add icon shader

This commit is contained in:
Jeeves 2025-06-03 00:20:44 -06:00
parent e70efe55fa
commit e8fd3617c5
3 changed files with 70 additions and 6 deletions

3
.gitignore vendored
View file

@ -15,3 +15,6 @@ menu/
font/
reference/
screenshot.png
icon-mask.png
icon-normal.png
icon-normal-2.png

View file

@ -19,7 +19,8 @@ pub fn main() !void {
var background = Background.init();
var column = Column.init(
allocator,
raylib.LoadTextureFromImage(raylib.GenImageChecked(64, 64, 8, 8, raylib.BLACK, raylib.WHITE)),
raylib.LoadTexture("icon-mask.png"),
raylib.LoadTexture("icon-normal-2.png"),
"Game",
);
defer column.deinit();
@ -50,6 +51,25 @@ pub fn main() !void {
try column.appendItem(&item4);
column.refresh(false);
icon_shader = raylib.LoadShaderFromMemory(0, @embedFile("shaders/icon.fs"));
defer raylib.UnloadShader(icon_shader);
// const mask_loc = raylib.GetShaderLocation(shader, "textureMask");
// const normal_loc = raylib.GetShaderLocation(icon_shader, "textureNormal");
const light_dir_loc = raylib.GetShaderLocation(icon_shader, "lightDir");
const light_color_loc = raylib.GetShaderLocation(icon_shader, "lightColor");
const ambient_color_loc = raylib.GetShaderLocation(icon_shader, "ambientColor");
const icon_mask = raylib.LoadTexture("icon-mask.png");
defer raylib.UnloadTexture(icon_mask);
const icon_normal = raylib.LoadTexture("icon-normal-2.png");
defer raylib.UnloadTexture(icon_normal);
raylib.SetShaderValue(icon_shader, light_dir_loc, &raylib.Vector3{ .x = 0.5, .y = 0, .z = 0 }, raylib.SHADER_UNIFORM_VEC3);
raylib.SetShaderValue(icon_shader, light_color_loc, &raylib.Vector4{ .x = 1, .y = 1, .z = 1, .w = 1.5 }, raylib.SHADER_UNIFORM_VEC4);
raylib.SetShaderValue(icon_shader, ambient_color_loc, &raylib.Vector4{ .x = 0.90, .y = 0.82, .z = 0.98, .w = 0.8 }, raylib.SHADER_UNIFORM_VEC4);
raylib.SetTargetFPS(120);
while (!raylib.WindowShouldClose()) {
if (raylib.IsWindowResized()) {
@ -91,6 +111,7 @@ pub fn main() !void {
var debug_draw = false;
var global_font: raylib.Font = undefined;
var icon_shader: raylib.Shader = undefined;
var screen_width: f32 = 480;
var screen_height: f32 = 272;
@ -229,15 +250,17 @@ fn drawDebugGrid() void {
// TODO item group sort
pub const Column = struct {
icon: raylib.Texture2D,
normal: ?raylib.Texture2D = null,
title: []const u8,
items: std.ArrayList(*Item),
selected: usize = 0,
pub fn init(allocator: Allocator, icon: raylib.Texture2D, title: []const u8) Column {
pub fn init(allocator: Allocator, icon: raylib.Texture2D, normal: ?raylib.Texture2D, title: []const u8) Column {
raylib.SetTextureFilter(icon, raylib.TEXTURE_FILTER_BILINEAR);
return .{
.icon = icon,
.normal = normal,
.title = title,
.items = .init(allocator),
};
@ -250,6 +273,7 @@ pub const Column = struct {
pub fn draw(self: *Column) void {
var icon = Image{
.texture = self.icon,
.normal = self.normal,
.box = .{
.x = scales.column_position_center.x,
.y = scales.column_position_center.y,
@ -329,6 +353,7 @@ pub const Item = struct {
pub fn init(texture: raylib.Texture2D, title: []const u8, subtitle: []const u8) Item {
raylib.SetTextureFilter(texture, raylib.TEXTURE_FILTER_BILINEAR);
raylib.SetTextureWrap(texture, raylib.TEXTURE_WRAP_CLAMP);
return .{
.icon = texture,
.title = title,
@ -582,6 +607,7 @@ pub const BoundingBox = struct {
pub const Image = struct {
box: BoundingBox,
texture: raylib.Texture2D,
normal: ?raylib.Texture2D = null,
mode: Mode = .fit,
align_w: Align = .center,
@ -609,16 +635,22 @@ pub const Image = struct {
.right => self.box.y + self.box.h - height * scale,
},
};
if (debug_draw)
if (debug_draw) {
raylib.DrawRectangleLines(
@intFromFloat(self.box.x),
@intFromFloat(self.box.y),
@intFromFloat(self.box.w),
@intFromFloat(self.box.h),
raylib.MAROON,
)
else
raylib.DrawTextureEx(self.texture, position, 0, scale, raylib.WHITE);
);
} else {
if (self.normal) |n| {
raylib.SetShaderValueTexture(icon_shader, raylib.GetShaderLocation(icon_shader, "textureNormal"), n);
raylib.BeginShaderMode(icon_shader);
defer raylib.EndShaderMode();
raylib.DrawTextureEx(self.texture, position, 0, scale, raylib.WHITE);
} else raylib.DrawTextureEx(self.texture, position, 0, scale, raylib.WHITE);
}
}
pub const Mode = enum { original, fit, fill };

29
src/shaders/icon.fs Normal file
View file

@ -0,0 +1,29 @@
#version 330
in vec2 fragTexCoord;
in vec4 fragColor;
uniform sampler2D texture0;
uniform sampler2D textureNormal;
uniform vec3 lightDir;
uniform vec4 lightColor;
uniform vec4 ambientColor;
uniform vec3 falloff = vec3(0.01, 2.4, 20);
out vec4 finalColor;
void main() {
float d = length(lightDir);
vec3 n = normalize(texture(textureNormal, fragTexCoord).xyz);
vec3 l = normalize(lightDir);
vec3 diffuse = lightColor.rgb * lightColor.a * max(dot(n, l), 0.0);
vec3 ambient = ambientColor.rgb * ambientColor.a;
float attenuation = 1.0 / (falloff.x + falloff.y * d + falloff.z * d * d);
vec3 intensity = ambient + diffuse * attenuation;
vec3 final = diffuse.rgb * intensity;
finalColor = vec4(final, texture(texture0, fragTexCoord).a * 0.93);
}