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authorrealtradam <[email protected]>2022-04-17 23:51:03 -0400
committerrealtradam <[email protected]>2022-04-17 23:51:03 -0400
commit1ee37746161210d17515e8ef1764e8cb3fd6dec6 (patch)
tree1e5d0fc337e7a02d120d598288a8a36c283133e6 /src/main.zig
parentda04a21924051571efeabf681df6dd9eff765830 (diff)
downloadzig-chip-8-1ee37746161210d17515e8ef1764e8cb3fd6dec6.tar.gz
zig-chip-8-1ee37746161210d17515e8ef1764e8cb3fd6dec6.zip
variable border width
Diffstat (limited to 'src/main.zig')
-rw-r--r--src/main.zig15
1 files changed, 5 insertions, 10 deletions
diff --git a/src/main.zig b/src/main.zig
index 608b67f..63e98d6 100644
--- a/src/main.zig
+++ b/src/main.zig
@@ -16,6 +16,7 @@ var shader: ray.Shader = undefined;
var swirl_center_loc: c_int = undefined;
var renderPoint_renderWidth: c_int = undefined;
var renderPoint_renderHeight: c_int = undefined;
+var shader_gridsize: f32 = 2.0;
var swirl_center = [_]u32{ screenWidth / 2, screenHeight / 2 };
@@ -178,27 +179,20 @@ pub fn main() !void {
}
}
-fn pow(base: u32, power: u32) u32 {
- var iter: u32 = 0;
- var result: u32 = base;
- while (iter < power) : (iter += 1) {
- result = result * base;
- }
- return result;
-}
-
fn get_coords(x: u32, y: u32) u32 {
return y * 64 + x;
}
fn setup_graphics() void {
ray.InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
- chip8_screen = ray.LoadRenderTexture(64 * 3, 32 * 3);
+ chip8_screen = ray.LoadRenderTexture(64 * @floatToInt(c_int, shader_gridsize + 1), 32 * @floatToInt(c_int, shader_gridsize + 1));
//shader = ray.LoadShader(0, "shaders/glsl330/swirl.fs");
shader = ray.LoadShader(0, "shaders/test.fs");
//swirl_center_loc = ray.GetShaderLocation(shader, "center");
renderPoint_renderHeight = ray.GetShaderLocation(shader, "renderHeight");
renderPoint_renderWidth = ray.GetShaderLocation(shader, "renderWidth");
+ var shader_gridsizeLocation = ray.GetShaderLocation(shader, "grid_size");
+
var renderVar_renderWidth: f32 = @intToFloat(f32, chip8_screen.texture.width);
var renderVar_renderHeight: f32 = @intToFloat(f32, chip8_screen.texture.height);
//ray.SetShaderValue(shader, swirl_center_loc, swirlCenter, ray.SHADER_UNIFORM_VEC2);
@@ -206,6 +200,7 @@ fn setup_graphics() void {
//ray.SetShaderValue(shader, renderPoint_renderWidth, &chip8_screen.texture.width, ray.SHADER_UNIFORM_FLOAT);
ray.SetShaderValue(shader, renderPoint_renderWidth, &renderVar_renderWidth, ray.SHADER_UNIFORM_FLOAT);
ray.SetShaderValue(shader, renderPoint_renderHeight, &renderVar_renderHeight, ray.SHADER_UNIFORM_FLOAT);
+ ray.SetShaderValue(shader, shader_gridsizeLocation, &shader_gridsize, ray.SHADER_UNIFORM_FLOAT);
//ray.SetShaderValue(shader, renderPoint_renderHeight, chip8_screen.texture.height, ray.SHADER_UNIFORM_FLOAT);
ray.SetTargetFPS(60);
}