#define VG__CYAN 0xffffff00
#define VG__NONE 0x00000000
-static struct vg_shader _shader_lines =
-{
+static struct vg_shader _shader_lines = {
.name = "[vg] lines",
.link = NULL,
- .vs =
- {
+ .vs = {
.orig_file = NULL,
.static_src =
" gl_Position = vert_pos;"
"}"
},
- .fs =
- {
+ .fs = {
.orig_file = NULL,
.static_src =
}
};
-
-struct
-{
+struct{
u32 draw,
allow_input;
- struct vg_lines_vert
- {
+ struct vg_lines_vert{
v3f co;
u32 colour;
}
{
vg_info( "vg_lines_init\n" );
- vg_var_push( (struct vg_var){
- .name = "vg_lines",
- .data = &vg_lines.draw,
- .data_type = k_var_dtype_i32,
- .opt_i32 = { .min=0, .max=1, .clamp=1 },
- .persistent = 1
- });
-
+ vg_console_reg_var( "vg_lines", &vg_lines.draw, k_var_dtype_i32,
+ VG_VAR_CHEAT );
vg_shader_register( &_shader_lines );
vg_acquire_thread_sync();
VG_STATIC void line_tangent_basis( v3f n, v3f tx, v3f ty )
{
/* Compute tangent basis (box2d) */
- if( fabsf( n[0] ) >= 0.57735027f )
- {
+ if( fabsf( n[0] ) >= 0.57735027f ){
tx[0] = n[1];
tx[1] = -n[0];
tx[2] = 0.0f;
}
- else
- {
+ else{
tx[0] = 0.0f;
tx[1] = n[2];
tx[2] = -n[1];