Created
November 8, 2020 03:32
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const std = @import("std"); | |
const console = @import("console.zig"); | |
const gl = @import("gfx.zig").gl; | |
const timing = @import("timing.zig"); | |
const ui = @import("ui.zig"); | |
// Rect demo | |
// | |
const rect_demo = struct { | |
const vert_src = | |
\\attribute vec4 a_position; | |
\\attribute vec4 a_color; | |
\\varying vec4 v_position; | |
\\varying vec4 v_color; | |
\\void main() { | |
\\ v_color = a_color; | |
\\ gl_Position = a_position; | |
\\ v_position = gl_Position; | |
\\} | |
; | |
const frag_src = | |
\\precision mediump float; | |
\\varying vec4 v_position; | |
\\varying vec4 v_color; | |
\\void main() { | |
\\ gl_FragColor = vec4(v_color.xyz, 1.0); | |
\\} | |
; | |
var prog: c_uint = undefined; | |
var pos_attrib: c_int = undefined; | |
var col_attrib: c_int = undefined; | |
var pos_buf: c_uint = undefined; | |
var col_buf: c_uint = undefined; | |
var ind_buf: c_uint = undefined; | |
var size: f32 = 2; | |
fn init() void { | |
const vert = gl.setupShader(gl.VERTEX_SHADER, vert_src); | |
defer gl.deleteShader(vert); | |
const frag = gl.setupShader(gl.FRAGMENT_SHADER, frag_src); | |
defer gl.deleteShader(frag); | |
prog = gl.setupProgram(vert, frag); | |
pos_attrib = gl.getAttribLocation(prog, "a_position"); | |
col_attrib = gl.getAttribLocation(prog, "a_color"); | |
pos_buf = gl.createBuffer(); | |
col_buf = gl.createBuffer(); | |
ind_buf = gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER, col_buf); | |
gl.bufferData(gl.ARRAY_BUFFER, &[_]f32{ | |
0, 1, 0.5, | |
0, 0, 0.5, | |
1, 1, 0.5, | |
1, 0, 0.5, | |
}, gl.STATIC_DRAW); | |
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ind_buf); | |
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, &[_]c_ushort{ | |
0, 1, 2, | |
2, 1, 3, | |
}, gl.STATIC_DRAW); | |
} | |
fn deinit() void { | |
gl.deleteBuffer(ind_buf); | |
gl.deleteBuffer(col_buf); | |
gl.deleteBuffer(pos_buf); | |
gl.deleteProgram(prog); | |
} | |
fn draw() void { | |
gl.useProgram(prog); | |
gl.bindBuffer(gl.ARRAY_BUFFER, pos_buf); | |
gl.enableVertexAttribArray(pos_attrib); | |
gl.vertexAttribPointer(pos_attrib, 2, gl.FLOAT, false, 0, 0); | |
gl.bufferData(gl.ARRAY_BUFFER, &[_]f32{ | |
-0.1 * size, 0.1 * size, | |
-0.1 * size, -0.1 * size, | |
0.1 * size, 0.1 * size, | |
0.1 * size, -0.1 * size, | |
}, gl.DYNAMIC_DRAW); | |
gl.bindBuffer(gl.ARRAY_BUFFER, col_buf); | |
gl.enableVertexAttribArray(col_attrib); | |
gl.vertexAttribPointer(col_attrib, 3, gl.FLOAT, false, 0, 0); | |
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ind_buf); | |
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); | |
} | |
fn ui() void { | |
ui.elemOpen("div", .{ .class = "section" }); | |
{ | |
ui.elemOpen("button", .{ .class = "plus" }); | |
if (ui.event("click")) { | |
size += 1; | |
} | |
ui.elemClose("button"); | |
var tmp: [64]u8 = undefined; | |
ui.elemOpen("input", .{ | |
.type = "number", | |
.step = "any", | |
.value = std.fmt.bufPrint(&tmp, "{d:.2}", .{size}) catch unreachable, | |
}); | |
if (ui.event("change")) { | |
size = std.fmt.parseFloat(f32, ui.value(&tmp)) catch size; | |
ui.setValue(std.fmt.bufPrint(&tmp, "{d:.2}", .{size}) catch unreachable); | |
} | |
ui.elemClose("input"); | |
ui.elemOpen("button", .{ .class = "minus" }); | |
if (ui.event("click")) { | |
size -= 1; | |
} | |
ui.elemClose("button"); | |
} | |
ui.elemClose("div"); | |
} | |
}; | |
// Text input demo | |
// | |
const text_input_demo = struct { | |
var text_buf: [16]u8 = undefined; | |
var text: []u8 = text_buf[0..0]; | |
fn ui() void { | |
ui.elemOpen("div", .{ .class = "section" }); | |
{ | |
ui.elemOpen("input", .{ | |
.value = text, | |
.placeholder = "type here!", | |
}); | |
if (ui.event("input")) { | |
text = ui.value(&text_buf); | |
ui.setValue(text); | |
} | |
ui.elemClose("input"); | |
} | |
ui.elemClose("div"); | |
ui.elemOpen("div", .{ .class = "section" }); | |
{ | |
var tmp: [text_buf.len + 32]u8 = undefined; | |
ui.text(std.fmt.bufPrint(&tmp, "text: {}", .{text}) catch ""); | |
} | |
ui.elemClose("div"); | |
} | |
}; | |
// Top level | |
// | |
pub const panic = console.panic; // Install panic handler | |
export fn init() void { | |
console.log("hello from zig!\n"); | |
rect_demo.init(); | |
} | |
export fn deinit() void { | |
rect_demo.deinit(); | |
} | |
export fn frame() void { | |
timing.frame(); | |
gl.setupViewport(); | |
gl.clearColor(0.2, 0.1, 0.1 + 0.3 * @sin(@floatCast(f32, timing.t)), 1); | |
gl.clear(gl.COLOR_BUFFER_BIT); | |
rect_demo.draw(); | |
} | |
export fn uiSide() void { | |
ui.elemOpen("div", .{ .class = "section" }); | |
ui.text("hello from zig! :O"); | |
ui.elemClose("div"); | |
rect_demo.ui(); | |
text_input_demo.ui(); | |
} | |
export fn uiBottom() void { | |
ui.elemOpen("div", .{ .class = "status" }); | |
var tmp: [16]u8 = undefined; | |
ui.text(std.fmt.bufPrint(&tmp, "fps: {}", .{@floatToInt(i32, @round(timing.fps))}) catch ""); | |
ui.elemClose("div"); | |
} |
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