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gg: roundrects
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parent
c90b53b89d
commit
aa625bc22c
82
vlib/gg/gg.v
82
vlib/gg/gg.v
@ -409,76 +409,48 @@ pub fn create_image_from_memory(buf byteptr) u32 {
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}
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pub fn (ctx &GG) draw_line(x, y, x2, y2 f32, color gx.Color) {
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ctx.shader.set_int('has_texture', 0)
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C.glDeleteBuffers(1, &ctx.vao)
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C.glDeleteBuffers(1, &ctx.vbo)
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ctx.shader.use()
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ctx.shader.set_color('color', color)
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ctx.use_color_shader(color)
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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)
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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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ctx.bind_vertices(vertices)
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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) {
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ctx.shader.set_int('has_texture', 0)
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C.glDeleteBuffers(1, &ctx.vao)
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C.glDeleteBuffers(1, &ctx.vbo)
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ctx.shader.use()
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ctx.shader.set_color('color', color)
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start_rads := start_angle * 0.0174533 // deg -> rad approx
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end_rads := end_angle * 0.0174533
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rad_increment := end_rads / segments
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mut vertices := []f32
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mut i := 0
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for i < segments {
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theta := f32(i) * rad_increment - start_rads
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vertices << [x + f32(math.cos(theta)) * r, y + f32(math.sin(theta)) * r]
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i++
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}
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// Add the last vertex at the final arc angle.
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vertices << [x + f32(math.cos(end_rads)) * r, y + f32(math.sin(end_rads)) * r]
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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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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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ctx.use_color_shader(color)
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mut vertices := arc_vertices(x, y, r, start_angle, end_angle, segments)
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ctx.bind_vertices(vertices)
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gl.draw_arrays(C.GL_LINE_STRIP, 0, segments + 1)
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}
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pub fn (ctx &GG) draw_filled_arc(x, y, r, start_angle, end_angle f32, segments int, color gx.Color) {
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ctx.shader.set_int('has_texture', 0)
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C.glDeleteBuffers(1, &ctx.vao)
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C.glDeleteBuffers(1, &ctx.vbo)
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ctx.shader.use()
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ctx.shader.set_color('color', color)
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start_rads := start_angle * 0.0174533 // deg -> rad approx
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end_rads := end_angle * 0.0174533
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rad_increment := end_rads / segments
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ctx.use_color_shader(color)
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mut vertices := []f32
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mut i := 1
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vertices << [x, y]
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vertices << [x + f32(math.cos(start_angle)) * r, y + f32(math.sin(start_angle)) * r]
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for i < segments {
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theta := f32(i) * rad_increment
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vertices << [x + f32(math.cos(theta)) * r, y + f32(math.sin(theta)) * r]
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i++
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}
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// Add the last vertex at the final arc angle.
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vertices << [x + f32(math.cos(end_rads)) * r, y + f32(math.sin(end_rads)) * r]
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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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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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vertices << arc_vertices(x, y, r, start_angle, end_angle, segments)
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ctx.bind_vertices(vertices)
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gl.draw_arrays(C.GL_TRIANGLE_FAN, 0, segments + 2)
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}
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pub fn (ctx &GG) draw_circle(x, y, r f32, color gx.Color) {
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ctx.draw_filled_arc(x, y, r, 0, 360, 32 + int(r / 2), color)
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ctx.draw_filled_arc(x, y, r, 0, 360, 24 + int(r / 2), color)
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}
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pub fn (ctx &GG) draw_rounded_rect(x, y, w, h, r f32, color gx.Color) {
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ctx.use_color_shader(color)
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mut vertices := []f32
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segments := 6 + int(r / 8)
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// Create a rounded rectangle using a triangle fan mesh.
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vertices << [x + (w/2.0), y + (h/2.0)]
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vertices << arc_vertices(x + w - r, y + h - r, r, 0, 90, segments)
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vertices << arc_vertices(x + r, y + h - r, r, 90, 180, segments)
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vertices << arc_vertices(x + r, y + r, r, 180, 270, segments)
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vertices << arc_vertices(x + w - r, y + r, r, 270, 360, segments)
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// Finish the loop by going back to the first vertex
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vertices << [vertices[2], vertices[3]]
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ctx.bind_vertices(vertices)
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gl.draw_arrays(C.GL_TRIANGLE_FAN, 0, segments * 4 + 6)
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}
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/*
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39
vlib/gg/utils.v
Normal file
39
vlib/gg/utils.v
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@ -0,0 +1,39 @@
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module gg
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import (
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gl
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gx
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math
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)
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fn arc_vertices(x, y, r, start_angle, end_angle f32, segments int) []f32 {
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mut vertices := []f32
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start_rads := start_angle * 0.0174533 // deg -> rad approx
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end_rads := end_angle * 0.0174533
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increment := (end_rads - start_rads) / segments
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vertices << [x + f32(math.cos(start_rads)) * r, y + f32(math.sin(start_rads)) * r]
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mut i := 1
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for i < segments {
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theta := f32(i) * increment + start_rads
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vertices << [x + f32(math.cos(theta)) * r, y + f32(math.sin(theta)) * r]
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i++
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}
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vertices << [x + f32(math.cos(end_rads)) * r, y + f32(math.sin(end_rads)) * r]
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return vertices
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}
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fn (ctx &GG) use_color_shader(color gx.Color) {
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ctx.shader.set_int('has_texture', 0)
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C.glDeleteBuffers(1, &ctx.vao)
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C.glDeleteBuffers(1, &ctx.vbo)
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ctx.shader.use()
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ctx.shader.set_color('color', color)
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}
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fn (ctx &GG) bind_vertices(vertices []f32) {
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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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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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}
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