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@spytheman
Created August 2, 2020 17:17
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// Build this example with
// v -live bounce.v
module main
import gx
import gg
import time
import sokol.gfx
struct Game {
mut:
gg &gg.Context
x int
y int
dy int
dx int
height int
width int
draw_fn voidptr
bground gg.Image
}
const (
window_width = 400
window_height = 300
width = 50
)
fn main() {
mut game := &Game{
gg: 0
dx: 2
dy: 2
height: window_height
width: window_width
draw_fn: 0
}
game.gg = gg.new_context({
width: window_width
height: window_height
font_size: 20
use_ortho: true
user_data: game
window_title: 'Hot code reloading demo'
create_window: true
frame_fn: frame
bg_color: gx.white
init_fn: init_fn
})
// window.onkeydown(key_down)
println('Starting the game loop...')
go game.run()
game.gg.run()
}
struct Mat32 { pub: data [6]f32 }
fn layout_desc_make_default() C.sg_layout_desc {
mut layout := C.sg_layout_desc {}
layout.attrs[0] = C.sg_vertex_attr_desc{
format: .float2 // position
}
layout.attrs[1] = C.sg_vertex_attr_desc{
format: .float2 // tex coords
}
layout.attrs[2] = C.sg_vertex_attr_desc{
format: .ubyte4n // color
}
return layout
}
fn init_fn (mut game Game) {
game.bground = gg.create_image2('/home/delian/.vmodules/ui/examples/logo.png')
mut shader_desc := C.sg_shader_desc{
label: &byte(0)
}
shader_desc.set_frag_image(0, 'MainTex')
shader_desc.set_vert_src('
void main() {
gl_FrontColor = gl_FrontMaterial.diffuse;
gl_Position = ftransform();
}
')
shader_desc.set_frag_src('
void main() {
gl_FragColor = gl_Color;
}
')
shader := gfx.make_shader(&shader_desc)
pipdesc := C.sg_pipeline_desc{
layout: layout_desc_make_default()
index_type: .uint16
label: &byte(0)
shader: shader
blend: C.sg_blend_state {
enabled: true
src_factor_rgb: .src_alpha
dst_factor_rgb: .one_minus_src_alpha
src_factor_alpha: .one
dst_factor_alpha: .one_minus_src_alpha
}
}
pip := C.sg_make_pipeline(&pipdesc)
C.sg_apply_pipeline(pip)
}
// Try uncommenting or changing the lines inside the live functions.
// Guess what will happen:
[live]
fn frame (mut game Game) {
game.gg.begin()
C.sgl_enable_texture()
C.sgl_texture(game.bground.sokol_img)
C.sgl_begin_quads()
//
awidth := 200 aheight := 200
dx := 0 dy := 0 dw := 200 dh := 200
sx := 0 sy := 0 sw := 200 sh := 200
u0 := f32(sx) / f32(awidth)
v0 := f32(sy) / f32(aheight)
u1 := f32(sx + sw) / f32(awidth)
v1 := f32(sy + sh) / f32(aheight)
x0 := f32(dx)
y0 := f32(dy)
x1 := f32(dx + dw)
y1 := f32(dy + dh)
//
C.sgl_v2f_t2f_c4f(x0, y0, u0, v0, 1.0, 1.0, 1.0, 1.0)
C.sgl_v2f_t2f_c4f(x1, y0, u1, v0, 0.0, 0.0, 1.0, 0.5)
C.sgl_v2f_t2f_c4f(x1, y1, u1, v1, 0.0, 0.0, 1.0, 1.0)
C.sgl_v2f_t2f_c4f(x0, y1, u0, v1, 0.0, 1.0, 1.0, 1.0)
C.sgl_end()
C.sgl_disable_texture()
game.gg.draw_rect(game.x, game.y, width, width, gx.blue)
game.gg.draw_rect(window_width - width - game.x + 10, 200 - game.y + width, width, width, gx.rgb(228, 10, 55))
game.gg.draw_rect(game.x - 25, 250 - game.y, width, width, gx.rgb(28, 240, 55))
game.gg.end()
}
[live]
fn (mut game Game) update_model() {
speed := 2
game.x += speed * game.dx
game.y += speed * game.dy
if game.y >= game.height - width || game.y <= 0 {
game.dy = -game.dy
}
if game.x >= game.width - width || game.x <= 0 {
game.dx = -game.dx
}
}
fn (mut game Game) run() {
for {
game.update_model()
//glfw.post_empty_event() // Refresh
time.sleep_ms(17) // 60fps
}
}
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