working textures and events

This commit is contained in:
Tuomas Katajisto 2025-05-01 17:35:03 +03:00
parent dc6fd0a73c
commit a53727318a
6 changed files with 261 additions and 54 deletions

BIN
dist/index.wasm vendored

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dist/main.o vendored

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@ -17,11 +17,31 @@ create_arbtri_pipeline :: () {
pipeline: sg_pipeline_desc;
shader_desc := triangle_shader_desc(sg_query_backend());
pipeline.shader = sg_make_shader(*shader_desc);
pipeline.layout.attrs[ATTR_triangle_position] = .{ format = .FLOAT3 };
pipeline.layout.attrs[ATTR_triangle_color0] = .{ format = .FLOAT4 };
pipeline.layout.attrs[ATTR_triangle_uv] = .{ format = .FLOAT2 };
pipeline.layout.attrs[ATTR_triangle_color0] = .{ format = .FLOAT4 };
pipeline.layout.attrs[ATTR_triangle_uv] = .{ format = .FLOAT2 };
color_state := sg_color_target_state.{
pixel_format = .RGBA8,
blend = .{
enabled = true,
src_factor_rgb = .SRC_ALPHA,
dst_factor_rgb = .ONE_MINUS_SRC_ALPHA
}
};
pipeline.color_count = 4;
pipeline.colors[0] = color_state;
gPipelines.arbtri.pipeline = sg_make_pipeline(*pipeline);
buffer := sg_buffer_desc.{ usage = .DYNAMIC, size = size_of(type_of(gArbtriMem)) };
gPipelines.arbtri.bind.vertex_buffers[0] = sg_make_buffer(*buffer);
gPipelines.arbtri.bind.samplers[0] = sg_make_sampler(*(sg_sampler_desc.{
wrap_u = .CLAMP_TO_EDGE,
wrap_v = .CLAMP_TO_EDGE,
min_filter = .NEAREST,
mag_filter = .NEAREST,
}));
}

View File

@ -17,23 +17,34 @@
ATTR_triangle_color0 => 1
ATTR_triangle_uv => 2
Bindings:
Image 'tex':
Image type: ._2D
Sample type: .FLOAT
Multisampled: false
Bind slot: IMG_tex => 0
Sampler 'smp':
Type: .FILTERING
Bind slot: SMP_smp => 0
*/
ATTR_triangle_position :: 0;
ATTR_triangle_color0 :: 1;
ATTR_triangle_uv :: 2;
IMG_tex :: 0;
SMP_smp :: 0;
/*
#version 430
layout(location = 0) in vec4 position;
layout(location = 0) out vec4 color;
layout(location = 1) in vec4 color0;
layout(location = 1) out vec4 texcoord;
layout(location = 2) in vec4 uv;
void main()
{
gl_Position = position;
color = color0;
color.x = fma(9.9999999392252902907785028219223e-09, uv.x, color.x);
texcoord = uv;
}
*/
@ -47,39 +58,103 @@ vs_source_glsl430 := u8.[
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];
/*
#version 430
layout(binding = 16) uniform sampler2D tex_smp;
layout(location = 1) in vec4 texcoord;
layout(location = 0) out vec4 frag_color;
layout(location = 0) in vec4 color;
bool is_near(float a, float b)
{
return abs(a - b) < 0.00999999977648258209228515625;
}
void main()
{
frag_color = color;
float param = texcoord.x;
float param_1 = -4.0;
bool _33 = is_near(param, param_1);
bool _43;
if (_33)
{
float param_2 = texcoord.y;
float param_3 = -2.0;
_43 = is_near(param_2, param_3);
}
else
{
_43 = _33;
}
if (_43)
{
frag_color = color;
}
else
{
frag_color = texture(tex_smp, texcoord.xy) * color;
}
}
*/
fs_source_glsl430 := u8.[
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];
/*
#version 300 es
@ -87,13 +162,14 @@ fs_source_glsl430 := u8.[
layout(location = 0) in vec4 position;
out vec4 color;
layout(location = 1) in vec4 color0;
out vec4 texcoord;
layout(location = 2) in vec4 uv;
void main()
{
gl_Position = position;
color = color0;
color.x = 9.9999999392252902907785028219223e-09 * uv.x + color.x;
texcoord = uv;
}
*/
@ -104,30 +180,57 @@ vs_source_glsl300es := u8.[
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0x76,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
];
/*
#version 300 es
precision mediump float;
precision highp int;
uniform highp sampler2D tex_smp;
in highp vec4 texcoord;
layout(location = 0) out highp vec4 frag_color;
in highp vec4 color;
bool is_near(highp float a, highp float b)
{
return abs(a - b) < 0.00999999977648258209228515625;
}
void main()
{
frag_color = color;
highp float param = texcoord.x;
highp float param_1 = -4.0;
bool _33 = is_near(param, param_1);
bool _43;
if (_33)
{
highp float param_2 = texcoord.y;
highp float param_3 = -2.0;
_43 = is_near(param_2, param_3);
}
else
{
_43 = _33;
}
if (_43)
{
frag_color = color;
}
else
{
frag_color = texture(tex_smp, texcoord.xy) * color;
}
}
*/
@ -135,14 +238,51 @@ fs_source_glsl300es := u8.[
0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x33,0x30,0x30,0x20,0x65,0x73,0x0a,
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0x0a,0x00,
];
triangle_shader_desc :: (backend: sg_backend) -> sg_shader_desc {
desc: sg_shader_desc;
@ -159,6 +299,16 @@ triangle_shader_desc :: (backend: sg_backend) -> sg_shader_desc {
desc.attrs[1].glsl_name = "color0";
desc.attrs[2].base_type = .FLOAT;
desc.attrs[2].glsl_name = "uv";
desc.images[0].stage = .FRAGMENT;
desc.images[0].multisampled = false;
desc.images[0].image_type = ._2D;
desc.images[0].sample_type = .FLOAT;
desc.samplers[0].stage = .FRAGMENT;
desc.samplers[0].sampler_type = .FILTERING;
desc.image_sampler_pairs[0].stage = .FRAGMENT;
desc.image_sampler_pairs[0].image_slot = 0;
desc.image_sampler_pairs[0].sampler_slot = 0;
desc.image_sampler_pairs[0].glsl_name = "tex_smp";
case .GLES3;
desc.vertex_func.source = xx *vs_source_glsl300es;
desc.vertex_func.entry = "main";
@ -170,6 +320,16 @@ triangle_shader_desc :: (backend: sg_backend) -> sg_shader_desc {
desc.attrs[1].glsl_name = "color0";
desc.attrs[2].base_type = .FLOAT;
desc.attrs[2].glsl_name = "uv";
desc.images[0].stage = .FRAGMENT;
desc.images[0].multisampled = false;
desc.images[0].image_type = ._2D;
desc.images[0].sample_type = .FLOAT;
desc.samplers[0].stage = .FRAGMENT;
desc.samplers[0].sampler_type = .FILTERING;
desc.image_sampler_pairs[0].stage = .FRAGMENT;
desc.image_sampler_pairs[0].image_slot = 0;
desc.image_sampler_pairs[0].sampler_slot = 0;
desc.image_sampler_pairs[0].glsl_name = "tex_smp";
}
return desc;
}

View File

@ -4,20 +4,34 @@ in vec4 color0;
in vec4 uv;
out vec4 color;
out vec4 texcoord;
void main() {
gl_Position = position;
color = color0;
color.x += 0.00000001 * uv.x;
texcoord = uv;
}
@end
@fs fs
in vec4 color;
in vec4 texcoord;
out vec4 frag_color;
layout(binding = 0) uniform texture2D tex;
layout(binding = 0) uniform sampler smp;
bool is_near(float a, float b) {
return abs(a-b) < 0.01;
}
void main() {
frag_color = color;
if(is_near(texcoord.x, -4) && is_near(texcoord.y, -2)) {
frag_color = color;
} else {
vec4 sampled = texture(sampler2D(tex, smp), texcoord.xy) * color;
frag_color = sampled;
}
}
@end

View File

@ -1,10 +1,19 @@
GR :: #import "GetRect_LeftHanded"()(Type_Indicator = Ui_Type_Indicator);
Input :: #import "Input";
Ui_Font_Glyph :: struct {
advance : u32 = 1;
};
Ui_Font :: struct {
em_width: u32 = 1;
character_height: u32 = 30;
}
typical_descender: u32 = 1;
typical_ascender: u32 = 1;
temporary_glyphs: [..]Ui_Font_Glyph;
temporary_glyphs_byte_offsets : [..]u32;
};
Ui_Texture :: struct {
tex: sg_image;
@ -28,7 +37,6 @@ defaultFont: Font;
ui_texture_counter : u32 = 0;
texture_load_from_memory :: (texture: *Ui_Texture, memory: []u8, srgb: bool, build_mipmaps: bool) -> bool {
print("LOAD FROM MEMORY CALLED!!!\n");
x : s32;
y : s32;
channels : s32;
@ -74,13 +82,13 @@ clear_scissor :: () {
gCurrentTexture : *Ui_Texture = null;
set_shader_for_color :: (enable_blend := false) {
// gCurrentTexture = null;
gCurrentTexture = null;
}
set_shader_for_images :: (texture: *Ui_Texture) {
// gPipelines.arbtri.bind.images[0] = texture.tex;
// gCurrentTexture = texture;
gPipelines.arbtri.bind.images[0] = texture.tex;
gCurrentTexture = texture;
}
gPreppedText: string;
@ -132,8 +140,8 @@ immediate_triangle :: (p0: Vector3, p1: Vector3, p2: Vector3, c0 := Vector4.{1,1
tri.uv[2] = nullUV;
} else {
tri.uv[0] = uv0;
tri.uv[1] = uv2;
tri.uv[2] = uv1;
tri.uv[1] = uv1;
tri.uv[2] = uv2;
}
arb_tri_add(tri);
@ -204,8 +212,13 @@ render_ui :: () {
if pressed {
}
r.y += 50;
GR.text_input(r, "TTT", *my_theme.text_input_theme);
r.y += 150;
if GR.base_checkbox(r, "CHECK!!!", idk, null) {
idk = !idk;
}
}