examples: fix rt_glsl.v
parent
ba131ce914
commit
023f6829a1
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@ -35,12 +35,10 @@
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import gg
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import gg.m4
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import gx
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//import math
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// import math
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import sokol.sapp
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import sokol.gfx
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import sokol.sgl
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import time
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// GLSL Include and functions
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@ -48,7 +46,9 @@ import time
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#flag -I @VROOT/.
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#include "rt_glsl_march.h" #Please use sokol-shdc to generate the necessary rt_glsl_march.h file from rt_glsl_march.glsl (see the instructions at the top of this file)
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#include "rt_glsl_puppy.h" #Please use sokol-shdc to generate the necessary rt_glsl_puppy.h file from rt_glsl_puppy.glsl (see the instructions at the top of this file)
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fn C.rt_march_shader_desc() &C.sg_shader_desc
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fn C.rt_puppy_shader_desc() &C.sg_shader_desc
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const (
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@ -63,18 +63,14 @@ mut:
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texture C.sg_image
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init_flag bool
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frame_count int
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mouse_x int = -1
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mouse_y int = -1
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mouse_down bool
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// glsl
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cube_pip_glsl C.sg_pipeline
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cube_bind C.sg_bindings
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pipe map[string]C.sg_pipeline
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bind map[string]C.sg_bindings
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// time
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ticks i64
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}
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@ -84,7 +80,7 @@ mut:
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* Texture functions
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*
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******************************************************************************/
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fn create_texture(w int, h int, buf byteptr) C.sg_image{
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fn create_texture(w int, h int, buf byteptr) C.sg_image {
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sz := w * h * 4
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mut img_desc := C.sg_image_desc{
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width: w
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@ -92,7 +88,7 @@ fn create_texture(w int, h int, buf byteptr) C.sg_image{
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num_mipmaps: 0
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min_filter: .linear
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mag_filter: .linear
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//usage: .dynamic
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// usage: .dynamic
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wrap_u: .clamp_to_edge
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wrap_v: .clamp_to_edge
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label: &byte(0)
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@ -108,15 +104,15 @@ fn create_texture(w int, h int, buf byteptr) C.sg_image{
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return sg_img
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}
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fn destroy_texture(sg_img C.sg_image){
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fn destroy_texture(sg_img C.sg_image) {
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C.sg_destroy_image(sg_img)
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}
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// Use only if usage: .dynamic is enabled
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fn update_text_texture(sg_img C.sg_image, w int, h int, buf byteptr){
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fn update_text_texture(sg_img C.sg_image, w int, h int, buf byteptr) {
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sz := w * h * 4
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mut tmp_sbc := C.sg_image_content{}
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tmp_sbc.subimage[0][0] = C.sg_subimage_content {
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tmp_sbc.subimage[0][0] = C.sg_subimage_content{
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ptr: buf
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size: sz
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}
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@ -129,7 +125,7 @@ fn update_text_texture(sg_img C.sg_image, w int, h int, buf byteptr){
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*
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******************************************************************************/
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/*
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Cube vertex buffer with packed vertex formats for color and texture coords.
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Cube vertex buffer with packed vertex formats for color and texture coords.
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Note that a vertex format which must be portable across all
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backends must only use the normalized integer formats
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(BYTE4N, UBYTE4N, SHORT2N, SHORT4N), which can be converted
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@ -144,108 +140,115 @@ struct Vertex_t {
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y f32
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z f32
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color u32
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//u u16 // for compatibility with D3D11
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//v u16 // for compatibility with D3D11
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// u u16 // for compatibility with D3D11
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// v u16 // for compatibility with D3D11
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u f32
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v f32
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}
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// march shader init
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fn init_cube_glsl_m(mut app App) {
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/* cube vertex buffer */
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//d := u16(32767) // for compatibility with D3D11, 32767 stand for 1
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// cube vertex buffer
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// d := u16(32767) // for compatibility with D3D11, 32767 stand for 1
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d := f32(1.0)
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c := u32(0xFFFFFF_FF) // color RGBA8
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vertices := [
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{ 1.0, -1.0, -1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, -1.0, c, d, d},
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Vertex_t{1.0, -1.0, -1.0, c, d, 0},
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Vertex_t{1.0, 1.0, -1.0, c, d, d},
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Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
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Vertex_t{-1.0, -1.0, 1.0, c, 0, 0},
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Vertex_t{ 1.0, -1.0, 1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{1.0, -1.0, 1.0, c, d, 0},
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Vertex_t{1.0, 1.0, 1.0, c, d, d},
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Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{-1.0, 1.0, 1.0, c, d, d},
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Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
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Vertex_t{ 1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{ 1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, -1.0, 1.0, c, 0, d},
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Vertex_t{1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{1.0, 1.0, 1.0, c, d, d},
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Vertex_t{1.0, -1.0, 1.0, c, 0, d},
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
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Vertex_t{ 1.0, -1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, -1.0, -1.0, c, 0, d},
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Vertex_t{1.0, -1.0, 1.0, c, d, d},
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Vertex_t{1.0, -1.0, -1.0, c, 0, d},
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Vertex_t{-1.0, 1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
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Vertex_t{1.0, 1.0, 1.0, c, d, d},
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Vertex_t{1.0, 1.0, -1.0, c, 0, d},
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]
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mut vert_buffer_desc := C.sg_buffer_desc{}
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unsafe {C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc))}
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unsafe { C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc)) }
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vert_buffer_desc.size = vertices.len * int(sizeof(Vertex_t))
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vert_buffer_desc.content = byteptr(vertices.data)
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vert_buffer_desc.@type = .vertexbuffer
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vert_buffer_desc.label = "cube-vertices".str
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vert_buffer_desc.label = 'cube-vertices'.str
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vbuf := gfx.make_buffer(&vert_buffer_desc)
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/* create an index buffer for the cube */
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// create an index buffer for the cube
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indices := [
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u16(0), 1, 2, 0, 2, 3,
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6, 5, 4, 7, 6, 4,
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8, 9, 10, 8, 10, 11,
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/*
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u16(0),
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1,
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2,
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0,
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2,
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3,
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6,
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5,
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4,
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7,
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6,
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4,
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8,
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9,
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10,
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8,
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10,
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11,
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/*
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u16(14), 13, 12, 15, 14, 12,
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16, 17, 18, 16, 18, 19,
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22, 21, 20, 23, 22, 20
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*/
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*/
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]
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mut index_buffer_desc := C.sg_buffer_desc{}
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unsafe {C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc))}
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unsafe { C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc)) }
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index_buffer_desc.size = indices.len * int(sizeof(u16))
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index_buffer_desc.content = byteptr(indices.data)
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index_buffer_desc.@type = .indexbuffer
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index_buffer_desc.label = "cube-indices".str
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index_buffer_desc.label = 'cube-indices'.str
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ibuf := gfx.make_buffer(&index_buffer_desc)
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/* create shader */
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// create shader
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shader := gfx.make_shader(C.rt_march_shader_desc())
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mut pipdesc := C.sg_pipeline_desc{}
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unsafe {C.memset(&pipdesc, 0, sizeof(pipdesc))}
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unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
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pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
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// the constants [C.ATTR_vs_m_pos, C.ATTR_vs_m_color0, C.ATTR_vs_m_texcoord0] are generated by sokol-shdc
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pipdesc.layout.attrs[C.ATTR_vs_m_pos ].format = .float3 // x,y,z as f32
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pipdesc.layout.attrs[C.ATTR_vs_m_color0 ].format = .ubyte4n // color as u32
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pipdesc.layout.attrs[C.ATTR_vs_m_pos].format = .float3 // x,y,z as f32
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pipdesc.layout.attrs[C.ATTR_vs_m_color0].format = .ubyte4n // color as u32
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pipdesc.layout.attrs[C.ATTR_vs_m_texcoord0].format = .float2 // u,v as f32
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//pipdesc.layout.attrs[C.ATTR_vs_m_texcoord0].format = .short2n // u,v as u16
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// pipdesc.layout.attrs[C.ATTR_vs_m_texcoord0].format = .short2n // u,v as u16
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pipdesc.shader = shader
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pipdesc.index_type = .uint16
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pipdesc.depth_stencil = C.sg_depth_stencil_state{
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depth_write_enabled: true
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depth_compare_func : gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
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depth_compare_func: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
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}
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pipdesc.rasterizer = C.sg_rasterizer_state {
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pipdesc.rasterizer = C.sg_rasterizer_state{
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cull_mode: .back
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}
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pipdesc.label = "glsl_shader pipeline".str
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pipdesc.label = 'glsl_shader pipeline'.str
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mut bind := C.sg_bindings{}
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unsafe {C.memset(&bind, 0, sizeof(bind))}
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unsafe { C.memset(&bind, 0, sizeof(bind)) }
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bind.vertex_buffers[0] = vbuf
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bind.index_buffer = ibuf
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bind.fs_images[C.SLOT_tex] = app.texture
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@ -253,105 +256,112 @@ fn init_cube_glsl_m(mut app App) {
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app.pipe['march'] = gfx.make_pipeline(&pipdesc)
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println("GLSL March init DONE!")
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println('GLSL March init DONE!')
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}
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// putty shader init
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fn init_cube_glsl_p(mut app App) {
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/* cube vertex buffer */
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//d := u16(32767) // for compatibility with D3D11, 32767 stand for 1
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// cube vertex buffer
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// d := u16(32767) // for compatibility with D3D11, 32767 stand for 1
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d := f32(1.0)
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c := u32(0xFFFFFF_FF) // color RGBA8
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vertices := [
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{ 1.0, -1.0, -1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, -1.0, c, d, d},
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Vertex_t{1.0, -1.0, -1.0, c, d, 0},
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Vertex_t{1.0, 1.0, -1.0, c, d, d},
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Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
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Vertex_t{-1.0, -1.0, 1.0, c, 0, 0},
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Vertex_t{ 1.0, -1.0, 1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{1.0, -1.0, 1.0, c, d, 0},
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Vertex_t{1.0, 1.0, 1.0, c, d, d},
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Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{-1.0, 1.0, 1.0, c, d, d},
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Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
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Vertex_t{ 1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{ 1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, -1.0, 1.0, c, 0, d},
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Vertex_t{1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{1.0, 1.0, 1.0, c, d, d},
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Vertex_t{1.0, -1.0, 1.0, c, 0, d},
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
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Vertex_t{ 1.0, -1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, -1.0, -1.0, c, 0, d},
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Vertex_t{1.0, -1.0, 1.0, c, d, d},
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Vertex_t{1.0, -1.0, -1.0, c, 0, d},
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Vertex_t{-1.0, 1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
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Vertex_t{1.0, 1.0, 1.0, c, d, d},
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Vertex_t{1.0, 1.0, -1.0, c, 0, d},
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]
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mut vert_buffer_desc := C.sg_buffer_desc{}
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unsafe {C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc))}
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unsafe { C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc)) }
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vert_buffer_desc.size = vertices.len * int(sizeof(Vertex_t))
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vert_buffer_desc.content = byteptr(vertices.data)
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vert_buffer_desc.@type = .vertexbuffer
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vert_buffer_desc.label = "cube-vertices".str
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vert_buffer_desc.label = 'cube-vertices'.str
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vbuf := gfx.make_buffer(&vert_buffer_desc)
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/* create an index buffer for the cube */
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// create an index buffer for the cube
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indices := [
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/*
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/*
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u16(0), 1, 2, 0, 2, 3,
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6, 5, 4, 7, 6, 4,
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8, 9, 10, 8, 10, 11,
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*/
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u16(14), 13, 12, 15, 14, 12,
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16, 17, 18, 16, 18, 19,
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22, 21, 20, 23, 22, 20
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*/
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u16(14),
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13,
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12,
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15,
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14,
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12,
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16,
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17,
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18,
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16,
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18,
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19,
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22,
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21,
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20,
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23,
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22,
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20,
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]
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mut index_buffer_desc := C.sg_buffer_desc{}
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unsafe {C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc))}
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unsafe { C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc)) }
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index_buffer_desc.size = indices.len * int(sizeof(u16))
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index_buffer_desc.content = byteptr(indices.data)
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index_buffer_desc.@type = .indexbuffer
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index_buffer_desc.label = "cube-indices".str
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index_buffer_desc.label = 'cube-indices'.str
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ibuf := gfx.make_buffer(&index_buffer_desc)
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/* create shader */
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// create shader
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shader := gfx.make_shader(C.rt_puppy_shader_desc())
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mut pipdesc := C.sg_pipeline_desc{}
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unsafe {C.memset(&pipdesc, 0, sizeof(pipdesc))}
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unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
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pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
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// the constants [C.ATTR_vs_p_pos, C.ATTR_vs_p_color0, C.ATTR_vs_p_texcoord0] are generated by sokol-shdc
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pipdesc.layout.attrs[C.ATTR_vs_p_pos ].format = .float3 // x,y,z as f32
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pipdesc.layout.attrs[C.ATTR_vs_p_color0 ].format = .ubyte4n // color as u32
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pipdesc.layout.attrs[C.ATTR_vs_p_pos].format = .float3 // x,y,z as f32
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pipdesc.layout.attrs[C.ATTR_vs_p_color0].format = .ubyte4n // color as u32
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pipdesc.layout.attrs[C.ATTR_vs_p_texcoord0].format = .float2 // u,v as f32
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//pipdesc.layout.attrs[C.ATTR_vs_p_texcoord0].format = .short2n // u,v as u16
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// pipdesc.layout.attrs[C.ATTR_vs_p_texcoord0].format = .short2n // u,v as u16
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pipdesc.shader = shader
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pipdesc.index_type = .uint16
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|
||||
pipdesc.depth_stencil = C.sg_depth_stencil_state{
|
||||
depth_write_enabled: true
|
||||
depth_compare_func : gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
|
||||
depth_compare_func: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
|
||||
}
|
||||
pipdesc.rasterizer = C.sg_rasterizer_state {
|
||||
pipdesc.rasterizer = C.sg_rasterizer_state{
|
||||
cull_mode: .back
|
||||
}
|
||||
pipdesc.label = "glsl_shader pipeline".str
|
||||
pipdesc.label = 'glsl_shader pipeline'.str
|
||||
|
||||
mut bind := C.sg_bindings{}
|
||||
unsafe {C.memset(&bind, 0, sizeof(bind))}
|
||||
unsafe { C.memset(&bind, 0, sizeof(bind)) }
|
||||
bind.vertex_buffers[0] = vbuf
|
||||
bind.index_buffer = ibuf
|
||||
bind.fs_images[C.SLOT_tex] = app.texture
|
||||
|
@ -359,26 +369,34 @@ fn init_cube_glsl_p(mut app App) {
|
|||
|
||||
app.pipe['puppy'] = gfx.make_pipeline(&pipdesc)
|
||||
|
||||
println("GLSL Puppy init DONE!")
|
||||
println('GLSL Puppy init DONE!')
|
||||
}
|
||||
|
||||
fn calc_tr_matrices(w f32, h f32, rx f32, ry f32, in_scale f32) m4.Mat4{
|
||||
proj := m4.perspective(60, w/h, 0.01, 10.0)
|
||||
view := m4.look_at(m4.Vec4{e:[f32(0.0),0.0,6,0]!}, m4.Vec4{e:[f32(0),0,0,0]!}, m4.Vec4{e:[f32(0),1.0,0,0]!})
|
||||
fn calc_tr_matrices(w f32, h f32, rx f32, ry f32, in_scale f32) m4.Mat4 {
|
||||
proj := m4.perspective(60, w / h, 0.01, 10.0)
|
||||
view := m4.look_at(m4.Vec4{ e: [f32(0.0), 0.0, 6, 0]! }, m4.Vec4{
|
||||
e: [f32(0), 0, 0, 0]!
|
||||
}, m4.Vec4{
|
||||
e: [f32(0), 1.0, 0, 0]!
|
||||
})
|
||||
view_proj := view * proj
|
||||
|
||||
rxm := m4.rotate(m4.rad(rx), m4.Vec4{e:[f32(1),0,0,0]!})
|
||||
rym := m4.rotate(m4.rad(ry), m4.Vec4{e:[f32(0),1,0,0]!})
|
||||
rxm := m4.rotate(m4.rad(rx), m4.Vec4{
|
||||
e: [f32(1), 0, 0, 0]!
|
||||
})
|
||||
rym := m4.rotate(m4.rad(ry), m4.Vec4{
|
||||
e: [f32(0), 1, 0, 0]!
|
||||
})
|
||||
|
||||
model := rym * rxm
|
||||
scale_m := m4.scale(m4.Vec4{e:[in_scale, in_scale, in_scale, 1]!})
|
||||
scale_m := m4.scale(m4.Vec4{ e: [in_scale, in_scale, in_scale, 1]! })
|
||||
|
||||
res := (scale_m * model)* view_proj
|
||||
res := (scale_m * model) * view_proj
|
||||
return res
|
||||
}
|
||||
|
||||
// march triangles draw
|
||||
fn draw_cube_glsl_m(app App){
|
||||
fn draw_cube_glsl_m(app App) {
|
||||
if app.init_flag == false {
|
||||
return
|
||||
}
|
||||
|
@ -399,18 +417,21 @@ fn draw_cube_glsl_m(app App){
|
|||
//***************
|
||||
// passing the view matrix as uniform
|
||||
// res is a 4x4 matrix of f32 thus: 4*16 byte of size
|
||||
gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params_m, &tr_matrix, 4*16 )
|
||||
gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params_m, &tr_matrix, 4 * 16)
|
||||
|
||||
// fragment shader uniforms
|
||||
time_ticks := f32(time.ticks() - app.ticks) / 1000
|
||||
mut tmp_fs_params := [
|
||||
f32(ws.width), ws.height * ratio, // x,y resolution to pass to FS
|
||||
0,0, // dont send mouse position
|
||||
//app.mouse_x, // mouse x
|
||||
//ws.height - app.mouse_y*2, // mouse y scaled
|
||||
time_ticks, // time as f32
|
||||
app.frame_count, // frame count
|
||||
0,0 // padding bytes , see "fs_params" struct paddings in rt_glsl.h
|
||||
f32(ws.width),
|
||||
ws.height * ratio, /* x,y resolution to pass to FS */
|
||||
0,
|
||||
0, /* dont send mouse position */
|
||||
/* app.mouse_x, // mouse x */
|
||||
/* ws.height - app.mouse_y*2, // mouse y scaled */
|
||||
time_ticks, /* time as f32 */
|
||||
app.frame_count, /* frame count */
|
||||
0,
|
||||
0 /* padding bytes , see "fs_params" struct paddings in rt_glsl.h */,
|
||||
]!
|
||||
gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params_m, &tmp_fs_params, int(sizeof(tmp_fs_params)))
|
||||
|
||||
|
@ -419,7 +440,7 @@ fn draw_cube_glsl_m(app App){
|
|||
}
|
||||
|
||||
// puppy triangles draw
|
||||
fn draw_cube_glsl_p(app App){
|
||||
fn draw_cube_glsl_p(app App) {
|
||||
if app.init_flag == false {
|
||||
return
|
||||
}
|
||||
|
@ -441,18 +462,21 @@ fn draw_cube_glsl_p(app App){
|
|||
//***************
|
||||
// passing the view matrix as uniform
|
||||
// res is a 4x4 matrix of f32 thus: 4*16 byte of size
|
||||
gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params_p, &tr_matrix, 4*16 )
|
||||
gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params_p, &tr_matrix, 4 * 16)
|
||||
|
||||
// fragment shader uniforms
|
||||
time_ticks := f32(time.ticks() - app.ticks) / 1000
|
||||
mut tmp_fs_params := [
|
||||
f32(ws.width), ws.height * ratio, // x,y resolution to pass to FS
|
||||
0,0, // dont send mouse position
|
||||
//app.mouse_x, // mouse x
|
||||
//ws.height - app.mouse_y*2, // mouse y scaled
|
||||
time_ticks, // time as f32
|
||||
app.frame_count, // frame count
|
||||
0,0 // padding bytes , see "fs_params" struct paddings in rt_glsl.h
|
||||
f32(ws.width),
|
||||
ws.height * ratio, /* x,y resolution to pass to FS */
|
||||
0,
|
||||
0, /* dont send mouse position */
|
||||
/* app.mouse_x, // mouse x */
|
||||
/* ws.height - app.mouse_y*2, // mouse y scaled */
|
||||
time_ticks, /* time as f32 */
|
||||
app.frame_count, /* frame count */
|
||||
0,
|
||||
0 /* padding bytes , see "fs_params" struct paddings in rt_glsl.h */,
|
||||
]!
|
||||
gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params_p, &tmp_fs_params, int(sizeof(tmp_fs_params)))
|
||||
|
||||
|
@ -460,20 +484,20 @@ fn draw_cube_glsl_p(app App){
|
|||
gfx.draw(0, (3 * 2) * 3, 1)
|
||||
}
|
||||
|
||||
fn draw_start_glsl(app App){
|
||||
fn draw_start_glsl(app App) {
|
||||
if app.init_flag == false {
|
||||
return
|
||||
}
|
||||
|
||||
ws := gg.window_size()
|
||||
//ratio := f32(ws.width) / ws.height
|
||||
//dw := f32(ws.width / 2)
|
||||
//dh := f32(ws.height / 2)
|
||||
// ratio := f32(ws.width) / ws.height
|
||||
// dw := f32(ws.width / 2)
|
||||
// dh := f32(ws.height / 2)
|
||||
|
||||
gfx.apply_viewport(0, 0, ws.width, ws.height, true)
|
||||
}
|
||||
|
||||
fn draw_end_glsl(app App){
|
||||
fn draw_end_glsl(app App) {
|
||||
gfx.end_pass()
|
||||
gfx.commit()
|
||||
}
|
||||
|
@ -493,14 +517,14 @@ fn frame(mut app App) {
|
|||
pass_action.colors[0] = color_action
|
||||
gfx.begin_default_pass(&pass_action, ws.width, ws.height)
|
||||
|
||||
/*
|
||||
/*
|
||||
// glsl cube
|
||||
if app.frame_count % 1 == 1{
|
||||
draw_cube_glsl_m(app)
|
||||
} else {
|
||||
draw_cube_glsl_p(app)
|
||||
}
|
||||
*/
|
||||
*/
|
||||
draw_start_glsl(app)
|
||||
draw_cube_glsl_m(app)
|
||||
draw_cube_glsl_p(app)
|
||||
|
@ -534,24 +558,24 @@ fn my_init(mut app App) {
|
|||
y := (i >> 0x8) >> 5 // 8 cell
|
||||
x := (i & 0xFF) >> 5 // 8 cell
|
||||
// upper left corner
|
||||
if x==0 && y==0 {
|
||||
tmp_txt[i ] = byte(0xFF)
|
||||
tmp_txt[i+1] = byte(0)
|
||||
tmp_txt[i+2] = byte(0)
|
||||
tmp_txt[i+3] = byte(0xFF)
|
||||
if x == 0 && y == 0 {
|
||||
tmp_txt[i] = byte(0xFF)
|
||||
tmp_txt[i + 1] = byte(0)
|
||||
tmp_txt[i + 2] = byte(0)
|
||||
tmp_txt[i + 3] = byte(0xFF)
|
||||
}
|
||||
// low right corner
|
||||
else if x==7 && y==7 {
|
||||
tmp_txt[i ] = byte(0)
|
||||
tmp_txt[i+1] = byte(0xFF)
|
||||
tmp_txt[i+2] = byte(0)
|
||||
tmp_txt[i+3] = byte(0xFF)
|
||||
else if x == 7 && y == 7 {
|
||||
tmp_txt[i] = byte(0)
|
||||
tmp_txt[i + 1] = byte(0xFF)
|
||||
tmp_txt[i + 2] = byte(0)
|
||||
tmp_txt[i + 3] = byte(0xFF)
|
||||
} else {
|
||||
col := if ((x+y) & 1) == 1 {0xFF} else {128}
|
||||
tmp_txt[i ] = byte(col) // red
|
||||
tmp_txt[i+1] = byte(col) // green
|
||||
tmp_txt[i+2] = byte(col) // blue
|
||||
tmp_txt[i+3] = byte(0xFF) // alpha
|
||||
col := if ((x + y) & 1) == 1 { 0xFF } else { 128 }
|
||||
tmp_txt[i] = byte(col) // red
|
||||
tmp_txt[i + 1] = byte(col) // green
|
||||
tmp_txt[i + 2] = byte(col) // blue
|
||||
tmp_txt[i + 3] = byte(0xFF) // alpha
|
||||
}
|
||||
i += 4
|
||||
}
|
||||
|
@ -574,11 +598,11 @@ fn cleanup(mut app App) {
|
|||
* event
|
||||
*
|
||||
******************************************************************************/
|
||||
fn my_event_manager(mut ev sapp.Event, mut app App) {
|
||||
if ev.typ == .mouse_down{
|
||||
fn my_event_manager(mut ev gg.Event, mut app App) {
|
||||
if ev.typ == .mouse_down {
|
||||
app.mouse_down = true
|
||||
}
|
||||
if ev.typ == .mouse_up{
|
||||
if ev.typ == .mouse_up {
|
||||
app.mouse_down = false
|
||||
}
|
||||
if app.mouse_down == true && ev.typ == .mouse_move {
|
||||
|
@ -600,13 +624,13 @@ fn my_event_manager(mut ev sapp.Event, mut app App) {
|
|||
*
|
||||
******************************************************************************/
|
||||
[console]
|
||||
fn main(){
|
||||
fn main() {
|
||||
// App init
|
||||
mut app := &App{
|
||||
gg: 0
|
||||
}
|
||||
|
||||
app.gg = gg.new_context({
|
||||
app.gg = gg.new_context(
|
||||
width: win_width
|
||||
height: win_height
|
||||
use_ortho: true // This is needed for 2D drawing
|
||||
|
@ -618,7 +642,7 @@ fn main(){
|
|||
init_fn: my_init
|
||||
cleanup_fn: cleanup
|
||||
event_fn: my_event_manager
|
||||
})
|
||||
)
|
||||
|
||||
app.ticks = time.ticks()
|
||||
app.gg.run()
|
||||
|
|
Loading…
Reference in New Issue