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fix gg.v
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parent
ee437de8d3
commit
4bc1f73fd0
42
vlib/gg/gg.v
42
vlib/gg/gg.v
@ -64,12 +64,12 @@ struct GG {
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// use_ortho bool
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// use_ortho bool
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width int
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width int
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height int
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height int
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VAO u32
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vao u32
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rect_vao u32
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rect_vao u32
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rect_vbo u32
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rect_vbo u32
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line_vao u32
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line_vao u32
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line_vbo u32
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line_vbo u32
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VBO u32
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vbo u32
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scale int // retina = 2 , normal = 1
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scale int // retina = 2 , normal = 1
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pub mut:
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pub mut:
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window *glfw.Window
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window *glfw.Window
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@ -147,8 +147,8 @@ pub fn new_context(cfg Cfg) *GG {
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shader: shader
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shader: shader
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width: cfg.width
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width: cfg.width
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height: cfg.height
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height: cfg.height
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VAO: vao
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vao: vao
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VBO: vbo
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vbo: vbo
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window: window
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window: window
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// /line_vao: gl.gen_vertex_array()
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// /line_vao: gl.gen_vertex_array()
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@ -193,8 +193,8 @@ pub fn (ctx &GG) draw_triangle(x1, y1, x2, y2, x3, y3 f32, c gx.Color) {
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] !
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] !
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// bind the Vertex Array Object first, then bind and set vertex buffer(s),
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// bind the Vertex Array Object first, then bind and set vertex buffer(s),
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// and then configure vertex attributes(s).
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// and then configure vertex attributes(s).
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gl.bind_vao(ctx.VAO)
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gl.bind_vao(ctx.vao)
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gl.set_vbo(ctx.VBO, vertices, GL_STATIC_DRAW)
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gl.set_vbo(ctx.vbo, vertices, GL_STATIC_DRAW)
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gl.vertex_attrib_pointer(0, 3, GL_FLOAT, false, 3, 0)
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gl.vertex_attrib_pointer(0, 3, GL_FLOAT, false, 3, 0)
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gl.enable_vertex_attrib_array(0)
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gl.enable_vertex_attrib_array(0)
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// gl.bind_buffer(GL_ARRAY_BUFFER, uint(0))
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// gl.bind_buffer(GL_ARRAY_BUFFER, uint(0))
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@ -216,8 +216,8 @@ pub fn (ctx &GG) draw_triangle_tex(x1, y1, x2, y2, x3, y3 f32, c gx.Color) {
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x2, y2, 0, 0, 0, 0, 1, 0,
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x2, y2, 0, 0, 0, 0, 1, 0,
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x3, y3, 0, 0, 0, 0, 0, 0,
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x3, y3, 0, 0, 0, 0, 0, 0,
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] !
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] !
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gl.bind_vao(ctx.VAO)
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gl.bind_vao(ctx.vao)
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gl.set_vbo(ctx.VBO, vertices, GL_STATIC_DRAW)
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gl.set_vbo(ctx.vbo, vertices, GL_STATIC_DRAW)
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// position attribute
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// position attribute
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gl.vertex_attrib_pointer(0, 3, GL_FLOAT, false, 3, 0)
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gl.vertex_attrib_pointer(0, 3, GL_FLOAT, false, 3, 0)
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gl.enable_vertex_attrib_array(0)
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gl.enable_vertex_attrib_array(0)
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@ -266,8 +266,8 @@ fn (ctx mut GG) init_rect_vao() {
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}
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}
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*/
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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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pub fn (ctx &GG) draw_rect2(x, y, w, h f32, c gx.Color) {
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C.glDeleteBuffers(1, &ctx.VAO)
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C.glDeleteBuffers(1, &ctx.vao)
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C.glDeleteBuffers(1, &ctx.VBO)
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C.glDeleteBuffers(1, &ctx.vbo)
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ctx.shader.use()
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ctx.shader.use()
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ctx.shader.set_color('color', c)
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ctx.shader.set_color('color', c)
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ctx.shader.set_int('has_texture', 0)
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ctx.shader.set_int('has_texture', 0)
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@ -286,8 +286,8 @@ pub fn (ctx &GG) draw_rect2(x, y, w, h f32, c gx.Color) {
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0, 1, 3,// first triangle
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0, 1, 3,// first triangle
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1, 2, 3// second triangle
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1, 2, 3// second triangle
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] !
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] !
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gl.bind_vao(ctx.VAO)
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gl.bind_vao(ctx.vao)
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gl.set_vbo(ctx.VBO, vertices, GL_STATIC_DRAW)
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gl.set_vbo(ctx.vbo, vertices, GL_STATIC_DRAW)
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ebo := gl.gen_buffer()
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ebo := gl.gen_buffer()
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// ///////
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// ///////
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gl.set_ebo(ebo, indices, GL_STATIC_DRAW)// !!! LEAKS
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gl.set_ebo(ebo, indices, GL_STATIC_DRAW)// !!! LEAKS
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@ -295,7 +295,7 @@ pub fn (ctx &GG) draw_rect2(x, y, w, h f32, c gx.Color) {
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gl.vertex_attrib_pointer(0, 3, GL_FLOAT, false, 3, 0)
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gl.vertex_attrib_pointer(0, 3, GL_FLOAT, false, 3, 0)
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gl.enable_vertex_attrib_array(0)
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gl.enable_vertex_attrib_array(0)
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// gl.bind_vao(ctx.rect_vao)
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// gl.bind_vao(ctx.rect_vao)
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gl.bind_vao(ctx.VAO)
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gl.bind_vao(ctx.vao)
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gl.draw_elements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0)
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gl.draw_elements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0)
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C.glDeleteBuffers(1, &ebo)
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C.glDeleteBuffers(1, &ebo)
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}
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}
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@ -408,16 +408,16 @@ pub fn create_image(file string) u32 {
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}
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}
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pub fn (ctx &GG) draw_line_c(x, y, x2, y2 f32, color gx.Color) {
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pub fn (ctx &GG) draw_line_c(x, y, x2, y2 f32, color gx.Color) {
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C.glDeleteBuffers(1, &ctx.VAO)
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C.glDeleteBuffers(1, &ctx.vao)
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C.glDeleteBuffers(1, &ctx.VBO)
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C.glDeleteBuffers(1, &ctx.vbo)
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ctx.shader.use()
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ctx.shader.use()
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ctx.shader.set_color('color', color)
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ctx.shader.set_color('color', color)
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vertices := [f32(x), f32(y), f32(x2), f32(y2)] !
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vertices := [f32(x), f32(y), f32(x2), f32(y2)] !
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gl.bind_vao(ctx.VAO)
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gl.bind_vao(ctx.vao)
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gl.set_vbo(ctx.VBO, vertices, GL_STATIC_DRAW)
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gl.set_vbo(ctx.vbo, vertices, GL_STATIC_DRAW)
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gl.vertex_attrib_pointer(0, 2, GL_FLOAT, false, 2, 0)
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gl.vertex_attrib_pointer(0, 2, GL_FLOAT, false, 2, 0)
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gl.enable_vertex_attrib_array(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.bind_vao(ctx.vao)
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gl.draw_arrays(GL_LINES, 0, 2)
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gl.draw_arrays(GL_LINES, 0, 2)
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}
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}
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@ -453,8 +453,8 @@ pub fn (ctx &GG) draw_image(x, y, w, h f32, tex_id u32) {
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] !
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] !
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// VAO := gl.gen_vertex_array()
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// VAO := gl.gen_vertex_array()
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// VBO := gl.gen_buffer()
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// VBO := gl.gen_buffer()
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gl.bind_vao(ctx.VAO)
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gl.bind_vao(ctx.vao)
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gl.set_vbo(ctx.VBO, vertices, GL_STATIC_DRAW)
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gl.set_vbo(ctx.vbo, vertices, GL_STATIC_DRAW)
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ebo := gl.gen_buffer()
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ebo := gl.gen_buffer()
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gl.set_ebo(ebo, indices, GL_STATIC_DRAW)
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gl.set_ebo(ebo, indices, GL_STATIC_DRAW)
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gl.vertex_attrib_pointer(0, 3, GL_FLOAT, false, 8, 0)
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gl.vertex_attrib_pointer(0, 3, GL_FLOAT, false, 8, 0)
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@ -464,7 +464,7 @@ pub fn (ctx &GG) draw_image(x, y, w, h f32, tex_id u32) {
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gl.vertex_attrib_pointer(2, 2, GL_FLOAT, false, 8, 6)
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gl.vertex_attrib_pointer(2, 2, GL_FLOAT, false, 8, 6)
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gl.enable_vertex_attrib_array(2)
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gl.enable_vertex_attrib_array(2)
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gl.bind_2d_texture(u32(tex_id))
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gl.bind_2d_texture(u32(tex_id))
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gl.bind_vao(ctx.VAO)
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gl.bind_vao(ctx.vao)
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gl.draw_elements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0)
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gl.draw_elements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0)
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}
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}
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