-moved C stdlib function definitions to ecs_utils.utils -added function to calculate mix(linear interpolation) and rsqrt(fast inverse sqrt) -added some math to vec2 (length, normalize...) -improved renderer with possibility to use multiple materials (one per block, not perfect solution for parallel compute, but works with some requirements) -added blending support for material (opaque, additive, mixed) -added Android support -added gprahical representation for mouse tools (tool_circle.d) -added initial support for editing template components variables -better Component and Templates listing -added possibility to add/removes components using mouse -move CLocation to game_core.basic and reuse in every test -moved tools code from demos to App (now code is fully separated from demos!) -some improvement and fixes in Snake demo, with additional systems to handle adding and removing entities -added new demo: Particles. By now demo has several particles to spawn and support for attractors and vortexes (calculation is made as every attractor with every entity) -fixed bug with window hover and tools -improved tool behaviour -added new material -now window is always opened as maximized windowed mode -some minor fixes and improvements
52 lines
No EOL
1.4 KiB
D
52 lines
No EOL
1.4 KiB
D
module gui.tool_circle;
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import ecs_utils.gfx.buffer;
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import ecs_utils.gfx.shader;
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import ecs_utils.gfx.config;
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import ecs_utils.gfx.renderer;
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import ecs_utils.math.vector;
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version(WebAssembly)import glad.gl.gles2;
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else version(Android)import glad.gl.gles2;
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else import glad.gl.gl;
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struct ToolCircle
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{
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//Buffer vbo;
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//Buffer ibo;
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uint material_id = 1;
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uint mesh_id = 0;
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/*/void generate()
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{
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ushort[]
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}*/
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void draw(Renderer* renderer, vec2 position, float size, float edge = 1)
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{
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position = position * renderer.view_size + renderer.view_pos;
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vec2 sizes = renderer.view_size * size;
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vec2 sizes2 = vec2(edge,0);
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import core.stdc.string;
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ubyte[32] uniform_block;
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void* ptr = uniform_block.ptr;
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*cast(float*)(ptr) = sizes.x;
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*cast(float*)(ptr+4) = 0;
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*cast(float*)(ptr+8) = 0;
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*cast(float*)(ptr+12) = sizes.y;
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memcpy(ptr+16,position.data.ptr,8);
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memcpy(ptr+24,sizes2.data.ptr,8);
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glEnableVertexAttribArray(0);
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GfxConfig.meshes[mesh_id].bind();
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GfxConfig.materials[material_id].bind();
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GfxConfig.materials[material_id].pushBindings();
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GfxConfig.materials[material_id].pushUniforms(uniform_block.ptr);
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//glDisable(GL_DEPTH_TEST);
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glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,null);
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}
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} |