Colorful shapes

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2026-04-01 20:19:41 -05:00
parent b4768a885b
commit 299cb740d4
7 changed files with 20 additions and 11 deletions

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Width:  |  Height:  |  Size: 8.4 KiB

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Width:  |  Height:  |  Size: 1.1 KiB

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@@ -3,8 +3,8 @@
void Camera_Init(Camera* c) void Camera_Init(Camera* c)
{ {
c->position[0] = -50.0f; c->position[0] = 5.0f;
c->position[1] = 130.0f; c->position[1] = 0.0f;
c->position[2] = 0.0f; c->position[2] = 0.0f;
c->width[0] = 0.6f; c->width[0] = 0.6f;
c->width[1] = 5.8f; c->width[1] = 5.8f;

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@@ -19,10 +19,13 @@ void Game_Update(GameState *gs)
{ {
vec3 move; vec3 move;
glm_vec3_zero(move); glm_vec3_zero(move);
if (gs->input.w) move[0] = 0.3f; const float speed = 0.3f;
else if (gs->input.s) move[0] = -0.3f; if (gs->input.w) move[0] = speed;
if (gs->input.a) move[1] = 0.3f; else if (gs->input.s) move[0] = -speed;
else if (gs->input.d) move[1] = -0.3f; if (gs->input.a) move[1] = speed;
else if (gs->input.d) move[1] = -speed;
if (gs->input.q) move[2] = speed;
else if (gs->input.e) move[2] = -speed;
glm_vec3_add(gs->camera.position, move, gs->camera.position); glm_vec3_add(gs->camera.position, move, gs->camera.position);
Camera_UpdateVectors(&gs->camera); Camera_UpdateVectors(&gs->camera);

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@@ -12,6 +12,8 @@ typedef struct
bool a; bool a;
bool s; bool s;
bool d; bool d;
bool q;
bool e;
} InputState; } InputState;
typedef struct typedef struct

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@@ -27,6 +27,8 @@ static void HandleKeyDown(GameState *gs, SDL_KeyCode sym)
case SDLK_a: gs->input.a = true; break; case SDLK_a: gs->input.a = true; break;
case SDLK_s: gs->input.s = true; break; case SDLK_s: gs->input.s = true; break;
case SDLK_d: gs->input.d = true; break; case SDLK_d: gs->input.d = true; break;
case SDLK_q: gs->input.q = true; break;
case SDLK_e: gs->input.e = true; break;
} }
} }
@@ -38,6 +40,8 @@ static void HandleKeyUp(GameState *gs, SDL_KeyCode sym)
case SDLK_a: gs->input.a = false; break; case SDLK_a: gs->input.a = false; break;
case SDLK_s: gs->input.s = false; break; case SDLK_s: gs->input.s = false; break;
case SDLK_d: gs->input.d = false; break; case SDLK_d: gs->input.d = false; break;
case SDLK_q: gs->input.q = false; break;
case SDLK_e: gs->input.e = false; break;
} }
} }

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@@ -217,7 +217,7 @@ bool Render_Init(GameState *gs)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
gs->window = SDL_CreateWindow("Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1920, 1080, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);; gs->window = SDL_CreateWindow("Sandbox", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1920, 1080, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);;
gs->glContext = SDL_GL_CreateContext(gs->window); gs->glContext = SDL_GL_CreateContext(gs->window);
printf("Created OpenGL window.\n"); printf("Created OpenGL window.\n");
@@ -236,7 +236,7 @@ bool Render_Init(GameState *gs)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
printf("Initialized OpenGL.\n"); printf("Initialized OpenGL.\n");
Shape *shape = Shape_MakePyramid(3); Shape *shape = Shape_MakePyramid(5);
gs->testShape = shape; gs->testShape = shape;
glGenVertexArrays(1, &shape->VAO); glGenVertexArrays(1, &shape->VAO);
glGenBuffers(1, &shape->VBO); glGenBuffers(1, &shape->VBO);

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@@ -62,15 +62,15 @@ Shape *Shape_MakePyramid(int numInstances)
for (int i = 0; i < numInstances; i++) for (int i = 0; i < numInstances; i++)
{ {
ShapeInstance *instance = shape->instances + i; ShapeInstance *instance = shape->instances + i;
instance->position[0] = -4.0f;
instance->position[0] = 0.0f; instance->position[0] = 0.0f;
instance->position[0] = (5.0f * i) - 2.0f; instance->position[0] = 0.0f;
instance->position[0] = (5.0f * i) - 10.0;
instance->scale = 1.0f; instance->scale = 1.0f;
instance->collisionRadius = 1.0f; instance->collisionRadius = 1.0f;
glm_vec3_zero(instance->velocity); glm_vec3_zero(instance->velocity);
glm_vec3_zero(instance->rotation); glm_vec3_zero(instance->rotation);
float *textureId = shape->instanceData + (i * 17); float *textureId = shape->instanceData + (i * 17);
*textureId = 0; *textureId = i;
mat4 *matrix = (void*)(textureId + 1); mat4 *matrix = (void*)(textureId + 1);
} }