diff options
| author | Aaditya Dhruv <[email protected]> | 2026-01-31 21:06:44 -0600 |
|---|---|---|
| committer | Aaditya Dhruv <[email protected]> | 2026-01-31 21:06:44 -0600 |
| commit | 826960abfc555fe322e2beddf7525590f2f4efc0 (patch) | |
| tree | aa99c22d2467d91b7fb1ce0a8051db744eefeb32 | |
| parent | d5cad0e247ffffd4e985696809e46805177c6940 (diff) | |
| -rw-r--r-- | src/camera.c | 3 | ||||
| -rw-r--r-- | src/config.h | 2 | ||||
| -rw-r--r-- | src/window.c | 3 |
3 files changed, 6 insertions, 2 deletions
diff --git a/src/camera.c b/src/camera.c index cbea1ff..c15ff16 100644 --- a/src/camera.c +++ b/src/camera.c @@ -1,6 +1,7 @@ #include "camera.h" #include "cglm/cam.h" #include "cglm/io.h" +#include "config.h" #include "cglm/mat4.h" #include "cglm/util.h" #include "cglm/vec3.h" @@ -31,7 +32,7 @@ void camera_update(struct camera* camera, struct shader* shader) { // glm_lookat(camera, cam_pivot, axis_y, blk->view); // glm_rotate_at(blk->view, cam_pivot, angle, axis_y); // Projection (perspective) matrix - glm_perspective(camera->fov, 800.0f / 600.0f, 0.1f, -10.0f, camera->perspective); + glm_perspective(camera->fov, SCREEN_WIDTH / SCREEN_HEIGHT, 0.1f, -10.0f, camera->perspective); set_uniform_mat4("view", shader, camera->view); set_uniform_mat4("perspective", shader, camera->perspective); // fprintf(stderr, "==== Block View ====\n"); diff --git a/src/config.h b/src/config.h new file mode 100644 index 0000000..8fc4348 --- /dev/null +++ b/src/config.h @@ -0,0 +1,2 @@ +#define SCREEN_WIDTH 800.0f +#define SCREEN_HEIGHT 600.0f diff --git a/src/window.c b/src/window.c index e3faff7..894a42b 100644 --- a/src/window.c +++ b/src/window.c @@ -1,11 +1,12 @@ #include "window.h" #include "glad/glad.h" +#include "config.h" #include <stdio.h> int window_init(struct window* window) { SDL_Init(SDL_INIT_VIDEO); // This will call SDL_GL_LoadLibrary so you don't need glad to do anything - window->window = SDL_CreateWindow("Junkcraft", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 800, 600, SDL_WINDOW_OPENGL); + window->window = SDL_CreateWindow("Junkcraft", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_OPENGL); SDL_GLContext* ctx = SDL_GL_CreateContext(window->window); // Let GLAD use the SDL GetProcAddress loader instead of using its own |
