Fix Typo, Move shaders into seperate folder

This commit is contained in:
2026-02-23 14:25:08 +01:00
parent 8953d8a098
commit c0b10ca311
3 changed files with 15 additions and 14 deletions

View File

@@ -1,6 +1,7 @@
#define RGFW_IMPLEMENTATION #define RGFW_IMPLEMENTATION
#define RGFW_OPENGL #define RGFW_OPENGL
#define STB_IMAGE_IMPLEMENTATION #define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h" #include "stb_image.h"
#include "RGFW.h" #include "RGFW.h"
@@ -47,9 +48,9 @@ GLuint texVBO;
void prepRender(){ void prepRender(){
// Load Vertex Shader // 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 // 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(); RenderVariables.shaderProgram = glCreateProgram();
glAttachShader(RenderVariables.shaderProgram, vert_shader); glAttachShader(RenderVariables.shaderProgram, vert_shader);
@@ -95,10 +96,10 @@ void prepRender(){
glBindTexture(GL_TEXTURE_2D, texture); glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width,height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data ); 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_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 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_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glGenerateMipmap(GL_TEXTURE_2D); glGenerateMipmap(GL_TEXTURE_2D);
free(data); 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, void keyfunc(RGFW_window *win, RGFW_key key, u8 keychar, RGFW_keymod keymod,
RGFW_bool repeat, RGFW_bool pressed) { RGFW_bool repeat, RGFW_bool pressed) {
RGFW_UNUSED(repeat); RGFW_UNUSED(repeat);
@@ -191,7 +193,7 @@ void Setup() {
} }
void clearScreen(){ 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); glClear(GL_COLOR_BUFFER_BIT);
} }
@@ -200,17 +202,16 @@ void clearScreen(){
mat4 transform; mat4 transform;
void calcTransform(){ void calcTransform(){
mat4 ortho; mat4 ortho;
const float asp_ratio = 0.75f; glm_ortho(0, 800, 0, 600, -10,10 , ortho);
glm_ortho_default(asp_ratio,ortho); glm_translate_z(ortho, -1);
glm_translate_z(ortho, 1);
mat4 scale ; mat4 scale ;
glm_mat4_identity(scale); glm_mat4_identity(scale);
float s = .25f; float s [3] ={.25f,.25f,.25f};
glm_scale(scale, &s); glm_scale(scale, s);
mat4 local ; mat4 local;
glm_mat4_identity (local); glm_mat4_identity (local);
glm_translate(local, (vec3){2.0,0.0,0.0}); glm_translate(local, (vec3){2.0,0.0,0.0});
@@ -230,10 +231,10 @@ void Render(RGFW_window * win){
glBindVertexArray(RenderVariables.VAO); glBindVertexArray(RenderVariables.VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
RGFW_window_swapBuffers_OpenGL(win); RGFW_window_swapBuffers_OpenGL(win);
//clearScreen();
} }
void Update(){ void Update(){
// DO SOMETHING // DO SOMETHING
} }