gsa is rendering texture'ish now
This commit is contained in:
parent
51fcee697d
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062067a033
15
README.md
15
README.md
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@ -12,3 +12,18 @@ function order:
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- static functions(ones that don't take object as parameter)
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- empty line
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- methods(ones that do take object as parameter)
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## game skunk advance stuffs
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do lots automagic...
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magic main function within the header?
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autocalling update and init function.
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texture loading compile time? parse directory, make a variable for each (player.png -> tex_player), and a loading function that will load all of them.
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### game skunk advance specs
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8-bit colour, but user changeable palette(realtime)
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tilesize 16x16
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screensize 304x176 (19x11 tiles)
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multiple tilesets... or singular big tileset? the latter... could be a nice simplification... maybe 65536 tiles, a 4096x4096 pixels texture
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4 tilemaps, 1024x1024 each, tileset offsets?, rotation and other effects
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256 sprites (using tileset)
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@ -2,5 +2,5 @@
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REM cd build && cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_EXPORT_COMPILE_COMMANDS=1 -GNinja .. && ninja && copy compile_commands.json .. && skunkworks.exe
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cd build && meson compile && copy compile_commands.json .. && skunktest.exe
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cd build && meson compile && copy compile_commands.json .. && cd .. && build\gsa.exe
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@ -0,0 +1,16 @@
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#include <gsa.h>
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void init() {
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sprites[0].tile = 2;
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sprites[0].x = 10;
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sprites[0].y = 10;
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sprites[1].tile = 3;
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sprites[1].x = 10;
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sprites[1].y = 100;
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}
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void tick() {
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sprites[0].x += 1;
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sprites[1].x += 2;
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}
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@ -0,0 +1,8 @@
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#ifndef GUARD_025B7F5FAD7E029F9A2F84062CDA4F53
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#define GUARD_025B7F5FAD7E029F9A2F84062CDA4F53
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#include "types.h"
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typedef u8 sw_color8;
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#endif /* GUARD_025B7F5FAD7E029F9A2F84062CDA4F53 */
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@ -0,0 +1,56 @@
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/************************************************************************/
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/* ________ ___________ __ */
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/* / _____/_____ _____ ____ / _____/ | ____ __ ____ | | __ */
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/* / \ ___\__ \ / \_/ __ \ \_____ \| |/ / | \/ \| |/ / */
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/* \ \_\ \/ __ \| Y Y \ ___/ / \ <| | / | \ < */
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/* \______ (____ /__|_| /\___ >_______ /__|_ \____/|___| /__|_ \ */
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/* \/ \/ \/ \/ \/ \/ \/ \/ */
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/* _____ .___ */
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/* / _ \ __| _/__ _______ ____ ____ ____ */
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/* / /_\ \ / __ |\ \/ /\__ \ / \_/ ___\/ __ \ */
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/* / | \/ /_/ | \ / / __ \| | \ \__\ ___/ */
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/* \____|__ /\____ | \_/ (____ /___| /\___ >___ > */
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/* \/ \/ \/ \/ \/ \/ */
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/************************************************************************/
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#ifndef GUARD_73FF49EF137A66E6AAD3A8A1BCF2F2DE
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#define GUARD_73FF49EF137A66E6AAD3A8A1BCF2F2DE
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#include "image8.h"
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#ifndef GSA_NOMAIN
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#include "embed_gfx.h"
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#endif
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#include "skunkworks.h"
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#include "vec2i.h"
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#include "window.h"
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struct gsa_sprite {
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u16 tile;
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i32 x, y;
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};
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#define MAX_SPRITES 256
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extern struct gsa_sprite sprites[MAX_SPRITES];
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extern struct sw_image8 *_gfx;
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int gsa_main(int argc, char *argv[]);
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/* to be implemented in game */
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void init();
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void tick();
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#ifndef GSA_NOMAIN
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int main(int argc, char *argv[]) {
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_gfx = sw_image8_load_png_data(___gfx_png, ___gfx_png_len);
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gsa_main(argc, argv);
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return 0;
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}
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#endif
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void _gsa_tick();
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#endif /* GUARD_73FF49EF137A66E6AAD3A8A1BCF2F2DE */
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@ -0,0 +1,20 @@
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#ifndef GUARD_6AEC99B12E1F76DC4E50DC199E93CDB5
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#define GUARD_6AEC99B12E1F76DC4E50DC199E93CDB5
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#include "color8.h"
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#include "vec2i.h"
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struct sw_image8 {
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struct sw_vec2i size;
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sw_color8 *_data;
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};
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struct sw_image8 *sw_image8_create(struct sw_vec2i size);
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void sw_image8_destroy(struct sw_image8 *image);
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struct sw_image8 *sw_image8_load_png(char *path);
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struct sw_image8 *sw_image8_load_png_data(u8 *data, u32 data_len);
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sw_color8 sw_image8_get(struct sw_image8 *image, struct sw_vec2i pos);
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#endif /* GUARD_6AEC99B12E1F76DC4E50DC199E93CDB5 */
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@ -0,0 +1,24 @@
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#ifndef GUARD_2AF8C38E79755453C7B276BABE0DA7AE
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#define GUARD_2AF8C38E79755453C7B276BABE0DA7AE
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#include "types.h"
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struct sw_shader {
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i32 _shader;
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};
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struct sw_shaderprogram {
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i32 _program;
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};
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#define SW_SHADER_VERTEX 1
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#define SW_SHADER_FRAGMENT 2
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struct sw_shader sw_shader_create(char const *source, i32 type);
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struct sw_shaderprogram
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sw_shaderprogram_create(char const *vertex, char const *fragment);
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void sw_shaderprogram_use(struct sw_shaderprogram program);
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#endif /* GUARD_2AF8C38E79755453C7B276BABE0DA7AE */
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@ -5,6 +5,7 @@
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#include "error.h"
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#include "file.h"
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#include "image32.h"
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#include "image8.h"
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#include "types.h"
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#include "vec2i.h"
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#include "window.h"
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@ -11,5 +11,9 @@ typedef signed long long i64;
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typedef unsigned long long u64;
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typedef float f32;
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typedef double f64;
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typedef i8 bool;
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#define true 1
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#define false 0
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#endif /* GUARD_649E63003BEAE79ECA2B813C4E131C9A */
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@ -13,6 +13,6 @@ struct sw_window {
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struct sw_window *sw_window_create(struct sw_vec2i size, char *title);
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void sw_window_run(struct sw_window *window);
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void sw_window_run(struct sw_window *window, void (*callback)());
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#endif /* GUARD_F247452E0BF1EC9CD9131C2A6FD281CA */
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15
meson.build
15
meson.build
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@ -43,18 +43,29 @@ skunk_sources = [
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'src/color32.c',
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'src/error.c',
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'src/file.c',
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'src/gsa.c',
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'src/image32.c',
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'src/image8.c',
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'src/shader.c',
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'src/skunkworks.c',
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'src/test.c',
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'src/vec2i.c',
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'src/window.c'
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]
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xxd = find_program('xxd')
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embed_gfx = custom_target('embed-gfx', input: ['gfx.png'], output: ['embed_gfx.h'],
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command: [xxd, '-i', '@INPUT@', '@OUTPUT@'])
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add_project_arguments('-D_CRT_SECURE_NO_WARNINGS', language : 'c')
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add_project_arguments('-Wall', language : 'c')
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add_project_arguments('-Wextra', language : 'c')
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add_project_arguments('-Werror', language : 'c')
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if host_machine.system() == 'emscripten'
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executable('skunktest', skunk_sources, include_directories: 'include', dependencies: deps, link_args: ['-lglfw', '-lGL', '-s', 'USE_GLFW=3'], name_suffix: 'html')
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else
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executable('skunktest', skunk_sources, include_directories: 'include', dependencies: deps)
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lib = static_library('skunkworks', skunk_sources, include_directories: 'include', dependencies: deps)
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executable('skunktest', 'src/test.c', link_with: lib, include_directories: 'include', dependencies: deps)
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executable('gsa', 'examples/gsa_simple.c', embed_gfx, link_with: lib, include_directories: 'include', dependencies: deps)
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endif
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@ -0,0 +1,185 @@
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#include "error.h"
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#include "gl.h"
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#include "image8.h"
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#include "shader.h"
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#include <gl/gl.h>
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#define GSA_NOMAIN
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#include "gsa.h"
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struct gsa_sprite sprites[256];
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struct sw_image8 *_gfx;
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struct sw_window *_win;
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static char *vert_source = "#version 450\n\
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in vec2 pos;\
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in vec2 tex_coord;\
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layout(location = 0) out vec2 out_tex_coord;\
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void main() {\
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gl_Position = vec4((pos / vec2(152, -88)) - vec2(1, -1), 0.f, 1.f);\
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out_tex_coord = tex_coord;\
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}\
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";
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static char *frag_source = "#version 450\n\
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layout(location = 0) in vec2 tex_coord;\
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uniform sampler2D tex;\
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out vec4 color;\
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void main(){\
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float r = texture(tex, tex_coord).r;\
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if(r > 0)\
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color = vec4(0.9, 0.2, 0.1, 1.0);\
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}\
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";
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static struct sw_shaderprogram program;
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static u32 vbo, vao;
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#define MAX_RENDER_VERTS 60
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struct render_vert {
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f32 x, y, tx, ty;
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};
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static i32 next_render_vert;
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static struct render_vert render_verts[MAX_RENDER_VERTS * 4];
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int gsa_main(int argc, char *argv[]) {
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(void)argc;
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(void)argv;
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u32 tex;
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struct sw_image8 *img;
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sw_log("Initialising GameSkunkAdvance v0.0");
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_win = sw_window_create(sw_vec2i(304, 176), "Game Skunk Advance v0.0");
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program = sw_shaderprogram_create(vert_source, frag_source);
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sw_shaderprogram_use(program);
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img = sw_image8_load_png("gfx.png");
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glGenTextures(1, &tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_RED,
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4096,
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4096,
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0,
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GL_RED,
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GL_UNSIGNED_BYTE,
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img->_data
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);
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sw_image8_destroy(img);
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glGenBuffers(1, &vao);
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glBindVertexArray(vao);
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glVertexAttribPointer(
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glGetAttribLocation(program._program, "pos"),
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2,
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GL_FLOAT,
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GL_FALSE,
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sizeof(struct render_vert),
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0
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);
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glVertexAttribPointer(
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glGetAttribLocation(program._program, "tex_coord"),
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2,
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GL_FLOAT,
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GL_FALSE,
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sizeof(struct render_vert),
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(void *)(2 * sizeof(float))
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);
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glEnableVertexAttribArray(glGetAttribLocation(program._program, "pos"));
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glEnableVertexAttribArray(glGetAttribLocation(program._program, "tex_coord")
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);
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init();
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sw_window_run(_win, _gsa_tick);
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return 0;
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}
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static void rect(f32 x, f32 y, f32 w, f32 h, i16 tile) {
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f32 tx, ty, ts;
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tx = ((tile % 256) * 16.f) / 4096.f;
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ty = ((tile / 256) * 16.f) / 4096.f;
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ts = 1.f / 256.f;
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if(next_render_vert >= MAX_RENDER_VERTS) {
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sw_error(
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"trying to draw more than the current max of %i vertices in a "
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"frame",
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MAX_RENDER_VERTS
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);
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}
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sw_log("tx %f | ty %f | ts %f", tx, ty, ts);
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render_verts[next_render_vert].x = x;
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render_verts[next_render_vert].y = y;
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render_verts[next_render_vert].tx = tx;
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render_verts[next_render_vert].ty = ty;
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++next_render_vert;
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render_verts[next_render_vert].x = x + w;
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render_verts[next_render_vert].y = y;
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render_verts[next_render_vert].tx = tx + ts;
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render_verts[next_render_vert].ty = ty;
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++next_render_vert;
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render_verts[next_render_vert].x = x;
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render_verts[next_render_vert].y = y + h;
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render_verts[next_render_vert].tx = tx;
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render_verts[next_render_vert].ty = ty + ts;
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++next_render_vert;
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render_verts[next_render_vert].x = x + w;
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render_verts[next_render_vert].y = y;
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render_verts[next_render_vert].tx = tx + ts;
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render_verts[next_render_vert].ty = ty;
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++next_render_vert;
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render_verts[next_render_vert].x = x;
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render_verts[next_render_vert].y = y + h;
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render_verts[next_render_vert].tx = tx;
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render_verts[next_render_vert].ty = ty + ts;
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++next_render_vert;
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render_verts[next_render_vert].x = x + w;
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render_verts[next_render_vert].y = y + h;
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render_verts[next_render_vert].tx = tx + ts;
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render_verts[next_render_vert].ty = ty + ts;
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++next_render_vert;
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}
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void _gsa_tick() {
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i32 i;
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tick();
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next_render_vert = 0;
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/* glBegin(GL_TRIANGLES); */
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for(i = 0; i < MAX_SPRITES; ++i) {
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if(sprites[i].tile > 0) {
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rect(sprites[i].x, sprites[i].y, 16, 16, sprites[i].tile);
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}
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}
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glBindVertexArray(vao);
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glBufferData(
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GL_ARRAY_BUFFER,
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sizeof(struct render_vert) * (next_render_vert),
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render_verts,
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GL_DYNAMIC_DRAW
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);
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glDrawArrays(GL_TRIANGLES, 0, next_render_vert);
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/* glEnd(); */
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}
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@ -43,7 +43,7 @@ struct sw_image32 *sw_image32_load_png_data(u8 *data, u32 data_len) {
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u32 width, height;
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u8 color_type, bit_depth;
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u8 **row_pointers;
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i32 i;
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u32 i;
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buf = malloc(sizeof(struct sw_filebuffer));
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buf->_data = data;
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#include "image8.h"
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#include <stdlib.h>
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#include "error.h"
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#include "file.h"
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#include "png.h"
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#include "vec2i.h"
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void png_read_fn(png_structp png, png_bytep out, png_size_t count);
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struct sw_image8 *sw_image8_create(struct sw_vec2i size) {
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struct sw_image8 *image;
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image = malloc(sizeof(struct sw_image8));
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image->_data = malloc(sizeof(sw_color8) * size.x * size.y);
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image->size = size;
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return image;
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}
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void sw_image8_destroy(struct sw_image8 *image) {
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free(image->_data);
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free(image);
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}
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struct sw_image8 *sw_image8_load_png(char *path) {
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u32 size;
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u8 *data;
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struct sw_image8 *image;
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data = sw_file_load(path, &size);
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image = sw_image8_load_png_data(data, size);
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free(data);
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return image;
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}
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struct sw_image8 *sw_image8_load_png_data(u8 *data, u32 data_len) {
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struct sw_image8 *img;
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struct sw_filebuffer *buf;
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png_structp png;
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png_infop info;
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u32 width, height;
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u8 color_type, bit_depth;
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u8 **row_pointers;
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u32 i;
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buf = malloc(sizeof(struct sw_filebuffer));
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buf->_data = data;
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buf->pos = 0;
|
||||
buf->size = data_len;
|
||||
|
||||
if(png_sig_cmp(data, 0, 8)) {
|
||||
sw_error("File isn't recognised as a PNG file");
|
||||
}
|
||||
|
||||
/* TODO: add error handles? <_< */
|
||||
png = png_create_read_struct(PNG_LIBPNG_VER_STRING, 0, 0, 0);
|
||||
info = png_create_info_struct(png);
|
||||
png_set_read_fn(png, buf, png_read_fn);
|
||||
png_read_info(png, info);
|
||||
|
||||
width = png_get_image_width(png, info);
|
||||
height = png_get_image_height(png, info);
|
||||
color_type = png_get_color_type(png, info);
|
||||
bit_depth = png_get_bit_depth(png, info);
|
||||
|
||||
sw_log(
|
||||
"loading image of size %ux%u, color_type %u, bit_depth %u",
|
||||
width,
|
||||
height,
|
||||
color_type,
|
||||
bit_depth
|
||||
);
|
||||
|
||||
if(color_type != PNG_COLOR_TYPE_PALETTE) {
|
||||
sw_error("image8 can only load palette files");
|
||||
}
|
||||
|
||||
if(bit_depth != 8) {
|
||||
sw_error("image32 can currently only load 8 bit files");
|
||||
}
|
||||
|
||||
img = sw_image8_create(sw_vec2i(width, height));
|
||||
|
||||
row_pointers = malloc(sizeof(u8 *) * height);
|
||||
for(i = 0; i < height; ++i) {
|
||||
row_pointers[i] = (u8 *)(img->_data + width * i);
|
||||
}
|
||||
png_read_image(png, row_pointers);
|
||||
|
||||
free(row_pointers);
|
||||
free(buf);
|
||||
|
||||
/* TODO: cleanup of png structs? */
|
||||
|
||||
return img;
|
||||
}
|
||||
|
||||
sw_color8 sw_image8_get(struct sw_image8 *image, struct sw_vec2i pos) {
|
||||
return image->_data[pos.x + pos.y * image->size.x];
|
||||
}
|
||||
|
||||
/* private */
|
||||
|
||||
void png_read_fn(png_structp png, png_bytep out, png_size_t count) {
|
||||
struct sw_filebuffer *buf;
|
||||
|
||||
buf = png_get_io_ptr(png);
|
||||
sw_filebuffer_read(buf, out, count);
|
||||
}
|
|
@ -0,0 +1,60 @@
|
|||
#include "shader.h"
|
||||
|
||||
#include <string.h>
|
||||
|
||||
#include "error.h"
|
||||
#include "gl.h"
|
||||
|
||||
struct sw_shader sw_shader_create(char const *source, i32 type) {
|
||||
struct sw_shader shader;
|
||||
i32 gltype;
|
||||
i32 length;
|
||||
i32 ret;
|
||||
|
||||
switch(type) {
|
||||
case SW_SHADER_VERTEX:
|
||||
gltype = GL_VERTEX_SHADER;
|
||||
break;
|
||||
case SW_SHADER_FRAGMENT:
|
||||
gltype = GL_FRAGMENT_SHADER;
|
||||
break;
|
||||
default:
|
||||
gltype = 0;
|
||||
sw_error("unknown shader type");
|
||||
}
|
||||
|
||||
shader._shader = glCreateShader(gltype);
|
||||
length = strlen(source);
|
||||
glShaderSource(shader._shader, 1, &source, &length);
|
||||
glCompileShader(shader._shader);
|
||||
|
||||
glGetShaderiv(shader._shader, GL_COMPILE_STATUS, &ret);
|
||||
if(!ret) {
|
||||
char str[256];
|
||||
i32 len;
|
||||
|
||||
glGetShaderInfoLog(shader._shader, 256, &len, str);
|
||||
sw_error("Shader Compile Error: %s", str);
|
||||
}
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
struct sw_shaderprogram
|
||||
sw_shaderprogram_create(char const *vertex, char const *fragment) {
|
||||
struct sw_shaderprogram program;
|
||||
struct sw_shader v, f;
|
||||
|
||||
v = sw_shader_create(vertex, SW_SHADER_VERTEX);
|
||||
f = sw_shader_create(fragment, SW_SHADER_FRAGMENT);
|
||||
program._program = glCreateProgram();
|
||||
glAttachShader(program._program, v._shader);
|
||||
glAttachShader(program._program, f._shader);
|
||||
glLinkProgram(program._program);
|
||||
|
||||
return program;
|
||||
}
|
||||
|
||||
void sw_shaderprogram_use(struct sw_shaderprogram program) {
|
||||
glUseProgram(program._program);
|
||||
}
|
|
@ -1,3 +1,12 @@
|
|||
/***************************************************************************/
|
||||
/* ___________ __ __ */
|
||||
/* / _____/ | ____ __ ____ | | ____ _ _____________| | __ ______ */
|
||||
/* \_____ \| |/ / | \/ \| |/ /\ \/ \/ / _ \_ __ \ |/ / / ___/ */
|
||||
/* / \ <| | / | \ < \ ( <_> ) | \/ < \___ \ */
|
||||
/* /_______ /__|_ \____/|___| /__|_ \ \/\_/ \____/|__| |__|_ \/____ > */
|
||||
/* \/ \/ \/ \/ \/ \/ */
|
||||
/***************************************************************************/
|
||||
|
||||
#ifndef GUARD_BAEE408B8F416CA55711305ABAF9CE6C
|
||||
#define GUARD_BAEE408B8F416CA55711305ABAF9CE6C
|
||||
|
||||
|
|
12
src/test.c
12
src/test.c
|
@ -14,13 +14,17 @@ void tick();
|
|||
int main(int argc, char *argv[]) {
|
||||
struct sw_image32 *img;
|
||||
|
||||
sw_init();
|
||||
printf("hello world\n");
|
||||
win = sw_window_create(sw_vec2i(640, 480), "Skunkworks");
|
||||
(void)argc;
|
||||
(void)argv;
|
||||
|
||||
sw_init();
|
||||
win = sw_window_create(sw_vec2i(640, 480), "Skunkworks");
|
||||
img = sw_image32_load_png("d:/art/pfp.png");
|
||||
sw_debug("%08X", sw_image32_get(img, sw_vec2i(10, 10)));
|
||||
sw_window_run(win, tick);
|
||||
|
||||
sw_window_run(win);
|
||||
return 0;
|
||||
}
|
||||
|
||||
void tick() {
|
||||
}
|
||||
|
|
21
src/window.c
21
src/window.c
|
@ -4,8 +4,9 @@
|
|||
|
||||
#include "gl.h"
|
||||
|
||||
void tick();
|
||||
struct sw_window *tick_window;
|
||||
void _tick();
|
||||
struct sw_window *_tick_window;
|
||||
void (*_tick_fn)();
|
||||
|
||||
struct sw_window *sw_window_create(struct sw_vec2i size, char *title) {
|
||||
struct sw_window *win;
|
||||
|
@ -29,21 +30,23 @@ struct sw_window *sw_window_create(struct sw_vec2i size, char *title) {
|
|||
return win;
|
||||
}
|
||||
|
||||
void sw_window_run(struct sw_window *window) {
|
||||
tick_window = window;
|
||||
void sw_window_run(struct sw_window *window, void (*callback)()) {
|
||||
_tick_window = window;
|
||||
_tick_fn = callback;
|
||||
#ifdef __EMSCRIPTEN__
|
||||
emscripten_set_main_loop(tick, 60, 1);
|
||||
emscripten_set_main_loop(_tick, 60, 1);
|
||||
#else
|
||||
while(!glfwWindowShouldClose(window->_window)) {
|
||||
tick();
|
||||
_tick();
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/* private functions */
|
||||
|
||||
void tick() {
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glfwSwapBuffers(tick_window->_window);
|
||||
void _tick() {
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
_tick_fn();
|
||||
glfwSwapBuffers(_tick_window->_window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue