diff options
Diffstat (limited to 'src/main.zig')
| -rw-r--r-- | src/main.zig | 32 |
1 files changed, 29 insertions, 3 deletions
diff --git a/src/main.zig b/src/main.zig index ad7a8e8..608b67f 100644 --- a/src/main.zig +++ b/src/main.zig @@ -12,6 +12,12 @@ const screenHeight: u32 = (32 * 10) + 24; const RndGen = std.rand.DefaultPrng; var Rnd = RndGen.init(0); var chip8_screen: ray.RenderTexture = undefined; +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 swirl_center = [_]u32{ screenWidth / 2, screenHeight / 2 }; const Chip8 = struct { opcode: u16 = 0, @@ -148,7 +154,7 @@ var chip8 = Chip8.new(); pub fn main() !void { setup_graphics(); - defer ray.CloseWindow(); + defer close_graphics(); var exitWindow: bool = false; const execute_delay = 4; var delay: u32 = 0; @@ -187,10 +193,28 @@ 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, 32); + chip8_screen = ray.LoadRenderTexture(64 * 3, 32 * 3); + //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 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); + //const shaderwidth: c_ = @intToFloat(c_float, chip8_screen.texture.width + //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, renderPoint_renderHeight, chip8_screen.texture.height, ray.SHADER_UNIFORM_FLOAT); ray.SetTargetFPS(60); } +fn close_graphics() void { + ray.UnloadShader(shader); + ray.CloseWindow(); +} + fn update_screen(screen: *ray.RenderTexture, pixels: [2048]bool) void { ray.ClearBackground(ray.RAYWHITE); ray.BeginTextureMode(screen.*); @@ -206,12 +230,14 @@ fn update_screen(screen: *ray.RenderTexture, pixels: [2048]bool) void { ray.DrawRectangleRec(ray.Rectangle{ .x = @intToFloat(f32, @mod(index, 64)), .y = @intToFloat(f32, (index / 64)), .width = 1, .height = 1 }, ray.Color{ .r = on, .g = on, .b = on, .a = 255 }); } ray.EndTextureMode(); + ray.BeginShaderMode(shader); ray.DrawTexturePro( screen.texture, - ray.Rectangle{ .x = 0, .y = 0, .width = 64, .height = -32 }, + ray.Rectangle{ .x = 0, .y = 0, .width = @intToFloat(f32, screen.texture.width), .height = @intToFloat(f32, screen.texture.height) }, ray.Rectangle{ .x = 0, .y = 24, .width = 64 * 10, .height = 32 * 10 }, ray.Vector2{ .x = 0, .y = 0 }, 0, ray.WHITE, ); + ray.EndShaderMode(); } |
