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@@ -217,6 +217,17 @@ void r_sync_buffers(Renderer *r)
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r->vertex_buf);
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r->vertex_buf);
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}
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}
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+void r_sync_uniforms(Renderer *r,
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+ GLfloat resolution_width, GLfloat resolution_height,
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+ GLfloat time,
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+ GLfloat mouse_x, GLfloat mouse_y)
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+{
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+ static_assert(COUNT_UNIFORMS == 3, "Exhaustive uniform handling in ");
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+ glUniform2f(r->uniforms[RESOLUTION_UNIFORM], resolution_width, resolution_height);
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+ glUniform1f(r->uniforms[TIME_UNIFORM], time);
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+ glUniform2f(r->uniforms[MOUSE_UNIFORM], mouse_x, mouse_y);
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+}
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+
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bool load_shader_program(const char *vertex_file_path,
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bool load_shader_program(const char *vertex_file_path,
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const char *fragment_file_path,
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const char *fragment_file_path,
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GLuint *program)
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GLuint *program)
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@@ -537,10 +548,10 @@ int main(void)
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glfwGetCursorPos(window, &xpos, &ypos);
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glfwGetCursorPos(window, &xpos, &ypos);
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if (!global_renderer.reload_failed) {
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if (!global_renderer.reload_failed) {
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- static_assert(COUNT_UNIFORMS == 3, "Update the uniform sync");
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- glUniform2f(global_renderer.uniforms[RESOLUTION_UNIFORM], (GLfloat) width, (GLfloat) height);
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- glUniform1f(global_renderer.uniforms[TIME_UNIFORM], (GLfloat) time);
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- glUniform2f(global_renderer.uniforms[MOUSE_UNIFORM], (GLfloat) xpos, (GLfloat) (height - ypos));
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+ r_sync_uniforms(&global_renderer,
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+ width, height,
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+ time,
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+ xpos, height - ypos);
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r_clear(&global_renderer);
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r_clear(&global_renderer);
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r_quad_pp(
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r_quad_pp(
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