Immediate drawing function

main
Cameron Murphy Reikes 2 years ago
parent 135ac2c9e8
commit f957850eff

@ -89,6 +89,45 @@ void init(void) {
.colors[0] = { .action=SG_ACTION_CLEAR, .value={0.0f, 0.0f, 0.0f, 1.0f } } .colors[0] = { .action=SG_ACTION_CLEAR, .value={0.0f, 0.0f, 0.0f, 1.0f } }
}; };
} }
typedef struct AABB {
HMM_Vec2 upper_left;
HMM_Vec2 lower_right;
} AABB;
typedef HMM_Vec4 Color;
Color col(float r, float g, float b, float a) {
return HMM_V4(r, g, b, a);
}
// points must be of length 4, and be in the order: upper left, upper right, lower right, lower left
void draw_quad_tint_region(HMM_Vec2 *points, AABB image_region, Color tint) {
float new_vertices[ (2 + 2)*4 ];
HMM_Vec2 tex_coords[4] = {
HMM_V2(0.0, 0.0),
HMM_V2(1.0, 0.0),
HMM_V2(1.0, 1.0),
HMM_V2(0.0, 1.0),
};
for(int i = 0; i < 4; i++) {
new_vertices[i*4] = points[i].X;
new_vertices[i*4 + 1] = points[i].Y;
new_vertices[i*4 + 2] = tex_coords[i].X;
new_vertices[i*4 + 3] = tex_coords[i].Y;
}
state.bind.vertex_buffer_offsets[0] = sg_append_buffer(state.bind.vertex_buffers[0], &SG_RANGE(new_vertices));
quad_fs_params_t params = {0};
params.tint[0] = tint.R;
params.tint[1] = tint.G;
params.tint[2] = tint.B;
params.tint[3] = tint.A;
params.upper_left[0] = image_region.upper_left.X;
params.upper_left[1] = image_region.upper_left.Y;
params.lower_right[0] = image_region.lower_right.X;
params.lower_right[1] = image_region.lower_right.Y;
sg_apply_uniforms(SG_SHADERSTAGE_FS, SLOT_quad_fs_params, &SG_RANGE(params));
sg_draw(0, 6, 1);
}
double time = 0.0; double time = 0.0;
uint64_t last_frame_time; uint64_t last_frame_time;
@ -100,16 +139,12 @@ void frame(void) {
last_frame_time = stm_now(); last_frame_time = stm_now();
} }
float new_vertices[] = { HMM_Vec2 points[] = {
// positions texcoords HMM_V2(-0.5f, 0.5f),
-0.5f, 0.5f, 0.0f, 0.0f, HMM_V2(0.5f, 0.5f),
0.5f, 0.5f, 1.0f, 0.0f, HMM_V2(0.5f, -0.5f),
0.5f, -0.5f, 1.0f, 1.0f, HMM_V2(-0.5f, -0.5f),
-0.5f, -0.5f, 0.0f, 1.0f,
}; };
int offset = sg_append_buffer(state.bind.vertex_buffers[0], &SG_RANGE(new_vertices));
state.bind.vertex_buffer_offsets[0] = offset;
sg_begin_default_pass(&state.pass_action, sapp_width(), sapp_height()); sg_begin_default_pass(&state.pass_action, sapp_width(), sapp_height());
sg_apply_pipeline(state.pip); sg_apply_pipeline(state.pip);
@ -137,8 +172,8 @@ void frame(void) {
params.upper_left[1] /= (float)info.height; params.upper_left[1] /= (float)info.height;
params.lower_right[1] /= (float)info.height; params.lower_right[1] /= (float)info.height;
sg_apply_uniforms(SG_SHADERSTAGE_FS, SLOT_quad_fs_params, &SG_RANGE(params)); draw_quad_tint_region(points, (AABB){HMM_V2(params.upper_left[0], params.upper_left[1]), HMM_V2(params.lower_right[0], params.lower_right[1])}, col(1.0, 1.0, 1.0, 1.0));
sg_draw(0, 6, 1);
sg_end_pass(); sg_end_pass();
sg_commit(); sg_commit();
} }

Loading…
Cancel
Save