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v/vlib/gg/gg.v

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// Copyright (c) 2019-2020 Alexander Medvednikov. All rights reserved.
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// Use of this source code is governed by an MIT license
// that can be found in the LICENSE file.
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module gg
import (
stbi
glm
gl
gx
os
glfw
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math
)
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pub struct Vec2 {
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pub:
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x int
y int
}
pub fn (v Vec2) str() string {
return 'Vec2{ x: $v.x y: $v.y }'
}
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pub fn vec2(x, y int) Vec2 {
res := Vec2 {
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x: x
y: y
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}
return res
}
pub fn init_gg() {
glfw.init_glfw()
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gl.init_glad()
}
pub struct Cfg {
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pub:
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width int
height int
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use_ortho bool
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retina bool
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resizable bool
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font_size int
font_path string
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create_window bool
window_user_ptr voidptr
window_title string
always_on_top bool
scale int
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}
pub struct GG {
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shader gl.Shader
// use_ortho bool
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vao u32
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rect_vao u32
rect_vbo u32
line_vao u32
line_vbo u32
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vbo u32
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scale int // retina = 2 , normal = 1
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//pub:
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pub mut:
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width int
height int
window &glfw.Window
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render_fn fn()
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}
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// fn new_context(width, height int, use_ortho bool, font_size int) *GG {
pub fn new_context(cfg Cfg) &GG {
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mut window := &glfw.Window(0)
if cfg.create_window {
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if cfg.resizable {
glfw.window_hint(C.GLFW_RESIZABLE, 1)
} else {
glfw.window_hint(C.GLFW_RESIZABLE, 0)
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}
window = glfw.create_window(glfw.WinCfg{
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title: cfg.window_title
width: cfg.width
height: cfg.height
ptr: cfg.window_user_ptr
always_on_top: cfg.always_on_top
})
window.make_context_current()
init_gg()
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}
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shader := gl.new_shader('simple')
shader.use()
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if cfg.use_ortho {
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projection := glm.ortho(0, cfg.width, cfg.height, 0)
shader.set_mat4('projection', projection)
}
else {
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// TODO move to function (allow volt functions to return arrays without allocations)
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// i := glm.identity3()
shader.set_mat4('projection', glm.identity())
}
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vao := gl.gen_vertex_array()
//println('new gg context VAO=$VAO')
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vbo := gl.gen_buffer()
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mut scale := 1
if cfg.retina {
scale = 2
}
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//gl.enable(GL_BLEND)
//# glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//println('new gg text context VAO=$VAO')
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//gl.bind_vao(VAO)
//gl.bind_buffer(GL_ARRAY_BUFFER, VBO)
//gl.enable_vertex_attrib_array(0)
//gl.vertex_attrib_pointer(0, 4, GL_FLOAT, false, 4, 0)
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todo_remove_me(cfg, scale)
return &GG {
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shader: shader
width: cfg.width
height: cfg.height
vao: vao
vbo: vbo
window: window
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// /line_vao: gl.gen_vertex_array()
// /line_vbo: gl.gen_buffer()
//text_ctx: new_context_text(cfg, scale),
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scale: scale
// use_ortho: use_ortho
}
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// ctx.init_rect_vao()
//return ctx
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}
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/*
pub fn (gg &GG) render_loop() bool {
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for !gg.window.show_close() {
gg.render_fn()
gg.window.swap_buffers()
glfw.wait_events()
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}
}
*/
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pub fn clear(color gx.Color) {
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gl.clear_color(color.r, color.g, color.b, 255)
gl.clear()
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}
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pub fn (gg &GG) render() {
gg.window.swap_buffers()
glfw.wait_events()
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}
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pub fn (ctx &GG) draw_triangle(x1, y1, x2, y2, x3, y3 f32, c gx.Color) {
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// println('draw_triangle $x1,$y1 $x2,$y2 $x3,$y3')
ctx.shader.use()
ctx.shader.set_color('color', c)
vertices := [
x1, y1, 0,
x2, y2, 0,
x3, y3, 0,
] !
// bind the Vertex Array Object first, then bind and set vertex buffer(s),
// and then configure vertex attributes(s).
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gl.bind_vao(ctx.vao)
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gl.set_vbo(ctx.vbo, vertices, C.GL_STATIC_DRAW)
gl.vertex_attrib_pointer(0, 3, C.GL_FLOAT, false, 3, 0)
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gl.enable_vertex_attrib_array(0)
// gl.bind_buffer(GL_ARRAY_BUFFER, uint(0))
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO,
// but this rarely happens. Modifying other
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs
// (nor VBOs) when it's not directly necessary.
// gl.bind_vertex_array(uint(0))
// gl.bind_vertex_array(ctx.VAO)
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gl.draw_arrays(C.GL_TRIANGLES, 0, 3)
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}
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pub fn (ctx &GG) draw_triangle_tex(x1, y1, x2, y2, x3, y3 f32, c gx.Color) {
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ctx.shader.use()
ctx.shader.set_color('color', c)
ctx.shader.set_int('has_texture', 1)
vertices := [
x1, y1, 0, 0, 0, 0, 1, 1,
x2, y2, 0, 0, 0, 0, 1, 0,
x3, y3, 0, 0, 0, 0, 0, 0,
] !
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gl.bind_vao(ctx.vao)
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gl.set_vbo(ctx.vbo, vertices, C.GL_STATIC_DRAW)
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// position attribute
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gl.vertex_attrib_pointer(0, 3, C.GL_FLOAT, false, 3, 0)
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gl.enable_vertex_attrib_array(0)
// color attribute
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gl.vertex_attrib_pointer(1, 3, C.GL_FLOAT, false, 8, 3)
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gl.enable_vertex_attrib_array(1)
// texture attribute
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gl.vertex_attrib_pointer(2, 2, C.GL_FLOAT, false, 8, 6)
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gl.enable_vertex_attrib_array(2)
// /
// gl.draw_arrays(GL_TRIANGLES, 0, 3)
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gl.draw_elements(C.GL_TRIANGLES, 6, C.GL_UNSIGNED_INT, 0)
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}
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pub fn (ctx &GG) draw_rect(x, y, w, h f32, c gx.Color) {
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// println('gg.draw_rect($x,$y,$w,$h)')
// wrong order
// // ctx.draw_triangle(x, y, x + w, y, x + w, y + h, c)
// // ctx.draw_triangle(x, y, x, y + h, x + w, y + h, c)
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// good order. counter clockwise
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// ctx.draw_triangle(x, y, x, y + h, x + w, y + h, c)
// ctx.draw_triangle(x, y, x + w, y + h, x + w, y, c)
ctx.draw_rect2(x, y, w, h, c)
}
pub fn (ctx &GG) draw_circle(x, y, radius int, c gx.Color) {
}
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/*
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fn (ctx mut GG) init_rect_vao() {
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ctx.rect_vao = gl.gen_vertex_array()
ctx.rect_vbo = gl.gen_buffer()
vertices := [
x + w, y, 0,
x + w, y + h, 0,
x, y + h, 0,
x, y, 0,
] !
indices := [
0, 1, 3,// first triangle
1, 2, 3// second triangle
] !
gl.bind_vao(ctx.rect_vao)
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gl.set_vbo(ctx.rect_vbo, vertices, C.GL_STATIC_DRAW)
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ebo := gl.gen_buffer()
// ///////
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gl.set_ebo(ebo, indices, C.GL_STATIC_DRAW)
}
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*/
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pub fn (ctx &GG) draw_rect2(x, y, w, h f32, c gx.Color) {
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C.glDeleteBuffers(1, &ctx.vao)
C.glDeleteBuffers(1, &ctx.vbo)
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ctx.shader.use()
ctx.shader.set_color('color', c)
ctx.shader.set_int('has_texture', 0)
// 4--1
// 3--2
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$if linux {
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// y += h
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}
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vertices := [
x + w, y, 0,
x + w, y + h, 0,
x, y + h, 0,
x, y, 0,
] !
indices := [
0, 1, 3,// first triangle
1, 2, 3// second triangle
] !
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gl.bind_vao(ctx.vao)
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gl.set_vbo(ctx.vbo, vertices, C.GL_STATIC_DRAW)
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ebo := gl.gen_buffer()
// ///////
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gl.set_ebo(ebo, indices, C.GL_STATIC_DRAW)// !!! LEAKS
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// /////
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gl.vertex_attrib_pointer(0, 3, C.GL_FLOAT, false, 3, 0)
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gl.enable_vertex_attrib_array(0)
// gl.bind_vao(ctx.rect_vao)
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gl.bind_vao(ctx.vao)
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gl.draw_elements(C.GL_TRIANGLES, 6, C.GL_UNSIGNED_INT, 0)
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C.glDeleteBuffers(1, &ebo)
}
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fn todo_remove_me(cfg Cfg, scale int) {
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// Can only have text in ortho mode
if !cfg.use_ortho {
return
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}
width := cfg.width * scale
height := cfg.height * scale
//font_size := cfg.font_size * scale
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gl.enable(C.GL_BLEND)
//# glBlendFunc(C.GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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shader := gl.new_shader('text')
shader.use()
projection := glm.ortho(0, width, 0, height)// 0 at BOT
// projection_new := ortho(0, width, 0, height)// 0 at BOT
// projection := gl.ortho(0, width,height,0) // 0 at TOP
shader.set_mat4('projection', projection)
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vao := gl.gen_vertex_array()
//println('new gg text context VAO=$VAO')
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vbo := gl.gen_buffer()
gl.bind_vao(vao)
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gl.bind_buffer(C.GL_ARRAY_BUFFER, vbo)
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gl.enable_vertex_attrib_array(0)
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gl.vertex_attrib_pointer(0, 4, C.GL_FLOAT, false, 4, 0)
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}
fn update() {
// # ui__post_empty_event();
}
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pub fn post_empty_event() {
glfw.post_empty_event()
}
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pub fn (c GG) circle(x, y, r int) {
}
fn (c GG) fill_color(color gx.Color) {
}
fn (c GG) fill() {
}
fn (c GG) move_to(x, y int) {
}
fn (c GG) line_to(x, y int) {
}
fn (c GG) stroke_width(size int) {
}
fn (c GG) stroke_color(color gx.Color) {
}
fn (c GG) stroke() {
}
fn (c GG) save() {
}
fn (c GG) restore() {
}
fn (c GG) intersect_scissor(x, y, w, h int) {
}
fn (c GG) translate(x, y int) {
}
fn (c GG) create_font(name, file string) int {
return 0
}
fn (c GG) text(x, y int, text string) {
}
fn (c GG) text_box(x, y, max int, text string) {
}
fn (c GG) font_face(f string) {
}
fn (c GG) font_size(size int) {
}
fn (c GG) text_align(a int) {
}
pub fn (ctx &GG) create_image(file string) u32 {
return create_image(file)
}
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pub fn create_image(file string) u32 {
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//println('gg create image "$file"')
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if file.contains('twitch') {
return u32(0)// TODO
}
if !os.exists(file) {
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println('gg create image no such file "$file"')
return u32(0)
}
texture := gl.gen_texture()
img := stbi.load(file)
gl.bind_2d_texture(texture)
img.tex_image_2d()
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gl.generate_mipmap(C.GL_TEXTURE_2D)
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img.free()
return texture
}
pub fn create_image_from_memory(buf byteptr) u32 {
texture := gl.gen_texture()
img := stbi.load_from_memory(buf)
// TODO copy pasta
gl.bind_2d_texture(texture)
img.tex_image_2d()
gl.generate_mipmap(C.GL_TEXTURE_2D)
img.free()
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return texture
}
pub fn (ctx &GG) draw_line(x, y, x2, y2 f32, color gx.Color) {
ctx.shader.set_int('has_texture', 0)
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C.glDeleteBuffers(1, &ctx.vao)
C.glDeleteBuffers(1, &ctx.vbo)
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ctx.shader.use()
ctx.shader.set_color('color', color)
vertices := [x, y, x2, y2] !
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gl.bind_vao(ctx.vao)
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gl.set_vbo(ctx.vbo, vertices, C.GL_STATIC_DRAW)
gl.vertex_attrib_pointer(0, 2, C.GL_FLOAT, false, 2, 0)
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gl.enable_vertex_attrib_array(0)
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gl.bind_vao(ctx.vao)
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gl.draw_arrays(C.GL_LINES, 0, 2)
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}
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pub fn (ctx &GG) draw_arc(x, y, r, start_angle, end_angle f32, segments int, color gx.Color) {
ctx.shader.set_int('has_texture', 0)
C.glDeleteBuffers(1, &ctx.vao)
C.glDeleteBuffers(1, &ctx.vbo)
ctx.shader.use()
ctx.shader.set_color('color', color)
start_rads := start_angle * 0.0174533 // deg -> rad approx
end_rads := end_angle * 0.0174533
rad_increment := end_rads / segments
mut vertices := []f32
mut i := 0
for i < segments {
theta := f32(i) * rad_increment - start_rads
vertices << [x + f32(math.cos(theta)) * r, y + f32(math.sin(theta)) * r]
i++
}
// Add the last vertex at the final arc angle.
vertices << [x + f32(math.cos(end_rads)) * r, y + f32(math.sin(end_rads)) * r]
gl.bind_vao(ctx.vao)
gl.set_vbo(ctx.vbo, vertices, C.GL_STATIC_DRAW)
gl.vertex_attrib_pointer(0, 2, C.GL_FLOAT, false, 2, 0)
gl.enable_vertex_attrib_array(0)
gl.bind_vao(ctx.vao)
gl.draw_arrays(C.GL_LINE_STRIP, 0, segments + 1)
}
/*
pub fn (c &GG) draw_gray_line(x, y, x2, y2 f32) {
c.draw_line(x, y, x2, y2, gx.Gray)
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}
pub fn (c &GG) draw_vertical(x, y, height int) {
c.draw_line(x, y, x, y + height)
}
*/
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//ctx.gg.draw_line(center + prev_x, center+prev_y, center + x*10.0, center+y)
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// fn (ctx &GG) draw_image(x, y, w, h f32, img stbi.Image) {
pub fn (ctx &GG) draw_image(x, y, w, h f32, tex_id u32) {
// NB: HACK to ensure same state ... TODO: remove next line
ctx.draw_empty_rect(0,0,0,0, gx.white)
last_array_buffer := 0
last_texture := 0
C.glGetIntegerv(C.GL_ARRAY_BUFFER_BINDING, &last_array_buffer)
C.glGetIntegerv(C.GL_TEXTURE_BINDING_2D, &last_texture)
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// println('DRAW IMAGE $x $y $w $h $tex_id')
ctx.shader.use()
// ctx.shader.set_color('color', c)
ctx.shader.set_int('has_texture', 1)
// 4--1
// | |
// 3--2
vertices := [
x + w, y, 0, 1, 0, 0, 1, 1,
x + w, y + h, 0, 0, 1, 0, 1, 0,
x, y + h, 0, 0, 0, 1, 0, 0,
x, y, 0, 1, 1, 0, 0, 1,
] !
indices := [
0, 1, 3,// first triangle
1, 2, 3// second triangle
] !
// VAO := gl.gen_vertex_array()
// VBO := gl.gen_buffer()
C.glEnable(C.GL_TEXTURE_2D)
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gl.bind_vao(ctx.vao)
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gl.set_vbo(ctx.vbo, vertices, C.GL_STATIC_DRAW)
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ebo := gl.gen_buffer()
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gl.set_ebo(ebo, indices, C.GL_STATIC_DRAW)
gl.vertex_attrib_pointer(0, 3, C.GL_FLOAT, false, 8, 0)
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gl.enable_vertex_attrib_array(0)
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gl.vertex_attrib_pointer(1, 3, C.GL_FLOAT, false, 8, 3)
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gl.enable_vertex_attrib_array(1)
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gl.vertex_attrib_pointer(2, 2, C.GL_FLOAT, false, 8, 6)
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gl.enable_vertex_attrib_array(2)
gl.bind_2d_texture(tex_id)
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gl.bind_vao(ctx.vao)
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gl.draw_elements(C.GL_TRIANGLES, 6, C.GL_UNSIGNED_INT, 0)
C.glDisable(C.GL_TEXTURE_2D)
// restore state
C.glBindBuffer(C.GL_ARRAY_BUFFER, last_array_buffer)
C. glBindTexture(C.GL_TEXTURE_2D, last_texture)
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}
pub fn (c &GG) draw_empty_rect(x, y, w, h f32, color gx.Color) {
c.draw_line(x, y, x + w, y, color)
c.draw_line(x, y, x, y + h, color)
c.draw_line(x, y + h, x + w, y + h, color)
c.draw_line(x + w, y, x + w, y + h, color)
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}