examples: fix rt_glsl.v

pull/8805/head
Alexander Medvednikov 2021-02-17 06:57:25 +01:00
parent ba131ce914
commit 023f6829a1
1 changed files with 260 additions and 236 deletions

View File

@ -35,12 +35,10 @@
import gg
import gg.m4
import gx
//import math
// import math
import sokol.sapp
import sokol.gfx
import sokol.sgl
import time
// GLSL Include and functions
@ -48,7 +46,9 @@ import time
#flag -I @VROOT/.
#include "rt_glsl_march.h" #Please use sokol-shdc to generate the necessary rt_glsl_march.h file from rt_glsl_march.glsl (see the instructions at the top of this file)
#include "rt_glsl_puppy.h" #Please use sokol-shdc to generate the necessary rt_glsl_puppy.h file from rt_glsl_puppy.glsl (see the instructions at the top of this file)
fn C.rt_march_shader_desc() &C.sg_shader_desc
fn C.rt_puppy_shader_desc() &C.sg_shader_desc
const (
@ -63,18 +63,14 @@ mut:
texture C.sg_image
init_flag bool
frame_count int
mouse_x int = -1
mouse_y int = -1
mouse_down bool
// glsl
cube_pip_glsl C.sg_pipeline
cube_bind C.sg_bindings
pipe map[string]C.sg_pipeline
bind map[string]C.sg_bindings
// time
ticks i64
}
@ -84,7 +80,7 @@ mut:
* Texture functions
*
******************************************************************************/
fn create_texture(w int, h int, buf byteptr) C.sg_image{
fn create_texture(w int, h int, buf byteptr) C.sg_image {
sz := w * h * 4
mut img_desc := C.sg_image_desc{
width: w
@ -92,7 +88,7 @@ fn create_texture(w int, h int, buf byteptr) C.sg_image{
num_mipmaps: 0
min_filter: .linear
mag_filter: .linear
//usage: .dynamic
// usage: .dynamic
wrap_u: .clamp_to_edge
wrap_v: .clamp_to_edge
label: &byte(0)
@ -108,15 +104,15 @@ fn create_texture(w int, h int, buf byteptr) C.sg_image{
return sg_img
}
fn destroy_texture(sg_img C.sg_image){
fn destroy_texture(sg_img C.sg_image) {
C.sg_destroy_image(sg_img)
}
// Use only if usage: .dynamic is enabled
fn update_text_texture(sg_img C.sg_image, w int, h int, buf byteptr){
fn update_text_texture(sg_img C.sg_image, w int, h int, buf byteptr) {
sz := w * h * 4
mut tmp_sbc := C.sg_image_content{}
tmp_sbc.subimage[0][0] = C.sg_subimage_content {
tmp_sbc.subimage[0][0] = C.sg_subimage_content{
ptr: buf
size: sz
}
@ -129,7 +125,7 @@ fn update_text_texture(sg_img C.sg_image, w int, h int, buf byteptr){
*
******************************************************************************/
/*
Cube vertex buffer with packed vertex formats for color and texture coords.
Cube vertex buffer with packed vertex formats for color and texture coords.
Note that a vertex format which must be portable across all
backends must only use the normalized integer formats
(BYTE4N, UBYTE4N, SHORT2N, SHORT4N), which can be converted
@ -144,108 +140,115 @@ struct Vertex_t {
y f32
z f32
color u32
//u u16 // for compatibility with D3D11
//v u16 // for compatibility with D3D11
// u u16 // for compatibility with D3D11
// v u16 // for compatibility with D3D11
u f32
v f32
}
// march shader init
fn init_cube_glsl_m(mut app App) {
/* cube vertex buffer */
//d := u16(32767) // for compatibility with D3D11, 32767 stand for 1
// cube vertex buffer
// d := u16(32767) // for compatibility with D3D11, 32767 stand for 1
d := f32(1.0)
c := u32(0xFFFFFF_FF) // color RGBA8
vertices := [
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
Vertex_t{ 1.0, -1.0, -1.0, c, d, 0},
Vertex_t{ 1.0, 1.0, -1.0, c, d, d},
Vertex_t{1.0, -1.0, -1.0, c, d, 0},
Vertex_t{1.0, 1.0, -1.0, c, d, d},
Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
Vertex_t{-1.0, -1.0, 1.0, c, 0, 0},
Vertex_t{ 1.0, -1.0, 1.0, c, d, 0},
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
Vertex_t{1.0, -1.0, 1.0, c, d, 0},
Vertex_t{1.0, 1.0, 1.0, c, d, d},
Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
Vertex_t{-1.0, 1.0, -1.0, c, d, 0},
Vertex_t{-1.0, 1.0, 1.0, c, d, d},
Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
Vertex_t{ 1.0, -1.0, -1.0, c, 0, 0},
Vertex_t{ 1.0, 1.0, -1.0, c, d, 0},
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
Vertex_t{ 1.0, -1.0, 1.0, c, 0, d},
Vertex_t{1.0, -1.0, -1.0, c, 0, 0},
Vertex_t{1.0, 1.0, -1.0, c, d, 0},
Vertex_t{1.0, 1.0, 1.0, c, d, d},
Vertex_t{1.0, -1.0, 1.0, c, 0, d},
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
Vertex_t{ 1.0, -1.0, 1.0, c, d, d},
Vertex_t{ 1.0, -1.0, -1.0, c, 0, d},
Vertex_t{1.0, -1.0, 1.0, c, d, d},
Vertex_t{1.0, -1.0, -1.0, c, 0, d},
Vertex_t{-1.0, 1.0, -1.0, c, 0, 0},
Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
Vertex_t{1.0, 1.0, 1.0, c, d, d},
Vertex_t{1.0, 1.0, -1.0, c, 0, d},
]
mut vert_buffer_desc := C.sg_buffer_desc{}
unsafe {C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc))}
unsafe { C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc)) }
vert_buffer_desc.size = vertices.len * int(sizeof(Vertex_t))
vert_buffer_desc.content = byteptr(vertices.data)
vert_buffer_desc.@type = .vertexbuffer
vert_buffer_desc.label = "cube-vertices".str
vert_buffer_desc.label = 'cube-vertices'.str
vbuf := gfx.make_buffer(&vert_buffer_desc)
/* create an index buffer for the cube */
// create an index buffer for the cube
indices := [
u16(0), 1, 2, 0, 2, 3,
6, 5, 4, 7, 6, 4,
8, 9, 10, 8, 10, 11,
/*
u16(0),
1,
2,
0,
2,
3,
6,
5,
4,
7,
6,
4,
8,
9,
10,
8,
10,
11,
/*
u16(14), 13, 12, 15, 14, 12,
16, 17, 18, 16, 18, 19,
22, 21, 20, 23, 22, 20
*/
*/
]
mut index_buffer_desc := C.sg_buffer_desc{}
unsafe {C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc))}
unsafe { C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc)) }
index_buffer_desc.size = indices.len * int(sizeof(u16))
index_buffer_desc.content = byteptr(indices.data)
index_buffer_desc.@type = .indexbuffer
index_buffer_desc.label = "cube-indices".str
index_buffer_desc.label = 'cube-indices'.str
ibuf := gfx.make_buffer(&index_buffer_desc)
/* create shader */
// create shader
shader := gfx.make_shader(C.rt_march_shader_desc())
mut pipdesc := C.sg_pipeline_desc{}
unsafe {C.memset(&pipdesc, 0, sizeof(pipdesc))}
unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
// the constants [C.ATTR_vs_m_pos, C.ATTR_vs_m_color0, C.ATTR_vs_m_texcoord0] are generated by sokol-shdc
pipdesc.layout.attrs[C.ATTR_vs_m_pos ].format = .float3 // x,y,z as f32
pipdesc.layout.attrs[C.ATTR_vs_m_color0 ].format = .ubyte4n // color as u32
pipdesc.layout.attrs[C.ATTR_vs_m_pos].format = .float3 // x,y,z as f32
pipdesc.layout.attrs[C.ATTR_vs_m_color0].format = .ubyte4n // color as u32
pipdesc.layout.attrs[C.ATTR_vs_m_texcoord0].format = .float2 // u,v as f32
//pipdesc.layout.attrs[C.ATTR_vs_m_texcoord0].format = .short2n // u,v as u16
// pipdesc.layout.attrs[C.ATTR_vs_m_texcoord0].format = .short2n // u,v as u16
pipdesc.shader = shader
pipdesc.index_type = .uint16
pipdesc.depth_stencil = C.sg_depth_stencil_state{
depth_write_enabled: true
depth_compare_func : gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
depth_compare_func: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
}
pipdesc.rasterizer = C.sg_rasterizer_state {
pipdesc.rasterizer = C.sg_rasterizer_state{
cull_mode: .back
}
pipdesc.label = "glsl_shader pipeline".str
pipdesc.label = 'glsl_shader pipeline'.str
mut bind := C.sg_bindings{}
unsafe {C.memset(&bind, 0, sizeof(bind))}
unsafe { C.memset(&bind, 0, sizeof(bind)) }
bind.vertex_buffers[0] = vbuf
bind.index_buffer = ibuf
bind.fs_images[C.SLOT_tex] = app.texture
@ -253,105 +256,112 @@ fn init_cube_glsl_m(mut app App) {
app.pipe['march'] = gfx.make_pipeline(&pipdesc)
println("GLSL March init DONE!")
println('GLSL March init DONE!')
}
// putty shader init
fn init_cube_glsl_p(mut app App) {
/* cube vertex buffer */
//d := u16(32767) // for compatibility with D3D11, 32767 stand for 1
// cube vertex buffer
// d := u16(32767) // for compatibility with D3D11, 32767 stand for 1
d := f32(1.0)
c := u32(0xFFFFFF_FF) // color RGBA8
vertices := [
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
Vertex_t{ 1.0, -1.0, -1.0, c, d, 0},
Vertex_t{ 1.0, 1.0, -1.0, c, d, d},
Vertex_t{1.0, -1.0, -1.0, c, d, 0},
Vertex_t{1.0, 1.0, -1.0, c, d, d},
Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
Vertex_t{-1.0, -1.0, 1.0, c, 0, 0},
Vertex_t{ 1.0, -1.0, 1.0, c, d, 0},
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
Vertex_t{1.0, -1.0, 1.0, c, d, 0},
Vertex_t{1.0, 1.0, 1.0, c, d, d},
Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
Vertex_t{-1.0, 1.0, -1.0, c, d, 0},
Vertex_t{-1.0, 1.0, 1.0, c, d, d},
Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
Vertex_t{ 1.0, -1.0, -1.0, c, 0, 0},
Vertex_t{ 1.0, 1.0, -1.0, c, d, 0},
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
Vertex_t{ 1.0, -1.0, 1.0, c, 0, d},
Vertex_t{1.0, -1.0, -1.0, c, 0, 0},
Vertex_t{1.0, 1.0, -1.0, c, d, 0},
Vertex_t{1.0, 1.0, 1.0, c, d, d},
Vertex_t{1.0, -1.0, 1.0, c, 0, d},
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
Vertex_t{ 1.0, -1.0, 1.0, c, d, d},
Vertex_t{ 1.0, -1.0, -1.0, c, 0, d},
Vertex_t{1.0, -1.0, 1.0, c, d, d},
Vertex_t{1.0, -1.0, -1.0, c, 0, d},
Vertex_t{-1.0, 1.0, -1.0, c, 0, 0},
Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
Vertex_t{1.0, 1.0, 1.0, c, d, d},
Vertex_t{1.0, 1.0, -1.0, c, 0, d},
]
mut vert_buffer_desc := C.sg_buffer_desc{}
unsafe {C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc))}
unsafe { C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc)) }
vert_buffer_desc.size = vertices.len * int(sizeof(Vertex_t))
vert_buffer_desc.content = byteptr(vertices.data)
vert_buffer_desc.@type = .vertexbuffer
vert_buffer_desc.label = "cube-vertices".str
vert_buffer_desc.label = 'cube-vertices'.str
vbuf := gfx.make_buffer(&vert_buffer_desc)
/* create an index buffer for the cube */
// create an index buffer for the cube
indices := [
/*
/*
u16(0), 1, 2, 0, 2, 3,
6, 5, 4, 7, 6, 4,
8, 9, 10, 8, 10, 11,
*/
u16(14), 13, 12, 15, 14, 12,
16, 17, 18, 16, 18, 19,
22, 21, 20, 23, 22, 20
*/
u16(14),
13,
12,
15,
14,
12,
16,
17,
18,
16,
18,
19,
22,
21,
20,
23,
22,
20,
]
mut index_buffer_desc := C.sg_buffer_desc{}
unsafe {C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc))}
unsafe { C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc)) }
index_buffer_desc.size = indices.len * int(sizeof(u16))
index_buffer_desc.content = byteptr(indices.data)
index_buffer_desc.@type = .indexbuffer
index_buffer_desc.label = "cube-indices".str
index_buffer_desc.label = 'cube-indices'.str
ibuf := gfx.make_buffer(&index_buffer_desc)
/* create shader */
// create shader
shader := gfx.make_shader(C.rt_puppy_shader_desc())
mut pipdesc := C.sg_pipeline_desc{}
unsafe {C.memset(&pipdesc, 0, sizeof(pipdesc))}
unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
// the constants [C.ATTR_vs_p_pos, C.ATTR_vs_p_color0, C.ATTR_vs_p_texcoord0] are generated by sokol-shdc
pipdesc.layout.attrs[C.ATTR_vs_p_pos ].format = .float3 // x,y,z as f32
pipdesc.layout.attrs[C.ATTR_vs_p_color0 ].format = .ubyte4n // color as u32
pipdesc.layout.attrs[C.ATTR_vs_p_pos].format = .float3 // x,y,z as f32
pipdesc.layout.attrs[C.ATTR_vs_p_color0].format = .ubyte4n // color as u32
pipdesc.layout.attrs[C.ATTR_vs_p_texcoord0].format = .float2 // u,v as f32
//pipdesc.layout.attrs[C.ATTR_vs_p_texcoord0].format = .short2n // u,v as u16
// pipdesc.layout.attrs[C.ATTR_vs_p_texcoord0].format = .short2n // u,v as u16
pipdesc.shader = shader
pipdesc.index_type = .uint16
pipdesc.depth_stencil = C.sg_depth_stencil_state{
depth_write_enabled: true
depth_compare_func : gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
depth_compare_func: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
}
pipdesc.rasterizer = C.sg_rasterizer_state {
pipdesc.rasterizer = C.sg_rasterizer_state{
cull_mode: .back
}
pipdesc.label = "glsl_shader pipeline".str
pipdesc.label = 'glsl_shader pipeline'.str
mut bind := C.sg_bindings{}
unsafe {C.memset(&bind, 0, sizeof(bind))}
unsafe { C.memset(&bind, 0, sizeof(bind)) }
bind.vertex_buffers[0] = vbuf
bind.index_buffer = ibuf
bind.fs_images[C.SLOT_tex] = app.texture
@ -359,26 +369,34 @@ fn init_cube_glsl_p(mut app App) {
app.pipe['puppy'] = gfx.make_pipeline(&pipdesc)
println("GLSL Puppy init DONE!")
println('GLSL Puppy init DONE!')
}
fn calc_tr_matrices(w f32, h f32, rx f32, ry f32, in_scale f32) m4.Mat4{
proj := m4.perspective(60, w/h, 0.01, 10.0)
view := m4.look_at(m4.Vec4{e:[f32(0.0),0.0,6,0]!}, m4.Vec4{e:[f32(0),0,0,0]!}, m4.Vec4{e:[f32(0),1.0,0,0]!})
fn calc_tr_matrices(w f32, h f32, rx f32, ry f32, in_scale f32) m4.Mat4 {
proj := m4.perspective(60, w / h, 0.01, 10.0)
view := m4.look_at(m4.Vec4{ e: [f32(0.0), 0.0, 6, 0]! }, m4.Vec4{
e: [f32(0), 0, 0, 0]!
}, m4.Vec4{
e: [f32(0), 1.0, 0, 0]!
})
view_proj := view * proj
rxm := m4.rotate(m4.rad(rx), m4.Vec4{e:[f32(1),0,0,0]!})
rym := m4.rotate(m4.rad(ry), m4.Vec4{e:[f32(0),1,0,0]!})
rxm := m4.rotate(m4.rad(rx), m4.Vec4{
e: [f32(1), 0, 0, 0]!
})
rym := m4.rotate(m4.rad(ry), m4.Vec4{
e: [f32(0), 1, 0, 0]!
})
model := rym * rxm
scale_m := m4.scale(m4.Vec4{e:[in_scale, in_scale, in_scale, 1]!})
scale_m := m4.scale(m4.Vec4{ e: [in_scale, in_scale, in_scale, 1]! })
res := (scale_m * model)* view_proj
res := (scale_m * model) * view_proj
return res
}
// march triangles draw
fn draw_cube_glsl_m(app App){
fn draw_cube_glsl_m(app App) {
if app.init_flag == false {
return
}
@ -399,18 +417,21 @@ fn draw_cube_glsl_m(app App){
//***************
// passing the view matrix as uniform
// res is a 4x4 matrix of f32 thus: 4*16 byte of size
gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params_m, &tr_matrix, 4*16 )
gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params_m, &tr_matrix, 4 * 16)
// fragment shader uniforms
time_ticks := f32(time.ticks() - app.ticks) / 1000
mut tmp_fs_params := [
f32(ws.width), ws.height * ratio, // x,y resolution to pass to FS
0,0, // dont send mouse position
//app.mouse_x, // mouse x
//ws.height - app.mouse_y*2, // mouse y scaled
time_ticks, // time as f32
app.frame_count, // frame count
0,0 // padding bytes , see "fs_params" struct paddings in rt_glsl.h
f32(ws.width),
ws.height * ratio, /* x,y resolution to pass to FS */
0,
0, /* dont send mouse position */
/* app.mouse_x, // mouse x */
/* ws.height - app.mouse_y*2, // mouse y scaled */
time_ticks, /* time as f32 */
app.frame_count, /* frame count */
0,
0 /* padding bytes , see "fs_params" struct paddings in rt_glsl.h */,
]!
gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params_m, &tmp_fs_params, int(sizeof(tmp_fs_params)))
@ -419,7 +440,7 @@ fn draw_cube_glsl_m(app App){
}
// puppy triangles draw
fn draw_cube_glsl_p(app App){
fn draw_cube_glsl_p(app App) {
if app.init_flag == false {
return
}
@ -441,18 +462,21 @@ fn draw_cube_glsl_p(app App){
//***************
// passing the view matrix as uniform
// res is a 4x4 matrix of f32 thus: 4*16 byte of size
gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params_p, &tr_matrix, 4*16 )
gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params_p, &tr_matrix, 4 * 16)
// fragment shader uniforms
time_ticks := f32(time.ticks() - app.ticks) / 1000
mut tmp_fs_params := [
f32(ws.width), ws.height * ratio, // x,y resolution to pass to FS
0,0, // dont send mouse position
//app.mouse_x, // mouse x
//ws.height - app.mouse_y*2, // mouse y scaled
time_ticks, // time as f32
app.frame_count, // frame count
0,0 // padding bytes , see "fs_params" struct paddings in rt_glsl.h
f32(ws.width),
ws.height * ratio, /* x,y resolution to pass to FS */
0,
0, /* dont send mouse position */
/* app.mouse_x, // mouse x */
/* ws.height - app.mouse_y*2, // mouse y scaled */
time_ticks, /* time as f32 */
app.frame_count, /* frame count */
0,
0 /* padding bytes , see "fs_params" struct paddings in rt_glsl.h */,
]!
gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params_p, &tmp_fs_params, int(sizeof(tmp_fs_params)))
@ -460,20 +484,20 @@ fn draw_cube_glsl_p(app App){
gfx.draw(0, (3 * 2) * 3, 1)
}
fn draw_start_glsl(app App){
fn draw_start_glsl(app App) {
if app.init_flag == false {
return
}
ws := gg.window_size()
//ratio := f32(ws.width) / ws.height
//dw := f32(ws.width / 2)
//dh := f32(ws.height / 2)
// ratio := f32(ws.width) / ws.height
// dw := f32(ws.width / 2)
// dh := f32(ws.height / 2)
gfx.apply_viewport(0, 0, ws.width, ws.height, true)
}
fn draw_end_glsl(app App){
fn draw_end_glsl(app App) {
gfx.end_pass()
gfx.commit()
}
@ -493,14 +517,14 @@ fn frame(mut app App) {
pass_action.colors[0] = color_action
gfx.begin_default_pass(&pass_action, ws.width, ws.height)
/*
/*
// glsl cube
if app.frame_count % 1 == 1{
draw_cube_glsl_m(app)
} else {
draw_cube_glsl_p(app)
}
*/
*/
draw_start_glsl(app)
draw_cube_glsl_m(app)
draw_cube_glsl_p(app)
@ -534,24 +558,24 @@ fn my_init(mut app App) {
y := (i >> 0x8) >> 5 // 8 cell
x := (i & 0xFF) >> 5 // 8 cell
// upper left corner
if x==0 && y==0 {
tmp_txt[i ] = byte(0xFF)
tmp_txt[i+1] = byte(0)
tmp_txt[i+2] = byte(0)
tmp_txt[i+3] = byte(0xFF)
if x == 0 && y == 0 {
tmp_txt[i] = byte(0xFF)
tmp_txt[i + 1] = byte(0)
tmp_txt[i + 2] = byte(0)
tmp_txt[i + 3] = byte(0xFF)
}
// low right corner
else if x==7 && y==7 {
tmp_txt[i ] = byte(0)
tmp_txt[i+1] = byte(0xFF)
tmp_txt[i+2] = byte(0)
tmp_txt[i+3] = byte(0xFF)
else if x == 7 && y == 7 {
tmp_txt[i] = byte(0)
tmp_txt[i + 1] = byte(0xFF)
tmp_txt[i + 2] = byte(0)
tmp_txt[i + 3] = byte(0xFF)
} else {
col := if ((x+y) & 1) == 1 {0xFF} else {128}
tmp_txt[i ] = byte(col) // red
tmp_txt[i+1] = byte(col) // green
tmp_txt[i+2] = byte(col) // blue
tmp_txt[i+3] = byte(0xFF) // alpha
col := if ((x + y) & 1) == 1 { 0xFF } else { 128 }
tmp_txt[i] = byte(col) // red
tmp_txt[i + 1] = byte(col) // green
tmp_txt[i + 2] = byte(col) // blue
tmp_txt[i + 3] = byte(0xFF) // alpha
}
i += 4
}
@ -574,11 +598,11 @@ fn cleanup(mut app App) {
* event
*
******************************************************************************/
fn my_event_manager(mut ev sapp.Event, mut app App) {
if ev.typ == .mouse_down{
fn my_event_manager(mut ev gg.Event, mut app App) {
if ev.typ == .mouse_down {
app.mouse_down = true
}
if ev.typ == .mouse_up{
if ev.typ == .mouse_up {
app.mouse_down = false
}
if app.mouse_down == true && ev.typ == .mouse_move {
@ -600,13 +624,13 @@ fn my_event_manager(mut ev sapp.Event, mut app App) {
*
******************************************************************************/
[console]
fn main(){
fn main() {
// App init
mut app := &App{
gg: 0
}
app.gg = gg.new_context({
app.gg = gg.new_context(
width: win_width
height: win_height
use_ortho: true // This is needed for 2D drawing
@ -618,7 +642,7 @@ fn main(){
init_fn: my_init
cleanup_fn: cleanup
event_fn: my_event_manager
})
)
app.ticks = time.ticks()
app.gg.run()