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| author | realtradam <[email protected]> | 2022-04-18 02:28:17 -0400 |
|---|---|---|
| committer | realtradam <[email protected]> | 2022-04-18 02:28:17 -0400 |
| commit | 4cfbf59ab53ede8eb39a8317c504e7cee889a827 (patch) | |
| tree | 332410f7119675be6d36e25dc992033069fd9f38 /src/main.zig | |
| parent | 1ee37746161210d17515e8ef1764e8cb3fd6dec6 (diff) | |
| download | zig-chip-8-4cfbf59ab53ede8eb39a8317c504e7cee889a827.tar.gz zig-chip-8-4cfbf59ab53ede8eb39a8317c504e7cee889a827.zip | |
rewrote shader to be more flexible
Diffstat (limited to 'src/main.zig')
| -rw-r--r-- | src/main.zig | 16 |
1 files changed, 12 insertions, 4 deletions
diff --git a/src/main.zig b/src/main.zig index 63e98d6..ce49e14 100644 --- a/src/main.zig +++ b/src/main.zig @@ -8,7 +8,7 @@ const print = std.debug.print; const fs = std.fs; const screenWidth: u32 = 64 * 10; -const screenHeight: u32 = (32 * 10) + 24; +const screenHeight: u32 = (32 * 10) + 24 + 60; const RndGen = std.rand.DefaultPrng; var Rnd = RndGen.init(0); var chip8_screen: ray.RenderTexture = undefined; @@ -16,7 +16,11 @@ 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 shader_gridsizeLocation: c_int = undefined; +var shader_gridsize: f32 = 1.0; +var slider: f32 = 100; +const slider_max: f32 = 150; +const slider_min: f32 = 50; var swirl_center = [_]u32{ screenWidth / 2, screenHeight / 2 }; @@ -163,11 +167,15 @@ pub fn main() !void { chip8.load_game("roms/IBM_Logo.ch8"); while (!ray.WindowShouldClose() and !exitWindow) { + shader_gridsize = slider / 100.0; + ray.SetShaderValue(shader, shader_gridsizeLocation, &shader_gridsize, ray.SHADER_UNIFORM_FLOAT); ray.BeginDrawing(); defer ray.EndDrawing(); exitWindow = ray.GuiWindowBox(ray.Rectangle{ .x = 0, .y = 0, .height = screenHeight, .width = screenWidth }, "CHIP-8"); + slider = ray.GuiSlider(ray.Rectangle{ .x = 70, .y = 32 * 10 + 24 + 10, .width = 64 * 8, .height = 30 }, "Pixel Size", "", slider, 50, 150); + if (delay == execute_delay) { chip8.emulate_cycles(1); delay = 0; @@ -185,13 +193,13 @@ fn get_coords(x: u32, y: u32) u32 { fn setup_graphics() void { ray.InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window"); - chip8_screen = ray.LoadRenderTexture(64 * @floatToInt(c_int, shader_gridsize + 1), 32 * @floatToInt(c_int, shader_gridsize + 1)); + chip8_screen = ray.LoadRenderTexture(64, 32); //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"); + 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); |
