Started creating some outlines for s=how some components might work
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5 changed files with 34 additions and 3 deletions
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@ -1,13 +1,11 @@
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#include <GL/glew.h>
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#include <SDL3/SDL.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <time.h>
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#include "SDL3/SDL_events.h"
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#include "SDL3/SDL_keycode.h"
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#include "camera.h"
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#include "cglm/io.h"
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// settings
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const unsigned int SCR_WIDTH = 800;
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@ -171,7 +169,7 @@ int main(int argc, char *argv[]) {
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// Handle camera
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camera_tick(&camera);
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// TODO: make shader file
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// TODO: make shader handler
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mat4 mvp;
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camera_calc_mvp(&mvp, &camera);
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// glm_mat4_print(mvp,stdout);
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src/shader.c
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src/shader.c
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src/shader.h
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src/shader.h
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#pragma once
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typedef struct {
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const char *vertex_shader_source_path;
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const char *fragment_shader_source_path;
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} wn_shader_code_location;
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struct wn_shader_s {
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unsigned int shaderProgram;
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};
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typedef struct wn_shader_s wn_shader;
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wn_shader wn_shader_init(wn_shader_code_location shader_code_location);
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void wn_shader_deinit(wn_shader shader);
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src/window.c
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src/window.c
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src/window.h
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src/window.h
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#pragma once
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#include "SDL3/SDL_events.h"
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#include "SDL3/SDL_render.h"
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#include "SDL3/SDL_video.h"
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struct wn_window_s {
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SDL_Window *window;
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SDL_Renderer *renderer;
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SDL_GLContext *glcontext;
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SDL_Event *event;
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};
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typedef struct wn_window_s wn_window;
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wn_window *wn_window_init(wn_window *window);
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void wn_window_deinit(wn_window *window);
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void wn_swapwindow(wn_window*);
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