mirror of
https://github.com/vlang/v.git
synced 2023-08-10 21:13:21 +03:00
remove old float
type entirely
This commit is contained in:
32
gg/gg.v
32
gg/gg.v
@ -148,7 +148,7 @@ pub fn new_context(cfg Cfg) *GG {
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return ctx
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}
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pub fn (ctx &GG) draw_triangle(x1, y1, x2, y2, x3, y3 float, c gx.Color) {
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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')
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ctx.shader.use()
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ctx.shader.set_color('color', c)
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@ -173,7 +173,7 @@ pub fn (ctx &GG) draw_triangle(x1, y1, x2, y2, x3, y3 float, c gx.Color) {
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gl.draw_arrays(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 float, c gx.Color) {
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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()
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ctx.shader.set_color('color', c)
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ctx.shader.set_int('has_texture', 1)
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@ -198,7 +198,7 @@ pub fn (ctx &GG) draw_triangle_tex(x1, y1, x2, y2, x3, y3 float, c gx.Color) {
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gl.draw_elements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0)
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}
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fn (ctx &GG) draw_rect(x, y, w, h float, c gx.Color) {
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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)')
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// wrong order
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// // ctx.draw_triangle(x, y, x + w, y, x + w, y + h, c)
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@ -231,7 +231,7 @@ fn (ctx mut GG) init_rect_vao() {
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gl.set_ebo(ebo, indices, GL_STATIC_DRAW)
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}
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*/
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fn (ctx &GG) draw_rect2(x, y, w, h float, c gx.Color) {
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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.VBO)
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ctx.shader.use()
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@ -396,10 +396,10 @@ fn new_context_text(cfg Cfg, scale int) *GG {
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VBO := gl.gen_buffer()
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gl.bind_vao(VAO)
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gl.bind_buffer(GL_ARRAY_BUFFER, VBO)
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// # glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
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// # glBufferData(GL_ARRAY_BUFFER, sizeof(GLf32) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
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gl.enable_vertex_attrib_array(0)
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gl.vertex_attrib_pointer(0, 4, GL_FLOAT, false, 4, 0)
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// # glVertexAttribPointer(0, 4, GL_FLOAT,false, 4 * sizeof(GLfloat), 0);
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// # glVertexAttribPointer(0, 4, GL_FLOAT,false, 4 * sizeof(GLf32), 0);
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// gl.bind_buffer(GL_ARRAY_BUFFER, uint(0))
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// # glBindVertexArray(0);
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mut ctx := &GG {
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@ -432,7 +432,7 @@ fn (ctx mut GG) init_utf8_runes() {
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}
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}
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// fn (ctx &GG) render_text(text string, x, y, scale float, color gx.Color) {
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// fn (ctx &GG) render_text(text string, x, y, scale f32, color gx.Color) {
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pub fn (ctx &GG) draw_text(_x, _y int, text string, cfg gx.TextCfg) {
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// dont draw non ascii for now
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/*
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@ -477,11 +477,11 @@ fn (ctx &GG) _draw_text(_x, _y int, utext ustring, cfg gx.TextCfg) {
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width := utext.len * 7
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_x -= width + 10
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}
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x := float(_x) * ctx.scale// float(2)
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x := f32(_x) * ctx.scale// f32(2)
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// println('y=$_y height=$ctx.height')
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// _y = _y * int(ctx.scale) //+ 26
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_y = _y * int(ctx.scale) + ((cfg.size * ctx.scale) / 2) + 5 * ctx.scale
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y := float(ctx.height - _y)
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y := f32(ctx.height - _y)
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color := cfg.color
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// Activate corresponding render state
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ctx.shader.use()
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@ -521,10 +521,10 @@ fn (ctx &GG) _draw_text(_x, _y int, utext ustring, cfg gx.TextCfg) {
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// s := 'A'
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// c := int(s[0])
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// ch := ctx.chars[c]
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xpos := x + float(ch.bearing.x) * 1
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ypos := y - float(ch.size.y - ch.bearing.y) * 1
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w := float(ch.size.x) * 1
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h := float(ch.size.y) * 1
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xpos := x + f32(ch.bearing.x) * 1
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ypos := y - f32(ch.size.y - ch.bearing.y) * 1
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w := f32(ch.size.x) * 1
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h := f32(ch.size.y) * 1
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// Update VBO for each character
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# GLfloat vertices[6][4] = {
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# { xpos, ypos + h, 0.0, 0.0 },
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@ -656,7 +656,7 @@ pub fn (ctx &GG) draw_line_c(x, y, x2, y2 int, color gx.Color) {
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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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vertices := [float(x), float(y), float(x2), float(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.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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@ -673,8 +673,8 @@ pub fn (c &GG) draw_vertical(x, y, height int) {
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c.draw_line(x, y, x, y + height)
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}
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// fn (ctx &GG) draw_image(x, y, w, h float, img stbi.Image) {
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pub fn (ctx &GG) draw_image(x, y, w, h float, tex_id u32) {
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// fn (ctx &GG) draw_image(x, y, w, h f32, img stbi.Image) {
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pub fn (ctx &GG) draw_image(x, y, w, h f32, tex_id u32) {
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// println('DRAW IMAGE $x $y $w $h $tex_id')
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ctx.shader.use()
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// ctx.shader.set_color('color', c)
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