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-rw-r--r--src/main.odin261
-rw-r--r--src/shader/shader.odin6
2 files changed, 220 insertions, 47 deletions
diff --git a/src/main.odin b/src/main.odin
index f09ccb4..bb4803e 100644
--- a/src/main.odin
+++ b/src/main.odin
@@ -139,47 +139,222 @@ main :: proc() {
 	}
 
 	vertices: []f32 = {
-   -0.5, -0.5, -0.5,  0.0,  0.0, -1.0,
-     0.5, -0.5, -0.5,  0.0,  0.0, -1.0, 
-     0.5,  0.5, -0.5,  0.0,  0.0, -1.0, 
-     0.5,  0.5, -0.5,  0.0,  0.0, -1.0, 
-    -0.5,  0.5, -0.5,  0.0,  0.0, -1.0, 
-    -0.5, -0.5, -0.5,  0.0,  0.0, -1.0, 
-
-    -0.5, -0.5,  0.5,  0.0,  0.0, 1.0,
-     0.5, -0.5,  0.5,  0.0,  0.0, 1.0,
-     0.5,  0.5,  0.5,  0.0,  0.0, 1.0,
-     0.5,  0.5,  0.5,  0.0,  0.0, 1.0,
-    -0.5,  0.5,  0.5,  0.0,  0.0, 1.0,
-    -0.5, -0.5,  0.5,  0.0,  0.0, 1.0,
-
-    -0.5,  0.5,  0.5, -1.0,  0.0,  0.0,
-    -0.5,  0.5, -0.5, -1.0,  0.0,  0.0,
-    -0.5, -0.5, -0.5, -1.0,  0.0,  0.0,
-    -0.5, -0.5, -0.5, -1.0,  0.0,  0.0,
-    -0.5, -0.5,  0.5, -1.0,  0.0,  0.0,
-    -0.5,  0.5,  0.5, -1.0,  0.0,  0.0,
-
-     0.5,  0.5,  0.5,  1.0,  0.0,  0.0,
-     0.5,  0.5, -0.5,  1.0,  0.0,  0.0,
-     0.5, -0.5, -0.5,  1.0,  0.0,  0.0,
-     0.5, -0.5, -0.5,  1.0,  0.0,  0.0,
-     0.5, -0.5,  0.5,  1.0,  0.0,  0.0,
-     0.5,  0.5,  0.5,  1.0,  0.0,  0.0,
-
-    -0.5, -0.5, -0.5,  0.0, -1.0,  0.0,
-     0.5, -0.5, -0.5,  0.0, -1.0,  0.0,
-     0.5, -0.5,  0.5,  0.0, -1.0,  0.0,
-     0.5, -0.5,  0.5,  0.0, -1.0,  0.0,
-    -0.5, -0.5,  0.5,  0.0, -1.0,  0.0,
-    -0.5, -0.5, -0.5,  0.0, -1.0,  0.0,
-
-    -0.5,  0.5, -0.5,  0.0,  1.0,  0.0,
-     0.5,  0.5, -0.5,  0.0,  1.0,  0.0,
-     0.5,  0.5,  0.5,  0.0,  1.0,  0.0,
-     0.5,  0.5,  0.5,  0.0,  1.0,  0.0,
-    -0.5,  0.5,  0.5,  0.0,  1.0,  0.0,
-    -0.5,  0.5, -0.5,  0.0,  1.0,  0.0
+		-0.5,
+		-0.5,
+		-0.5,
+		0.0,
+		0.0,
+		-1.0,
+		0.5,
+		-0.5,
+		-0.5,
+		0.0,
+		0.0,
+		-1.0,
+		0.5,
+		0.5,
+		-0.5,
+		0.0,
+		0.0,
+		-1.0,
+		0.5,
+		0.5,
+		-0.5,
+		0.0,
+		0.0,
+		-1.0,
+		-0.5,
+		0.5,
+		-0.5,
+		0.0,
+		0.0,
+		-1.0,
+		-0.5,
+		-0.5,
+		-0.5,
+		0.0,
+		0.0,
+		-1.0,
+		-0.5,
+		-0.5,
+		0.5,
+		0.0,
+		0.0,
+		1.0,
+		0.5,
+		-0.5,
+		0.5,
+		0.0,
+		0.0,
+		1.0,
+		0.5,
+		0.5,
+		0.5,
+		0.0,
+		0.0,
+		1.0,
+		0.5,
+		0.5,
+		0.5,
+		0.0,
+		0.0,
+		1.0,
+		-0.5,
+		0.5,
+		0.5,
+		0.0,
+		0.0,
+		1.0,
+		-0.5,
+		-0.5,
+		0.5,
+		0.0,
+		0.0,
+		1.0,
+		-0.5,
+		0.5,
+		0.5,
+		-1.0,
+		0.0,
+		0.0,
+		-0.5,
+		0.5,
+		-0.5,
+		-1.0,
+		0.0,
+		0.0,
+		-0.5,
+		-0.5,
+		-0.5,
+		-1.0,
+		0.0,
+		0.0,
+		-0.5,
+		-0.5,
+		-0.5,
+		-1.0,
+		0.0,
+		0.0,
+		-0.5,
+		-0.5,
+		0.5,
+		-1.0,
+		0.0,
+		0.0,
+		-0.5,
+		0.5,
+		0.5,
+		-1.0,
+		0.0,
+		0.0,
+		0.5,
+		0.5,
+		0.5,
+		1.0,
+		0.0,
+		0.0,
+		0.5,
+		0.5,
+		-0.5,
+		1.0,
+		0.0,
+		0.0,
+		0.5,
+		-0.5,
+		-0.5,
+		1.0,
+		0.0,
+		0.0,
+		0.5,
+		-0.5,
+		-0.5,
+		1.0,
+		0.0,
+		0.0,
+		0.5,
+		-0.5,
+		0.5,
+		1.0,
+		0.0,
+		0.0,
+		0.5,
+		0.5,
+		0.5,
+		1.0,
+		0.0,
+		0.0,
+		-0.5,
+		-0.5,
+		-0.5,
+		0.0,
+		-1.0,
+		0.0,
+		0.5,
+		-0.5,
+		-0.5,
+		0.0,
+		-1.0,
+		0.0,
+		0.5,
+		-0.5,
+		0.5,
+		0.0,
+		-1.0,
+		0.0,
+		0.5,
+		-0.5,
+		0.5,
+		0.0,
+		-1.0,
+		0.0,
+		-0.5,
+		-0.5,
+		0.5,
+		0.0,
+		-1.0,
+		0.0,
+		-0.5,
+		-0.5,
+		-0.5,
+		0.0,
+		-1.0,
+		0.0,
+		-0.5,
+		0.5,
+		-0.5,
+		0.0,
+		1.0,
+		0.0,
+		0.5,
+		0.5,
+		-0.5,
+		0.0,
+		1.0,
+		0.0,
+		0.5,
+		0.5,
+		0.5,
+		0.0,
+		1.0,
+		0.0,
+		0.5,
+		0.5,
+		0.5,
+		0.0,
+		1.0,
+		0.0,
+		-0.5,
+		0.5,
+		0.5,
+		0.0,
+		1.0,
+		0.0,
+		-0.5,
+		0.5,
+		-0.5,
+		0.0,
+		1.0,
+		0.0,
 	}
 
 
@@ -194,7 +369,7 @@ main :: proc() {
 		gl.STATIC_DRAW,
 	)
 
-  gl.GenVertexArrays(1, &cube_vao)
+	gl.GenVertexArrays(1, &cube_vao)
 	gl.BindVertexArray(cube_vao)
 	gl.VertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 6 * size_of(f32), 0)
 	gl.EnableVertexAttribArray(0)
@@ -227,7 +402,7 @@ main :: proc() {
 		light_color := Vec3{1.0, 1.0, 1.0}
 		shader.set_vec3(lighting_shader, cstring("object_color"), &object_color)
 		shader.set_vec3(lighting_shader, cstring("light_color"), &light_color)
-    shader.set_vec3(lighting_shader, cstring("light_position"), &light_pos)
+		shader.set_vec3(lighting_shader, cstring("light_position"), &light_pos)
 
 		aspect: f32 = 800.0 / 600.0
 		projection := linalg.matrix4_perspective_f32(
diff --git a/src/shader/shader.odin b/src/shader/shader.odin
index cd798ff..720efde 100644
--- a/src/shader/shader.odin
+++ b/src/shader/shader.odin
@@ -1,7 +1,6 @@
 package shader
 
 import "core:math/linalg"
-import "core:os"
 import "core:strings"
 import gl "vendor:OpenGL"
 
@@ -16,9 +15,6 @@ Vec3 :: linalg.Vector3f32
 Mat4 :: linalg.Matrix4x4f32
 
 shader_init :: proc(vsp, fsp: string) -> (^Shader, int) {
-	assert(os.is_file_path(vsp))
-	assert(os.is_file_path(fsp))
-
 	program_id, ok := gl.load_shaders_file(vsp, fsp)
 
 	if !ok {
@@ -58,5 +54,7 @@ set_mat4 :: proc(using shader: ^Shader, name: cstring, value: ^Mat4) {
 set_value :: proc {
 	set_i32,
 	set_f32,
+	set_vec3,
+	set_mat4,
 	set_bool,
 }