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