,height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glGenerateMipmap(GL_TEXTURE_2D);
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glGenerateMipmap(GL_TEXTURE_2D);
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free(data);
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free(data);
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@@ -113,6 +114,7 @@ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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}
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void keyfunc(RGFW_window *win, RGFW_key key, u8 keychar, RGFW_keymod keymod,
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void keyfunc(RGFW_window *win, RGFW_key key, u8 keychar, RGFW_keymod keymod,
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RGFW_bool repeat, RGFW_bool pressed) {
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RGFW_bool repeat, RGFW_bool pressed) {
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RGFW_UNUSED(repeat);
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RGFW_UNUSED(repeat);
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@@ -191,7 +193,7 @@ void Setup() {
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}
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}
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void clearScreen(){
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void clearScreen(){
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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}
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@@ -200,17 +202,16 @@ void clearScreen(){
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mat4 transform;
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mat4 transform;
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void calcTransform(){
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void calcTransform(){
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mat4 ortho;
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mat4 ortho;
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const float asp_ratio = 0.75f;
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glm_ortho(0, 800, 0, 600, -10,10 , ortho);
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glm_ortho_default(asp_ratio,ortho);
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glm_translate_z(ortho, -1);
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glm_translate_z(ortho, 1);
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mat4 scale ;
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mat4 scale ;
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glm_mat4_identity(scale);
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glm_mat4_identity(scale);
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float s = .25f;
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float s [3] ={.25f,.25f,.25f};
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glm_scale(scale, &s);
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glm_scale(scale, s);
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mat4 local ;
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mat4 local;
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glm_mat4_identity (local);
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glm_mat4_identity (local);
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glm_translate(local, (vec3){2.0,0.0,0.0});
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glm_translate(local, (vec3){2.0,0.0,0.0});
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@@ -230,10 +231,10 @@ void Render(RGFW_window * win){
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glBindVertexArray(RenderVariables.VAO);
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glBindVertexArray(RenderVariables.VAO);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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RGFW_window_swapBuffers_OpenGL(win);
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RGFW_window_swapBuffers_OpenGL(win);
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//clearScreen();
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}
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}
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void Update(){
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void Update(){
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// DO SOMETHING
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// DO SOMETHING
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}
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}
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