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| author | realtradam <[email protected]> | 2022-04-24 06:03:48 -0400 |
|---|---|---|
| committer | realtradam <[email protected]> | 2022-04-24 06:03:48 -0400 |
| commit | 9945000d6da4cfac1c98ec140ad004c7cf1449e6 (patch) | |
| tree | 7f10f15fbde1a7a12131ce2ff6c3c262970c1a37 /src/main.zig | |
| parent | c85c92e7723d5c158e0c3774803d03e5666ed0d4 (diff) | |
| download | zig-chip-8-9945000d6da4cfac1c98ec140ad004c7cf1449e6.tar.gz zig-chip-8-9945000d6da4cfac1c98ec140ad004c7cf1449e6.zip | |
shader struct cleanup
Diffstat (limited to 'src/main.zig')
| -rw-r--r-- | src/main.zig | 182 |
1 files changed, 39 insertions, 143 deletions
diff --git a/src/main.zig b/src/main.zig index 16bb6a8..4c4dca5 100644 --- a/src/main.zig +++ b/src/main.zig @@ -9,157 +9,47 @@ const fs = std.fs; const fmt = std.fmt; const scale: u32 = 15; - const screenWidth: u32 = 64 * scale; const screenHeight: u32 = (32 * scale) + 24 + 60; + const RndGen = std.rand.DefaultPrng; var Rnd = RndGen.init(0); + +const allocator = std.heap.page_allocator; + var chip8_screen: ray.RenderTexture = undefined; var temp_canvas: ray.RenderTexture = undefined; + var shader_stretcher: Shader = undefined; -var shader_stretcher_stretch_amount: c_int = undefined; -var shader_colour_splitter: ShaderColourSplitter = undefined; -var shader_pixalizer: ShaderPixalizer = undefined; +var shader_colour_splitter: Shader = undefined; +var shader_pixalizer: Shader = undefined; + var slider: f32 = 0; const slider_max: f32 = 0; const slider_min: f32 = -250; const Shader = struct { shader: ray.Shader = undefined, + id_cache: std.StringHashMap(c_int) = undefined, - pub fn new(p_shader: ray.Shader) Shader { - return Shader{ .shader = p_shader }; - } - - pub fn set_float(self: *Shader, p_id: c_int, p_new_val: f32) void { - //const temp_var_id = ray.GetShaderLocation(self.*.shader, p_var_name); - ray.SetShaderValue(self.*.shader, p_id, &p_new_val, ray.SHADER_UNIFORM_FLOAT); - } -}; - -const ShaderStretcher = struct { - shader: ray.Shader = undefined, - stretch_amount: f32 = 1.0, - stretch_amount_location: c_int = undefined, - texture_width: f32 = 64.0, - texture_width_location: c_int = undefined, - texture_height: f32 = 32.0, - texture_height_location: c_int = undefined, - - pub fn new(shader_val: ray.Shader) ShaderStretcher { - const temp_stretch_amount_loc = ray.GetShaderLocation(shader_val, "stretch_amount"); - const temp_texture_width_loc = ray.GetShaderLocation(shader_val, "renderWidth"); - const temp_texture_height_loc = ray.GetShaderLocation(shader_val, "renderHeight"); - var result = ShaderStretcher{ - .shader = shader_val, - .stretch_amount_location = temp_stretch_amount_loc, - .texture_width_location = temp_texture_width_loc, - .texture_height_location = temp_texture_height_loc, - }; - - ray.SetShaderValue(result.shader, result.stretch_amount_location, &result.stretch_amount, ray.SHADER_UNIFORM_FLOAT); - ray.SetShaderValue(result.shader, result.texture_width_location, &result.texture_width, ray.SHADER_UNIFORM_FLOAT); - ray.SetShaderValue(result.shader, result.texture_height_location, &result.texture_height, ray.SHADER_UNIFORM_FLOAT); - return result; - } - - pub fn set_stretch_amount(self: *ShaderStretcher, new_grid_size: f32) f32 { - self.*.stretch_amount = new_grid_size; - ray.SetShaderValue(self.*.shader, self.*.stretch_amount_location, &self.*.stretch_amount, ray.SHADER_UNIFORM_FLOAT); - return self.*.stretch_amount; - } - - pub fn set_render_width(self: *ShaderStretcher, new_render_width: f32) f32 { - self.*.render_width = new_render_width; - ray.SetShaderValue(self.*.shader, self.*.render_width_location, &self.*.render_width, ray.SHADER_UNIFORM_FLOAT); - return self.*.render_width; - } - - pub fn set_render_height(self: *ShaderStretcher, new_render_height: f32) f32 { - self.*.render_height = new_render_height; - ray.SetShaderValue(self.*.shader, self.*.render_height_location, &self.*.render_height, ray.SHADER_UNIFORM_FLOAT); - return self.*.render_height; - } -}; - -const ShaderColourSplitter = struct { - shader: ray.Shader = undefined, - texture_width: f32 = 64.0, - texture_width_location: c_int = undefined, - texture_height: f32 = 32.0, - texture_height_location: c_int = undefined, - - pub fn new(shader_val: ray.Shader) ShaderColourSplitter { - const temp_texture_width_loc = ray.GetShaderLocation(shader_val, "renderWidth"); - const temp_texture_height_loc = ray.GetShaderLocation(shader_val, "renderHeight"); - var result = ShaderColourSplitter{ - .shader = shader_val, - .texture_width_location = temp_texture_width_loc, - .texture_height_location = temp_texture_height_loc, + pub fn new(p_shader: ray.Shader, p_allocator: std.mem.Allocator) Shader { + return Shader{ + .shader = p_shader, + .id_cache = std.StringHashMap(c_int).init(p_allocator), }; - //var result.texture_width: f32 = 64.0 * 3.0; - //var temp_shader_texture_height: f32 = 32.0; - - ray.SetShaderValue(result.shader, result.texture_width_location, &result.texture_width, ray.SHADER_UNIFORM_FLOAT); - ray.SetShaderValue(result.shader, result.texture_height_location, &result.texture_height, ray.SHADER_UNIFORM_FLOAT); - return result; - } - - pub fn set_render_width(self: *ShaderPixalizer, new_render_width: f32) f32 { - self.*.render_width = new_render_width; - ray.SetShaderValue(self.*.shader, self.*.render_width_location, &self.*.render_width, ray.SHADER_UNIFORM_FLOAT); - return self.*.render_width; } - pub fn set_render_height(self: *ShaderPixalizer, new_render_height: f32) f32 { - self.*.render_height = new_render_height; - ray.SetShaderValue(self.*.shader, self.*.render_height_location, &self.*.render_height, ray.SHADER_UNIFORM_FLOAT); - return self.*.render_height; - } -}; - -const ShaderPixalizer = struct { - shader: ray.Shader = undefined, - grid_size: f32 = 1.0, - grid_size_location: c_int = undefined, - texture_width: f32 = 64.0 * 3.0, // this makes it split by 3 per pixel instead of 1 per pixel - texture_width_location: c_int = undefined, - texture_height: f32 = 32.0, - texture_height_location: c_int = undefined, - - pub fn new(shader_val: ray.Shader) ShaderPixalizer { - const temp_grid_size_loc = ray.GetShaderLocation(shader_val, "grid_size"); - const temp_texture_width_loc = ray.GetShaderLocation(shader_val, "renderWidth"); - const temp_texture_height_loc = ray.GetShaderLocation(shader_val, "renderHeight"); - var result = ShaderPixalizer{ - .shader = shader_val, - .grid_size_location = temp_grid_size_loc, - .texture_width_location = temp_texture_width_loc, - .texture_height_location = temp_texture_height_loc, + pub fn set_float(self: *Shader, p_id: []const u8, p_new_val: f32) void { + //const temp_var_id = ray.GetShaderLocation(self.*.shader, p_var_name); + //[*c]const u8 + var i_id = self.*.id_cache.getOrPut(p_id) catch |err| { + print("{}\n", .{err}); + return; }; - - ray.SetShaderValue(result.shader, result.grid_size_location, &result.grid_size, ray.SHADER_UNIFORM_FLOAT); - ray.SetShaderValue(result.shader, result.texture_width_location, &result.texture_width, ray.SHADER_UNIFORM_FLOAT); - ray.SetShaderValue(result.shader, result.texture_height_location, &result.texture_height, ray.SHADER_UNIFORM_FLOAT); - return result; - } - - pub fn set_grid_size(self: *ShaderPixalizer, new_grid_size: f32) f32 { - self.*.grid_size = new_grid_size; - ray.SetShaderValue(self.*.shader, self.*.grid_size_location, &self.*.grid_size, ray.SHADER_UNIFORM_FLOAT); - return self.*.grid_size; - } - - pub fn set_render_width(self: *ShaderPixalizer, new_render_width: f32) f32 { - self.*.render_width = new_render_width; - ray.SetShaderValue(self.*.shader, self.*.render_width_location, &self.*.render_width, ray.SHADER_UNIFORM_FLOAT); - return self.*.render_width; - } - - pub fn set_render_height(self: *ShaderPixalizer, new_render_height: f32) f32 { - self.*.render_height = new_render_height; - ray.SetShaderValue(self.*.shader, self.*.render_height_location, &self.*.render_height, ray.SHADER_UNIFORM_FLOAT); - return self.*.render_height; + if (!i_id.found_existing) { + i_id.value_ptr.* = ray.GetShaderLocation(self.*.shader, @ptrCast([*c]const u8, p_id)); + } + ray.SetShaderValue(self.*.shader, i_id.value_ptr.*, &p_new_val, ray.SHADER_UNIFORM_FLOAT); } }; @@ -306,9 +196,8 @@ pub fn main() !void { chip8.load_game("roms/IBM_Logo.ch8"); while (!ray.WindowShouldClose() and !exitWindow) { - _ = shader_pixalizer.set_grid_size(1.35); //_ = shader_stretcher.set_stretch_amount(slider / 100.0); - shader_stretcher.set_float(shader_stretcher_stretch_amount, slider / 100.0); + shader_stretcher.set_float("stretch_amount", slider / 100.0); ray.BeginDrawing(); defer ray.EndDrawing(); @@ -320,7 +209,7 @@ pub fn main() !void { return; }; - slider = ray.GuiSlider(ray.Rectangle{ .x = 70, .y = 32 * scale + 24 + 10, .width = (64 * scale) - 128, .height = 30 }, "Pixel Size", @ptrCast([*c]const u8, slider_str), slider, slider_min, slider_max); + slider = ray.GuiSlider(ray.Rectangle{ .x = 70, .y = 32 * scale + 24 + 10, .width = (64 * scale) - 128, .height = 30 }, "Curve Amount", @ptrCast([*c]const u8, slider_str), slider, slider_min, slider_max); if (delay == execute_delay) { chip8.emulate_cycles(1); @@ -342,19 +231,26 @@ fn setup_graphics() void { chip8_screen = ray.LoadRenderTexture(64, 32); temp_canvas = ray.LoadRenderTexture(64 * scale, 32 * scale); - shader_stretcher = Shader.new(ray.LoadShader(0, "shaders/stretcher.fs")); - shader_stretcher_stretch_amount = ray.GetShaderLocation(shader_stretcher.shader, "stretch_amount"); - shader_stretcher.set_float(ray.GetShaderLocation(shader_stretcher.shader, "renderWidth"), 64.0); - shader_stretcher.set_float(ray.GetShaderLocation(shader_stretcher.shader, "renderHeight"), 32.0); - shader_stretcher.set_float(shader_stretcher_stretch_amount, slider / 100.0); + shader_stretcher = Shader.new(ray.LoadShader(0, "shaders/stretcher.fs"), allocator); + shader_stretcher.set_float("renderWidth", 64.0); + shader_stretcher.set_float("renderHeight", 32.0); + shader_stretcher.set_float("stretch_amount", slider / 100.0); + + shader_colour_splitter = Shader.new(ray.LoadShader(0, "shaders/colour_splitter.fs"), allocator); + shader_colour_splitter.set_float("renderWidth", 64.0); + shader_colour_splitter.set_float("renderHeight", 32.0); - shader_colour_splitter = ShaderColourSplitter.new(ray.LoadShader(0, "shaders/colour_splitter.fs")); - shader_pixalizer = ShaderPixalizer.new(ray.LoadShader(0, "shaders/pixalizer.fs")); + shader_pixalizer = Shader.new(ray.LoadShader(0, "shaders/pixalizer.fs"), allocator); + shader_pixalizer.set_float("grid_size", 1.35); + shader_pixalizer.set_float("renderWidth", 64.0 * 3.0); + shader_pixalizer.set_float("renderHeight", 32.0); ray.SetTargetFPS(60); } fn close_graphics() void { + ray.UnloadShader(shader_stretcher.shader); + ray.UnloadShader(shader_colour_splitter.shader); ray.UnloadShader(shader_pixalizer.shader); ray.CloseWindow(); } |
