Add texture update code

This commit is contained in:
Lucas Schumacher 2024-05-05 20:01:46 -04:00
parent 36eeb93538
commit be70fa4a3d

View File

@ -1,4 +1,4 @@
use eframe::glow;
use eframe::glow::{self, PixelUnpackData};
use glow::HasContext as _;
use log;
use std::mem::{size_of, transmute};
@ -14,6 +14,19 @@ unsafe fn check_for_gl_errors(gl: &glow::Context, msg: &str) {
}
}
mod deadbeef_rand {
static mut RNG_SEED: u32 = 0x3d2faba7;
static mut RNG_BEEF: u32 = 0xdeadbeef;
pub fn rand() -> u8 {
unsafe {
RNG_SEED = (RNG_SEED << 7) ^ ((RNG_SEED >> 25) + RNG_BEEF);
RNG_BEEF = (RNG_BEEF << 7) ^ ((RNG_BEEF >> 25) + 0xdeadbeef);
(RNG_SEED & 0xff) as u8
}
}
}
use deadbeef_rand::rand;
pub struct Waterfall {
program: glow::Program,
texture: glow::Texture,
@ -37,17 +50,12 @@ impl Waterfall {
pub fn paint(&mut self, gl: &glow::Context, _angle: f32) {
use glow::HasContext as _;
self.offset = (self.offset + 1) % 300;
let mut new_data: [u8; 300] = [0; 300];
for (i, data) in new_data.iter_mut().enumerate() {
*data = if self.offset == i { 255 } else { 0 };
for data in new_data.iter_mut() {
*data = rand();
}
unsafe {
//Clear screen
//gl.clear_color(0.0, 0.0, 0.0, 1.0);
//gl.clear(glow::COLOR_BUFFER_BIT | glow::DEPTH_BUFFER_BIT);
// Bind our texture
gl.bind_texture(glow::TEXTURE_2D, Some(self.texture));
@ -57,36 +65,27 @@ impl Waterfall {
// Bind our vertex array object
gl.bind_vertex_array(Some(self.vao));
// Update texture
gl.tex_sub_image_2d(
glow::TEXTURE_2D,
0,
0,
self.offset as i32,
300,
1,
glow::RED,
glow::UNSIGNED_BYTE,
PixelUnpackData::Slice(&new_data),
);
self.offset = (self.offset + 1) % 300;
// Draw the elements
gl.draw_elements(glow::TRIANGLES, 6, glow::UNSIGNED_INT, 0);
/*
check_for_gl_error!(&gl, "sub_image");
gl.use_program(Some(self.program));
check_for_gl_error!(&gl, "use program");
gl.active_texture(glow::TEXTURE0);
gl.bind_texture(glow::TEXTURE_2D, Some(self.texture));
check_for_gl_error!(&gl, "bind texture");
gl.uniform_1_f32(
gl.get_uniform_location(self.program, "u_angle").as_ref(),
angle,
);
check_for_gl_error!(&gl, "set uniform 1 f32");
gl.bind_vertex_array(Some(self.vao));
check_for_gl_error!(&gl, "bind vertex array");
gl.draw_arrays(glow::TRIANGLES, 0, 6);
*/
// Log and clear the error queue of any errors
check_for_gl_errors(&gl, "APP PAINT");
}
}
/*pub fn paint(&mut self, gl: &glow::Context) {
unsafe {
gl.bind_texture(glow::TEXTURE_2D, Some(self.texture));
gl.use_program(Some(self.program));
gl.bind_vertex_array(Some(self.vao));
gl.draw_elements(glow::TRIANGLES, 6, glow::UNSIGNED_BYTE, 0);
}
}*/
pub fn new(gl: &glow::Context, width: usize, height: usize) -> Self {
let vertices: [f32; 32] = [
// positions // colors // texture coords