square board and properly fit inside window

This commit is contained in:
2023-09-04 01:57:39 +03:00
parent 2023497beb
commit 4d03b0d3ee
7 changed files with 49 additions and 11 deletions
+1
View File
@@ -1,3 +1,4 @@
compile_commands.json
*.o
cudoku
.cache
+14 -5
View File
@@ -3,10 +3,10 @@
#include "shader.h"
static const float quad_vertices[] = {
-0.5f, 1.0f, 0.0f, // top left
0.5f, 1.0f, 0.0f, // top right
-0.5f, -1.0f, 0.0f, // bottom left
0.5f, -1.0f, 0.0f, // bottom right
-1.0f, 1.0f, 0.0f, // top left
1.0f, 1.0f, 0.0f, // top right
-1.0f, -1.0f, 0.0f, // bottom left
1.0f, -1.0f, 0.0f, // bottom right
};
static const int quad_indices[] = {
@@ -34,9 +34,18 @@ unsigned int prepare_bg_rect() {
return vao;
}
void draw_bg_rect(Shader shader, unsigned int vao) {
void draw_bg_rect(Shader shader, unsigned int vao, float x_scale, float y_scale) {
use_shader(shader);
float mat[4][4] = {
{x_scale, 0, 0, 0},
{0, y_scale, 0, 0},
{0, 0, 1, 0},
{0, 0, 0, 1},
};
set_mat4(shader, "transform", (float *)mat);
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
+1 -1
View File
@@ -3,4 +3,4 @@
#include "shader.h"
unsigned int prepare_bg_rect(Shader shader);
void draw_bg_rect(Shader shader, unsigned int vao);
void draw_bg_rect(Shader shader, unsigned int vao, float x_scale, float y_scale);
+24 -4
View File
@@ -1,6 +1,7 @@
#include <stdbool.h>
#include <glad/glx.h>
#include <stdio.h>
#include "x11.h"
#include "cudoku.h"
@@ -12,6 +13,18 @@
// Simply port the js algo for sudoku generation
// Maybe after the game works fine we can use some winapi to add windows support
void scale_bg_rect(int width, int height, float *x, float *y) {
if (width > height) {
float ratio = (float)height / (float)width;
*x = ratio;
*y = 1.f;
} else {
float ratio = (float)width / (float)height;
*x = 1.f;
*y = ratio;
}
}
Display *display;
Window window;
@@ -19,7 +32,11 @@ int main() {
int res = init_x11(&display, &window);
if (res < 0) return 1;
// 900 is the initial width and height
int width = 900, height = 900;
// scale factors for the entire board to nicely fit as a square inside
// the window
float x_scale = 1.f, y_scale = 1.f;
Shader board_shader = create_shader("shaders/board_v.glsl", "shaders/board_f.glsl");
unsigned int board_vao = prepare_bg_rect(board_shader);
@@ -37,18 +54,21 @@ int main() {
width = xce.width;
height = xce.height;
resize_x11_window(display, window);
scale_bg_rect(xce.width, xce.height, &x_scale, &y_scale);
}
} else if (xev.type == KeyPress && XLookupKeysym(&xev.xkey, 0) == XK_Escape) {
quit = true;
break;
} else if (xev.type == KeyPress) {
if (XLookupKeysym(&xev.xkey, 0) == XK_Escape || XLookupKeysym(&xev.xkey, 0) == XK_q) {
quit = true;
break;
}
}
}
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
draw_bg_rect(board_shader, board_vao);
draw_bg_rect(board_shader, board_vao, x_scale, y_scale);
glXSwapBuffers(display, window);
}
+5
View File
@@ -81,3 +81,8 @@ void use_shader(Shader shader) {
glUseProgram(shader.program);
}
void set_mat4(Shader shader, const char *name, float *mat4) {
int loc = glGetUniformLocation(shader.program, name);
glUniformMatrix4fv(loc, 1, GL_FALSE, mat4);
}
+1
View File
@@ -7,3 +7,4 @@ typedef struct Shader {
void read_shader_file(const char *path, char **buf);
Shader create_shader(const char *vertex_path, const char *fragment_path);
void use_shader(Shader shader);
void set_mat4(Shader shader, const char *name, float *mat);
+3 -1
View File
@@ -1,6 +1,8 @@
#version 330 core
layout (location = 0) in vec3 aPos;
uniform mat4 transform;
void main() {
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
gl_Position = transform * vec4(aPos, 1.0f);
}