window size unform

This commit is contained in:
Rakarake 2025-12-08 18:58:00 +01:00
parent c118d92fa7
commit bfb53024e2

13
main.c
View file

@ -15,10 +15,11 @@ const char *fragment_shader_source =
"#version 330 core\n"
"out vec4 FragColor;\n"
"in vec2 uv;\n"
"uniform vec2 WindowSize;\n"
"\n"
"void main()\n"
"{\n"
" FragColor = vec4(gl_FragCoord.xy / 800, 0.0, 1.0);\n"
" FragColor = vec4(gl_FragCoord.xy / WindowSize, 0.0, 1.0);\n"
"}\n";
GLuint compile_shader(GLuint type, const char *src) {
@ -81,14 +82,22 @@ int main() {
GLuint shader = create_shader(fragment_shader_source);
glUseProgram(shader);
int w, h;
while (running) {
while (SDL_PollEvent(&e)) {
if (e.type == SDL_EVENT_QUIT) running = false;
if (e.type == SDL_EVENT_WINDOW_RESIZED) {
SDL_GetWindowSize(window, &w, &h);
}
}
checkGlError();
// Rendorrrr
glViewport(0, 0, 800, 800);
glViewport(0, 0, w, h);
int uniform_WindowSize = glGetUniformLocation(shader, "WindowSize");
glUniform2f(uniform_WindowSize, w, h);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f); // Dark gray background
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);