0.2 Clean up
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18
src/main.c
18
src/main.c
@@ -48,30 +48,24 @@ int main( void )
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if( !( m_axis = create_mesh( axis ) ) )
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goto error_mesh_axis;
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texture=create_palette_texture( palette );
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use_texture( texture );
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while( is_open_window( window ) )
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{
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load_rot_matrix( shader, rot );
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++rot[1];
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load_rot_matrix( shader, rot );
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draw_color();
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load_mdl_matrix( shader, 2 );
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gload_float( shader, "idx", 2 );
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load_mdl_matrix( shader, 0, 0 );
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draw_mesh( m_axis );
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load_mdl_matrix( shader, 1 );
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gload_float( shader, "idx", 1 );
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load_mdl_matrix( shader, 1, 1 );
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draw_mesh( m_axis );
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load_mdl_matrix( shader, 0 );
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gload_float( shader, "idx", 0 );
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load_mdl_matrix( shader, 2, 2 );
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draw_mesh( m_axis );
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gload_float( shader, "idx", 3 );
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load_mdl_matrix( shader, 0, 3 );
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draw_mesh( m_cube );
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}
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@@ -37,7 +37,7 @@ void gload_mat4( unsigned int program, char * var, float * m );
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void load_fix_matrix( unsigned int shader, float ratio );
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void load_mdl_matrix( unsigned int shader, unsigned char i );
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void load_mdl_matrix( unsigned int shader, unsigned char i, unsigned char c );
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void load_rot_matrix( unsigned int shader, unsigned char * angle );
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@@ -27,16 +27,18 @@ mat4 ortho[] =
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void load_fix_matrix( unsigned int shader, float ratio )
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{
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mat4 m, n;
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const int d = 7;
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glm_lookat( (vec3){0,0,-5}, (vec3){0,0,0}, (vec3){0,1,0}, m );
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glm_perspective( 45.0, ratio, 2, 8, n );
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glm_lookat( (vec3){0,0,-d}, (vec3){0,0,0}, (vec3){0,1,0}, m );
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glm_perspective( CGLM_PI/4, ratio, d-3, d+3, n );
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glm_mat4_mul( n, m, m );
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gload_mat4( shader, "fix", (float*)m );
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}
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void load_mdl_matrix( unsigned int shader, unsigned char i )
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void load_mdl_matrix( unsigned int shader, unsigned char i, unsigned char c )
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{
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gload_float( shader, "idx", c );
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gload_mat4( shader, "mdl", (float*)ortho[i] );
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}
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