renderer2d quads work (without textures or pixel coordinates)

This commit is contained in:
DaniTheSkunk 2023-04-16 22:56:56 +00:00
parent 5c8abf1a7d
commit 213e530d88
4 changed files with 16 additions and 10 deletions

View File

@ -87,7 +87,7 @@ add_library(skunkworks STATIC
src/types.c
src/vec2i.c
src/vertex_buffer.c
src/window.c include/vec2f.h src/vec2f.c src/vec4f.c include/vec4f.h)
src/window.c include/vec2f.h src/vec2f.c src/vec4f.c include/vec4f.h src/renderer2d_frag.glsl src/renderer2d_vert.glsl src/shader_copy_frag.glsl src/shader_copy_vert.glsl src/shader_scale_frag.glsl src/gsa_vert.glsl src/gsa_frag.glsl)
add_executable(skip
tools/skip.c)

View File

@ -36,11 +36,18 @@ struct sw_renderer2d *sw_renderer2d_create() {
glGenBuffers(1, &ren->vbo);
glBindBuffer(GL_ARRAY_BUFFER, ren->vbo);
/* todo: vertex attrib thingies */
glVertexAttribPointer(
0, 2, GL_FLOAT, GL_FALSE, sizeof(struct vert), 0
);
glVertexAttribPointer(
2,
4,
GL_FLOAT,
GL_FALSE,
sizeof(struct vert),
(void *) (2 * sizeof(f32)));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(2);
glBindVertexArray(0);
@ -88,13 +95,7 @@ static void r_enter(struct sw_window *win, void *data) {
ren = data;
sw_vertex_buffer_clear(ren->vertex_buffer);
sw_renderer2d_draw_quad(
ren,
sw_vec2f(-0.5f, -0.5f),
sw_vec2f(0.5f, -0.5f),
sw_vec2f(-0.5f, 0.5f),
sw_vec2f(0.5f, 0.5f));
ren->color = sw_vec4f(1.f, 1.f, 1.f, 1.f);
glBindVertexArray(ren->vao);
sw_shaderprogram_use(ren->shader);

View File

@ -1,7 +1,8 @@
#version 460
in vec4 vcolor;
layout(location = 0) out vec4 color;
void main() {
color = vec4(0.1, 0.2, 0.3, 1.0);
color = vcolor;
}

View File

@ -1,7 +1,11 @@
#version 460
layout(location = 0) in vec2 pos;
layout(location = 2) in vec4 color;
out vec4 vcolor;
void main() {
gl_Position = vec4(pos, 0.0, 1.0);
vcolor = color;
}