Clean up build.zig and examples
This commit affects the build.zig and examples files. It reformats the code to meet a 120 column limit. It also adjusts comments so that there is a space after the comment symbol '//' and the grammar in the comments has been fixed.
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parent
4dbbea186e
commit
a378960088
9 changed files with 219 additions and 71 deletions
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@ -23,7 +23,10 @@ pub fn main() anyerror!void {
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var outlineSize: f32 = 2.0;
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const outlineColor = [4]f32{ 1.0, 0.0, 0.0, 1.0 }; // Normalized RED color
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const textureSize = rl.Vector2.init(@as(f32, @floatFromInt(texture.width)), @as(f32, @floatFromInt(texture.height)));
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const textureSize = rl.Vector2.init(
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@as(f32, @floatFromInt(texture.width)),
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@as(f32, @floatFromInt(texture.height)),
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);
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// Get shader locations
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const outlineSizeLoc = rl.getShaderLocation(shdrOutline, "outlineSize");
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@ -31,9 +34,24 @@ pub fn main() anyerror!void {
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const textureSizeLoc = rl.getShaderLocation(shdrOutline, "textureSize");
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// Set shader values (they can be changed later)
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rl.setShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, @intFromEnum(rl.ShaderUniformDataType.shader_uniform_float));
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rl.setShaderValue(shdrOutline, outlineColorLoc, &outlineColor, @intFromEnum(rl.ShaderUniformDataType.shader_uniform_vec4));
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rl.setShaderValue(shdrOutline, textureSizeLoc, &textureSize, @intFromEnum(rl.ShaderUniformDataType.shader_uniform_vec2));
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rl.setShaderValue(
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shdrOutline,
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outlineSizeLoc,
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&outlineSize,
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@intFromEnum(rl.ShaderUniformDataType.shader_uniform_float),
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);
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rl.setShaderValue(
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shdrOutline,
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outlineColorLoc,
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&outlineColor,
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@intFromEnum(rl.ShaderUniformDataType.shader_uniform_vec4),
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);
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rl.setShaderValue(
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shdrOutline,
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textureSizeLoc,
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&textureSize,
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@intFromEnum(rl.ShaderUniformDataType.shader_uniform_vec2),
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);
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rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -45,7 +63,12 @@ pub fn main() anyerror!void {
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outlineSize += rl.getMouseWheelMove();
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if (outlineSize < 1.0) outlineSize = 1.0;
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rl.setShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, @intFromEnum(rl.ShaderUniformDataType.shader_uniform_float));
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rl.setShaderValue(
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shdrOutline,
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outlineSizeLoc,
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&outlineSize,
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@intFromEnum(rl.ShaderUniformDataType.shader_uniform_float),
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);
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//----------------------------------------------------------------------------------
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// Draw
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@ -59,12 +82,22 @@ pub fn main() anyerror!void {
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rl.beginShaderMode(shdrOutline);
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defer rl.endShaderMode();
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texture.draw(@divFloor(rl.getScreenWidth(), 2) - @divFloor(texture.width, 2), -30, rl.Color.white);
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texture.draw(
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@divFloor(rl.getScreenWidth(), 2) - @divFloor(texture.width, 2),
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-30,
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rl.Color.white,
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);
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}
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rl.drawText("Shader-based\ntexture\noutline", 10, 10, 20, rl.Color.gray);
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rl.drawText(rl.textFormat("Outline size: %i px", .{@as(i32, @intFromFloat(outlineSize))}), 10, 120, 20, rl.Color.maroon);
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rl.drawText(
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rl.textFormat("Outline size: %i px", .{@as(i32, @intFromFloat(outlineSize))}),
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10,
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120,
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20,
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rl.Color.maroon,
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);
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rl.drawFPS(710, 10);
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//----------------------------------------------------------------------------------
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