1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
|
package draw
import "core:math"
import "core:c"
import rl "vendor:raylib"
Vec2 :: [2]f32
Vec3 :: [3]f32
Rect :: struct {
start: Vec2,
size: Vec2,
}
Mat4 :: matrix[4, 4]f32
Color :: [4]f32
SCREEN_WIDTH :: 480
SCREEN_HEIGHT :: 360
renderer: struct {
screen: rl.RenderTexture2D,
tint: Color,
}
@(private)
color_to_rl :: proc(col: Color) -> rl.Color {
return rl.Color{
u8(col.r * 255),
u8(col.g * 255),
u8(col.b * 255),
u8(col.a * 255),
}
}
init :: proc() {
renderer.screen = rl.LoadRenderTexture(SCREEN_WIDTH, SCREEN_HEIGHT)
renderer.tint = Color{1, 1, 1, 1}
}
deinit :: proc() {
rl.UnloadRenderTexture(renderer.screen)
}
new_frame :: proc() {
rl.BeginTextureMode(renderer.screen)
rl.ClearBackground(color_to_rl(Color{0.2, 0.2, 0.2, 1}))
}
end_frame :: proc() {
rl.EndTextureMode()
rl.BeginDrawing()
{
rl.ClearBackground(color_to_rl(Color{0, 0, 0, 1}))
scale := math.min(
f32(rl.GetScreenWidth()) / f32(SCREEN_WIDTH),
f32(rl.GetScreenHeight()) / f32(SCREEN_HEIGHT),
)
screen_start := Vec2{
(f32(rl.GetScreenWidth()) - (SCREEN_WIDTH * scale)) / 2,
(f32(rl.GetScreenHeight()) - (SCREEN_HEIGHT * scale)) / 2,
}
texture_full(
renderer.screen.texture,
screen_start,
scale = Vec2{scale, scale},
)
}
rl.EndDrawing()
}
rect :: proc(
rect: Rect,
) {
assert(rect.size.x > 0 && rect.size.y > 0)
rl.DrawRectangle(
c.int(rect.start.x), c.int(rect.start.y),
c.int(rect.size.x), c.int(rect.size.y),
color_to_rl(renderer.tint),
)
}
texture :: proc{
texture_full,
texture_quad,
}
texture_quad :: proc(
img: rl.Texture2D,
quad: Rect,
position: Vec2,
offset := Vec2{0, 0},
rotation: f32 = 0,
scale := Vec2{1, 1},
) {
// assert(quad.size.x > 0 && quad.size.y > 0)
quad := quad
quad.size *= scale
rl.DrawTexturePro(
img,
transmute(rl.Rectangle)quad,
rl.Rectangle{
position.x, position.y,
quad.size.x * scale.x, quad.size.y * scale.y,
},
offset,
rotation,
color_to_rl(renderer.tint),
)
}
texture_full :: proc(
img: rl.Texture2D,
position: Vec2,
offset := Vec2{0, 0},
rotation: f32 = 0,
scale := Vec2{1, 1},
) {
size := Vec2{
f32(img.width),
-f32(img.height),
}
texture_quad(img, Rect{Vec2{0, 0}, size}, position, offset, rotation, scale)
}
|