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use gl::*;
use glm;
type GuiVertex = struct {
position: [2]f32,
texcoord: [2]f32,
color: [4]u8,
};
fn render_rect_textured(
trans: *glm::m4,
x: f32, y: f32,
w: f32, h: f32,
color: [4]u8,
u: f32, v: f32,
sprw: f32, sprh: f32,
tex: uint, texw: u32, texh: u32,
) void = {
const x0 = x;
const x1 = x + w;
const y0 = y;
const y1 = y + h;
const u0 = u / texw: f32;
const u1 = (u + sprw) / texw: f32;
const v0 = v / texh: f32;
const v1 = (v + sprh) / texh: f32;
const quad = [
GuiVertex {
position = [x0, y0],
texcoord = [u0, v0],
color = color,
},
GuiVertex {
position = [x0, y1],
texcoord = [u0, v1],
color = color,
},
GuiVertex {
position = [x1, y1],
texcoord = [u1, v1],
color = color,
},
GuiVertex {
position = [x1, y0],
texcoord = [u1, v0],
color = color,
},
];
const vertices = [
quad[0], quad[1], quad[2],
quad[2], quad[3], quad[0],
];
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glUseProgram(SHADER_GUI);
glUniformMatrix4fv(0, 1, 0, trans: *f32);
glBindTexture(GL_TEXTURE_2D, tex);
let vbo = 0u;
glGenBuffers(1, &vbo);
defer glDeleteBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER,
(size(GuiVertex) * len(vertices)): uintptr,
&vertices: *[*]GuiVertex,
GL_STREAM_DRAW);
glBindVertexArray(VAO_GUI);
glBindVertexBuffer(0, vbo, 0, size(GuiVertex): i32);
glDrawArrays(GL_TRIANGLES, 0, len(vertices): i32);
glBindVertexArray(0);
};
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