add icon shader
This commit is contained in:
parent
e70efe55fa
commit
e8fd3617c5
3 changed files with 70 additions and 6 deletions
44
src/main.zig
44
src/main.zig
|
@ -19,7 +19,8 @@ pub fn main() !void {
|
|||
var background = Background.init();
|
||||
var column = Column.init(
|
||||
allocator,
|
||||
raylib.LoadTextureFromImage(raylib.GenImageChecked(64, 64, 8, 8, raylib.BLACK, raylib.WHITE)),
|
||||
raylib.LoadTexture("icon-mask.png"),
|
||||
raylib.LoadTexture("icon-normal-2.png"),
|
||||
"Game",
|
||||
);
|
||||
defer column.deinit();
|
||||
|
@ -50,6 +51,25 @@ pub fn main() !void {
|
|||
try column.appendItem(&item4);
|
||||
column.refresh(false);
|
||||
|
||||
icon_shader = raylib.LoadShaderFromMemory(0, @embedFile("shaders/icon.fs"));
|
||||
defer raylib.UnloadShader(icon_shader);
|
||||
|
||||
// const mask_loc = raylib.GetShaderLocation(shader, "textureMask");
|
||||
// const normal_loc = raylib.GetShaderLocation(icon_shader, "textureNormal");
|
||||
const light_dir_loc = raylib.GetShaderLocation(icon_shader, "lightDir");
|
||||
const light_color_loc = raylib.GetShaderLocation(icon_shader, "lightColor");
|
||||
const ambient_color_loc = raylib.GetShaderLocation(icon_shader, "ambientColor");
|
||||
|
||||
const icon_mask = raylib.LoadTexture("icon-mask.png");
|
||||
defer raylib.UnloadTexture(icon_mask);
|
||||
|
||||
const icon_normal = raylib.LoadTexture("icon-normal-2.png");
|
||||
defer raylib.UnloadTexture(icon_normal);
|
||||
|
||||
raylib.SetShaderValue(icon_shader, light_dir_loc, &raylib.Vector3{ .x = 0.5, .y = 0, .z = 0 }, raylib.SHADER_UNIFORM_VEC3);
|
||||
raylib.SetShaderValue(icon_shader, light_color_loc, &raylib.Vector4{ .x = 1, .y = 1, .z = 1, .w = 1.5 }, raylib.SHADER_UNIFORM_VEC4);
|
||||
raylib.SetShaderValue(icon_shader, ambient_color_loc, &raylib.Vector4{ .x = 0.90, .y = 0.82, .z = 0.98, .w = 0.8 }, raylib.SHADER_UNIFORM_VEC4);
|
||||
|
||||
raylib.SetTargetFPS(120);
|
||||
while (!raylib.WindowShouldClose()) {
|
||||
if (raylib.IsWindowResized()) {
|
||||
|
@ -91,6 +111,7 @@ pub fn main() !void {
|
|||
var debug_draw = false;
|
||||
|
||||
var global_font: raylib.Font = undefined;
|
||||
var icon_shader: raylib.Shader = undefined;
|
||||
|
||||
var screen_width: f32 = 480;
|
||||
var screen_height: f32 = 272;
|
||||
|
@ -229,15 +250,17 @@ fn drawDebugGrid() void {
|
|||
// TODO item group sort
|
||||
pub const Column = struct {
|
||||
icon: raylib.Texture2D,
|
||||
normal: ?raylib.Texture2D = null,
|
||||
title: []const u8,
|
||||
|
||||
items: std.ArrayList(*Item),
|
||||
selected: usize = 0,
|
||||
|
||||
pub fn init(allocator: Allocator, icon: raylib.Texture2D, title: []const u8) Column {
|
||||
pub fn init(allocator: Allocator, icon: raylib.Texture2D, normal: ?raylib.Texture2D, title: []const u8) Column {
|
||||
raylib.SetTextureFilter(icon, raylib.TEXTURE_FILTER_BILINEAR);
|
||||
return .{
|
||||
.icon = icon,
|
||||
.normal = normal,
|
||||
.title = title,
|
||||
.items = .init(allocator),
|
||||
};
|
||||
|
@ -250,6 +273,7 @@ pub const Column = struct {
|
|||
pub fn draw(self: *Column) void {
|
||||
var icon = Image{
|
||||
.texture = self.icon,
|
||||
.normal = self.normal,
|
||||
.box = .{
|
||||
.x = scales.column_position_center.x,
|
||||
.y = scales.column_position_center.y,
|
||||
|
@ -329,6 +353,7 @@ pub const Item = struct {
|
|||
|
||||
pub fn init(texture: raylib.Texture2D, title: []const u8, subtitle: []const u8) Item {
|
||||
raylib.SetTextureFilter(texture, raylib.TEXTURE_FILTER_BILINEAR);
|
||||
raylib.SetTextureWrap(texture, raylib.TEXTURE_WRAP_CLAMP);
|
||||
return .{
|
||||
.icon = texture,
|
||||
.title = title,
|
||||
|
@ -582,6 +607,7 @@ pub const BoundingBox = struct {
|
|||
pub const Image = struct {
|
||||
box: BoundingBox,
|
||||
texture: raylib.Texture2D,
|
||||
normal: ?raylib.Texture2D = null,
|
||||
|
||||
mode: Mode = .fit,
|
||||
align_w: Align = .center,
|
||||
|
@ -609,16 +635,22 @@ pub const Image = struct {
|
|||
.right => self.box.y + self.box.h - height * scale,
|
||||
},
|
||||
};
|
||||
if (debug_draw)
|
||||
if (debug_draw) {
|
||||
raylib.DrawRectangleLines(
|
||||
@intFromFloat(self.box.x),
|
||||
@intFromFloat(self.box.y),
|
||||
@intFromFloat(self.box.w),
|
||||
@intFromFloat(self.box.h),
|
||||
raylib.MAROON,
|
||||
)
|
||||
else
|
||||
raylib.DrawTextureEx(self.texture, position, 0, scale, raylib.WHITE);
|
||||
);
|
||||
} else {
|
||||
if (self.normal) |n| {
|
||||
raylib.SetShaderValueTexture(icon_shader, raylib.GetShaderLocation(icon_shader, "textureNormal"), n);
|
||||
raylib.BeginShaderMode(icon_shader);
|
||||
defer raylib.EndShaderMode();
|
||||
raylib.DrawTextureEx(self.texture, position, 0, scale, raylib.WHITE);
|
||||
} else raylib.DrawTextureEx(self.texture, position, 0, scale, raylib.WHITE);
|
||||
}
|
||||
}
|
||||
|
||||
pub const Mode = enum { original, fit, fill };
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue