mirror of
https://github.com/Not-Nik/raylib-zig.git
synced 2025-09-09 03:57:29 +00:00
Clean up build.zig and examples
This commit affects the build.zig and examples files. It reformats the code to meet a 120 column limit. It also adjusts comments so that there is a space after the comment symbol '//' and the grammar in the comments has been fixed.
This commit is contained in:
parent
4dbbea186e
commit
a378960088
142
build.zig
142
build.zig
@ -10,7 +10,12 @@ const Program = struct {
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desc: []const u8,
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};
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pub fn link(b: *std.Build, exe: *std.Build.Step.Compile, target: std.zig.CrossTarget, optimize: std.builtin.Mode) void {
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pub fn link(
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b: *std.Build,
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exe: *std.Build.Step.Compile,
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target: std.zig.CrossTarget,
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optimize: std.builtin.Mode,
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) void {
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const raylib = b.dependency("raylib", .{
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.target = target,
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.optimize = optimize,
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@ -44,12 +49,10 @@ pub fn link(b: *std.Build, exe: *std.Build.Step.Compile, target: std.zig.CrossTa
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exe.linkSystemLibrary("Xcursor");
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},
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.emscripten, .wasi => {
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//when using emscripten,
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// the libries don't need to be linked
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// because emscripten is going
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// to do that later.
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// When using emscripten, the libries don't need to be linked
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// because emscripten is going to do that later.
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},
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else => { // linux and possibly others
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else => { // Linux and possibly others.
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exe.linkSystemLibrary("GL");
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exe.linkSystemLibrary("rt");
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exe.linkSystemLibrary("dl");
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@ -61,7 +64,11 @@ pub fn link(b: *std.Build, exe: *std.Build.Step.Compile, target: std.zig.CrossTa
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exe.linkLibrary(art);
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}
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pub fn getArtifact(b: *std.Build, target: std.zig.CrossTarget, optimize: std.builtin.Mode) *std.Build.Step.Compile {
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pub fn getArtifact(
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b: *std.Build,
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target: std.zig.CrossTarget,
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optimize: std.builtin.Mode,
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) *std.Build.Step.Compile {
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const raylib = b.dependency("raylib", .{
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.target = target,
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.optimize = optimize,
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@ -70,7 +77,7 @@ pub fn getArtifact(b: *std.Build, target: std.zig.CrossTarget, optimize: std.bui
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return raylib.artifact("raylib");
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}
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//TODO: make these not comptime
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// TODO: Make these not comptime.
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pub fn getModule(b: *std.Build, comptime rl_path: []const u8) *std.Build.Module {
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if (b.modules.contains("raylib")) {
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return b.modules.get("raylib").?;
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@ -88,12 +95,18 @@ pub fn getModuleInternal(b: *std.Build) *std.Build.Module {
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pub const math = struct {
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pub fn getModule(b: *std.Build, comptime rl_path: []const u8) *std.Build.Module {
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var raylib = rl.getModule(b, rl_path);
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return b.addModule("raylib-math", .{ .source_file = .{ .path = rl_path ++ "/lib/raylib-zig-math.zig" }, .dependencies = &.{.{ .name = "raylib-zig", .module = raylib }} });
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return b.addModule("raylib-math", .{
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.source_file = .{ .path = rl_path ++ "/lib/raylib-zig-math.zig" },
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.dependencies = &.{.{ .name = "raylib-zig", .module = raylib }},
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});
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}
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fn getModuleInternal(b: *std.Build) *std.Build.Module {
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var raylib = rl.getModuleInternal(b);
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return b.addModule("raylib-math", .{ .source_file = .{ .path = "lib/raylib-zig-math.zig" }, .dependencies = &.{.{ .name = "raylib-zig", .module = raylib }} });
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return b.addModule("raylib-math", .{
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.source_file = .{ .path = "lib/raylib-zig-math.zig" },
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.dependencies = &.{.{ .name = "raylib-zig", .module = raylib }},
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});
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}
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};
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@ -177,7 +190,9 @@ pub fn build(b: *std.Build) !void {
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exe_lib.addModule("raylib", raylib);
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exe_lib.addModule("raylib-math", raylib_math);
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const raylib_artifact = getArtifact(b, target, optimize);
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// Note that raylib itself isn't actually added to the exe_lib output file, so it also needs to be linked with emscripten.
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// Note that raylib itself isn't actually added to the exe_lib
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// output file, so it also needs to be linked with emscripten.
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exe_lib.linkLibrary(raylib_artifact);
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const link_step = try linkWithEmscripten(b, &[_]*std.Build.Step.Compile{ exe_lib, raylib_artifact });
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link_step.addArg("--embed-file");
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@ -188,7 +203,12 @@ pub fn build(b: *std.Build) !void {
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const run_option = b.step(ex.name, ex.desc);
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run_option.dependOn(&run_step.step);
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} else {
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const exe = b.addExecutable(.{ .name = ex.name, .root_source_file = .{ .path = ex.path }, .optimize = optimize, .target = target });
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const exe = b.addExecutable(.{
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.name = ex.name,
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.root_source_file = .{ .path = ex.path },
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.optimize = optimize,
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.target = target,
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});
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rl.link(b, exe, target, optimize);
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exe.addModule("raylib", raylib);
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exe.addModule("raylib-math", raylib_math);
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@ -203,11 +223,11 @@ pub fn build(b: *std.Build) !void {
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const emccOutputDir = "zig-out" ++ std.fs.path.sep_str ++ "htmlout" ++ std.fs.path.sep_str;
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const emccOutputFile = "index.html";
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pub fn emscriptenRunStep(b: *std.Build) !*std.Build.Step.Run {
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//find emrun
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// Find emrun.
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if (b.sysroot == null) {
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@panic("Pass '--sysroot \"[path to emsdk installation]/upstream/emscripten\"'");
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}
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//If compiling on windows , use emrun.bat
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// If compiling on windows , use emrun.bat.
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const emrunExe = switch (builtin.os.tag) {
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.windows => "emrun.bat",
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else => "emrun",
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@ -221,36 +241,56 @@ pub fn emscriptenRunStep(b: *std.Build) !*std.Build.Step.Run {
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return run_cmd;
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}
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//Creates the static library to build a project for Emscripten
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pub fn compileForEmscripten(b: *std.Build, name: []const u8, root_source_file: []const u8, target: std.zig.CrossTarget, optimize: std.builtin.Mode) *std.Build.Step.Compile {
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// TODO: It might be a good idea to create a custom compile step,
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// that does both the compile to static library and the link with emcc
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// By overidding the make function of the step,
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// However it might also be a bad idea since it messes with the build system itself.
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// Creates the static library to build a project for Emscripten.
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pub fn compileForEmscripten(
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b: *std.Build,
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name: []const u8,
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root_source_file: []const u8,
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target: std.zig.CrossTarget,
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optimize: std.builtin.Mode,
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) *std.Build.Step.Compile {
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// TODO: It might be a good idea to create a custom compile step, that does
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// both the compile to static library and the link with emcc by overidding
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// the make function of the step. However it might also be a bad idea since
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// it messes with the build system itself.
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const new_target = updateTargetForWeb(target);
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//the project is built as a library and linked later
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const exe_lib = b.addStaticLibrary(.{ .name = name, .root_source_file = .{ .path = root_source_file }, .target = new_target, .optimize = optimize });
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// The project is built as a library and linked later.
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const exe_lib = b.addStaticLibrary(.{
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.name = name,
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.root_source_file = .{ .path = root_source_file },
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.target = new_target,
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.optimize = optimize,
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});
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//There are some symbols that need to be defined in C.
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// There are some symbols that need to be defined in C.
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const webhack_c_file_step = b.addWriteFiles();
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const webhack_c_file = webhack_c_file_step.add("webhack.c", webhack_c);
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exe_lib.addCSourceFile(.{ .file = webhack_c_file, .flags = &[_][]u8{} });
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//Since it's creating a static library, the symbols raylib uses to webgl and glfw don't need to be linked by emscripten yet.
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// Since it's creating a static library, the symbols raylib uses to webgl
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// and glfw don't need to be linked by emscripten yet.
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exe_lib.step.dependOn(&webhack_c_file_step.step);
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return exe_lib;
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}
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//links a set of items together using emscripten.
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// Will accept objects and static libraries as items to link
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// As for files to include, it is recomended to have a single resources directory and just pass the entire directory
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// instead of passing every file individually. The entire path given will be the path to read the file within the program.
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// So, if "resources/image.png" is passed, your program will use "resources/image.png" as the path to load the file.
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// TODO: test if shared libraries are accepted, I don't remember if emcc can link a shared library with a project or not
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// TODO: add a parameter that allows a custom output directory
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pub fn linkWithEmscripten(b: *std.Build, itemsToLink: []const *std.Build.Step.Compile) !*std.Build.Step.Run {
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//Raylib uses --sysroot in order to find emscripten, so do the same here
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// Links a set of items together using emscripten.
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//
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// Will accept objects and static libraries as items to link. As for files to
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// include, it is recomended to have a single resources directory and just pass
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// the entire directory instead of passing every file individually. The entire
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// path given will be the path to read the file within the program. So, if
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// "resources/image.png" is passed, your program will use "resources/image.png"
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// as the path to load the file.
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//
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// TODO: Test if shared libraries are accepted, I don't remember if emcc can
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// link a shared library with a project or not.
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// TODO: Add a parameter that allows a custom output directory.
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pub fn linkWithEmscripten(
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b: *std.Build,
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itemsToLink: []const *std.Build.Step.Compile,
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) !*std.Build.Step.Run {
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// Raylib uses --sysroot in order to find emscripten, so do the same here.
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if (b.sysroot == null) {
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@panic("Pass '--sysroot \"[path to emsdk installation]/upstream/emscripten\"'");
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}
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@ -261,26 +301,39 @@ pub fn linkWithEmscripten(b: *std.Build, itemsToLink: []const *std.Build.Step.Co
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var emcc_run_arg = try b.allocator.alloc(u8, b.sysroot.?.len + emccExe.len + 1);
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defer b.allocator.free(emcc_run_arg);
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emcc_run_arg = try std.fmt.bufPrint(emcc_run_arg, "{s}" ++ std.fs.path.sep_str ++ "{s}", .{ b.sysroot.?, emccExe });
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emcc_run_arg = try std.fmt.bufPrint(
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emcc_run_arg,
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"{s}" ++ std.fs.path.sep_str ++ "{s}",
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.{ b.sysroot.?, emccExe },
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);
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//create the output directory because emcc can't do it.
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// Create the output directory because emcc can't do it.
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const mkdir_command = b.addSystemCommand(&[_][]const u8{ "mkdir", "-p", emccOutputDir });
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//Actually link everything together
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// Actually link everything together.
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const emcc_command = b.addSystemCommand(&[_][]const u8{emcc_run_arg});
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for (itemsToLink) |item| {
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emcc_command.addFileArg(item.getEmittedBin());
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emcc_command.step.dependOn(&item.step);
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}
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//This puts the file in zig-out/htmlout/index.html
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// This puts the file in zig-out/htmlout/index.html.
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emcc_command.step.dependOn(&mkdir_command.step);
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emcc_command.addArgs(&[_][]const u8{ "-o", emccOutputDir ++ emccOutputFile, "-sFULL-ES3=1", "-sUSE_GLFW=3", "-sASYNCIFY", "-O3", "--emrun" });
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emcc_command.addArgs(&[_][]const u8{
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"-o",
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emccOutputDir ++ emccOutputFile,
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"-sFULL-ES3=1",
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"-sUSE_GLFW=3",
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"-sASYNCIFY",
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"-O3",
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"--emrun",
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});
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return emcc_command;
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}
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//TODO: see if zig's standard library already has somehing like this
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// TODO: See if zig's standard library already has somehing like this.
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fn lastIndexOf(string: []const u8, character: u8) usize {
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//interestingly, zig has no nice way of iterating a slice backwards
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// Interestingly, Zig has no nice way of iterating a slice backwards.
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for (0..string.len) |i| {
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const index = string.len - i - 1;
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if (string[index] == character) return index;
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@ -288,11 +341,12 @@ fn lastIndexOf(string: []const u8, character: u8) usize {
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return string.len - 1;
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}
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// TODO: each zig update, remove this and see if everything still works.
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// https://github.com/ziglang/zig/issues/16776 is where the issue is submitted
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// https://github.com/ziglang/zig/issues/16776 is where the issue is submitted.
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fn updateTargetForWeb(target: std.zig.CrossTarget) std.zig.CrossTarget {
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//zig building to emscripten doesn't work, because the zig standard library is missing some things in the C system.
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// "std/c.zig" is missing fd_t, which causes compilation to fail.
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// So build to wasi instead, until it gets fixed.
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// Zig building to emscripten doesn't work, because the Zig standard library
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// is missing some things in the C system. "std/c.zig" is missing fd_t,
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// which causes compilation to fail. So build to wasi instead, until it gets
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// fixed.
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return std.zig.CrossTarget{
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.cpu_arch = target.cpu_arch,
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.cpu_model = target.cpu_model,
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@ -28,7 +28,12 @@ pub fn main() anyerror!void {
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spacing += @as(i32, @intFromFloat(buildings[i].width));
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buildColors[i] = rl.Color.init(@as(u8, @intCast(rl.getRandomValue(200, 240))), @as(u8, @intCast(rl.getRandomValue(200, 240))), @as(u8, @intCast(rl.getRandomValue(200, 250))), 255);
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buildColors[i] = rl.Color.init(
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@as(u8, @intCast(rl.getRandomValue(200, 240))),
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@as(u8, @intCast(rl.getRandomValue(200, 240))),
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@as(u8, @intCast(rl.getRandomValue(200, 250))),
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255,
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);
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}
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var camera = rl.Camera2D{
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@ -97,8 +102,20 @@ pub fn main() anyerror!void {
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rl.drawRectangleRec(player, rl.Color.red);
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rl.drawLine(@as(i32, @intFromFloat(camera.target.x)), -screenHeight * 10, @as(i32, @intFromFloat(camera.target.x)), screenHeight * 10, rl.Color.green);
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rl.drawLine(-screenWidth * 10, @as(i32, @intFromFloat(camera.target.y)), screenWidth * 10, @as(i32, @intFromFloat(camera.target.y)), rl.Color.green);
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rl.drawLine(
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@as(i32, @intFromFloat(camera.target.x)),
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-screenHeight * 10,
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@as(i32, @intFromFloat(camera.target.x)),
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screenHeight * 10,
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rl.Color.green,
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);
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rl.drawLine(
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-screenWidth * 10,
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@as(i32, @intFromFloat(camera.target.y)),
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screenWidth * 10,
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@as(i32, @intFromFloat(camera.target.y)),
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rl.Color.green,
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);
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}
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rl.drawText("SCREEN AREA", 640, 10, 20, rl.Color.red);
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@ -27,8 +27,17 @@ pub fn main() anyerror!void {
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for (0..heights.len) |i| {
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heights[i] = @as(f32, @floatFromInt(rl.getRandomValue(1, 12)));
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positions[i] = rl.Vector3.init(@as(f32, @floatFromInt(rl.getRandomValue(-15, 15))), heights[i] / 2.0, @as(f32, @floatFromInt(rl.getRandomValue(-15, 15))));
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colors[i] = rl.Color.init(@as(u8, @intCast(rl.getRandomValue(20, 255))), @as(u8, @intCast(rl.getRandomValue(10, 55))), 30, 255);
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positions[i] = rl.Vector3.init(
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@as(f32, @floatFromInt(rl.getRandomValue(-15, 15))),
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heights[i] / 2.0,
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@as(f32, @floatFromInt(rl.getRandomValue(-15, 15))),
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);
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colors[i] = rl.Color.init(
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@as(u8, @intCast(rl.getRandomValue(20, 255))),
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@as(u8, @intCast(rl.getRandomValue(10, 55))),
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30,
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255,
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);
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}
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rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
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@ -36,7 +36,13 @@ pub fn main() anyerror!void {
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rl.drawText("Use mouse wheel to move the cube up and down!", 10, 10, 20, rl.Color.gray);
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rl.drawText(rl.textFormat("Box position Y: %03i", .{@as(i32, @intFromFloat(boxPositionY))}), 10, 40, 20, rl.Color.light_gray);
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rl.drawText(
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rl.textFormat("Box position Y: %03i", .{@as(i32, @intFromFloat(boxPositionY))}),
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10,
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40,
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20,
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rl.Color.light_gray,
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);
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//----------------------------------------------------------------------------------
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}
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}
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@ -69,7 +69,13 @@ pub fn main() anyerror!void {
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// Draw circle and touch index number
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rl.drawCircleV(touchPosition, 34, rl.Color.orange);
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rl.drawText(rl.textFormat("%d", .{i}), @as(i32, @intFromFloat(touchPosition.x)) - 10, @as(i32, @intFromFloat(touchPosition.y)) - 70, 40, rl.Color.black);
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rl.drawText(
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rl.textFormat("%d", .{i}),
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@as(i32, @intFromFloat(touchPosition.x)) - 10,
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@as(i32, @intFromFloat(touchPosition.y)) - 70,
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40,
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rl.Color.black,
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);
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}
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}
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@ -28,7 +28,7 @@ pub fn main() anyerror!void {
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var model = LoadModel(resourceDir ++ "models/castle.obj"); // Load model
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var texture = LoadTexture(resourceDir ++ "models/castle_diffuse.png"); // Load model texture
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model.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture; // Set map diffuse texture
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model.materials[0].maps[@intFromEnum(MAP_DIFFUSE)].texture = texture; // Set map diffuse texture
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var position = Vector3{ .x = 0.0, .y = 0.0, .z = 0.0 }; // Set model position
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@ -64,7 +64,8 @@ pub fn main() anyerror!void {
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{
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UnloadModel(model); // Unload previous model
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model = LoadModel(droppedFiles[0]); // Load new model
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model.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture; // Set current map diffuse texture
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// Set current map diffuse texture
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model.materials[0].maps[@intFromEnum(MAP_DIFFUSE)].texture = texture;
|
||||
|
||||
bounds = MeshBoundingBox(model.meshes[0]);
|
||||
|
||||
@ -74,7 +75,7 @@ pub fn main() anyerror!void {
|
||||
// Unload current model texture and load new one
|
||||
UnloadTexture(texture);
|
||||
texture = LoadTexture(droppedFiles[0]);
|
||||
model.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture;
|
||||
model.materials[0].maps[@intFromEnum(MAP_DIFFUSE)].texture = texture;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -44,9 +44,9 @@ pub fn main() !void {
|
||||
const texture = LoadTexture(resourceDir ++ "texel_checker.png");
|
||||
|
||||
// Assign texture to default model material
|
||||
modelA.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture;
|
||||
modelB.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture;
|
||||
modelC.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture;
|
||||
modelA.materials[0].maps[@intFromEnum(MAP_DIFFUSE)].texture = texture;
|
||||
modelB.materials[0].maps[@intFromEnum(MAP_DIFFUSE)].texture = texture;
|
||||
modelC.materials[0].maps[@intFromEnum(MAP_DIFFUSE)].texture = texture;
|
||||
|
||||
var shader = LoadShader(
|
||||
resourceDir ++ "/shaders/glsl330/base_lighting.vs",
|
||||
@ -54,13 +54,13 @@ pub fn main() !void {
|
||||
);
|
||||
|
||||
// Get some shader loactions
|
||||
shader.locs[@enumToInt(ShaderLocationIndex.SHADER_LOC_MATRIX_MODEL)] = GetShaderLocation(shader, "matModel");
|
||||
shader.locs[@enumToInt(ShaderLocationIndex.SHADER_LOC_VECTOR_VIEW)] = GetShaderLocation(shader, "viewPos");
|
||||
shader.locs[@intFromEnum(ShaderLocationIndex.SHADER_LOC_MATRIX_MODEL)] = GetShaderLocation(shader, "matModel");
|
||||
shader.locs[@intFromEnum(ShaderLocationIndex.SHADER_LOC_VECTOR_VIEW)] = GetShaderLocation(shader, "viewPos");
|
||||
|
||||
// ambient light level
|
||||
const ambientLoc = GetShaderLocation(shader, "ambient");
|
||||
const ambientVals = [4]f32{ 0.2, 0.2, 0.2, 1.0 };
|
||||
SetShaderValue(shader, ambientLoc, &ambientVals, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_VEC4));
|
||||
SetShaderValue(shader, ambientLoc, &ambientVals, @intFromEnum(ShaderUniformDataType.SHADER_UNIFORM_VEC4));
|
||||
|
||||
var angle: f32 = 6.282;
|
||||
|
||||
@ -126,7 +126,12 @@ pub fn main() !void {
|
||||
|
||||
// Update the light shader with the camera view position
|
||||
const cameraPos = [3]f32{ camera.position.x, camera.position.y, camera.position.z };
|
||||
SetShaderValue(shader, shader.locs[@enumToInt(ShaderLocationIndex.SHADER_LOC_VECTOR_VIEW)], &cameraPos, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_VEC3));
|
||||
SetShaderValue(
|
||||
shader,
|
||||
shader.locs[@intFromEnum(ShaderLocationIndex.SHADER_LOC_VECTOR_VIEW)],
|
||||
&cameraPos,
|
||||
@intFromEnum(ShaderUniformDataType.SHADER_UNIFORM_VEC3),
|
||||
);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
@ -23,7 +23,10 @@ pub fn main() anyerror!void {
|
||||
|
||||
var outlineSize: f32 = 2.0;
|
||||
const outlineColor = [4]f32{ 1.0, 0.0, 0.0, 1.0 }; // Normalized RED color
|
||||
const textureSize = rl.Vector2.init(@as(f32, @floatFromInt(texture.width)), @as(f32, @floatFromInt(texture.height)));
|
||||
const textureSize = rl.Vector2.init(
|
||||
@as(f32, @floatFromInt(texture.width)),
|
||||
@as(f32, @floatFromInt(texture.height)),
|
||||
);
|
||||
|
||||
// Get shader locations
|
||||
const outlineSizeLoc = rl.getShaderLocation(shdrOutline, "outlineSize");
|
||||
@ -31,9 +34,24 @@ pub fn main() anyerror!void {
|
||||
const textureSizeLoc = rl.getShaderLocation(shdrOutline, "textureSize");
|
||||
|
||||
// Set shader values (they can be changed later)
|
||||
rl.setShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, @intFromEnum(rl.ShaderUniformDataType.shader_uniform_float));
|
||||
rl.setShaderValue(shdrOutline, outlineColorLoc, &outlineColor, @intFromEnum(rl.ShaderUniformDataType.shader_uniform_vec4));
|
||||
rl.setShaderValue(shdrOutline, textureSizeLoc, &textureSize, @intFromEnum(rl.ShaderUniformDataType.shader_uniform_vec2));
|
||||
rl.setShaderValue(
|
||||
shdrOutline,
|
||||
outlineSizeLoc,
|
||||
&outlineSize,
|
||||
@intFromEnum(rl.ShaderUniformDataType.shader_uniform_float),
|
||||
);
|
||||
rl.setShaderValue(
|
||||
shdrOutline,
|
||||
outlineColorLoc,
|
||||
&outlineColor,
|
||||
@intFromEnum(rl.ShaderUniformDataType.shader_uniform_vec4),
|
||||
);
|
||||
rl.setShaderValue(
|
||||
shdrOutline,
|
||||
textureSizeLoc,
|
||||
&textureSize,
|
||||
@intFromEnum(rl.ShaderUniformDataType.shader_uniform_vec2),
|
||||
);
|
||||
|
||||
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
@ -45,7 +63,12 @@ pub fn main() anyerror!void {
|
||||
outlineSize += rl.getMouseWheelMove();
|
||||
if (outlineSize < 1.0) outlineSize = 1.0;
|
||||
|
||||
rl.setShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, @intFromEnum(rl.ShaderUniformDataType.shader_uniform_float));
|
||||
rl.setShaderValue(
|
||||
shdrOutline,
|
||||
outlineSizeLoc,
|
||||
&outlineSize,
|
||||
@intFromEnum(rl.ShaderUniformDataType.shader_uniform_float),
|
||||
);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
@ -59,12 +82,22 @@ pub fn main() anyerror!void {
|
||||
rl.beginShaderMode(shdrOutline);
|
||||
defer rl.endShaderMode();
|
||||
|
||||
texture.draw(@divFloor(rl.getScreenWidth(), 2) - @divFloor(texture.width, 2), -30, rl.Color.white);
|
||||
texture.draw(
|
||||
@divFloor(rl.getScreenWidth(), 2) - @divFloor(texture.width, 2),
|
||||
-30,
|
||||
rl.Color.white,
|
||||
);
|
||||
}
|
||||
|
||||
rl.drawText("Shader-based\ntexture\noutline", 10, 10, 20, rl.Color.gray);
|
||||
|
||||
rl.drawText(rl.textFormat("Outline size: %i px", .{@as(i32, @intFromFloat(outlineSize))}), 10, 120, 20, rl.Color.maroon);
|
||||
rl.drawText(
|
||||
rl.textFormat("Outline size: %i px", .{@as(i32, @intFromFloat(outlineSize))}),
|
||||
10,
|
||||
120,
|
||||
20,
|
||||
rl.Color.maroon,
|
||||
);
|
||||
|
||||
rl.drawFPS(710, 10);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -21,7 +21,12 @@ pub fn main() anyerror!void {
|
||||
defer rl.unloadTexture(scarfy); // Texture unloading
|
||||
|
||||
const position = rl.Vector2.init(350.0, 280.0);
|
||||
var frameRec = rl.Rectangle.init(0, 0, @as(f32, @floatFromInt(@divFloor(scarfy.width, 6))), @as(f32, @floatFromInt(scarfy.height)));
|
||||
var frameRec = rl.Rectangle.init(
|
||||
0,
|
||||
0,
|
||||
@as(f32, @floatFromInt(@divFloor(scarfy.width, 6))),
|
||||
@as(f32, @floatFromInt(scarfy.height)),
|
||||
);
|
||||
var currentFrame: u8 = 0;
|
||||
|
||||
var framesCounter: u8 = 0;
|
||||
@ -69,7 +74,13 @@ pub fn main() anyerror!void {
|
||||
|
||||
rl.drawTexture(scarfy, 15, 40, rl.Color.white);
|
||||
rl.drawRectangleLines(15, 40, scarfy.width, scarfy.height, rl.Color.lime);
|
||||
rl.drawRectangleLines(15 + @as(i32, @intFromFloat(frameRec.x)), 40 + @as(i32, @intFromFloat(frameRec.y)), @as(i32, @intFromFloat(frameRec.width)), @as(i32, @intFromFloat(frameRec.height)), rl.Color.red);
|
||||
rl.drawRectangleLines(
|
||||
15 + @as(i32, @intFromFloat(frameRec.x)),
|
||||
40 + @as(i32, @intFromFloat(frameRec.y)),
|
||||
@as(i32, @intFromFloat(frameRec.width)),
|
||||
@as(i32, @intFromFloat(frameRec.height)),
|
||||
rl.Color.red,
|
||||
);
|
||||
|
||||
rl.drawText("FRAME SPEED: ", 165, 210, 10, rl.Color.dark_gray);
|
||||
rl.drawText(rl.textFormat("%02i FPS", .{framesSpeed}), 575, 210, 10, rl.Color.dark_gray);
|
||||
@ -84,7 +95,13 @@ pub fn main() anyerror!void {
|
||||
|
||||
scarfy.drawRec(frameRec, position, rl.Color.white); // Draw part of the texture
|
||||
|
||||
rl.drawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, rl.Color.gray);
|
||||
rl.drawText(
|
||||
"(c) Scarfy sprite by Eiden Marsal",
|
||||
screenWidth - 200,
|
||||
screenHeight - 20,
|
||||
10,
|
||||
rl.Color.gray,
|
||||
);
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user