mirror of
https://github.com/IllusionMan1212/cudoku.git
synced 2026-10-24 02:12:25 +00:00
cell selection and number input
This commit is contained in:
@@ -1,6 +1,7 @@
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#include <stdio.h>
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#include <stdio.h>
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#include <stdbool.h>
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#include <stdbool.h>
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#include <stdlib.h>
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#include <stdlib.h>
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#include <math.h>
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#include <glad/gl.h>
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#include <glad/gl.h>
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#include "3rdparty/stb/stb_image.h"
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#include "3rdparty/stb/stb_image.h"
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@@ -99,21 +100,126 @@ void draw_bg_grid_texture(Shader shader, unsigned int vao, unsigned int texture,
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glBindVertexArray(vao);
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glBindVertexArray(vao);
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glBindTexture(GL_TEXTURE_2D, texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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}
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}
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void draw_numbers(Shader shader, unsigned int vao, unsigned int vbo, float *transform, int board[9][9]) {
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void draw_numbers(Shader shader, unsigned int vao, unsigned int vbo, float *transform, int board[9][9]) {
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// TODO: go thru the board state and call draw_text() with the appropriate number
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// and position
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for (int i = 0; i < 9; i++) {
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for (int i = 0; i < 9; i++) {
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for (int j = 0; j < 9; j++) {
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for (int j = 0; j < 9; j++) {
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if (board[i][j] != 0) {
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draw_number(shader, board[i][j], i, j, 5.0f, vao, vbo, transform);
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draw_number(shader, board[i][j], i, j, 5.0f, vao, vbo, transform);
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}
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}
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}
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}
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}
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}
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glBindVertexArray(0);
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}
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void draw_win_overlay(Shader shader, unsigned int vao, unsigned int vbo, float *transform) {
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void draw_win_overlay(Shader shader, unsigned int vao, unsigned int vbo, float *transform) {
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const char *text = "You won!";
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const char *text = "You won!";
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Size text_size = calculate_text_size(text, 1.0f);
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Size text_size = calculate_text_size(text, 1.0f);
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draw_text(shader, text, text_size, 1.5f, vao, vbo, transform);
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draw_text(shader, text, text_size, 1.5f, vao, vbo, transform);
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}
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}
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void prepare_selection_box(unsigned int *vao, unsigned int *vbo) {
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glGenVertexArrays(1, &(*vao));
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glGenBuffers(1, &(*vbo));
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glBindVertexArray(*vao);
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glBindBuffer(GL_ARRAY_BUFFER, *vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6*2, NULL, GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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void draw_selection_box(Shader shader, unsigned int vao, unsigned int vbo, int x, int y, float *transform) {
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use_shader(shader);
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set_mat4f(shader, "transform", transform);
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glBindVertexArray(vao);
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float vert = 0.11f;
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// get size of a single cell in opengl coords (-1, 1)
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float single_cell = (1.f/9.f) * 2;
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// we minus 4 since we start at column and row 4 (0-indexed)
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float offset_x = single_cell * (y - 4);
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float offset_y = single_cell * (x - 4);
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float vertices[6][2] = {
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// top left tri
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{ -vert + offset_x, -vert - offset_y },
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{ -vert + offset_x, vert - offset_y },
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{ vert + offset_x, vert - offset_y },
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// bottom right tri
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{ -vert + offset_x, -vert - offset_y },
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{ vert + offset_x, vert - offset_y },
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{ vert + offset_x, -vert - offset_y }
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};
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindVertexArray(0);
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}
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void do_selection(Cudoku *game, int x, int y, int width, int height, float x_scale, float y_scale) {
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float board_x_start = (width / 2.f) - ((width * x_scale) / 2);
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float board_y_start = (height / 2.f) - ((height * y_scale) / 2);
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float cell_width = (width * x_scale) / 9.f;
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float cell_height = (height * y_scale) / 9.f;
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int cell_x = floor((x - board_x_start) / cell_width);
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int cell_y = floor((y - board_y_start) / cell_height);
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if (cell_x < 0 || cell_x > 8 || cell_y < 0 || cell_y > 8) {
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game->should_draw_selection = false;
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return;
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}
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game->should_draw_selection = true;
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game->selection.x = cell_y;
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game->selection.y = cell_x;
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}
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void set_selected_number(Cudoku *game, int number) {
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if (game->should_draw_selection) {
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game->board[game->selection.x][game->selection.y] = number;
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}
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}
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void move_selection(Cudoku *game, int x, int y) {
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if (game->should_draw_selection) {
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game->selection.x += y;
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game->selection.y += x;
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if (game->selection.x < 0) {
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game->selection.x = 0;
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} else if (game->selection.x > 8) {
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game->selection.x = 8;
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}
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if (game->selection.y < 0) {
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game->selection.y = 0;
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} else if (game->selection.y > 8) {
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game->selection.y = 8;
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}
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}
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}
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void toggle_selection(Cudoku *game) {
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game->should_draw_selection = !game->should_draw_selection;
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}
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@@ -4,9 +4,27 @@
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#include "shader.h"
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#include "shader.h"
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typedef struct Vec2 {
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int x;
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int y;
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} Vec2;
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typedef struct Cudoku {
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int board[9][9];
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bool has_won;
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Vec2 selection;
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bool should_draw_selection;
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} Cudoku;
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void set_scale_factor(int width, int height, float *x, float *y);
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void set_scale_factor(int width, int height, float *x, float *y);
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unsigned int prepare_bg(bool use_texture, unsigned int *texture);
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unsigned int prepare_bg(bool use_texture, unsigned int *texture);
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void draw_bg_grid_shader(Shader shader, unsigned int vao, float* transform, float resolution);
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void draw_bg_grid_shader(Shader shader, unsigned int vao, float* transform, float resolution);
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void draw_bg_grid_texture(Shader shader, unsigned int vao, unsigned int texture, float* transform);
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void draw_bg_grid_texture(Shader shader, unsigned int vao, unsigned int texture, float* transform);
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void draw_numbers(Shader shader, unsigned int vao, unsigned int vbo, float *transform, int board[9][9]);
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void draw_numbers(Shader shader, unsigned int vao, unsigned int vbo, float *transform, int board[9][9]);
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void draw_win_overlay(Shader shader, unsigned int vao, unsigned int vbo, float *transform);
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void draw_win_overlay(Shader shader, unsigned int vao, unsigned int vbo, float *transform);
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void prepare_selection_box(unsigned int *vao, unsigned int *vbo);
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void draw_selection_box(Shader shader, unsigned int vao, unsigned int vbo, int x, int y, float *transform);
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void do_selection(Cudoku *game, int x, int y, int width, int height, float x_scale, float y_scale);
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void set_selected_number(Cudoku *game, int number);
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void move_selection(Cudoku *game, int x, int y);
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void toggle_selection(Cudoku *game);
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@@ -36,7 +36,7 @@ int init_fonts(const char *font_path) {
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for (int i = 0; i < 9; i++) {
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for (int i = 0; i < 9; i++) {
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if (FT_Load_Char(face, '0' + (i + 1), FT_LOAD_RENDER)) {
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if (FT_Load_Char(face, '0' + (i + 1), FT_LOAD_RENDER)) {
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printf("Error: failed to load glyph for number '%c'\n", '0' + i);
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printf("[ERROR]: failed to load glyph for number '%c'\n", '0' + i);
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}
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}
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unsigned int texture;
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unsigned int texture;
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@@ -61,7 +61,7 @@ int init_fonts(const char *font_path) {
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for (int c = 0; c < 128; c++) {
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for (int c = 0; c < 128; c++) {
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if (FT_Load_Char(face, c, FT_LOAD_RENDER)) {
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if (FT_Load_Char(face, c, FT_LOAD_RENDER)) {
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printf("Error: failed to load glyph for char '%c'\n", c);
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printf("[ERROR]: failed to load glyph for char '%c'\n", c);
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}
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}
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unsigned int texture;
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unsigned int texture;
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@@ -164,6 +164,7 @@ void draw_number(Shader shader, int text, int row, int column, float scale, unsi
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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@@ -10,6 +10,9 @@
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#include "cudoku.h"
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#include "cudoku.h"
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#include "font.h"
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#include "font.h"
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Display *display;
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Window window;
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void usage() {
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void usage() {
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printf("Usage: cudoku [OPTION]\n\n");
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printf("Usage: cudoku [OPTION]\n\n");
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printf(" %-20s%-20s", "-h, --help", "prints this help message\n");
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printf(" %-20s%-20s", "-h, --help", "prints this help message\n");
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@@ -17,8 +20,35 @@ void usage() {
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printf(" %-20s%-20s", "-f, --font FONT", "use a custom font file to render text\n");
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printf(" %-20s%-20s", "-f, --font FONT", "use a custom font file to render text\n");
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}
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}
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Display *display;
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void handle_keypress(XEvent xev, Cudoku *game) {
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Window window;
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if (XLookupKeysym(&xev.xkey, 0) == XK_r) {
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/* reset_board(&game); */
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} else if (XLookupKeysym(&xev.xkey, 0) >= XK_0 && XLookupKeysym(&xev.xkey, 0) <= XK_9) {
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set_selected_number(game, XLookupKeysym(&xev.xkey, 0) - XK_0);
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} else if (XLookupKeysym(&xev.xkey, 0) == XK_BackSpace || XLookupKeysym(&xev.xkey, 0) == XK_Delete) {
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set_selected_number(game, 0);
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} else if (XLookupKeysym(&xev.xkey, 0) == XK_Left || XLookupKeysym(&xev.xkey, 0) == XK_a || XLookupKeysym(&xev.xkey, 0) == XK_h) {
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move_selection(game, -1, 0);
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} else if (XLookupKeysym(&xev.xkey, 0) == XK_Right || XLookupKeysym(&xev.xkey, 0) == XK_d || XLookupKeysym(&xev.xkey, 0) == XK_l) {
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move_selection(game, 1, 0);
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} else if (XLookupKeysym(&xev.xkey, 0) == XK_Up || XLookupKeysym(&xev.xkey, 0) == XK_w || XLookupKeysym(&xev.xkey, 0) == XK_k) {
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move_selection(game, 0, -1);
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} else if (XLookupKeysym(&xev.xkey, 0) == XK_Down || XLookupKeysym(&xev.xkey, 0) == XK_s || XLookupKeysym(&xev.xkey, 0) == XK_j) {
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move_selection(game, 0, 1);
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} else if (XLookupKeysym(&xev.xkey, 0) == XK_Return || XLookupKeysym(&xev.xkey, 0) == XK_space) {
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toggle_selection(game);
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/* } else if (XLookupKeysym(&xev.xkey, 0) == XK_n) { */
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/* new_board(&game); */
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/* } else if (XLookupKeysym(&xev.xkey, 0) == XK_f) { */
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/* toggle_fullscreen(display, window); */
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/* } else if (XLookupKeysym(&xev.xkey, 0) == XK_c) { */
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/* toggle_check(&game); */
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/* } else if (XLookupKeysym(&xev.xkey, 0) == XK_m) { */
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/* toggle_mute(&game); */
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/* } else if (XLookupKeysym(&xev.xkey, 0) == XK_F1) { */
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/* toggle_help(&game); */
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}
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}
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int main(int argc, char *argv[]) {
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int main(int argc, char *argv[]) {
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const char *font_path = "assets/fonts/Rubik/Rubik-VariableFont_wght.ttf";
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const char *font_path = "assets/fonts/Rubik/Rubik-VariableFont_wght.ttf";
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@@ -46,23 +76,31 @@ int main(int argc, char *argv[]) {
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font_path = argv[i + 1];
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font_path = argv[i + 1];
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i++;
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i++;
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} else {
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} else {
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printf("Error: used font flag with no provided font, defaulting to Rubik\n");
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printf("[ERROR]: used font flag with no provided font, defaulting to Rubik\n");
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}
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}
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} else if (strcmp(flag, "--use-texture") == 0) {
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} else if (strcmp(flag, "--use-texture") == 0) {
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FILE *fp = fopen("assets/sudoku-grid.png", "r");
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if (fp == NULL) {
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printf("[ERROR]: could not open board texture, falling back to shader grid\n");
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} else {
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fclose(fp);
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use_texture = true;
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use_texture = true;
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}
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}
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}
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}
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}
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}
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}
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Cudoku game = {0};
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int res = init_x11(&display, &window);
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int res = init_x11(&display, &window);
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if (res < 0) return 1;
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if (res < 0) return 1;
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res = init_fonts(font_path);
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res = init_fonts(font_path);
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if (res == -1) {
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if (res == -1) {
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printf("Error: could not initialize freetype library\n");
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printf("[ERROR]: could not initialize freetype library\n");
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return 1;
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return 1;
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} else if (res == -2) {
|
} else if (res == -2) {
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printf("Error: could not load font file: \"%s\"\n", font_path);
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printf("[ERROR]: could not load font file: \"%s\"\n", font_path);
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return 1;
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return 1;
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}
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}
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@@ -77,31 +115,17 @@ int main(int argc, char *argv[]) {
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else
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else
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grid_shader = create_shader("shaders/board_v.vert", "shaders/board_f.frag");
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grid_shader = create_shader("shaders/board_v.vert", "shaders/board_f.frag");
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int vao = prepare_bg(use_texture, &grid_texture);
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int board_vao = prepare_bg(use_texture, &grid_texture);
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Shader selection_shader = create_shader("shaders/board_v.vert", "shaders/quad.frag");
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unsigned int selection_vao, selection_vbo;
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prepare_selection_box(&selection_vao, &selection_vbo);
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int board[9][9] = {
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{0, 0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0, 0},
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||||||
{0, 0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0, 0},
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||||||
{0, 0, 0, 0, 0, 0, 0, 0, 0},
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||||||
{0, 0, 0, 0, 0, 0, 0, 0, 0},
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||||||
{0, 0, 0, 0, 0, 0, 0, 0, 0},
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||||||
{0, 0, 0, 0, 0, 0, 0, 0, 0},
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||||||
{0, 0, 0, 0, 0, 0, 0, 0, 0},
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};
|
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||||||
srand(time(NULL));
|
srand(time(NULL));
|
||||||
|
|
||||||
for (int i = 0; i < 9; i++) {
|
for (int i = 0; i < 9; i++) {
|
||||||
for (int j = 0; j < 9; j++) {
|
for (int j = 0; j < 9; j++) {
|
||||||
int r = (rand() % 9) + 1;
|
printf("%d | ", game.board[i][j]);
|
||||||
board[i][j] = r;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
for (int i = 0; i < 9; i++) {
|
|
||||||
for (int j = 0; j < 9; j++) {
|
|
||||||
printf("%d | ", board[i][j]);
|
|
||||||
}
|
}
|
||||||
printf("\n");
|
printf("\n");
|
||||||
}
|
}
|
||||||
@@ -127,13 +151,14 @@ int main(int argc, char *argv[]) {
|
|||||||
if (XLookupKeysym(&xev.xkey, 0) == XK_Escape || XLookupKeysym(&xev.xkey, 0) == XK_q) {
|
if (XLookupKeysym(&xev.xkey, 0) == XK_Escape || XLookupKeysym(&xev.xkey, 0) == XK_q) {
|
||||||
quit = true;
|
quit = true;
|
||||||
break;
|
break;
|
||||||
|
} else {
|
||||||
|
handle_keypress(xev, &game);
|
||||||
}
|
}
|
||||||
} else if (xev.type == ButtonPress) {
|
} else if (xev.type == ButtonPress) {
|
||||||
if (xev.xbutton.button == Button1) {
|
if (xev.xbutton.button == Button1) {
|
||||||
int x = xev.xbutton.x;
|
int x = xev.xbutton.x;
|
||||||
int y = xev.xbutton.y;
|
int y = xev.xbutton.y;
|
||||||
// TOOD:
|
do_selection(&game, x, y, width, height, x_scale, y_scale);
|
||||||
printf("x: %d, y: %d\n", x, y);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -149,11 +174,18 @@ int main(int argc, char *argv[]) {
|
|||||||
};
|
};
|
||||||
|
|
||||||
if (!use_texture)
|
if (!use_texture)
|
||||||
draw_bg_grid_shader(grid_shader, vao, (float *)transform, width < height ? width : height);
|
draw_bg_grid_shader(grid_shader, board_vao, (float *)transform, width < height ? width : height);
|
||||||
else
|
else
|
||||||
draw_bg_grid_texture(grid_shader, vao, grid_texture, (float *)transform);
|
draw_bg_grid_texture(grid_shader, board_vao, grid_texture, (float *)transform);
|
||||||
/* draw_numbers(font_shader, font_vao, font_vbo, (float *)transform, board); */
|
|
||||||
|
if (game.should_draw_selection)
|
||||||
|
draw_selection_box(selection_shader, selection_vao, selection_vbo, game.selection.x, game.selection.y, (float *)transform);
|
||||||
|
|
||||||
|
draw_numbers(font_shader, font_vao, font_vbo, (float *)transform, game.board);
|
||||||
|
|
||||||
|
if (game.has_won) {
|
||||||
draw_win_overlay(font_shader, font_vao, font_vbo, (float *)transform);
|
draw_win_overlay(font_shader, font_vao, font_vbo, (float *)transform);
|
||||||
|
}
|
||||||
|
|
||||||
glXSwapBuffers(display, window);
|
glXSwapBuffers(display, window);
|
||||||
}
|
}
|
||||||
|
|||||||
+5
-4
@@ -31,12 +31,13 @@ void main()
|
|||||||
bool isInsideGrid = isInsideGridHorizontally && isInsideGridVertically;
|
bool isInsideGrid = isInsideGridHorizontally && isInsideGridVertically;
|
||||||
|
|
||||||
// Determine if the current fragment is on a thicker grid line
|
// Determine if the current fragment is on a thicker grid line
|
||||||
bool isThickLineX = isInsideGrid && mod(fragCoordX, stepSize * 3) < 0.01;
|
bool isThickLineX = isInsideGrid && mod(fragCoordX, (stepSize + 0.0007) * 3) <= 0.01;
|
||||||
bool isThickLineY = isInsideGrid && mod(fragCoordY, stepSize * 3) < 0.01;
|
bool isThickLineY = isInsideGrid && mod(fragCoordY, (stepSize + 0.0007) * 3) <= 0.01;
|
||||||
|
|
||||||
// Check if the current fragment is on a grid line
|
// Check if the current fragment is on a grid line
|
||||||
bool isGridX = isInsideGrid && mod(fragCoordX, stepSize) < 0.005;
|
// 0.0007 to shift the grid lines a bit to the left
|
||||||
bool isGridY = isInsideGrid && mod(fragCoordY, stepSize) < 0.005;
|
bool isGridX = isInsideGrid && mod(fragCoordX, stepSize + 0.0007) <= 0.005;
|
||||||
|
bool isGridY = isInsideGrid && mod(fragCoordY, stepSize + 0.0007) <= 0.005;
|
||||||
|
|
||||||
// Set the fragment color based on whether it's a grid line or a thicker grid line
|
// Set the fragment color based on whether it's a grid line or a thicker grid line
|
||||||
if ((isThickLineX) || (isThickLineY)) {
|
if ((isThickLineX) || (isThickLineY)) {
|
||||||
|
|||||||
@@ -0,0 +1,7 @@
|
|||||||
|
#version 330 core
|
||||||
|
|
||||||
|
out vec4 FragColor;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
FragColor = vec4(0.4, 0.4, 1.0, 0.5);
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user