Are there any changes here
This commit is contained in:
21
src/main.c
21
src/main.c
@@ -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);
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user