loading the penger image....TBC

This commit is contained in:
2026-01-14 18:23:15 +01:00
parent 7abfa2da11
commit e3258e5266
5 changed files with 8086 additions and 56 deletions

1
.gitattributes vendored
View File

@@ -1 +1,2 @@
*.so.* filter=lfs diff=lfs merge=lfs -text *.so.* filter=lfs diff=lfs merge=lfs -text
*.png filter=lfs diff=lfs merge=lfs -text

View File

@@ -4,9 +4,10 @@ project(Pacman)
add_executable(Pacman src/main.c libs/glad/src/glad.c) add_executable(Pacman src/main.c libs/glad/src/glad.c)
target_link_libraries( Pacman target_link_libraries( Pacman
X11 m
GL X11
Xrandr) GL
Xrandr)
target_include_directories(Pacman target_include_directories(Pacman
PRIVATE "libs/rgfw/" PRIVATE "libs/rgfw/"
PRIVATE "libs/glad/include" PRIVATE "libs/glad/include"

View File

@@ -1,9 +1,10 @@
#version 460 core #version 460 core
uniform sampler2D image;
in vec2 texCoord;
out vec4 fragcolor; out vec4 fragcolor;
void main(){ void main(){
fragcolor = vec4(1.0, 0.5, 0.2, 1.0); fragcolor = texture( image , texCoord) * vec4(1.0, 0.5, 0.2, 1.0);
} }

View File

@@ -1,9 +1,75 @@
#define RGFW_IMPLEMENTATION #define RGFW_IMPLEMENTATION
#define RGFW_OPENGL #define RGFW_OPENGL
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include "RGFW.h" #include "RGFW.h"
#include <glad/glad.h> #include <glad/glad.h>
#include <stdio.h> #include <stdio.h>
uint CompileShader(const char *FilePath, GLenum ShaderType) ;
float vertices[] = {
0.5f, 0.5f, 0.0f, 0.5f, -0.5f, 0.0f, -0.5f, -0.5f, 0.0f, -0.5f, 0.5f, 0.0f,
};
float texCoords [] ={ 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f};
uint indices[] = {0, 1, 3, 1, 2, 3};
struct {
unsigned int shaderProgram;
unsigned int VAO;
unsigned int EBO;
unsigned int VBO;
} RenderVariables;
typedef struct Sprite{
uint ImageID;
char* Name;
};
void prepRender(){
// Load Vertex Shader
uint vert_shader = CompileShader("vertex.glsl", GL_VERTEX_SHADER);
// Load Fragment Shader
uint frag_shader = CompileShader("fragment.glsl", GL_FRAGMENT_SHADER);
RenderVariables.shaderProgram = glCreateProgram();
glAttachShader(RenderVariables.shaderProgram, vert_shader);
glAttachShader(RenderVariables.shaderProgram, frag_shader);
glLinkProgram(RenderVariables.shaderProgram);
int success;
glGetProgramiv(RenderVariables.shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
char log[512];
glGetProgramInfoLog(RenderVariables.shaderProgram, 512, NULL, log);
printf("LINK ERROR SHADERPROGRAM", log);
}
glDeleteShader(vert_shader);
glDeleteShader(frag_shader);
glGenVertexArrays(1, &RenderVariables.VAO);
glGenBuffers(1, &RenderVariables.VBO);
glGenBuffers(1, &RenderVariables.EBO);
glBindVertexArray(RenderVariables.VAO);
glBindBuffer(GL_ARRAY_BUFFER, RenderVariables.VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, RenderVariables.EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
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) {
@@ -12,6 +78,7 @@ void keyfunc(RGFW_window *win, RGFW_key key, u8 keychar, RGFW_keymod keymod,
RGFW_window_setShouldClose(win, 1); RGFW_window_setShouldClose(win, 1);
} }
} }
RGFW_window *SetupWindow() { RGFW_window *SetupWindow() {
RGFW_glHints *hints = RGFW_getGlobalHints_OpenGL(); RGFW_glHints *hints = RGFW_getGlobalHints_OpenGL();
hints->major = 4; hints->major = 4;
@@ -74,58 +141,35 @@ uint CompileShader(const char *FilePath, GLenum ShaderType) {
return shader; return shader;
} }
float vertices[] = {
0.5f, 0.5f, 0.0f, 0.5f, -0.5f, 0.0f, -0.5f, -0.5f, 0.0f, -0.5f, 0.5f, 0.0f,
};
uint indices[] = {0, 1, 3, 1, 2, 3};
struct {
unsigned int shaderProgram;
unsigned int VAO;
unsigned int EBO;
unsigned int VBO;
} RenderVariables;
void Setup() { void Setup() {
// Load Vertex Shader prepRender();
uint vert_shader = CompileShader("vertex.glsl", GL_VERTEX_SHADER);
// Load Fragment Shader
uint frag_shader = CompileShader("fragment.glsl", GL_FRAGMENT_SHADER);
RenderVariables.shaderProgram = glCreateProgram();
glAttachShader(RenderVariables.shaderProgram, vert_shader);
glAttachShader(RenderVariables.shaderProgram, frag_shader);
glLinkProgram(RenderVariables.shaderProgram); // Load images
int success; uint width, height;
glGetProgramiv(RenderVariables.shaderProgram, GL_LINK_STATUS, &success); uint channels =4;
if (!success) { unsigned char * data = stbi_load("../sprites/mineger.png" ,&width, &height, &channels, 4);
char log[512]; printf("Loaded PNG penger is %u * %u and has %u channels", width, height , channels);
glGetProgramInfoLog(RenderVariables.shaderProgram, 512, NULL, log);
printf("LINK ERROR SHADERPROGRAM", log);
}
glDeleteShader(vert_shader);
glDeleteShader(frag_shader);
glGenVertexArrays(1, &RenderVariables.VAO); free(data);
glGenBuffers(1, &RenderVariables.VBO); // Setup world etc....
glGenBuffers(1, &RenderVariables.EBO); }
glBindVertexArray(RenderVariables.VAO); void clearScreen(){
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
void Render(RGFW_window * win){
glUseProgram(RenderVariables.shaderProgram);
glBindVertexArray(RenderVariables.VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
RGFW_window_swapBuffers_OpenGL(win);
}
glBindBuffer(GL_ARRAY_BUFFER, RenderVariables.VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, RenderVariables.EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0); void Update(){
glEnableVertexAttribArray(0); // DO SOMETHING
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
} }
int main(int argc, char **argv) { int main(int argc, char **argv) {
@@ -134,14 +178,9 @@ int main(int argc, char **argv) {
while (RGFW_window_shouldClose(win) == RGFW_FALSE) { while (RGFW_window_shouldClose(win) == RGFW_FALSE) {
RGFW_event event; RGFW_event event;
RGFW_pollEvents(); RGFW_pollEvents();
Update();
Render(win);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(RenderVariables.shaderProgram);
glBindVertexArray(RenderVariables.VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
RGFW_window_swapBuffers_OpenGL(win);
} }
RGFW_window_close(win); RGFW_window_close(win);

7988
src/stb_image.h Normal file

File diff suppressed because it is too large Load Diff