examples: support better placment and scaling on nonsquare viewports in cube.v (#8513)

pull/8519/head
Larpon 2021-02-02 13:09:40 +01:00 committed by GitHub
parent 17062dc5c8
commit 975206f38e
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1 changed files with 34 additions and 25 deletions

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@ -31,7 +31,7 @@ mut:
texture C.sg_image
init_flag bool
frame_count int
mouse_x int = -1
mouse_y int = -1
}
@ -60,7 +60,7 @@ fn create_texture(w int, h int, buf byteptr) C.sg_image{
ptr: buf
size: sz
}
sg_img := C.sg_make_image(&img_desc)
return sg_img
}
@ -136,7 +136,7 @@ fn cube() {
fn draw_cubes(app App) {
rot := [f32(1.0)*(app.frame_count % 360), 0.5*f32(app.frame_count%360)]
//rot := [f32(app.mouse_x), f32(app.mouse_y)]
sgl.defaults()
sgl.load_pipeline(app.pip_3d)
@ -240,7 +240,7 @@ fn cube_field(app App){
rot := [f32(app.mouse_x), f32(app.mouse_y)]
xyz_sz := f32(2.0)
field_size := 20
sgl.defaults()
sgl.load_pipeline(app.pip_3d)
@ -249,13 +249,13 @@ fn cube_field(app App){
sgl.matrix_mode_projection()
sgl.perspective(sgl.rad(45.0), 1.0, 0.1, 200.0)
sgl.matrix_mode_modelview()
sgl.translate(field_size, 0.0, -120.0)
sgl.rotate(sgl.rad(rot[0]), 0.0, 1.0, 0.0)
sgl.rotate(sgl.rad(rot[1]), 1.0, 0.0, 0.0)
// draw field_size*field_size cubes
for y in 0..field_size {
for x in 0..field_size {
@ -265,41 +265,43 @@ fn cube_field(app App){
cube_t(f32(f32(x)/field_size), f32(f32(y)/field_size),1)
sgl.pop_matrix()
}
}
}
sgl.disable_texture()
}
fn frame(mut app App) {
dw := app.gg.width
dh := app.gg.height
ww := dh/2 /* not a bug */
hh := dh/2
x0 := dw/2 - hh
ws := gg.window_size()
ratio := f32(ws.width)/ws.height
dw := ws.width
dh := ws.height
ww := int(dh/3) /* not a bug */
hh := int(dh/3)
x0 := int(f32(dw) * 0.05)
//x1 := dw/2
y0 := 0
y1 := dh/2
y1 := int(f32(dh) * 0.5)
app.gg.begin()
//sgl.defaults()
// 2d triangle
sgl.viewport(x0, y0, ww, hh, true)
draw_triangle()
// colored cubes with viewport
sgl.viewport(x0, y1, ww, hh, true)
draw_cubes(app)
// textured cubed with viewport
sgl.viewport(0, 0, dw, dh, true)
sgl.viewport(0, int(dh/5), dw, int(dh*ratio), true)
draw_texture_cubes(app)
// textured field of cubes with viewport
sgl.viewport(0, 0, dw, dh, true)
sgl.viewport(0, int(dh/5), dw, int(dh*ratio), true)
cube_field(app)
app.frame_count++
app.gg.end()
}
@ -310,7 +312,7 @@ fn frame(mut app App) {
******************************************************************************/
fn my_init(mut app App) {
app.init_flag = true
// set max vertices,
// for a large number of the same type of object it is better use the instances!!
desc := sapp.create_desc()
@ -319,7 +321,7 @@ fn my_init(mut app App) {
max_vertices: 50 * 65536
}
sgl.setup(&sgl_desc)
// 3d pipeline
mut pipdesc := C.sg_pipeline_desc{}
unsafe {C.memset(&pipdesc, 0, sizeof(pipdesc))}
@ -334,7 +336,7 @@ fn my_init(mut app App) {
cull_mode: .back
}
app.pip_3d = sgl.make_pipeline(&pipdesc)
// create chessboard texture 256*256 RGBA
w := 256
h := 256
@ -359,7 +361,7 @@ fn my_init(mut app App) {
tmp_txt[i+2] = byte(0)
tmp_txt[i+3] = byte(0xFF)
} else {
col := if ((x+y) & 1) == 1 {0xFF} else {0}
col := if ((x+y) & 1) == 1 {0xFF} else {0}
tmp_txt[i ] = byte(col) // red
tmp_txt[i+1] = byte(col) // green
tmp_txt[i+2] = byte(col) // blue
@ -386,6 +388,13 @@ fn my_event_manager(mut ev sapp.Event, mut app App) {
app.mouse_x = int(ev.mouse_x)
app.mouse_y = int(ev.mouse_y)
}
if ev.typ == .touches_began || ev.typ == .touches_moved {
if ev.num_touches > 0 {
touch_point := ev.touches[0]
app.mouse_x = int(touch_point.pos_x)
app.mouse_y = int(touch_point.pos_y)
}
}
}
/******************************************************************************