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2 Commits
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...
ef03920fa6
Author | SHA1 | Date |
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Archie Hilton | ef03920fa6 | |
Archie Hilton | 267bd2216c |
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||||
{
|
||||
"id" : "GNU",
|
||||
"implicit" :
|
||||
{
|
||||
"includeDirectories" :
|
||||
[
|
||||
"C:/msys64/ucrt64/include/c++/13.2.0",
|
||||
"C:/msys64/ucrt64/include/c++/13.2.0/x86_64-w64-mingw32",
|
||||
"C:/msys64/ucrt64/include/c++/13.2.0/backward",
|
||||
"C:/msys64/ucrt64/lib/gcc/x86_64-w64-mingw32/13.2.0/include",
|
||||
"C:/msys64/ucrt64/include",
|
||||
"C:/msys64/ucrt64/lib/gcc/x86_64-w64-mingw32/13.2.0/include-fixed"
|
||||
],
|
||||
"linkDirectories" :
|
||||
[
|
||||
"C:/msys64/ucrt64/lib/gcc/x86_64-w64-mingw32/13.2.0",
|
||||
"C:/msys64/ucrt64/lib/gcc",
|
||||
"C:/msys64/ucrt64/x86_64-w64-mingw32/lib",
|
||||
"C:/msys64/ucrt64/lib"
|
||||
],
|
||||
"linkFrameworkDirectories" : [],
|
||||
"linkLibraries" :
|
||||
[
|
||||
"stdc++",
|
||||
"mingw32",
|
||||
"gcc_s",
|
||||
"gcc",
|
||||
"moldname",
|
||||
"mingwex",
|
||||
"kernel32",
|
||||
"pthread",
|
||||
"advapi32",
|
||||
"shell32",
|
||||
"user32",
|
||||
"kernel32",
|
||||
"mingw32",
|
||||
"gcc_s",
|
||||
"gcc",
|
||||
"moldname",
|
||||
"mingwex",
|
||||
"kernel32"
|
||||
]
|
||||
},
|
||||
"path" : "C:/msys64/ucrt64/bin/g++.exe",
|
||||
"version" : "13.2.0"
|
||||
},
|
||||
"language" : "CXX",
|
||||
"sourceFileExtensions" :
|
||||
[
|
||||
"C",
|
||||
"M",
|
||||
"c++",
|
||||
"cc",
|
||||
"cpp",
|
||||
"cxx",
|
||||
"m",
|
||||
"mm",
|
||||
"mpp",
|
||||
"CPP",
|
||||
"ixx",
|
||||
"cppm",
|
||||
"ccm",
|
||||
"cxxm",
|
||||
"c++m"
|
||||
]
|
||||
},
|
||||
{
|
||||
"compiler" :
|
||||
{
|
||||
"implicit" : {},
|
||||
"path" : "C:/msys64/ucrt64/bin/windres.exe"
|
||||
},
|
||||
"language" : "RC",
|
||||
"sourceFileExtensions" :
|
||||
[
|
||||
"rc",
|
||||
"RC"
|
||||
]
|
||||
}
|
||||
],
|
||||
"version" :
|
||||
{
|
||||
"major" : 1,
|
||||
"minor" : 0
|
||||
}
|
||||
}
|
72
src/main.cc
72
src/main.cc
|
@ -8,10 +8,16 @@
|
|||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include <array>
|
||||
|
||||
// This has to come last.
|
||||
#define GLAD_GL_IMPLEMENTATION
|
||||
#include <glad/gl.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/ext.hpp>
|
||||
#include <glm/mat2x2.hpp>
|
||||
|
||||
static void dbg_log(const char* str) {
|
||||
std::cout << str << std::endl;
|
||||
}
|
||||
|
@ -27,7 +33,8 @@ static void key_callback(GLFWwindow *w, int key, int scancode, int action, int m
|
|||
|
||||
GLuint g_program_id = 0;
|
||||
|
||||
static GLuint time_unif;
|
||||
static GLuint translate_unif;
|
||||
static GLuint rotate_unif;
|
||||
|
||||
static void init_shaders() {
|
||||
dbg_log("Initialising shaders");
|
||||
|
@ -47,36 +54,55 @@ static void init_shaders() {
|
|||
|
||||
glUseProgram(g_program_id);
|
||||
|
||||
glGetUniformLocation(g_program_id, "time");
|
||||
translate_unif = glGetUniformLocation(g_program_id, "world_pos");
|
||||
rotate_unif = glGetUniformLocation(g_program_id, "rotation");
|
||||
}
|
||||
|
||||
static const GLfloat verts[6] = {
|
||||
0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f
|
||||
class Triangle {
|
||||
public:
|
||||
GLfloat data[6];
|
||||
float m_pos_x;
|
||||
float m_pos_y;
|
||||
float rotation = 0.2f;
|
||||
|
||||
Triangle(std::array<glm::vec2, 3> verts) {
|
||||
for (std::size_t i = 0; i < 3; i++) {
|
||||
data[i*2] = verts[i][0];
|
||||
data[i*2+1] = verts[i][1];
|
||||
}
|
||||
}
|
||||
|
||||
std::array<float, 2> get_world_projection() {
|
||||
return std::array<float, 2>({m_pos_x, m_pos_y});
|
||||
}
|
||||
};
|
||||
|
||||
static GLuint vertex_buf;
|
||||
static GLuint array_buf;
|
||||
static GLuint vertex_buf[2];
|
||||
static GLuint array_buf[2];
|
||||
static const GLuint vertex_data_position = 0;
|
||||
|
||||
static Triangle o1(std::array<glm::vec2, 3>({
|
||||
{0.0f, 0.0f},
|
||||
{0.5f, 0.0f},
|
||||
{0.5f, 0.5f}
|
||||
}));
|
||||
|
||||
// Do the work of initialising opengl so we can draw stuff
|
||||
static void init_opengl() {
|
||||
dbg_log("Initialising opengl");
|
||||
// Configure the context's capabilities
|
||||
glClearColor(0.0, 0.0, 0.0, 1.0);
|
||||
|
||||
glGenVertexArrays(1, &array_buf);
|
||||
glBindVertexArray(array_buf);
|
||||
|
||||
glGenBuffers(1, &vertex_buf);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vertex_buf);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
|
||||
|
||||
|
||||
init_shaders();
|
||||
glGenVertexArrays(2, array_buf);
|
||||
glBindVertexArray(array_buf[0]);
|
||||
|
||||
glGenBuffers(2, vertex_buf);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vertex_buf[0]);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(Triangle::data), o1.data, GL_STATIC_DRAW);
|
||||
glVertexAttribPointer(vertex_data_position, 2, GL_FLOAT, GL_FALSE, 0, NULL);
|
||||
glEnableVertexAttribArray(vertex_data_position);
|
||||
|
||||
init_shaders();
|
||||
}
|
||||
|
||||
int main() {
|
||||
|
@ -107,23 +133,15 @@ int main() {
|
|||
|
||||
// Main Loop
|
||||
while(!glfwWindowShouldClose(w)) {
|
||||
/*
|
||||
int width, height;
|
||||
glfwGetFramebufferSize(w, &width, &height);
|
||||
|
||||
glViewport(0, 0, width, height);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
*/
|
||||
|
||||
float time = glfwGetTime();
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
glUniform1f(time_unif, time);
|
||||
glBindVertexArray(array_buf);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
glUniform2fv(translate_unif, 1, o1.get_world_projection().data());
|
||||
glUniform1f(rotate_unif, o1.rotation);
|
||||
|
||||
// TODO Draw primitives
|
||||
glBindVertexArray(array_buf[0]);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
|
||||
glfwSwapBuffers(w);
|
||||
glfwPollEvents();
|
||||
|
|
|
@ -2,15 +2,14 @@
|
|||
|
||||
layout (location = 0) in vec4 v_position;
|
||||
|
||||
uniform float time;
|
||||
uniform vec2 world_pos;
|
||||
uniform float rotation;
|
||||
|
||||
// Simple passthrough shader for now.
|
||||
void main() {
|
||||
vec2 new_xy = v_position.xy * mat2x2(
|
||||
cos(time), -sin(time),
|
||||
sin(time), cos(time)
|
||||
);
|
||||
|
||||
mat2x2 rot_mat = mat2x2(cos(rotation), sin(rotation), -sin(rotation), cos(rotation));
|
||||
|
||||
vec2 new_xy = v_position.xy * rot_mat + world_pos;
|
||||
vec4 new_position = vec4(new_xy.x, new_xy.y, 0.0, 1.0);
|
||||
|
||||
gl_Position = new_position;
|
||||
|
|
Loading…
Reference in New Issue