Nifty colors

main
Cameron Murphy Reikes 2 years ago
parent 8d54015a5d
commit d021005a9c

@ -4,6 +4,7 @@
Input :: #import "Input";
Simp :: #import "Simp";
TIMESTEP: float = 1.0 / 60.0;
window_width : s32 = 1280;
window_height : s32 = 720;
@ -11,7 +12,12 @@ xy :: (x: int, y: int) -> Vector2 {
return xy(cast(float)x, cast(float)y);
}
drawing_in_world_space: bool = false;
line :: (_from: Vector2, _to: Vector2, width: float = 1.0) {
WHITE :: Vector4.{1.0, 1.0, 1.0, 1.0};
GREEN :: Vector4.{0.0, 1.0, 0.0, 1.0};
drawing_color: Vector4 = WHITE;
line_thickness: float = 1.0;
line :: (_from: Vector2, _to: Vector2) {
width := line_thickness;
from := _from;
to := _to;
if drawing_in_world_space {
@ -20,16 +26,21 @@ line :: (_from: Vector2, _to: Vector2, width: float = 1.0) {
}
Simp.set_shader_for_color();
normal := rotate(unit_vector(to - from), PI/2.0);
Simp.immediate_quad(from + normal*width, from - normal*width, to + normal*width, to - normal*width);
Simp.immediate_quad(from + normal*width, from - normal*width, to + normal*width, to - normal*width, color = drawing_color);
}
Rect :: struct {
pos, halfsize: Vector2; // pos is in world space
rotation: float;
halfsize: Vector2;
pos , vel , force : Vector2; // pos is in world space
angle, angle_vel, torque: float;
};
MASS :: 1.0;
moment_of_inertia :: (using r: Rect) -> float {
return MASS*(halfsize.y*halfsize.y + halfsize.x*halfsize.x)/12.0;
}
draw_rect :: (using r: Rect) {
facing_to_right := rotate(xy(halfsize.x,0.0), rotation);
facing_to_up := rotate(xy(0.0,halfsize.y), rotation);
facing_to_right := rotate(xy(halfsize.x,0.0), angle);
facing_to_up := rotate(xy(0.0,halfsize.y), angle);
upper_right := pos + facing_to_right + facing_to_up;
upper_left := pos - facing_to_right + facing_to_up;
@ -75,16 +86,21 @@ main :: () {
// Actual render size in pixels can be different from the window dimensions we specified above (for example on high-resolution displays on macOS/iOS).
window_width, window_height = Simp.get_render_dimensions(window);
camera.pos = -xy(window_width, window_height)/2.0;
camera.zoom = 0.01;
Simp.set_render_target(window);
rects: [..]Rect;
array_add(*rects, .{pos = #run xy(0.0, 0.0), halfsize = #run xy(30.0)});
array_add(*rects, .{pos = #run xy(40.0, 0.0), halfsize = #run xy(30.0)});
array_add(*rects, .{pos = #run xy(0.0, 0.0), halfsize = #run xy(0.3)});
array_add(*rects, .{pos = #run xy(1.5, 0.0), halfsize = #run xy(0.3)});
quit := false;
last_time := get_time();
panning: bool = false;
last_mouse_pos := mouse();
unprocessed_time: float = 0.0;
while !quit {
dt := cast(float)(get_time() - last_time);
last_time = get_time();
@ -105,25 +121,52 @@ main :: () {
}
}
print("%\n", Input.mouse_delta_z);
camera.zoom *= 1.0 - 0.1*Input.mouse_delta_z/120.0;
if panning {
camera.pos -= mouse_delta;
//camera.pos -= xy(Input.mouse_delta_x, -Input.mouse_delta_y);
// this doesn't fix it
//Input.mouse_delta_x = 0;
//Input.mouse_delta_y = 0;
}
rects[0].rotation += dt * 1.0;
// process physics
unprocessed_time += dt;
{
dt: string = "do not use";
while unprocessed_time > TIMESTEP
{
defer unprocessed_time -= TIMESTEP;
rects[0].angle += TIMESTEP * 1.0;
}
}
Simp.clear_render_target(0.0, 0.0, 0.0, 1.0);
drawing_in_world_space = true;
// draw grid
drawing_color = .{0.2, 0.2, 0.2, 0.2};
for x: -30..30 {
line(xy(x, 30), xy(x, -30));
}
for y: -30..30 {
line(xy(30, y), xy(-30, y));
}
drawing_color = WHITE;
line_thickness = 2.0;
drawing_color = GREEN;
for rects draw_rect(it);
line(xy(0.0, 0.0), screen_to_world(mouse()));
line_thickness = 1.0;
drawing_color = WHITE;
//line(xy(0.0, 0.0), screen_to_world(mouse()));
drawing_in_world_space = false;
Simp.swap_buffers(window);

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