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authorJoshua Rowe <17525998+omnisci3nce@users.noreply.github.com>2024-06-09 14:59:01 +1000
committerGitHub <noreply@github.com>2024-06-09 14:59:01 +1000
commit9c79df522980eabdc5e52592cbd152e2a285c4cc (patch)
tree9082af194033e5e3e4a770456209d3bac7784943 /examples/cube/ex_cube.c
parent8d116bd23d9441e33cb3377e90c08169109b438a (diff)
parentd4ff15d9cd82a6e3bc71da9d04ee0f250460cef1 (diff)
Merge pull request #16 from omnisci3nce/port-opengl-ral
Bring back OpenGL (part 1)
Diffstat (limited to 'examples/cube/ex_cube.c')
-rw-r--r--examples/cube/ex_cube.c26
1 files changed, 21 insertions, 5 deletions
diff --git a/examples/cube/ex_cube.c b/examples/cube/ex_cube.c
index 68ce0d5..e85b5c1 100644
--- a/examples/cube/ex_cube.c
+++ b/examples/cube/ex_cube.c
@@ -62,14 +62,21 @@ int main() {
vertex_desc_add(&vertex_input, "inPosition", ATTR_F32x3);
vertex_desc_add(&vertex_input, "inNormal", ATTR_F32x3);
vertex_desc_add(&vertex_input, "inTexCoords", ATTR_F32x2);
+ vertex_input.use_full_vertex_size = true;
shader_data mvp_uniforms_data = { .data = NULL, .shader_data_get_layout = &mvp_uniforms_layout };
gpu_renderpass_desc pass_description = {};
gpu_renderpass* renderpass = gpu_renderpass_create(&pass_description);
- str8 vert_path = str8lit("build/linux/x86_64/debug/cube.vert.spv");
- str8 frag_path = str8lit("build/linux/x86_64/debug/cube.frag.spv");
+ str8 vert_path, frag_path;
+#ifdef CEL_REND_BACKEND_OPENGL
+ vert_path = str8lit("assets/shaders/cube.vert");
+ frag_path = str8lit("assets/shaders/cube.frag");
+#else
+ vert_path = str8lit("build/linux/x86_64/debug/cube.vert.spv");
+ frag_path = str8lit("build/linux/x86_64/debug/cube.frag.spv");
+#endif
str8_opt vertex_shader = str8_from_file(&scratch, vert_path);
str8_opt fragment_shader = str8_from_file(&scratch, frag_path);
if (!vertex_shader.has_value || !fragment_shader.has_value) {
@@ -123,14 +130,23 @@ int main() {
transform transform = { .position = vec3(-0.5, -0.5, -0.5),
.rotation = quat_from_axis_angle(VEC3_Y, theta, true),
.scale = 1.0 };
+ /* INFO("Swapchain dimensions x %d y %d", g_core.renderer.swapchain.dimensions.x,
+ * g_core.renderer.swapchain.dimensions.y); */
+
mat4 model = transform_to_mat(&transform);
mat4 view, proj;
- camera_view_projection(&cam, g_core.renderer.swapchain.extent.width,
- g_core.renderer.swapchain.extent.height, &view, &proj);
+ camera_view_projection(&cam, 1000, 1000,
+ /* g_core.renderer.swapchain.dimensions.x, */
+ /* g_core.renderer.swapchain.dimensions.y, */
+ &view, &proj);
mvp_uniforms mvp_data = { .model = model, .view = view, .projection = proj };
my_shader_bind_group shader_bind_data = { .mvp = mvp_data, .tex = texture };
mvp_uniforms_data.data = &shader_bind_data;
- encode_bind_shader_data(enc, 0, &mvp_uniforms_data);
+ /* encode_bind_shader_data(enc, 0, &mvp_uniforms_data); */
+
+ uniform_mat4f(enc->pipeline->shader_id, "model", &model);
+ uniform_mat4f(enc->pipeline->shader_id, "view", &view);
+ uniform_mat4f(enc->pipeline->shader_id, "projection", &proj);
// Record draw calls
draw_mesh(&cube, &model);