Are there any changes here

This commit is contained in:
2022-04-07 14:57:05 +02:00
parent f211508e15
commit 2cf5d90727

View File

@@ -4,7 +4,6 @@
#include <stdbool.h> #include <stdbool.h>
#include <linmath.h> #include <linmath.h>
#include "Renderer.h" #include "Renderer.h"
#include "Input.h" #include "Input.h"
@@ -12,7 +11,7 @@
float pos[3] = {0.0f, 0.0f, 0.0f}; float pos[3] = {0.0f, 0.0f, 0.0f};
int main() { int main(int argc, char *argv[]) {
GLFWwindow* window; GLFWwindow* window;
window = initOpenGL(); window = initOpenGL();
@@ -25,9 +24,10 @@ int main() {
0.0f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.5f, 1.0f 0.0f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.5f, 1.0f
}; };
// CreateShader // CreateShader
char* vertex1 = "../assets/shaders/vertex4.glsl\0"; char* vertex1 = "assets/shaders/vertex4.glsl\0";
char* fragment1 = "../assets/shaders/fragment4.glsl\0"; char* fragment1 = "assets/shaders/fragment4.glsl\0";
unsigned int shader1; unsigned int shader1;
shader1 = createShader(vertex1, fragment1); shader1 = createShader(vertex1, fragment1);
@@ -50,23 +50,22 @@ int main() {
// Create Texture // Create Texture
unsigned int texture; unsigned int texture;
texture = createTexture("../assets/textures/wall.jpg"); texture = createTexture("assets/textures/wall.jpg");
mat4x4 transform;
mat4x4_identity(transform);
while(!glfwWindowShouldClose(window)) { while(!glfwWindowShouldClose(window)) {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearColor(0.6f, 0.0f, 0.8f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shader1); glUseProgram(shader1);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture); glBindTexture(GL_TEXTURE_2D, texture);
glBindVertexArray(VAO); glBindVertexArray(VAO);
mat4x4 transform;
mat4x4_identity(transform);
mat4x4_translate(transform, pos[0], pos[1], pos[2]);
mat4x4_translate(transform, pos[0], pos[1], pos[2]);
unsigned int transformLoc = glGetUniformLocation(shader1, "transform"); unsigned int transformLoc = glGetUniformLocation(shader1, "transform");
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, *transform); glUniformMatrix4fv(transformLoc, 1, GL_FALSE, *transform);