Project cleanup
Standard shaders and fonts now belong to the source directory
This commit is contained in:
parent
9b0901eaf8
commit
e745acad3e
24
acme/cdef
24
acme/cdef
|
@ -1,24 +0,0 @@
|
||||||
#!/usr/bin/perl
|
|
||||||
# Use with tags created with 'ctags -x'; give it a symbol
|
|
||||||
|
|
||||||
use strict;
|
|
||||||
use warnings;
|
|
||||||
|
|
||||||
my $pat = $ARGV[0] or die("Need a tag to find");
|
|
||||||
print "Found for the tag $pat: \n";
|
|
||||||
|
|
||||||
sub main
|
|
||||||
{
|
|
||||||
my $t = 'tags';
|
|
||||||
open(FH, $t) or die("File $t not found.");
|
|
||||||
|
|
||||||
while (my $line = <FH>) {
|
|
||||||
if ($line =~ /^$pat/) {
|
|
||||||
my @l = split(' ', $line);
|
|
||||||
#print "$l[3]:$l[2] \n";
|
|
||||||
exec 'echo $l[3]:$l[2] > /dev/null'
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
main();
|
|
Binary file not shown.
|
@ -1,25 +0,0 @@
|
||||||
#include "pinball.h"
|
|
||||||
#include "gameobject.h"
|
|
||||||
#include "input.h"
|
|
||||||
|
|
||||||
struct flipper *pinball_flipper_make(struct mGameObject *go)
|
|
||||||
{
|
|
||||||
struct flipper *new = calloc(1, sizeof(struct flipper));
|
|
||||||
pinball_flipper_init(new, go);
|
|
||||||
|
|
||||||
return new;
|
|
||||||
}
|
|
||||||
|
|
||||||
void pinball_flipper_init(struct flipper *flip, struct mGameObject *go)
|
|
||||||
{
|
|
||||||
cpBodySetAngle(go->body, flip->angle1);
|
|
||||||
}
|
|
||||||
|
|
||||||
void pinball_flipper_update(struct flipper *flip, struct mGameObject *go)
|
|
||||||
{
|
|
||||||
if ((flip->left && currentKeystates[SDL_SCANCODE_LSHIFT])
|
|
||||||
|| currentKeystates[SDL_SCANCODE_RSHIFT]) {
|
|
||||||
cpBodySetAngle(go->body, flip->angle2);
|
|
||||||
} else
|
|
||||||
cpBodySetAngle(go->body, flip->angle1);
|
|
||||||
}
|
|
|
@ -1,18 +0,0 @@
|
||||||
#ifndef PINBALL_H
|
|
||||||
#define PINBALL_H
|
|
||||||
|
|
||||||
struct mGameObject;
|
|
||||||
|
|
||||||
struct flipper {
|
|
||||||
float angle1;
|
|
||||||
float angle2;
|
|
||||||
float flipspeed;
|
|
||||||
int left;
|
|
||||||
};
|
|
||||||
|
|
||||||
struct flipper *pinball_flipper_make(struct mGameObject *go);
|
|
||||||
void pinball_flipper_init(struct flipper *flip, struct mGameObject *go);
|
|
||||||
void pinball_flipper_update(struct flipper *flip, struct mGameObject *go);
|
|
||||||
|
|
||||||
|
|
||||||
#endif
|
|
0
shaders/albedofrag.glsl → source/shaders/albedofrag.glsl
Executable file → Normal file
0
shaders/albedofrag.glsl → source/shaders/albedofrag.glsl
Executable file → Normal file
0
shaders/animspritefrag.glsl → source/shaders/animspritefrag.glsl
Executable file → Normal file
0
shaders/animspritefrag.glsl → source/shaders/animspritefrag.glsl
Executable file → Normal file
0
shaders/animspritevert.glsl → source/shaders/animspritevert.glsl
Executable file → Normal file
0
shaders/animspritevert.glsl → source/shaders/animspritevert.glsl
Executable file → Normal file
0
shaders/billboardfrag.glsl → source/shaders/billboardfrag.glsl
Executable file → Normal file
0
shaders/billboardfrag.glsl → source/shaders/billboardfrag.glsl
Executable file → Normal file
0
shaders/billboardvertex.glsl → source/shaders/billboardvertex.glsl
Executable file → Normal file
0
shaders/billboardvertex.glsl → source/shaders/billboardvertex.glsl
Executable file → Normal file
0
shaders/btdebugfrag.glsl → source/shaders/btdebugfrag.glsl
Executable file → Normal file
0
shaders/btdebugfrag.glsl → source/shaders/btdebugfrag.glsl
Executable file → Normal file
0
shaders/btdebugvert.glsl → source/shaders/btdebugvert.glsl
Executable file → Normal file
0
shaders/btdebugvert.glsl → source/shaders/btdebugvert.glsl
Executable file → Normal file
0
shaders/circlefrag.glsl → source/shaders/circlefrag.glsl
Executable file → Normal file
0
shaders/circlefrag.glsl → source/shaders/circlefrag.glsl
Executable file → Normal file
0
shaders/circlevert.glsl → source/shaders/circlevert.glsl
Executable file → Normal file
0
shaders/circlevert.glsl → source/shaders/circlevert.glsl
Executable file → Normal file
0
shaders/debugcolorfrag.glsl → source/shaders/debugcolorfrag.glsl
Executable file → Normal file
0
shaders/debugcolorfrag.glsl → source/shaders/debugcolorfrag.glsl
Executable file → Normal file
0
shaders/debugdepthfrag.glsl → source/shaders/debugdepthfrag.glsl
Executable file → Normal file
0
shaders/debugdepthfrag.glsl → source/shaders/debugdepthfrag.glsl
Executable file → Normal file
0
shaders/fragment.glsl → source/shaders/fragment.glsl
Executable file → Normal file
0
shaders/fragment.glsl → source/shaders/fragment.glsl
Executable file → Normal file
0
shaders/gizmofrag.glsl → source/shaders/gizmofrag.glsl
Executable file → Normal file
0
shaders/gizmofrag.glsl → source/shaders/gizmofrag.glsl
Executable file → Normal file
0
shaders/gizmovert.glsl → source/shaders/gizmovert.glsl
Executable file → Normal file
0
shaders/gizmovert.glsl → source/shaders/gizmovert.glsl
Executable file → Normal file
0
shaders/gridfrag.glsl → source/shaders/gridfrag.glsl
Executable file → Normal file
0
shaders/gridfrag.glsl → source/shaders/gridfrag.glsl
Executable file → Normal file
0
shaders/gridvert.glsl → source/shaders/gridvert.glsl
Executable file → Normal file
0
shaders/gridvert.glsl → source/shaders/gridvert.glsl
Executable file → Normal file
0
shaders/lightfrag.glsl → source/shaders/lightfrag.glsl
Executable file → Normal file
0
shaders/lightfrag.glsl → source/shaders/lightfrag.glsl
Executable file → Normal file
0
shaders/lightvert.glsl → source/shaders/lightvert.glsl
Executable file → Normal file
0
shaders/lightvert.glsl → source/shaders/lightvert.glsl
Executable file → Normal file
0
shaders/linefrag.glsl → source/shaders/linefrag.glsl
Executable file → Normal file
0
shaders/linefrag.glsl → source/shaders/linefrag.glsl
Executable file → Normal file
0
shaders/linevert.glsl → source/shaders/linevert.glsl
Executable file → Normal file
0
shaders/linevert.glsl → source/shaders/linevert.glsl
Executable file → Normal file
0
shaders/modelfrag.glsl → source/shaders/modelfrag.glsl
Executable file → Normal file
0
shaders/modelfrag.glsl → source/shaders/modelfrag.glsl
Executable file → Normal file
0
shaders/modelvert.glsl → source/shaders/modelvert.glsl
Executable file → Normal file
0
shaders/modelvert.glsl → source/shaders/modelvert.glsl
Executable file → Normal file
0
shaders/outline.glsl → source/shaders/outline.glsl
Executable file → Normal file
0
shaders/outline.glsl → source/shaders/outline.glsl
Executable file → Normal file
0
shaders/outlinevert.glsl → source/shaders/outlinevert.glsl
Executable file → Normal file
0
shaders/outlinevert.glsl → source/shaders/outlinevert.glsl
Executable file → Normal file
0
shaders/postfrag.glsl → source/shaders/postfrag.glsl
Executable file → Normal file
0
shaders/postfrag.glsl → source/shaders/postfrag.glsl
Executable file → Normal file
0
shaders/postvert.glsl → source/shaders/postvert.glsl
Executable file → Normal file
0
shaders/postvert.glsl → source/shaders/postvert.glsl
Executable file → Normal file
0
shaders/shadowfrag.glsl → source/shaders/shadowfrag.glsl
Executable file → Normal file
0
shaders/shadowfrag.glsl → source/shaders/shadowfrag.glsl
Executable file → Normal file
0
shaders/shadowvert.glsl → source/shaders/shadowvert.glsl
Executable file → Normal file
0
shaders/shadowvert.glsl → source/shaders/shadowvert.glsl
Executable file → Normal file
0
shaders/simplevert.glsl → source/shaders/simplevert.glsl
Executable file → Normal file
0
shaders/simplevert.glsl → source/shaders/simplevert.glsl
Executable file → Normal file
0
shaders/skyfrag.glsl → source/shaders/skyfrag.glsl
Executable file → Normal file
0
shaders/skyfrag.glsl → source/shaders/skyfrag.glsl
Executable file → Normal file
0
shaders/skyvert.glsl → source/shaders/skyvert.glsl
Executable file → Normal file
0
shaders/skyvert.glsl → source/shaders/skyvert.glsl
Executable file → Normal file
0
shaders/spritefrag.glsl → source/shaders/spritefrag.glsl
Executable file → Normal file
0
shaders/spritefrag.glsl → source/shaders/spritefrag.glsl
Executable file → Normal file
0
shaders/spritevert.glsl → source/shaders/spritevert.glsl
Executable file → Normal file
0
shaders/spritevert.glsl → source/shaders/spritevert.glsl
Executable file → Normal file
0
shaders/textfrag.glsl → source/shaders/textfrag.glsl
Executable file → Normal file
0
shaders/textfrag.glsl → source/shaders/textfrag.glsl
Executable file → Normal file
2
shaders/textvert.glsl → source/shaders/textvert.glsl
Executable file → Normal file
2
shaders/textvert.glsl → source/shaders/textvert.glsl
Executable file → Normal file
|
@ -7,5 +7,5 @@ uniform mat4 projection;
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);
|
gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);
|
||||||
TexCoords = vertex.zw;
|
TexCoords = vec2(vertex.z, 1.0 - vertex.w);
|
||||||
}
|
}
|
0
shaders/vertex.glsl → source/shaders/vertex.glsl
Executable file → Normal file
0
shaders/vertex.glsl → source/shaders/vertex.glsl
Executable file → Normal file
2
shaders/videofrag.glsl → source/shaders/videofrag.glsl
Executable file → Normal file
2
shaders/videofrag.glsl → source/shaders/videofrag.glsl
Executable file → Normal file
|
@ -13,7 +13,7 @@ mat4 rec601 = mat4(
|
||||||
1.16438, 2.01723, 0.00000, -1.08139,
|
1.16438, 2.01723, 0.00000, -1.08139,
|
||||||
0, 0, 0, 1
|
0, 0, 0, 1
|
||||||
);
|
);
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
float y = texture2D(texture_y, TexCoords).r;
|
float y = texture2D(texture_y, TexCoords).r;
|
||||||
float cb = texture2D(texture_cb, TexCoords).r;
|
float cb = texture2D(texture_cb, TexCoords).r;
|
2
shaders/videovert.glsl → source/shaders/videovert.glsl
Executable file → Normal file
2
shaders/videovert.glsl → source/shaders/videovert.glsl
Executable file → Normal file
|
@ -7,6 +7,6 @@ uniform mat4 model;
|
||||||
uniform mat4 projection;
|
uniform mat4 projection;
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
TexCoords = vertex.zw;
|
TexCoords = vec2(vertex.x, 1.0 - vertex.y);
|
||||||
gl_Position = projection * model * vec4(vertex.xy, 0.0, 1.0);
|
gl_Position = projection * model * vec4(vertex.xy, 0.0, 1.0);
|
||||||
}
|
}
|
Loading…
Reference in a new issue