diff options
Diffstat (limited to 'src/main.zig')
| -rw-r--r-- | src/main.zig | 74 |
1 files changed, 68 insertions, 6 deletions
diff --git a/src/main.zig b/src/main.zig index 500ccaf..24f580c 100644 --- a/src/main.zig +++ b/src/main.zig @@ -16,11 +16,57 @@ const RndGen = std.rand.DefaultPrng; var Rnd = RndGen.init(0); var chip8_screen: ray.RenderTexture = undefined; var temp_canvas: ray.RenderTexture = undefined; +var shader_stretcher: ShaderStretcher = undefined; var shader_colour_splitter: ShaderColourSplitter = undefined; var shader_pixalizer: ShaderPixalizer = undefined; -var slider: f32 = 135.0; -const slider_max: f32 = 150; -const slider_min: f32 = 50; +var slider: f32 = 0; +const slider_max: f32 = 0; +const slider_min: f32 = -250; + +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, @@ -246,19 +292,20 @@ pub fn main() !void { chip8.load_game("roms/IBM_Logo.ch8"); while (!ray.WindowShouldClose() and !exitWindow) { - _ = shader_pixalizer.set_grid_size(slider / 100.0); + _ = shader_pixalizer.set_grid_size(1.35); + _ = shader_stretcher.set_stretch_amount(slider / 100.0); ray.BeginDrawing(); defer ray.EndDrawing(); exitWindow = ray.GuiWindowBox(ray.Rectangle{ .x = 0, .y = 0, .height = screenHeight, .width = screenWidth }, "CHIP-8"); - var slider_buf: [4]u8 = undefined; + var slider_buf: [5]u8 = undefined; const slider_str = fmt.bufPrint(&slider_buf, "{d:02.2}", .{slider / 100.0}) catch |err| { print("{}\n", .{err}); 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, 50, 150); + 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); if (delay == execute_delay) { chip8.emulate_cycles(1); @@ -279,6 +326,7 @@ fn setup_graphics() void { ray.InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window"); chip8_screen = ray.LoadRenderTexture(64, 32); temp_canvas = ray.LoadRenderTexture(64 * scale, 32 * scale); + shader_stretcher = ShaderStretcher.new(ray.LoadShader(0, "shaders/stretcher.fs")); shader_colour_splitter = ShaderColourSplitter.new(ray.LoadShader(0, "shaders/colour_splitter.fs")); shader_pixalizer = ShaderPixalizer.new(ray.LoadShader(0, "shaders/pixalizer.fs")); @@ -304,6 +352,7 @@ fn update_screen(screen: *ray.RenderTexture, pixels: [2048]bool) void { var index: u32 = @intCast(u32, index_usize); 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.DrawRectangleRec(ray.Rectangle{ .x = 0, .y = 0, .width = 64, .height = 32 }, ray.WHITE); ray.EndTextureMode(); ray.BeginTextureMode(temp_canvas); @@ -319,6 +368,7 @@ fn update_screen(screen: *ray.RenderTexture, pixels: [2048]bool) void { ray.EndShaderMode(); ray.EndTextureMode(); + ray.BeginTextureMode(temp_canvas); ray.BeginShaderMode(shader_colour_splitter.shader); ray.DrawTexturePro( temp_canvas.texture, @@ -329,4 +379,16 @@ fn update_screen(screen: *ray.RenderTexture, pixels: [2048]bool) void { ray.WHITE, ); ray.EndShaderMode(); + ray.EndTextureMode(); + + ray.BeginShaderMode(shader_stretcher.shader); + ray.DrawTexturePro( + temp_canvas.texture, + ray.Rectangle{ .x = 0, .y = 0, .width = @intToFloat(f32, temp_canvas.texture.width), .height = @intToFloat(f32, temp_canvas.texture.height) }, + ray.Rectangle{ .x = 0, .y = 24, .width = 64 * scale, .height = 32 * scale }, + ray.Vector2{ .x = 0, .y = 0 }, + 0, + ray.WHITE, + ); + ray.EndShaderMode(); } |
