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| author | realtradam <[email protected]> | 2022-04-17 23:51:03 -0400 |
|---|---|---|
| committer | realtradam <[email protected]> | 2022-04-17 23:51:03 -0400 |
| commit | 1ee37746161210d17515e8ef1764e8cb3fd6dec6 (patch) | |
| tree | 1e5d0fc337e7a02d120d598288a8a36c283133e6 /src/main.zig | |
| parent | da04a21924051571efeabf681df6dd9eff765830 (diff) | |
| download | zig-chip-8-1ee37746161210d17515e8ef1764e8cb3fd6dec6.tar.gz zig-chip-8-1ee37746161210d17515e8ef1764e8cb3fd6dec6.zip | |
variable border width
Diffstat (limited to 'src/main.zig')
| -rw-r--r-- | src/main.zig | 15 |
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); } |
