examples: add examples/sokol/05_instancing_glsl, cleanup code (#8809)
parent
b3a26ca0ce
commit
198b395cde
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@ -37,6 +37,7 @@ jobs:
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examples/sokol/03_march_tracing_glsl/rt_glsl \
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examples/sokol/03_march_tracing_glsl/rt_glsl \
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examples/sokol/04_multi_shader_glsl/rt_glsl_puppy \
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examples/sokol/04_multi_shader_glsl/rt_glsl_puppy \
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examples/sokol/04_multi_shader_glsl/rt_glsl_march \
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examples/sokol/04_multi_shader_glsl/rt_glsl_march \
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examples/sokol/05_instancing_glsl/rt_glsl_instancing \
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; do \
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; do \
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echo "compiling shader $f.glsl ..."; \
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echo "compiling shader $f.glsl ..."; \
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sokol-tools-bin-pre-feb2021-api-changes/bin/linux/sokol-shdc --input $f.glsl --output $f.h --slang glsl330 ; \
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sokol-tools-bin-pre-feb2021-api-changes/bin/linux/sokol-shdc --input $f.glsl --output $f.h --slang glsl330 ; \
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@ -134,6 +134,7 @@ pub fn new_test_session(_vargs string) TestSession {
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skip_files << 'examples/sokol/02_cubes_glsl/cube_glsl.v'
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skip_files << 'examples/sokol/02_cubes_glsl/cube_glsl.v'
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skip_files << 'examples/sokol/03_march_tracing_glsl/rt_glsl.v'
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skip_files << 'examples/sokol/03_march_tracing_glsl/rt_glsl.v'
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skip_files << 'examples/sokol/04_multi_shader_glsl/rt_glsl.v'
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skip_files << 'examples/sokol/04_multi_shader_glsl/rt_glsl.v'
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skip_files << 'examples/sokol/05_instancing_glsl/rt_glsl.v'
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}
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}
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if testing.github_job != 'ubuntu-tcc' {
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if testing.github_job != 'ubuntu-tcc' {
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skip_files << 'examples/wkhtmltopdf.v' // needs installation of wkhtmltopdf from https://github.com/wkhtmltopdf/packaging/releases
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skip_files << 'examples/wkhtmltopdf.v' // needs installation of wkhtmltopdf from https://github.com/wkhtmltopdf/packaging/releases
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@ -402,6 +402,7 @@ fn my_event_manager(mut ev gg.Event, mut app App) {
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* Main
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* Main
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*
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*
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******************************************************************************/
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******************************************************************************/
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[console] // is needed for easier diagnostics on windows
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fn main() {
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fn main() {
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// App init
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// App init
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mut app := &App{
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mut app := &App{
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@ -58,8 +58,8 @@ mut:
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texture C.sg_image
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texture C.sg_image
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init_flag bool
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init_flag bool
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frame_count int
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frame_count int
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mouse_x int = -1
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mouse_x int = -1
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mouse_y int = -1
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mouse_y int = -1
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// glsl
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// glsl
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cube_pip_glsl C.sg_pipeline
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cube_pip_glsl C.sg_pipeline
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cube_bind C.sg_bindings
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cube_bind C.sg_bindings
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@ -119,9 +119,9 @@ fn update_text_texture(sg_img C.sg_image, w int, h int, buf byteptr) {
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fn draw_triangle() {
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fn draw_triangle() {
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sgl.defaults()
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sgl.defaults()
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sgl.begin_triangles()
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sgl.begin_triangles()
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sgl.v2f_c3b(0.0, 0.5, 255, 0, 0)
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sgl.v2f_c3b( 0.0, 0.5, 255, 0 , 0 )
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sgl.v2f_c3b(-0.5, -0.5, 0, 0, 255)
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sgl.v2f_c3b(-0.5, -0.5, 0, 0 , 255)
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sgl.v2f_c3b(0.5, -0.5, 0, 255, 0)
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sgl.v2f_c3b( 0.5, -0.5, 0, 255, 0 )
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sgl.end()
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sgl.end()
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}
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}
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@ -132,35 +132,35 @@ fn cube() {
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sgl.c3f(1.0, 0.0, 0.0)
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sgl.c3f(1.0, 0.0, 0.0)
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// edge coord
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// edge coord
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// x,y,z, texture cord: u,v
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// x,y,z, texture cord: u,v
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sgl.v3f_t2f(-1.0, 1.0, -1.0, -1.0, 1.0)
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sgl.v3f_t2f(-1.0, 1.0, -1.0, -1.0, 1.0)
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sgl.v3f_t2f(1.0, 1.0, -1.0, 1.0, 1.0)
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sgl.v3f_t2f( 1.0, 1.0, -1.0, 1.0, 1.0)
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sgl.v3f_t2f(1.0, -1.0, -1.0, 1.0, -1.0)
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sgl.v3f_t2f( 1.0, -1.0, -1.0, 1.0, -1.0)
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sgl.v3f_t2f(-1.0, -1.0, -1.0, -1.0, -1.0)
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sgl.v3f_t2f(-1.0, -1.0, -1.0, -1.0, -1.0)
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sgl.c3f(0.0, 1.0, 0.0)
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sgl.c3f(0.0, 1.0, 0.0)
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sgl.v3f_t2f(-1.0, -1.0, 1.0, -1.0, 1.0)
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sgl.v3f_t2f(-1.0, -1.0, 1.0, -1.0, 1.0)
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sgl.v3f_t2f(1.0, -1.0, 1.0, 1.0, 1.0)
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sgl.v3f_t2f( 1.0, -1.0, 1.0, 1.0, 1.0)
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sgl.v3f_t2f(1.0, 1.0, 1.0, 1.0, -1.0)
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sgl.v3f_t2f( 1.0, 1.0, 1.0, 1.0, -1.0)
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sgl.v3f_t2f(-1.0, 1.0, 1.0, -1.0, -1.0)
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sgl.v3f_t2f(-1.0, 1.0, 1.0, -1.0, -1.0)
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sgl.c3f(0.0, 0.0, 1.0)
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sgl.c3f(0.0, 0.0, 1.0)
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sgl.v3f_t2f(-1.0, -1.0, 1.0, -1.0, 1.0)
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sgl.v3f_t2f(-1.0, -1.0, 1.0, -1.0, 1.0)
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sgl.v3f_t2f(-1.0, 1.0, 1.0, 1.0, 1.0)
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sgl.v3f_t2f(-1.0, 1.0, 1.0, 1.0, 1.0)
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sgl.v3f_t2f(-1.0, 1.0, -1.0, 1.0, -1.0)
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sgl.v3f_t2f(-1.0, 1.0, -1.0, 1.0, -1.0)
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sgl.v3f_t2f(-1.0, -1.0, -1.0, -1.0, -1.0)
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sgl.v3f_t2f(-1.0, -1.0, -1.0, -1.0, -1.0)
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sgl.c3f(1.0, 0.5, 0.0)
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sgl.c3f(1.0, 0.5, 0.0)
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sgl.v3f_t2f(1.0, -1.0, 1.0, -1.0, 1.0)
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sgl.v3f_t2f(1.0, -1.0, 1.0, -1.0, 1.0)
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sgl.v3f_t2f(1.0, -1.0, -1.0, 1.0, 1.0)
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sgl.v3f_t2f(1.0, -1.0, -1.0, 1.0, 1.0)
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sgl.v3f_t2f(1.0, 1.0, -1.0, 1.0, -1.0)
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sgl.v3f_t2f(1.0, 1.0, -1.0, 1.0, -1.0)
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sgl.v3f_t2f(1.0, 1.0, 1.0, -1.0, -1.0)
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sgl.v3f_t2f(1.0, 1.0, 1.0, -1.0, -1.0)
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sgl.c3f(0.0, 0.5, 1.0)
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sgl.c3f(0.0, 0.5, 1.0)
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sgl.v3f_t2f(1.0, -1.0, -1.0, -1.0, 1.0)
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sgl.v3f_t2f( 1.0, -1.0, -1.0, -1.0, 1.0)
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sgl.v3f_t2f(1.0, -1.0, 1.0, 1.0, 1.0)
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sgl.v3f_t2f( 1.0, -1.0, 1.0, 1.0, 1.0)
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sgl.v3f_t2f(-1.0, -1.0, 1.0, 1.0, -1.0)
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sgl.v3f_t2f(-1.0, -1.0, 1.0, 1.0, -1.0)
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sgl.v3f_t2f(-1.0, -1.0, -1.0, -1.0, -1.0)
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sgl.v3f_t2f(-1.0, -1.0, -1.0, -1.0, -1.0)
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sgl.c3f(1.0, 0.0, 0.5)
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sgl.c3f(1.0, 0.0, 0.5)
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sgl.v3f_t2f(-1.0, 1.0, -1.0, -1.0, 1.0)
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sgl.v3f_t2f(-1.0, 1.0, -1.0, -1.0, 1.0)
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sgl.v3f_t2f(-1.0, 1.0, 1.0, 1.0, 1.0)
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sgl.v3f_t2f(-1.0, 1.0, 1.0, 1.0, 1.0)
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sgl.v3f_t2f(1.0, 1.0, 1.0, 1.0, -1.0)
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sgl.v3f_t2f( 1.0, 1.0, 1.0, 1.0, -1.0)
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sgl.v3f_t2f(1.0, 1.0, -1.0, -1.0, -1.0)
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sgl.v3f_t2f( 1.0, 1.0, -1.0, -1.0, -1.0)
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sgl.end()
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sgl.end()
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}
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}
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@ -189,7 +189,7 @@ fn draw_cubes(app App) {
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sgl.translate(0.0, 0.0, 3.0)
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sgl.translate(0.0, 0.0, 3.0)
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sgl.scale(0.5, 0.5, 0.5)
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sgl.scale(0.5, 0.5, 0.5)
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sgl.rotate(-3.0 * sgl.rad(2 * rot[0]), 1.0, 0.0, 0.0)
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sgl.rotate(-3.0 * sgl.rad(2 * rot[0]), 1.0, 0.0, 0.0)
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sgl.rotate(3.0 * sgl.rad(2 * rot[1]), 0.0, 0.0, 1.0)
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sgl.rotate( 3.0 * sgl.rad(2 * rot[1]), 0.0, 0.0, 1.0)
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cube()
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cube()
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sgl.pop_matrix()
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sgl.pop_matrix()
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sgl.pop_matrix()
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sgl.pop_matrix()
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@ -201,35 +201,35 @@ fn cube_texture(r f32, g f32, b f32) {
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sgl.c3f(r, g, b)
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sgl.c3f(r, g, b)
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// edge coord
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// edge coord
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// x,y,z, texture cord: u,v
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// x,y,z, texture cord: u,v
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sgl.v3f_t2f(-1.0, 1.0, -1.0, 0.0, 0.25)
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sgl.v3f_t2f(-1.0, 1.0, -1.0, 0.0 , 0.25)
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sgl.v3f_t2f(1.0, 1.0, -1.0, 0.25, 0.25)
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sgl.v3f_t2f( 1.0, 1.0, -1.0, 0.25, 0.25)
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sgl.v3f_t2f(1.0, -1.0, -1.0, 0.25, 0.0)
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sgl.v3f_t2f( 1.0, -1.0, -1.0, 0.25, 0.0 )
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sgl.v3f_t2f(-1.0, -1.0, -1.0, 0.0, 0.0)
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sgl.v3f_t2f(-1.0, -1.0, -1.0, 0.0 , 0.0 )
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sgl.c3f(r, g, b)
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sgl.c3f(r, g, b)
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sgl.v3f_t2f(-1.0, -1.0, 1.0, 0.0, 0.25)
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sgl.v3f_t2f(-1.0, -1.0, 1.0, 0.0 , 0.25)
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sgl.v3f_t2f(1.0, -1.0, 1.0, 0.25, 0.25)
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sgl.v3f_t2f( 1.0, -1.0, 1.0, 0.25, 0.25)
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sgl.v3f_t2f(1.0, 1.0, 1.0, 0.25, 0.0)
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sgl.v3f_t2f( 1.0, 1.0, 1.0, 0.25, 0.0 )
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sgl.v3f_t2f(-1.0, 1.0, 1.0, 0.0, 0.0)
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sgl.v3f_t2f(-1.0, 1.0, 1.0, 0.0 , 0.0 )
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sgl.c3f(r, g, b)
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sgl.c3f(r, g, b)
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sgl.v3f_t2f(-1.0, -1.0, 1.0, 0.0, 0.25)
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sgl.v3f_t2f(-1.0, -1.0, 1.0, 0.0 , 0.25)
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sgl.v3f_t2f(-1.0, 1.0, 1.0, 0.25, 0.25)
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sgl.v3f_t2f(-1.0, 1.0, 1.0, 0.25, 0.25)
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sgl.v3f_t2f(-1.0, 1.0, -1.0, 0.25, 0.0)
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sgl.v3f_t2f(-1.0, 1.0, -1.0, 0.25, 0.0 )
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sgl.v3f_t2f(-1.0, -1.0, -1.0, 0.0, 0.0)
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sgl.v3f_t2f(-1.0, -1.0, -1.0, 0.0 , 0.0 )
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sgl.c3f(r, g, b)
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sgl.c3f(r, g, b)
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sgl.v3f_t2f(1.0, -1.0, 1.0, 0.0, 0.25)
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sgl.v3f_t2f(1.0, -1.0, 1.0, 0.0 , 0.25)
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sgl.v3f_t2f(1.0, -1.0, -1.0, 0.25, 0.25)
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sgl.v3f_t2f(1.0, -1.0, -1.0, 0.25, 0.25)
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sgl.v3f_t2f(1.0, 1.0, -1.0, 0.25, 0.0)
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sgl.v3f_t2f(1.0, 1.0, -1.0, 0.25, 0.0 )
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sgl.v3f_t2f(1.0, 1.0, 1.0, 0.0, 0.0)
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sgl.v3f_t2f(1.0, 1.0, 1.0, 0.0 , 0.0 )
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sgl.c3f(r, g, b)
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sgl.c3f(r, g, b)
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sgl.v3f_t2f(1.0, -1.0, -1.0, 0.0, 0.25)
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sgl.v3f_t2f( 1.0, -1.0, -1.0, 0.0 , 0.25)
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sgl.v3f_t2f(1.0, -1.0, 1.0, 0.25, 0.25)
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sgl.v3f_t2f( 1.0, -1.0, 1.0, 0.25, 0.25)
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sgl.v3f_t2f(-1.0, -1.0, 1.0, 0.25, 0.0)
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sgl.v3f_t2f(-1.0, -1.0, 1.0, 0.25, 0.0 )
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sgl.v3f_t2f(-1.0, -1.0, -1.0, 0.0, 0.0)
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sgl.v3f_t2f(-1.0, -1.0, -1.0, 0.0 , 0.0 )
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sgl.c3f(r, g, b)
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sgl.c3f(r, g, b)
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sgl.v3f_t2f(-1.0, 1.0, -1.0, 0.0, 0.25)
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sgl.v3f_t2f(-1.0, 1.0, -1.0, 0.0 , 0.25)
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sgl.v3f_t2f(-1.0, 1.0, 1.0, 0.25, 0.25)
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sgl.v3f_t2f(-1.0, 1.0, 1.0, 0.25, 0.25)
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sgl.v3f_t2f(1.0, 1.0, 1.0, 0.25, 0.0)
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sgl.v3f_t2f( 1.0, 1.0, 1.0, 0.25, 0.0 )
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sgl.v3f_t2f(1.0, 1.0, -1.0, 0.0, 0.0)
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sgl.v3f_t2f( 1.0, 1.0, -1.0, 0.0 , 0.0 )
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sgl.end()
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sgl.end()
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}
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}
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@ -251,8 +251,8 @@ struct Vertex_t {
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color u32
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color u32
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// u u16
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// u u16
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// v u16
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// v u16
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u f32
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u f32
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v f32
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v f32
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}
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}
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fn init_cube_glsl(mut app App) {
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fn init_cube_glsl(mut app App) {
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@ -261,30 +261,36 @@ fn init_cube_glsl(mut app App) {
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d := f32(1.0) // 0.05)
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d := f32(1.0) // 0.05)
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c := u32(0xFFFFFF_FF) // color RGBA8
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c := u32(0xFFFFFF_FF) // color RGBA8
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vertices := [
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vertices := [
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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// Face 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, 0, 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, 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, 0},
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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, 0},
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// Face 1
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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, 0},
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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, 0},
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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, 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, 0, d},
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Vertex_t{-1.0, 1.0, 1.0, c, d, d},
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// Face 2
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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, 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, 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, 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, d},
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// Face 3
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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, 0, 0},
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Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
|
Vertex_t{ 1.0, 1.0, -1.0, c, d, 0},
|
||||||
Vertex_t{1.0, -1.0, 1.0, c, d, d},
|
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
|
||||||
Vertex_t{1.0, -1.0, -1.0, c, 0, d},
|
Vertex_t{ 1.0, -1.0, 1.0, c, 0, d},
|
||||||
Vertex_t{-1.0, 1.0, -1.0, c, 0, 0},
|
// Face 4
|
||||||
Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
|
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
|
||||||
Vertex_t{1.0, 1.0, 1.0, c, d, d},
|
Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
|
||||||
Vertex_t{1.0, 1.0, -1.0, c, 0, d},
|
Vertex_t{ 1.0, -1.0, 1.0, c, d, d},
|
||||||
|
Vertex_t{ 1.0, -1.0, -1.0, c, 0, d},
|
||||||
|
// Face 5
|
||||||
|
Vertex_t{-1.0, 1.0, -1.0, c, 0, 0},
|
||||||
|
Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
|
||||||
|
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
|
||||||
|
Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
|
||||||
]
|
]
|
||||||
|
|
||||||
mut vert_buffer_desc := C.sg_buffer_desc{}
|
mut vert_buffer_desc := C.sg_buffer_desc{}
|
||||||
|
@ -296,44 +302,14 @@ fn init_cube_glsl(mut app App) {
|
||||||
vert_buffer_desc.label = 'cube-vertices'.str
|
vert_buffer_desc.label = 'cube-vertices'.str
|
||||||
vbuf := gfx.make_buffer(&vert_buffer_desc)
|
vbuf := gfx.make_buffer(&vert_buffer_desc)
|
||||||
|
|
||||||
// create an index buffer for the cube
|
/* create an index buffer for the cube */
|
||||||
indices := [
|
indices := [
|
||||||
u16(0),
|
u16(0), 1, 2, 0, 2, 3,
|
||||||
1,
|
6, 5, 4, 7, 6, 4,
|
||||||
2,
|
8, 9, 10, 8, 10, 11,
|
||||||
0,
|
14, 13, 12, 15, 14, 12,
|
||||||
2,
|
16, 17, 18, 16, 18, 19,
|
||||||
3,
|
22, 21, 20, 23, 22, 20
|
||||||
6,
|
|
||||||
5,
|
|
||||||
4,
|
|
||||||
7,
|
|
||||||
6,
|
|
||||||
4,
|
|
||||||
8,
|
|
||||||
9,
|
|
||||||
10,
|
|
||||||
8,
|
|
||||||
10,
|
|
||||||
11,
|
|
||||||
14,
|
|
||||||
13,
|
|
||||||
12,
|
|
||||||
15,
|
|
||||||
14,
|
|
||||||
12,
|
|
||||||
16,
|
|
||||||
17,
|
|
||||||
18,
|
|
||||||
16,
|
|
||||||
18,
|
|
||||||
19,
|
|
||||||
22,
|
|
||||||
21,
|
|
||||||
20,
|
|
||||||
23,
|
|
||||||
22,
|
|
||||||
20,
|
|
||||||
]
|
]
|
||||||
|
|
||||||
mut index_buffer_desc := C.sg_buffer_desc{}
|
mut index_buffer_desc := C.sg_buffer_desc{}
|
||||||
|
@ -352,9 +328,9 @@ fn init_cube_glsl(mut app App) {
|
||||||
|
|
||||||
pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
|
pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
|
||||||
// the constants [C.ATTR_vs_pos, C.ATTR_vs_color0, C.ATTR_vs_texcoord0] are generated bysokol-shdc
|
// the constants [C.ATTR_vs_pos, C.ATTR_vs_color0, C.ATTR_vs_texcoord0] are generated bysokol-shdc
|
||||||
pipdesc.layout.attrs[C.ATTR_vs_pos].format = .float3 // x,y,z as f32
|
pipdesc.layout.attrs[C.ATTR_vs_pos ].format = .float3 // x,y,z as f32
|
||||||
pipdesc.layout.attrs[C.ATTR_vs_color0].format = .ubyte4n // color as u32
|
pipdesc.layout.attrs[C.ATTR_vs_color0 ].format = .ubyte4n // color as u32
|
||||||
pipdesc.layout.attrs[C.ATTR_vs_texcoord0].format = .float2 // u,v as f32
|
pipdesc.layout.attrs[C.ATTR_vs_texcoord0].format = .float2 // u,v as f32
|
||||||
// pipdesc.layout.attrs[C.ATTR_vs_texcoord0].format = .short2n // u,v as u16
|
// pipdesc.layout.attrs[C.ATTR_vs_texcoord0].format = .short2n // u,v as u16
|
||||||
|
|
||||||
pipdesc.shader = shader
|
pipdesc.shader = shader
|
||||||
|
@ -434,18 +410,18 @@ fn draw_texture_cubes(app App) {
|
||||||
sgl.rotate(sgl.rad(rot[1]), 0.0, 1.0, 0.0)
|
sgl.rotate(sgl.rad(rot[1]), 0.0, 1.0, 0.0)
|
||||||
cube_texture(1, 1, 1)
|
cube_texture(1, 1, 1)
|
||||||
sgl.push_matrix()
|
sgl.push_matrix()
|
||||||
sgl.translate(0.0, 0.0, 3.0)
|
sgl.translate(0.0, 0.0, 3.0)
|
||||||
sgl.scale(0.5, 0.5, 0.5)
|
sgl.scale(0.5, 0.5, 0.5)
|
||||||
sgl.rotate(-2.0 * sgl.rad(rot[0]), 1.0, 0.0, 0.0)
|
sgl.rotate(-2.0 * sgl.rad(rot[0]), 1.0, 0.0, 0.0)
|
||||||
sgl.rotate(-2.0 * sgl.rad(rot[1]), 0.0, 1.0, 0.0)
|
sgl.rotate(-2.0 * sgl.rad(rot[1]), 0.0, 1.0, 0.0)
|
||||||
cube_texture(1, 1, 1)
|
cube_texture(1,1,1)
|
||||||
sgl.push_matrix()
|
sgl.push_matrix()
|
||||||
sgl.translate(0.0, 0.0, 3.0)
|
sgl.translate(0.0, 0.0, 3.0)
|
||||||
sgl.scale(0.5, 0.5, 0.5)
|
sgl.scale(0.5, 0.5, 0.5)
|
||||||
sgl.rotate(-3.0 * sgl.rad(2 * rot[0]), 1.0, 0.0, 0.0)
|
sgl.rotate(-3.0 * sgl.rad(2*rot[0]), 1.0, 0.0, 0.0)
|
||||||
sgl.rotate(3.0 * sgl.rad(2 * rot[1]), 0.0, 0.0, 1.0)
|
sgl.rotate(3.0 * sgl.rad(2*rot[1]), 0.0, 0.0, 1.0)
|
||||||
cube_texture(1, 1, 1)
|
cube_texture(1,1,1)
|
||||||
sgl.pop_matrix()
|
sgl.pop_matrix()
|
||||||
sgl.pop_matrix()
|
sgl.pop_matrix()
|
||||||
|
|
||||||
sgl.disable_texture()
|
sgl.disable_texture()
|
||||||
|
@ -549,15 +525,15 @@ fn my_init(mut app App) {
|
||||||
}
|
}
|
||||||
// low right corner
|
// low right corner
|
||||||
else if x == 7 && y == 7 {
|
else if x == 7 && y == 7 {
|
||||||
tmp_txt[i] = byte(0)
|
tmp_txt[i + 0] = byte(0)
|
||||||
tmp_txt[i + 1] = byte(0xFF)
|
tmp_txt[i + 1] = byte(0xFF)
|
||||||
tmp_txt[i + 2] = byte(0)
|
tmp_txt[i + 2] = byte(0)
|
||||||
tmp_txt[i + 3] = byte(0xFF)
|
tmp_txt[i + 3] = byte(0xFF)
|
||||||
} else {
|
} else {
|
||||||
col := if ((x + y) & 1) == 1 { 0xFF } else { 128 }
|
col := if ((x + y) & 1) == 1 { 0xFF } else { 128 }
|
||||||
tmp_txt[i] = byte(col) // red
|
tmp_txt[i + 0] = byte(col) // red
|
||||||
tmp_txt[i + 1] = byte(col) // green
|
tmp_txt[i + 1] = byte(col) // green
|
||||||
tmp_txt[i + 2] = byte(col) // blue
|
tmp_txt[i + 2] = byte(col) // blue
|
||||||
tmp_txt[i + 3] = byte(0xFF) // alpha
|
tmp_txt[i + 3] = byte(0xFF) // alpha
|
||||||
}
|
}
|
||||||
i += 4
|
i += 4
|
||||||
|
@ -599,7 +575,7 @@ fn my_event_manager(mut ev gg.Event, mut app App) {
|
||||||
* Main
|
* Main
|
||||||
*
|
*
|
||||||
******************************************************************************/
|
******************************************************************************/
|
||||||
[console]
|
[console] // is needed for easier diagnostics on windows
|
||||||
fn main() {
|
fn main() {
|
||||||
// App init
|
// App init
|
||||||
mut app := &App{
|
mut app := &App{
|
||||||
|
|
|
@ -68,7 +68,9 @@ mut:
|
||||||
ticks i64
|
ticks i64
|
||||||
}
|
}
|
||||||
|
|
||||||
// Texture functions
|
/******************************************************************************
|
||||||
|
* Texture functions
|
||||||
|
******************************************************************************/
|
||||||
fn create_texture(w int, h int, buf byteptr) C.sg_image {
|
fn create_texture(w int, h int, buf byteptr) C.sg_image {
|
||||||
sz := w * h * 4
|
sz := w * h * 4
|
||||||
mut img_desc := C.sg_image_desc{
|
mut img_desc := C.sg_image_desc{
|
||||||
|
@ -108,9 +110,9 @@ fn update_text_texture(sg_img C.sg_image, w int, h int, buf byteptr) {
|
||||||
C.sg_update_image(sg_img, &tmp_sbc)
|
C.sg_update_image(sg_img, &tmp_sbc)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Draw functions
|
/******************************************************************************
|
||||||
|
* Draw functions
|
||||||
/*
|
******************************************************************************
|
||||||
Cube vertex buffer with packed vertex formats for color and texture coords.
|
Cube vertex buffer with packed vertex formats for color and texture coords.
|
||||||
Note that a vertex format which must be portable across all
|
Note that a vertex format which must be portable across all
|
||||||
backends must only use the normalized integer formats
|
backends must only use the normalized integer formats
|
||||||
|
@ -138,30 +140,36 @@ fn init_cube_glsl(mut app App) {
|
||||||
d := f32(1.0)
|
d := f32(1.0)
|
||||||
c := u32(0xFFFFFF_FF) // color RGBA8
|
c := u32(0xFFFFFF_FF) // color RGBA8
|
||||||
vertices := [
|
vertices := [
|
||||||
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
|
// Face 0
|
||||||
Vertex_t{1.0, -1.0, -1.0, c, d, 0},
|
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
|
||||||
Vertex_t{1.0, 1.0, -1.0, c, d, d},
|
Vertex_t{ 1.0, -1.0, -1.0, c, d, 0},
|
||||||
Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
|
Vertex_t{ 1.0, 1.0, -1.0, c, d, d},
|
||||||
Vertex_t{-1.0, -1.0, 1.0, c, 0, 0},
|
Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
|
||||||
Vertex_t{1.0, -1.0, 1.0, c, d, 0},
|
// Face 1
|
||||||
Vertex_t{1.0, 1.0, 1.0, c, d, d},
|
Vertex_t{-1.0, -1.0, 1.0, c, 0, 0},
|
||||||
Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
|
Vertex_t{ 1.0, -1.0, 1.0, c, d, 0},
|
||||||
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
|
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
|
||||||
Vertex_t{-1.0, 1.0, -1.0, c, d, 0},
|
Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
|
||||||
Vertex_t{-1.0, 1.0, 1.0, c, d, d},
|
// Face 2
|
||||||
Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
|
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
|
||||||
Vertex_t{1.0, -1.0, -1.0, c, 0, 0},
|
Vertex_t{-1.0, 1.0, -1.0, c, d, 0},
|
||||||
Vertex_t{1.0, 1.0, -1.0, c, d, 0},
|
Vertex_t{-1.0, 1.0, 1.0, c, d, d},
|
||||||
Vertex_t{1.0, 1.0, 1.0, c, d, d},
|
Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
|
||||||
Vertex_t{1.0, -1.0, 1.0, c, 0, d},
|
// Face 3
|
||||||
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
|
Vertex_t{ 1.0, -1.0, -1.0, c, 0, 0},
|
||||||
Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
|
Vertex_t{ 1.0, 1.0, -1.0, c, d, 0},
|
||||||
Vertex_t{1.0, -1.0, 1.0, c, d, d},
|
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
|
||||||
Vertex_t{1.0, -1.0, -1.0, c, 0, d},
|
Vertex_t{ 1.0, -1.0, 1.0, c, 0, d},
|
||||||
Vertex_t{-1.0, 1.0, -1.0, c, 0, 0},
|
// Face 4
|
||||||
Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
|
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
|
||||||
Vertex_t{1.0, 1.0, 1.0, c, d, d},
|
Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
|
||||||
Vertex_t{1.0, 1.0, -1.0, c, 0, d},
|
Vertex_t{ 1.0, -1.0, 1.0, c, d, d},
|
||||||
|
Vertex_t{ 1.0, -1.0, -1.0, c, 0, d},
|
||||||
|
// Face 5
|
||||||
|
Vertex_t{-1.0, 1.0, -1.0, c, 0, 0},
|
||||||
|
Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
|
||||||
|
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
|
||||||
|
Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
|
||||||
]
|
]
|
||||||
|
|
||||||
mut vert_buffer_desc := C.sg_buffer_desc{}
|
mut vert_buffer_desc := C.sg_buffer_desc{}
|
||||||
|
@ -174,7 +182,7 @@ fn init_cube_glsl(mut app App) {
|
||||||
|
|
||||||
// create an index buffer for the cube
|
// create an index buffer for the cube
|
||||||
indices := [
|
indices := [
|
||||||
0, 1, 2, 0, 2, 3,
|
u16(0), 1, 2, 0, 2, 3,
|
||||||
6, 5, 4, 7, 6, 4,
|
6, 5, 4, 7, 6, 4,
|
||||||
8, 9, 10, 8, 10, 11,
|
8, 9, 10, 8, 10, 11,
|
||||||
14, 13, 12, 15, 14, 12,
|
14, 13, 12, 15, 14, 12,
|
||||||
|
@ -183,13 +191,13 @@ fn init_cube_glsl(mut app App) {
|
||||||
]
|
]
|
||||||
|
|
||||||
mut index_buffer_desc := C.sg_buffer_desc{}
|
mut index_buffer_desc := C.sg_buffer_desc{}
|
||||||
unsafe { C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc)) }
|
unsafe {C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc))}
|
||||||
index_buffer_desc.size = indices.len * int(sizeof(int))
|
index_buffer_desc.size = indices.len * int(sizeof(u16))
|
||||||
index_buffer_desc.content = byteptr(indices.data)
|
index_buffer_desc.content = byteptr(indices.data)
|
||||||
index_buffer_desc.@type = .indexbuffer
|
index_buffer_desc.@type = .indexbuffer
|
||||||
index_buffer_desc.label = 'cube-indices'.str
|
index_buffer_desc.label = "cube-indices".str
|
||||||
ibuf := gfx.make_buffer(&index_buffer_desc)
|
ibuf := gfx.make_buffer(&index_buffer_desc)
|
||||||
|
|
||||||
// create shader
|
// create shader
|
||||||
shader := gfx.make_shader(C.rt_shader_desc())
|
shader := gfx.make_shader(C.rt_shader_desc())
|
||||||
|
|
||||||
|
@ -198,13 +206,13 @@ fn init_cube_glsl(mut app App) {
|
||||||
pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
|
pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
|
||||||
|
|
||||||
// the constants [C.ATTR_vs_pos, C.ATTR_vs_color0, C.ATTR_vs_texcoord0] are generated by sokol-shdc
|
// the constants [C.ATTR_vs_pos, C.ATTR_vs_color0, C.ATTR_vs_texcoord0] are generated by sokol-shdc
|
||||||
pipdesc.layout.attrs[C.ATTR_vs_pos].format = .float3 // x,y,z as f32
|
pipdesc.layout.attrs[C.ATTR_vs_pos ].format = .float3 // x,y,z as f32
|
||||||
pipdesc.layout.attrs[C.ATTR_vs_color0].format = .ubyte4n // color as u32
|
pipdesc.layout.attrs[C.ATTR_vs_color0 ].format = .ubyte4n // color as u32
|
||||||
pipdesc.layout.attrs[C.ATTR_vs_texcoord0].format = .float2 // u,v as f32
|
pipdesc.layout.attrs[C.ATTR_vs_texcoord0].format = .float2 // u,v as f32
|
||||||
// pipdesc.layout.attrs[C.ATTR_vs_texcoord0].format = .short2n // u,v as u16
|
// pipdesc.layout.attrs[C.ATTR_vs_texcoord0].format = .short2n // u,v as u16
|
||||||
|
|
||||||
pipdesc.shader = shader
|
pipdesc.shader = shader
|
||||||
pipdesc.index_type = .uint32
|
pipdesc.index_type = .uint16
|
||||||
|
|
||||||
pipdesc.depth_stencil = C.sg_depth_stencil_state{
|
pipdesc.depth_stencil = C.sg_depth_stencil_state{
|
||||||
depth_write_enabled: true
|
depth_write_enabled: true
|
||||||
|
@ -222,18 +230,23 @@ fn init_cube_glsl(mut app App) {
|
||||||
println('GLSL init DONE!')
|
println('GLSL init DONE!')
|
||||||
}
|
}
|
||||||
|
|
||||||
|
[inline]
|
||||||
|
fn vec4(x f32, y f32, z f32, w f32) m4.Vec4 {
|
||||||
|
return m4.Vec4{e:[x, y, z, w]!}
|
||||||
|
}
|
||||||
|
|
||||||
fn calc_tr_matrices(w f32, h f32, rx f32, ry f32, in_scale f32) m4.Mat4 {
|
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)
|
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 := m4.look_at(vec4(f32(0.0) ,0 , 6, 0), vec4(f32(0), 0, 0, 0), vec4(f32(0), 1, 0, 0))
|
||||||
view_proj := view * proj
|
view_proj := view * proj
|
||||||
|
|
||||||
rxm := m4.rotate(m4.rad(rx), m4.Vec4{ e: [f32(1), 0, 0, 0]! })
|
rxm := m4.rotate(m4.rad(rx), vec4(f32(1), 0, 0, 0))
|
||||||
rym := m4.rotate(m4.rad(ry), m4.Vec4{ e: [f32(0), 1, 0, 0]! })
|
rym := m4.rotate(m4.rad(ry), vec4(f32(0), 1, 0, 0))
|
||||||
|
|
||||||
model := rym * rxm
|
model := rym * rxm
|
||||||
scale_m := m4.scale(m4.Vec4{ e: [in_scale, in_scale, in_scale, 1]! })
|
scale_m := m4.scale(vec4(in_scale, in_scale, in_scale, 1))
|
||||||
|
|
||||||
res := (scale_m * model) * view_proj
|
res := (scale_m * model) * view_proj
|
||||||
return res
|
return res
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -258,22 +271,22 @@ fn draw_cube_glsl(app App) {
|
||||||
gfx.apply_bindings(app.cube_bind)
|
gfx.apply_bindings(app.cube_bind)
|
||||||
|
|
||||||
// Uniforms
|
// Uniforms
|
||||||
//
|
// *** vertex shadeer uniforms ***
|
||||||
// passing the view matrix as uniform
|
// passing the view matrix as uniform
|
||||||
// res is a 4x4 matrix of f32 thus: 4*16 byte of size
|
// res is a 4x4 matrix of f32 thus: 4*16 byte of size
|
||||||
gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params, &tr_matrix, 4 * 16)
|
gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params, &tr_matrix, 4 * 16)
|
||||||
|
|
||||||
// fragment shader uniforms
|
// *** fragment shader uniforms ***
|
||||||
time_ticks := f32(time.ticks() - app.ticks) / 1000
|
time_ticks := f32(time.ticks() - app.ticks) / 1000
|
||||||
mut tmp_fs_params := [
|
mut tmp_fs_params := [
|
||||||
f32(ws.width),
|
f32(ws.width),
|
||||||
ws.height * ratio, /* x,y resolution to pass to FS */
|
ws.height * ratio, // x,y resolution to pass to FS
|
||||||
app.mouse_x, /* mouse x */
|
app.mouse_x, // mouse x
|
||||||
ws.height - app.mouse_y * 2, /* mouse y scaled */
|
ws.height - app.mouse_y * 2, // mouse y scaled
|
||||||
time_ticks, /* time as f32 */
|
time_ticks, // time as f32
|
||||||
app.frame_count, /* frame count */
|
app.frame_count, // frame count
|
||||||
0,
|
0,
|
||||||
0 /* padding bytes , see "fs_params" struct paddings in rt_glsl.h */,
|
0 // padding bytes , see "fs_params" struct paddings in rt_glsl.h
|
||||||
]!
|
]!
|
||||||
gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params, &tmp_fs_params, int(sizeof(tmp_fs_params)))
|
gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params, &tmp_fs_params, int(sizeof(tmp_fs_params)))
|
||||||
|
|
||||||
|
@ -303,7 +316,9 @@ fn frame(mut app App) {
|
||||||
app.frame_count++
|
app.frame_count++
|
||||||
}
|
}
|
||||||
|
|
||||||
// Init / Cleanup
|
/******************************************************************************
|
||||||
|
* Init / Cleanup
|
||||||
|
******************************************************************************/
|
||||||
fn my_init(mut app App) {
|
fn my_init(mut app App) {
|
||||||
// set max vertices,
|
// set max vertices,
|
||||||
// for a large number of the same type of object it is better use the instances!!
|
// for a large number of the same type of object it is better use the instances!!
|
||||||
|
@ -326,22 +341,22 @@ fn my_init(mut app App) {
|
||||||
x := (i & 0xFF) >> 5 // 8 cell
|
x := (i & 0xFF) >> 5 // 8 cell
|
||||||
// upper left corner
|
// upper left corner
|
||||||
if x == 0 && y == 0 {
|
if x == 0 && y == 0 {
|
||||||
tmp_txt[i] = byte(0xFF)
|
tmp_txt[i + 0] = byte(0xFF)
|
||||||
tmp_txt[i + 1] = byte(0)
|
tmp_txt[i + 1] = byte(0)
|
||||||
tmp_txt[i + 2] = byte(0)
|
tmp_txt[i + 2] = byte(0)
|
||||||
tmp_txt[i + 3] = byte(0xFF)
|
tmp_txt[i + 3] = byte(0xFF)
|
||||||
}
|
}
|
||||||
// low right corner
|
// low right corner
|
||||||
else if x == 7 && y == 7 {
|
else if x == 7 && y == 7 {
|
||||||
tmp_txt[i] = byte(0)
|
tmp_txt[i + 0] = byte(0)
|
||||||
tmp_txt[i + 1] = byte(0xFF)
|
tmp_txt[i + 1] = byte(0xFF)
|
||||||
tmp_txt[i + 2] = byte(0)
|
tmp_txt[i + 2] = byte(0)
|
||||||
tmp_txt[i + 3] = byte(0xFF)
|
tmp_txt[i + 3] = byte(0xFF)
|
||||||
} else {
|
} else {
|
||||||
col := if ((x + y) & 1) == 1 { 0xFF } else { 128 }
|
col := if ((x + y) & 1) == 1 { 0xFF } else { 128 }
|
||||||
tmp_txt[i] = byte(col) // red
|
tmp_txt[i + 0] = byte(col) // red
|
||||||
tmp_txt[i + 1] = byte(col) // green
|
tmp_txt[i + 1] = byte(col) // green
|
||||||
tmp_txt[i + 2] = byte(col) // blue
|
tmp_txt[i + 2] = byte(col) // blue
|
||||||
tmp_txt[i + 3] = byte(0xFF) // alpha
|
tmp_txt[i + 3] = byte(0xFF) // alpha
|
||||||
}
|
}
|
||||||
i += 4
|
i += 4
|
||||||
|
@ -360,7 +375,9 @@ fn cleanup(mut app App) {
|
||||||
gfx.shutdown()
|
gfx.shutdown()
|
||||||
}
|
}
|
||||||
|
|
||||||
// events handling:
|
/******************************************************************************
|
||||||
|
* events handling
|
||||||
|
******************************************************************************/
|
||||||
fn my_event_manager(mut ev gg.Event, mut app App) {
|
fn my_event_manager(mut ev gg.Event, mut app App) {
|
||||||
if ev.typ == .mouse_move {
|
if ev.typ == .mouse_move {
|
||||||
app.mouse_x = int(ev.mouse_x)
|
app.mouse_x = int(ev.mouse_x)
|
||||||
|
@ -375,8 +392,10 @@ fn my_event_manager(mut ev gg.Event, mut app App) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// [console] is needed for easier diagnostics on windows
|
/******************************************************************************
|
||||||
[console]
|
* Main
|
||||||
|
******************************************************************************/
|
||||||
|
[console] // is needed for easier diagnostics on windows
|
||||||
fn main() {
|
fn main() {
|
||||||
// App init
|
// App init
|
||||||
mut app := &App{
|
mut app := &App{
|
||||||
|
|
|
@ -42,13 +42,10 @@ import sokol.sgl
|
||||||
import time
|
import time
|
||||||
|
|
||||||
// GLSL Include and functions
|
// GLSL Include and functions
|
||||||
|
|
||||||
#flag -I @VROOT/.
|
#flag -I @VROOT/.
|
||||||
#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)
|
#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)
|
||||||
#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)
|
#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)
|
||||||
|
|
||||||
fn C.rt_march_shader_desc() &C.sg_shader_desc
|
fn C.rt_march_shader_desc() &C.sg_shader_desc
|
||||||
|
|
||||||
fn C.rt_puppy_shader_desc() &C.sg_shader_desc
|
fn C.rt_puppy_shader_desc() &C.sg_shader_desc
|
||||||
|
|
||||||
const (
|
const (
|
||||||
|
@ -63,12 +60,12 @@ mut:
|
||||||
texture C.sg_image
|
texture C.sg_image
|
||||||
init_flag bool
|
init_flag bool
|
||||||
frame_count int
|
frame_count int
|
||||||
mouse_x int = -1
|
mouse_x int = -1
|
||||||
mouse_y int = -1
|
mouse_y int = -1
|
||||||
mouse_down bool
|
mouse_down bool
|
||||||
// glsl
|
// glsl
|
||||||
cube_pip_glsl C.sg_pipeline
|
cube_pip_glsl C.sg_pipeline
|
||||||
cube_bind C.sg_bindings
|
cube_bind C.sg_bindings
|
||||||
pipe map[string]C.sg_pipeline
|
pipe map[string]C.sg_pipeline
|
||||||
bind map[string]C.sg_bindings
|
bind map[string]C.sg_bindings
|
||||||
// time
|
// time
|
||||||
|
@ -76,9 +73,7 @@ mut:
|
||||||
}
|
}
|
||||||
|
|
||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
*
|
|
||||||
* Texture functions
|
* Texture functions
|
||||||
*
|
|
||||||
******************************************************************************/
|
******************************************************************************/
|
||||||
fn create_texture(w int, h int, buf byteptr) C.sg_image {
|
fn create_texture(w int, h int, buf byteptr) C.sg_image {
|
||||||
sz := w * h * 4
|
sz := w * h * 4
|
||||||
|
@ -120,11 +115,8 @@ fn update_text_texture(sg_img C.sg_image, w int, h int, buf byteptr) {
|
||||||
}
|
}
|
||||||
|
|
||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
*
|
|
||||||
* Draw functions
|
* Draw functions
|
||||||
*
|
******************************************************************************
|
||||||
******************************************************************************/
|
|
||||||
/*
|
|
||||||
Cube vertex buffer with packed vertex formats for color and texture coords.
|
Cube vertex buffer with packed vertex formats for color and texture coords.
|
||||||
Note that a vertex format which must be portable across all
|
Note that a vertex format which must be portable across all
|
||||||
backends must only use the normalized integer formats
|
backends must only use the normalized integer formats
|
||||||
|
@ -134,7 +126,6 @@ Cube vertex buffer with packed vertex formats for color and texture coords.
|
||||||
formats to floating point inputs (only to integer inputs),
|
formats to floating point inputs (only to integer inputs),
|
||||||
and WebGL2 / GLES2 don't support integer vertex shader inputs.
|
and WebGL2 / GLES2 don't support integer vertex shader inputs.
|
||||||
*/
|
*/
|
||||||
|
|
||||||
struct Vertex_t {
|
struct Vertex_t {
|
||||||
x f32
|
x f32
|
||||||
y f32
|
y f32
|
||||||
|
@ -153,30 +144,36 @@ fn init_cube_glsl_m(mut app App) {
|
||||||
d := f32(1.0)
|
d := f32(1.0)
|
||||||
c := u32(0xFFFFFF_FF) // color RGBA8
|
c := u32(0xFFFFFF_FF) // color RGBA8
|
||||||
vertices := [
|
vertices := [
|
||||||
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
|
// Face 0
|
||||||
Vertex_t{1.0, -1.0, -1.0, c, d, 0},
|
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
|
||||||
Vertex_t{1.0, 1.0, -1.0, c, d, d},
|
Vertex_t{ 1.0, -1.0, -1.0, c, d, 0},
|
||||||
Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
|
Vertex_t{ 1.0, 1.0, -1.0, c, d, d},
|
||||||
Vertex_t{-1.0, -1.0, 1.0, c, 0, 0},
|
Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
|
||||||
Vertex_t{1.0, -1.0, 1.0, c, d, 0},
|
// Face 1
|
||||||
Vertex_t{1.0, 1.0, 1.0, c, d, d},
|
Vertex_t{-1.0, -1.0, 1.0, c, 0, 0},
|
||||||
Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
|
Vertex_t{ 1.0, -1.0, 1.0, c, d, 0},
|
||||||
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
|
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
|
||||||
Vertex_t{-1.0, 1.0, -1.0, c, d, 0},
|
Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
|
||||||
Vertex_t{-1.0, 1.0, 1.0, c, d, d},
|
// Face 2
|
||||||
Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
|
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
|
||||||
Vertex_t{1.0, -1.0, -1.0, c, 0, 0},
|
Vertex_t{-1.0, 1.0, -1.0, c, d, 0},
|
||||||
Vertex_t{1.0, 1.0, -1.0, c, d, 0},
|
Vertex_t{-1.0, 1.0, 1.0, c, d, d},
|
||||||
Vertex_t{1.0, 1.0, 1.0, c, d, d},
|
Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
|
||||||
Vertex_t{1.0, -1.0, 1.0, c, 0, d},
|
// Face 3
|
||||||
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
|
Vertex_t{ 1.0, -1.0, -1.0, c, 0, 0},
|
||||||
Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
|
Vertex_t{ 1.0, 1.0, -1.0, c, d, 0},
|
||||||
Vertex_t{1.0, -1.0, 1.0, c, d, d},
|
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
|
||||||
Vertex_t{1.0, -1.0, -1.0, c, 0, d},
|
Vertex_t{ 1.0, -1.0, 1.0, c, 0, d},
|
||||||
Vertex_t{-1.0, 1.0, -1.0, c, 0, 0},
|
// Face 4
|
||||||
Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
|
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
|
||||||
Vertex_t{1.0, 1.0, 1.0, c, d, d},
|
Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
|
||||||
Vertex_t{1.0, 1.0, -1.0, c, 0, d},
|
Vertex_t{ 1.0, -1.0, 1.0, c, d, d},
|
||||||
|
Vertex_t{ 1.0, -1.0, -1.0, c, 0, d},
|
||||||
|
// Face 5
|
||||||
|
Vertex_t{-1.0, 1.0, -1.0, c, 0, 0},
|
||||||
|
Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
|
||||||
|
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
|
||||||
|
Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
|
||||||
]
|
]
|
||||||
|
|
||||||
mut vert_buffer_desc := C.sg_buffer_desc{}
|
mut vert_buffer_desc := C.sg_buffer_desc{}
|
||||||
|
@ -187,31 +184,16 @@ fn init_cube_glsl_m(mut app App) {
|
||||||
vert_buffer_desc.label = 'cube-vertices'.str
|
vert_buffer_desc.label = 'cube-vertices'.str
|
||||||
vbuf := gfx.make_buffer(&vert_buffer_desc)
|
vbuf := gfx.make_buffer(&vert_buffer_desc)
|
||||||
|
|
||||||
// create an index buffer for the cube
|
/* create an index buffer for the cube */
|
||||||
indices := [
|
indices := [
|
||||||
u16(0),
|
u16(0), 1, 2, 0, 2, 3,
|
||||||
1,
|
6, 5, 4, 7, 6, 4,
|
||||||
2,
|
8, 9, 10, 8, 10, 11,
|
||||||
0,
|
/*
|
||||||
2,
|
u16(14), 13, 12, 15, 14, 12,
|
||||||
3,
|
|
||||||
6,
|
|
||||||
5,
|
|
||||||
4,
|
|
||||||
7,
|
|
||||||
6,
|
|
||||||
4,
|
|
||||||
8,
|
|
||||||
9,
|
|
||||||
10,
|
|
||||||
8,
|
|
||||||
10,
|
|
||||||
11,
|
|
||||||
/*
|
|
||||||
u16(14), 13, 12, 15, 14, 12,
|
|
||||||
16, 17, 18, 16, 18, 19,
|
16, 17, 18, 16, 18, 19,
|
||||||
22, 21, 20, 23, 22, 20
|
22, 21, 20, 23, 22, 20
|
||||||
*/
|
*/
|
||||||
]
|
]
|
||||||
|
|
||||||
mut index_buffer_desc := C.sg_buffer_desc{}
|
mut index_buffer_desc := C.sg_buffer_desc{}
|
||||||
|
@ -230,8 +212,8 @@ fn init_cube_glsl_m(mut app App) {
|
||||||
pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
|
pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
|
||||||
|
|
||||||
// the constants [C.ATTR_vs_m_pos, C.ATTR_vs_m_color0, C.ATTR_vs_m_texcoord0] are generated by sokol-shdc
|
// the constants [C.ATTR_vs_m_pos, C.ATTR_vs_m_color0, C.ATTR_vs_m_texcoord0] are generated by sokol-shdc
|
||||||
pipdesc.layout.attrs[C.ATTR_vs_m_pos].format = .float3 // x,y,z as f32
|
pipdesc.layout.attrs[C.ATTR_vs_m_pos ].format = .float3 // x,y,z as f32
|
||||||
pipdesc.layout.attrs[C.ATTR_vs_m_color0].format = .ubyte4n // color as u32
|
pipdesc.layout.attrs[C.ATTR_vs_m_color0 ].format = .ubyte4n // color as u32
|
||||||
pipdesc.layout.attrs[C.ATTR_vs_m_texcoord0].format = .float2 // u,v as f32
|
pipdesc.layout.attrs[C.ATTR_vs_m_texcoord0].format = .float2 // u,v as f32
|
||||||
// pipdesc.layout.attrs[C.ATTR_vs_m_texcoord0].format = .short2n // u,v as u16
|
// pipdesc.layout.attrs[C.ATTR_vs_m_texcoord0].format = .short2n // u,v as u16
|
||||||
|
|
||||||
|
@ -266,30 +248,36 @@ fn init_cube_glsl_p(mut app App) {
|
||||||
d := f32(1.0)
|
d := f32(1.0)
|
||||||
c := u32(0xFFFFFF_FF) // color RGBA8
|
c := u32(0xFFFFFF_FF) // color RGBA8
|
||||||
vertices := [
|
vertices := [
|
||||||
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
|
// Face 0
|
||||||
Vertex_t{1.0, -1.0, -1.0, c, d, 0},
|
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
|
||||||
Vertex_t{1.0, 1.0, -1.0, c, d, d},
|
Vertex_t{ 1.0, -1.0, -1.0, c, d, 0},
|
||||||
Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
|
Vertex_t{ 1.0, 1.0, -1.0, c, d, d},
|
||||||
Vertex_t{-1.0, -1.0, 1.0, c, 0, 0},
|
Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
|
||||||
Vertex_t{1.0, -1.0, 1.0, c, d, 0},
|
// Face 1
|
||||||
Vertex_t{1.0, 1.0, 1.0, c, d, d},
|
Vertex_t{-1.0, -1.0, 1.0, c, 0, 0},
|
||||||
Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
|
Vertex_t{ 1.0, -1.0, 1.0, c, d, 0},
|
||||||
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
|
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
|
||||||
Vertex_t{-1.0, 1.0, -1.0, c, d, 0},
|
Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
|
||||||
Vertex_t{-1.0, 1.0, 1.0, c, d, d},
|
// Face 2
|
||||||
Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
|
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
|
||||||
Vertex_t{1.0, -1.0, -1.0, c, 0, 0},
|
Vertex_t{-1.0, 1.0, -1.0, c, d, 0},
|
||||||
Vertex_t{1.0, 1.0, -1.0, c, d, 0},
|
Vertex_t{-1.0, 1.0, 1.0, c, d, d},
|
||||||
Vertex_t{1.0, 1.0, 1.0, c, d, d},
|
Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
|
||||||
Vertex_t{1.0, -1.0, 1.0, c, 0, d},
|
// Face 3
|
||||||
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
|
Vertex_t{ 1.0, -1.0, -1.0, c, 0, 0},
|
||||||
Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
|
Vertex_t{ 1.0, 1.0, -1.0, c, d, 0},
|
||||||
Vertex_t{1.0, -1.0, 1.0, c, d, d},
|
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
|
||||||
Vertex_t{1.0, -1.0, -1.0, c, 0, d},
|
Vertex_t{ 1.0, -1.0, 1.0, c, 0, d},
|
||||||
Vertex_t{-1.0, 1.0, -1.0, c, 0, 0},
|
// Face 4
|
||||||
Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
|
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
|
||||||
Vertex_t{1.0, 1.0, 1.0, c, d, d},
|
Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
|
||||||
Vertex_t{1.0, 1.0, -1.0, c, 0, d},
|
Vertex_t{ 1.0, -1.0, 1.0, c, d, d},
|
||||||
|
Vertex_t{ 1.0, -1.0, -1.0, c, 0, d},
|
||||||
|
// Face 5
|
||||||
|
Vertex_t{-1.0, 1.0, -1.0, c, 0, 0},
|
||||||
|
Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
|
||||||
|
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
|
||||||
|
Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
|
||||||
]
|
]
|
||||||
|
|
||||||
mut vert_buffer_desc := C.sg_buffer_desc{}
|
mut vert_buffer_desc := C.sg_buffer_desc{}
|
||||||
|
@ -300,31 +288,17 @@ fn init_cube_glsl_p(mut app App) {
|
||||||
vert_buffer_desc.label = 'cube-vertices'.str
|
vert_buffer_desc.label = 'cube-vertices'.str
|
||||||
vbuf := gfx.make_buffer(&vert_buffer_desc)
|
vbuf := gfx.make_buffer(&vert_buffer_desc)
|
||||||
|
|
||||||
// create an index buffer for the cube
|
/* create an index buffer for the cube */
|
||||||
indices := [
|
indices := [
|
||||||
/*
|
/*
|
||||||
u16(0), 1, 2, 0, 2, 3,
|
u16(0), 1, 2, 0, 2, 3,
|
||||||
6, 5, 4, 7, 6, 4,
|
6, 5, 4, 7, 6, 4,
|
||||||
8, 9, 10, 8, 10, 11,
|
8, 9, 10, 8, 10, 11,
|
||||||
*/
|
*/
|
||||||
u16(14),
|
u16(14), 13, 12, 15, 14, 12,
|
||||||
13,
|
16, 17, 18, 16, 18, 19,
|
||||||
12,
|
22, 21, 20, 23, 22, 20
|
||||||
15,
|
|
||||||
14,
|
|
||||||
12,
|
|
||||||
16,
|
|
||||||
17,
|
|
||||||
18,
|
|
||||||
16,
|
|
||||||
18,
|
|
||||||
19,
|
|
||||||
22,
|
|
||||||
21,
|
|
||||||
20,
|
|
||||||
23,
|
|
||||||
22,
|
|
||||||
20,
|
|
||||||
]
|
]
|
||||||
|
|
||||||
mut index_buffer_desc := C.sg_buffer_desc{}
|
mut index_buffer_desc := C.sg_buffer_desc{}
|
||||||
|
@ -343,9 +317,9 @@ fn init_cube_glsl_p(mut app App) {
|
||||||
pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
|
pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
|
||||||
|
|
||||||
// the constants [C.ATTR_vs_p_pos, C.ATTR_vs_p_color0, C.ATTR_vs_p_texcoord0] are generated by sokol-shdc
|
// the constants [C.ATTR_vs_p_pos, C.ATTR_vs_p_color0, C.ATTR_vs_p_texcoord0] are generated by sokol-shdc
|
||||||
pipdesc.layout.attrs[C.ATTR_vs_p_pos].format = .float3 // x,y,z as f32
|
pipdesc.layout.attrs[C.ATTR_vs_p_pos ].format = .float3 // x,y,z as f32
|
||||||
pipdesc.layout.attrs[C.ATTR_vs_p_color0].format = .ubyte4n // color as u32
|
pipdesc.layout.attrs[C.ATTR_vs_p_color0 ].format = .ubyte4n // color as u32
|
||||||
pipdesc.layout.attrs[C.ATTR_vs_p_texcoord0].format = .float2 // u,v as f32
|
pipdesc.layout.attrs[C.ATTR_vs_p_texcoord0].format = .float2 // u,v as f32
|
||||||
// pipdesc.layout.attrs[C.ATTR_vs_p_texcoord0].format = .short2n // u,v as u16
|
// pipdesc.layout.attrs[C.ATTR_vs_p_texcoord0].format = .short2n // u,v as u16
|
||||||
|
|
||||||
pipdesc.shader = shader
|
pipdesc.shader = shader
|
||||||
|
@ -372,26 +346,23 @@ fn init_cube_glsl_p(mut app App) {
|
||||||
println('GLSL Puppy init DONE!')
|
println('GLSL Puppy init DONE!')
|
||||||
}
|
}
|
||||||
|
|
||||||
|
[inline]
|
||||||
|
fn vec4(x f32, y f32, z f32, w f32) m4.Vec4 {
|
||||||
|
return m4.Vec4{e:[x, y, z, w]!}
|
||||||
|
}
|
||||||
|
|
||||||
fn calc_tr_matrices(w f32, h f32, rx f32, ry f32, in_scale f32) m4.Mat4 {
|
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)
|
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{
|
view := m4.look_at(vec4(f32(0.0) ,0 , 6, 0), vec4(f32(0), 0, 0, 0), vec4(f32(0), 1, 0, 0))
|
||||||
e: [f32(0), 0, 0, 0]!
|
|
||||||
}, m4.Vec4{
|
|
||||||
e: [f32(0), 1.0, 0, 0]!
|
|
||||||
})
|
|
||||||
view_proj := view * proj
|
view_proj := view * proj
|
||||||
|
|
||||||
rxm := m4.rotate(m4.rad(rx), m4.Vec4{
|
rxm := m4.rotate(m4.rad(rx), vec4(f32(1), 0, 0, 0))
|
||||||
e: [f32(1), 0, 0, 0]!
|
rym := m4.rotate(m4.rad(ry), vec4(f32(0), 1, 0, 0))
|
||||||
})
|
|
||||||
rym := m4.rotate(m4.rad(ry), m4.Vec4{
|
|
||||||
e: [f32(0), 1, 0, 0]!
|
|
||||||
})
|
|
||||||
|
|
||||||
model := rym * rxm
|
model := rym * rxm
|
||||||
scale_m := m4.scale(m4.Vec4{ e: [in_scale, in_scale, in_scale, 1]! })
|
scale_m := m4.scale(vec4(in_scale, in_scale, in_scale, 1))
|
||||||
|
|
||||||
res := (scale_m * model) * view_proj
|
res := (scale_m * model) * view_proj
|
||||||
return res
|
return res
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -412,26 +383,25 @@ fn draw_cube_glsl_m(app App) {
|
||||||
gfx.apply_pipeline(app.pipe['march'])
|
gfx.apply_pipeline(app.pipe['march'])
|
||||||
gfx.apply_bindings(app.bind['march'])
|
gfx.apply_bindings(app.bind['march'])
|
||||||
|
|
||||||
//***************
|
|
||||||
// Uniforms
|
// Uniforms
|
||||||
//***************
|
// *** vertex shadeer uniforms ***
|
||||||
// passing the view matrix as uniform
|
// passing the view matrix as uniform
|
||||||
// res is a 4x4 matrix of f32 thus: 4*16 byte of size
|
// 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
|
// *** fragment shader uniforms ***
|
||||||
time_ticks := f32(time.ticks() - app.ticks) / 1000
|
time_ticks := f32(time.ticks() - app.ticks) / 1000
|
||||||
mut tmp_fs_params := [
|
mut tmp_fs_params := [
|
||||||
f32(ws.width),
|
f32(ws.width),
|
||||||
ws.height * ratio, /* x,y resolution to pass to FS */
|
ws.height * ratio, // x,y resolution to pass to FS
|
||||||
0,
|
0,
|
||||||
0, /* dont send mouse position */
|
0, // dont send mouse position
|
||||||
/* app.mouse_x, // mouse x */
|
/* app.mouse_x, // mouse x */
|
||||||
/* ws.height - app.mouse_y*2, // mouse y scaled */
|
/* ws.height - app.mouse_y*2, // mouse y scaled */
|
||||||
time_ticks, /* time as f32 */
|
time_ticks, // time as f32
|
||||||
app.frame_count, /* frame count */
|
app.frame_count, // frame count
|
||||||
0,
|
0,
|
||||||
0 /* padding bytes , see "fs_params" struct paddings in rt_glsl.h */,
|
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)))
|
gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params_m, &tmp_fs_params, int(sizeof(tmp_fs_params)))
|
||||||
|
|
||||||
|
@ -457,26 +427,25 @@ fn draw_cube_glsl_p(app App) {
|
||||||
gfx.apply_pipeline(app.pipe['puppy'])
|
gfx.apply_pipeline(app.pipe['puppy'])
|
||||||
gfx.apply_bindings(app.bind['puppy'])
|
gfx.apply_bindings(app.bind['puppy'])
|
||||||
|
|
||||||
//***************
|
|
||||||
// Uniforms
|
// Uniforms
|
||||||
//***************
|
// *** vertex shadeer uniforms ***
|
||||||
// passing the view matrix as uniform
|
// passing the view matrix as uniform
|
||||||
// res is a 4x4 matrix of f32 thus: 4*16 byte of size
|
// 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
|
// *** fragment shader uniforms ***
|
||||||
time_ticks := f32(time.ticks() - app.ticks) / 1000
|
time_ticks := f32(time.ticks() - app.ticks) / 1000
|
||||||
mut tmp_fs_params := [
|
mut tmp_fs_params := [
|
||||||
f32(ws.width),
|
f32(ws.width),
|
||||||
ws.height * ratio, /* x,y resolution to pass to FS */
|
ws.height * ratio, // x,y resolution to pass to FS
|
||||||
0,
|
0,
|
||||||
0, /* dont send mouse position */
|
0, // dont send mouse position
|
||||||
/* app.mouse_x, // mouse x */
|
/* app.mouse_x, // mouse x */
|
||||||
/* ws.height - app.mouse_y*2, // mouse y scaled */
|
/* ws.height - app.mouse_y*2, // mouse y scaled */
|
||||||
time_ticks, /* time as f32 */
|
time_ticks, // time as f32
|
||||||
app.frame_count, /* frame count */
|
app.frame_count, // frame count
|
||||||
0,
|
0,
|
||||||
0 /* padding bytes , see "fs_params" struct paddings in rt_glsl.h */,
|
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)))
|
gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params_p, &tmp_fs_params, int(sizeof(tmp_fs_params)))
|
||||||
|
|
||||||
|
@ -533,9 +502,7 @@ fn frame(mut app App) {
|
||||||
}
|
}
|
||||||
|
|
||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
*
|
|
||||||
* Init / Cleanup
|
* Init / Cleanup
|
||||||
*
|
|
||||||
******************************************************************************/
|
******************************************************************************/
|
||||||
fn my_init(mut app App) {
|
fn my_init(mut app App) {
|
||||||
// set max vertices,
|
// set max vertices,
|
||||||
|
@ -559,22 +526,22 @@ fn my_init(mut app App) {
|
||||||
x := (i & 0xFF) >> 5 // 8 cell
|
x := (i & 0xFF) >> 5 // 8 cell
|
||||||
// upper left corner
|
// upper left corner
|
||||||
if x == 0 && y == 0 {
|
if x == 0 && y == 0 {
|
||||||
tmp_txt[i] = byte(0xFF)
|
tmp_txt[i + 0] = byte(0xFF)
|
||||||
tmp_txt[i + 1] = byte(0)
|
tmp_txt[i + 1] = byte(0)
|
||||||
tmp_txt[i + 2] = byte(0)
|
tmp_txt[i + 2] = byte(0)
|
||||||
tmp_txt[i + 3] = byte(0xFF)
|
tmp_txt[i + 3] = byte(0xFF)
|
||||||
}
|
}
|
||||||
// low right corner
|
// low right corner
|
||||||
else if x == 7 && y == 7 {
|
else if x == 7 && y == 7 {
|
||||||
tmp_txt[i] = byte(0)
|
tmp_txt[i + 0] = byte(0)
|
||||||
tmp_txt[i + 1] = byte(0xFF)
|
tmp_txt[i + 1] = byte(0xFF)
|
||||||
tmp_txt[i + 2] = byte(0)
|
tmp_txt[i + 2] = byte(0)
|
||||||
tmp_txt[i + 3] = byte(0xFF)
|
tmp_txt[i + 3] = byte(0xFF)
|
||||||
} else {
|
} else {
|
||||||
col := if ((x + y) & 1) == 1 { 0xFF } else { 128 }
|
col := if ((x + y) & 1) == 1 { 0xFF } else { 128 }
|
||||||
tmp_txt[i] = byte(col) // red
|
tmp_txt[i + 0] = byte(col) // red
|
||||||
tmp_txt[i + 1] = byte(col) // green
|
tmp_txt[i + 1] = byte(col) // green
|
||||||
tmp_txt[i + 2] = byte(col) // blue
|
tmp_txt[i + 2] = byte(col) // blue
|
||||||
tmp_txt[i + 3] = byte(0xFF) // alpha
|
tmp_txt[i + 3] = byte(0xFF) // alpha
|
||||||
}
|
}
|
||||||
i += 4
|
i += 4
|
||||||
|
@ -594,9 +561,7 @@ fn cleanup(mut app App) {
|
||||||
}
|
}
|
||||||
|
|
||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
*
|
* events handling
|
||||||
* event
|
|
||||||
*
|
|
||||||
******************************************************************************/
|
******************************************************************************/
|
||||||
fn my_event_manager(mut ev gg.Event, mut app App) {
|
fn my_event_manager(mut ev gg.Event, mut app App) {
|
||||||
if ev.typ == .mouse_down {
|
if ev.typ == .mouse_down {
|
||||||
|
@ -619,11 +584,9 @@ fn my_event_manager(mut ev gg.Event, mut app App) {
|
||||||
}
|
}
|
||||||
|
|
||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
*
|
|
||||||
* Main
|
* Main
|
||||||
*
|
|
||||||
******************************************************************************/
|
******************************************************************************/
|
||||||
[console]
|
[console] // is needed for easier diagnostics on windows
|
||||||
fn main() {
|
fn main() {
|
||||||
// App init
|
// App init
|
||||||
mut app := &App{
|
mut app := &App{
|
||||||
|
@ -635,7 +598,7 @@ fn main() {
|
||||||
height: win_height
|
height: win_height
|
||||||
use_ortho: true // This is needed for 2D drawing
|
use_ortho: true // This is needed for 2D drawing
|
||||||
create_window: true
|
create_window: true
|
||||||
window_title: '3D Ray Marching Cube'
|
window_title: '3D Dual shader Cube - click and rotate with the mouse'
|
||||||
user_data: app
|
user_data: app
|
||||||
bg_color: bg_color
|
bg_color: bg_color
|
||||||
frame_fn: frame
|
frame_fn: frame
|
||||||
|
|
|
@ -0,0 +1,505 @@
|
||||||
|
/**********************************************************************
|
||||||
|
*
|
||||||
|
* Sokol 3d cube multishader demo
|
||||||
|
*
|
||||||
|
* Copyright (c) 2021 Dario Deledda. All rights reserved.
|
||||||
|
* Use of this source code is governed by an MIT license
|
||||||
|
* that can be found in the LICENSE file.
|
||||||
|
*
|
||||||
|
* HOW TO COMPILE SHADERS:
|
||||||
|
* - download the sokol shader convertor tool from https://github.com/floooh/sokol-tools-bin/archive/pre-feb2021-api-changes.tar.gz
|
||||||
|
* ( also look at https://github.com/floooh/sokol-tools/blob/master/docs/sokol-shdc.md )
|
||||||
|
* - compile the .glsl shared file with:
|
||||||
|
* linux : sokol-shdc --input rt_glsl_instancing.glsl --output rt_glsl_instancing.h --slang glsl330
|
||||||
|
* windows: sokol-shdc.exe --input rt_glsl_instancing.glsl --output rt_glsl_instancing.h --slang glsl330
|
||||||
|
*
|
||||||
|
* --slang parameter can be:
|
||||||
|
* - glsl330: desktop GL
|
||||||
|
* - glsl100: GLES2 / WebGL
|
||||||
|
* - glsl300es: GLES3 / WebGL2
|
||||||
|
* - hlsl4: D3D11
|
||||||
|
* - hlsl5: D3D11
|
||||||
|
* - metal_macos: Metal on macOS
|
||||||
|
* - metal_ios: Metal on iOS device
|
||||||
|
* - metal_sim: Metal on iOS simulator
|
||||||
|
* - wgpu: WebGPU
|
||||||
|
*
|
||||||
|
* you can have multiple platforms at the same time passing parameters like this: --slang glsl330:hlsl5:metal_macos
|
||||||
|
* for further infos have a look at the sokol shader tool docs.
|
||||||
|
*
|
||||||
|
* TODO:
|
||||||
|
* - frame counter
|
||||||
|
**********************************************************************/
|
||||||
|
import gg
|
||||||
|
import gg.m4
|
||||||
|
import gx
|
||||||
|
import math
|
||||||
|
|
||||||
|
import sokol.gfx
|
||||||
|
//import sokol.sgl
|
||||||
|
|
||||||
|
import time
|
||||||
|
|
||||||
|
const (
|
||||||
|
win_width = 800
|
||||||
|
win_height = 800
|
||||||
|
bg_color = gx.white
|
||||||
|
num_inst = 16384
|
||||||
|
)
|
||||||
|
|
||||||
|
struct App {
|
||||||
|
mut:
|
||||||
|
gg &gg.Context
|
||||||
|
texture C.sg_image
|
||||||
|
init_flag bool
|
||||||
|
frame_count int
|
||||||
|
|
||||||
|
mouse_x int = -1
|
||||||
|
mouse_y int = -1
|
||||||
|
mouse_down bool
|
||||||
|
|
||||||
|
// glsl
|
||||||
|
cube_pip_glsl C.sg_pipeline
|
||||||
|
cube_bind C.sg_bindings
|
||||||
|
|
||||||
|
pipe map[string]C.sg_pipeline
|
||||||
|
bind map[string]C.sg_bindings
|
||||||
|
|
||||||
|
// time
|
||||||
|
ticks i64
|
||||||
|
|
||||||
|
// instances
|
||||||
|
inst_pos [num_inst]m4.Vec4
|
||||||
|
|
||||||
|
// camera
|
||||||
|
camera_x f32
|
||||||
|
camera_z f32
|
||||||
|
}
|
||||||
|
|
||||||
|
/******************************************************************************
|
||||||
|
* GLSL Include and functions
|
||||||
|
******************************************************************************/
|
||||||
|
#flag -I @VROOT/.
|
||||||
|
#include "rt_glsl_instancing.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)
|
||||||
|
fn C.instancing_shader_desc() &C.sg_shader_desc
|
||||||
|
|
||||||
|
/******************************************************************************
|
||||||
|
* Texture functions
|
||||||
|
******************************************************************************/
|
||||||
|
fn create_texture(w int, h int, buf byteptr) C.sg_image{
|
||||||
|
sz := w * h * 4
|
||||||
|
mut img_desc := C.sg_image_desc{
|
||||||
|
width: w
|
||||||
|
height: h
|
||||||
|
num_mipmaps: 0
|
||||||
|
min_filter: .linear
|
||||||
|
mag_filter: .linear
|
||||||
|
//usage: .dynamic
|
||||||
|
wrap_u: .clamp_to_edge
|
||||||
|
wrap_v: .clamp_to_edge
|
||||||
|
label: &byte(0)
|
||||||
|
d3d11_texture: 0
|
||||||
|
}
|
||||||
|
// comment if .dynamic is enabled
|
||||||
|
img_desc.content.subimage[0][0] = C.sg_subimage_content{
|
||||||
|
ptr: buf
|
||||||
|
size: sz
|
||||||
|
}
|
||||||
|
|
||||||
|
sg_img := C.sg_make_image(&img_desc)
|
||||||
|
return sg_img
|
||||||
|
}
|
||||||
|
|
||||||
|
fn destroy_texture(sg_img C.sg_image){
|
||||||
|
C.sg_destroy_image(sg_img)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Use only if usage: .dynamic is enabled
|
||||||
|
fn update_text_texture(sg_img C.sg_image, w int, h int, buf byteptr){
|
||||||
|
sz := w * h * 4
|
||||||
|
mut tmp_sbc := C.sg_image_content{}
|
||||||
|
tmp_sbc.subimage[0][0] = C.sg_subimage_content {
|
||||||
|
ptr: buf
|
||||||
|
size: sz
|
||||||
|
}
|
||||||
|
C.sg_update_image(sg_img, &tmp_sbc)
|
||||||
|
}
|
||||||
|
|
||||||
|
/******************************************************************************
|
||||||
|
* Draw functions
|
||||||
|
******************************************************************************
|
||||||
|
Cube vertex buffer with packed vertex formats for color and texture coords.
|
||||||
|
Note that a vertex format which must be portable across all
|
||||||
|
backends must only use the normalized integer formats
|
||||||
|
(BYTE4N, UBYTE4N, SHORT2N, SHORT4N), which can be converted
|
||||||
|
to floating point formats in the vertex shader inputs.
|
||||||
|
The reason is that D3D11 cannot convert from non-normalized
|
||||||
|
formats to floating point inputs (only to integer inputs),
|
||||||
|
and WebGL2 / GLES2 don't support integer vertex shader inputs.
|
||||||
|
*/
|
||||||
|
|
||||||
|
struct Vertex_t {
|
||||||
|
x f32
|
||||||
|
y f32
|
||||||
|
z f32
|
||||||
|
color u32
|
||||||
|
|
||||||
|
//u u16 // for compatibility with D3D11
|
||||||
|
//v u16 // for compatibility with D3D11
|
||||||
|
u f32
|
||||||
|
v f32
|
||||||
|
}
|
||||||
|
|
||||||
|
// march shader init
|
||||||
|
fn init_cube_glsl_i(mut app App) {
|
||||||
|
/* cube vertex buffer */
|
||||||
|
//d := u16(32767) // for compatibility with D3D11, 32767 stand for 1
|
||||||
|
d := f32(1.0)
|
||||||
|
c := u32(0xFFFFFF_FF) // color RGBA8
|
||||||
|
vertices := [
|
||||||
|
// Face 0
|
||||||
|
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
|
||||||
|
Vertex_t{ 1.0, -1.0, -1.0, c, d, 0},
|
||||||
|
Vertex_t{ 1.0, 1.0, -1.0, c, d, d},
|
||||||
|
Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
|
||||||
|
// Face 1
|
||||||
|
Vertex_t{-1.0, -1.0, 1.0, c, 0, 0},
|
||||||
|
Vertex_t{ 1.0, -1.0, 1.0, c, d, 0},
|
||||||
|
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
|
||||||
|
Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
|
||||||
|
// Face 2
|
||||||
|
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
|
||||||
|
Vertex_t{-1.0, 1.0, -1.0, c, d, 0},
|
||||||
|
Vertex_t{-1.0, 1.0, 1.0, c, d, d},
|
||||||
|
Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
|
||||||
|
// Face 3
|
||||||
|
Vertex_t{ 1.0, -1.0, -1.0, c, 0, 0},
|
||||||
|
Vertex_t{ 1.0, 1.0, -1.0, c, d, 0},
|
||||||
|
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
|
||||||
|
Vertex_t{ 1.0, -1.0, 1.0, c, 0, d},
|
||||||
|
// Face 4
|
||||||
|
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
|
||||||
|
Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
|
||||||
|
Vertex_t{ 1.0, -1.0, 1.0, c, d, d},
|
||||||
|
Vertex_t{ 1.0, -1.0, -1.0, c, 0, d},
|
||||||
|
// Face 5
|
||||||
|
Vertex_t{-1.0, 1.0, -1.0, c, 0, 0},
|
||||||
|
Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
|
||||||
|
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
|
||||||
|
Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
|
||||||
|
]
|
||||||
|
|
||||||
|
mut vert_buffer_desc := C.sg_buffer_desc{}
|
||||||
|
unsafe {C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc))}
|
||||||
|
vert_buffer_desc.size = vertices.len * int(sizeof(Vertex_t))
|
||||||
|
vert_buffer_desc.content = byteptr(vertices.data)
|
||||||
|
vert_buffer_desc.@type = .vertexbuffer
|
||||||
|
vert_buffer_desc.label = "cube-vertices".str
|
||||||
|
vbuf := gfx.make_buffer(&vert_buffer_desc)
|
||||||
|
|
||||||
|
/* create an instance buffer for the cube */
|
||||||
|
mut inst_buffer_desc := C.sg_buffer_desc{}
|
||||||
|
unsafe {C.memset(&inst_buffer_desc, 0, sizeof(inst_buffer_desc))}
|
||||||
|
inst_buffer_desc.size = num_inst * int(sizeof(m4.Vec4))
|
||||||
|
inst_buffer_desc.@type = .vertexbuffer
|
||||||
|
inst_buffer_desc.usage = .stream
|
||||||
|
inst_buffer_desc.label = "instance-data".str
|
||||||
|
inst_buf := gfx.make_buffer(&inst_buffer_desc)
|
||||||
|
|
||||||
|
|
||||||
|
/* create an index buffer for the cube */
|
||||||
|
indices := [
|
||||||
|
u16(0), 1, 2, 0, 2, 3,
|
||||||
|
6, 5, 4, 7, 6, 4,
|
||||||
|
8, 9, 10, 8, 10, 11,
|
||||||
|
14, 13, 12, 15, 14, 12,
|
||||||
|
16, 17, 18, 16, 18, 19,
|
||||||
|
22, 21, 20, 23, 22, 20
|
||||||
|
]
|
||||||
|
|
||||||
|
mut index_buffer_desc := C.sg_buffer_desc{}
|
||||||
|
unsafe {C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc))}
|
||||||
|
index_buffer_desc.size = indices.len * int(sizeof(u16))
|
||||||
|
index_buffer_desc.content = byteptr(indices.data)
|
||||||
|
index_buffer_desc.@type = .indexbuffer
|
||||||
|
index_buffer_desc.label = "cube-indices".str
|
||||||
|
ibuf := gfx.make_buffer(&index_buffer_desc)
|
||||||
|
|
||||||
|
/* create shader */
|
||||||
|
shader := gfx.make_shader(C.instancing_shader_desc())
|
||||||
|
|
||||||
|
mut pipdesc := C.sg_pipeline_desc{}
|
||||||
|
unsafe {C.memset(&pipdesc, 0, sizeof(pipdesc))}
|
||||||
|
pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
|
||||||
|
|
||||||
|
// the constants [C.ATTR_vs_m_pos, C.ATTR_vs_m_color0, C.ATTR_vs_m_texcoord0] are generated by sokol-shdc
|
||||||
|
pipdesc.layout.attrs[C.ATTR_vs_i_pos ].format = .float3 // x,y,z as f32
|
||||||
|
pipdesc.layout.attrs[C.ATTR_vs_i_pos ].buffer_index = 0
|
||||||
|
pipdesc.layout.attrs[C.ATTR_vs_i_color0 ].format = .ubyte4n // color as u32
|
||||||
|
pipdesc.layout.attrs[C.ATTR_vs_i_pos ].buffer_index = 0
|
||||||
|
pipdesc.layout.attrs[C.ATTR_vs_i_texcoord0].format = .float2 // u,v as f32
|
||||||
|
pipdesc.layout.attrs[C.ATTR_vs_i_pos ].buffer_index = 0
|
||||||
|
|
||||||
|
// instancing
|
||||||
|
// the constant ATTR_vs_i_inst_pos is generated by sokol-shdc
|
||||||
|
pipdesc.layout.buffers[1].stride = int(sizeof(m4.Vec4))
|
||||||
|
pipdesc.layout.buffers[1].step_func = .per_instance // we will pass a single parameter for each instance!!
|
||||||
|
pipdesc.layout.attrs[C.ATTR_vs_i_inst_pos ].format = .float4
|
||||||
|
pipdesc.layout.attrs[C.ATTR_vs_i_inst_pos ].buffer_index = 1
|
||||||
|
|
||||||
|
pipdesc.shader = shader
|
||||||
|
pipdesc.index_type = .uint16
|
||||||
|
|
||||||
|
pipdesc.depth_stencil = C.sg_depth_stencil_state{
|
||||||
|
depth_write_enabled: true
|
||||||
|
depth_compare_func : gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
|
||||||
|
}
|
||||||
|
pipdesc.rasterizer = C.sg_rasterizer_state {
|
||||||
|
cull_mode: .back
|
||||||
|
}
|
||||||
|
pipdesc.label = "glsl_shader pipeline".str
|
||||||
|
|
||||||
|
mut bind := C.sg_bindings{}
|
||||||
|
unsafe {C.memset(&bind, 0, sizeof(bind))}
|
||||||
|
bind.vertex_buffers[0] = vbuf // vertex buffer
|
||||||
|
bind.vertex_buffers[1] = inst_buf // instance buffer
|
||||||
|
bind.index_buffer = ibuf
|
||||||
|
bind.fs_images[C.SLOT_tex] = app.texture
|
||||||
|
app.bind['inst'] = bind
|
||||||
|
app.pipe['inst'] = gfx.make_pipeline(&pipdesc)
|
||||||
|
|
||||||
|
println("GLSL March 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, 4000.0)
|
||||||
|
view := m4.look_at(m4.Vec4{e:[f32(0.0),100,6,0]!}, 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]!})
|
||||||
|
|
||||||
|
model := rym * rxm
|
||||||
|
scale_m := m4.scale(m4.Vec4{e:[in_scale, in_scale, in_scale, 1]!})
|
||||||
|
|
||||||
|
res := (scale_m * model)* view_proj
|
||||||
|
return res
|
||||||
|
}
|
||||||
|
|
||||||
|
// triangles draw
|
||||||
|
fn draw_cube_glsl_i(mut 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)
|
||||||
|
|
||||||
|
rot := [f32(app.mouse_y), f32(app.mouse_x)]
|
||||||
|
tr_matrix := calc_tr_matrices(dw, dh, rot[0], rot[1], 2.3)
|
||||||
|
|
||||||
|
gfx.apply_pipeline(app.pipe['inst'])
|
||||||
|
gfx.apply_bindings(app.bind['inst'])
|
||||||
|
|
||||||
|
//***************
|
||||||
|
// Instancing
|
||||||
|
//***************
|
||||||
|
// passing the instancing to the vs
|
||||||
|
time_ticks := f32(time.ticks() - app.ticks) / 1000
|
||||||
|
cube_size := 2
|
||||||
|
sz := 128 // field size dimension
|
||||||
|
cx := 64 // x center for the cubes
|
||||||
|
cz := 64 // z center for the cubes
|
||||||
|
//frame := (app.frame_count/4) % 100
|
||||||
|
for index in 0..num_inst {
|
||||||
|
x := f32(index % sz)
|
||||||
|
z := f32(index / sz)
|
||||||
|
// simply waves
|
||||||
|
y := f32(math.cos((x+time_ticks)/2.0)*math.sin(z/2.0))*2
|
||||||
|
// sombrero function
|
||||||
|
//r := ((x-cx)*(x-cx)+(z-cz)*(z-cz))/(sz/2)
|
||||||
|
//y := f32(math.sin(r+time_ticks)*4.0)
|
||||||
|
spare_param := f32(index % 10)
|
||||||
|
app.inst_pos[index] = m4.Vec4{e:[f32((x - cx - app.camera_x) * cube_size),y ,f32( (z - cz - app.camera_z) * cube_size),spare_param]!}
|
||||||
|
}
|
||||||
|
gfx.update_buffer(app.bind['inst'].vertex_buffers[1], &app.inst_pos , num_inst * int(sizeof(m4.Vec4)) )
|
||||||
|
|
||||||
|
// Uniforms
|
||||||
|
// *** vertex shadeer uniforms ***
|
||||||
|
// 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_i, &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
|
||||||
|
]!
|
||||||
|
gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params_i, &tmp_fs_params, int(sizeof(tmp_fs_params)))
|
||||||
|
*/
|
||||||
|
// 3 vertices for triangle * 2 triangles per face * 6 faces = 36 vertices to draw for num_inst times
|
||||||
|
gfx.draw(0, (3 * 2) * 6, num_inst)
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
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)
|
||||||
|
|
||||||
|
gfx.apply_viewport(0, 0, ws.width, ws.height, true)
|
||||||
|
}
|
||||||
|
|
||||||
|
fn draw_end_glsl(app App){
|
||||||
|
gfx.end_pass()
|
||||||
|
gfx.commit()
|
||||||
|
}
|
||||||
|
|
||||||
|
fn frame(mut app App) {
|
||||||
|
ws := gg.window_size()
|
||||||
|
|
||||||
|
// clear
|
||||||
|
mut color_action := C.sg_color_attachment_action{
|
||||||
|
action: gfx.Action(C.SG_ACTION_CLEAR)
|
||||||
|
}
|
||||||
|
color_action.val[0] = 0
|
||||||
|
color_action.val[1] = 0
|
||||||
|
color_action.val[2] = 0
|
||||||
|
color_action.val[3] = 1.0
|
||||||
|
mut pass_action := C.sg_pass_action{}
|
||||||
|
pass_action.colors[0] = color_action
|
||||||
|
gfx.begin_default_pass(&pass_action, ws.width, ws.height)
|
||||||
|
|
||||||
|
draw_start_glsl(app)
|
||||||
|
draw_cube_glsl_i(mut app)
|
||||||
|
draw_end_glsl(app)
|
||||||
|
app.frame_count++
|
||||||
|
}
|
||||||
|
|
||||||
|
/******************************************************************************
|
||||||
|
* Init / Cleanup
|
||||||
|
******************************************************************************/
|
||||||
|
fn my_init(mut app App) {
|
||||||
|
// create chessboard texture 256*256 RGBA
|
||||||
|
w := 256
|
||||||
|
h := 256
|
||||||
|
sz := w * h * 4
|
||||||
|
tmp_txt := unsafe { malloc(sz) }
|
||||||
|
mut i := 0
|
||||||
|
for i < sz {
|
||||||
|
unsafe {
|
||||||
|
y := (i >> 0x8) >> 5 // 8 cell
|
||||||
|
x := (i & 0xFF) >> 5 // 8 cell
|
||||||
|
// upper left corner
|
||||||
|
if x == 0 && y == 0 {
|
||||||
|
tmp_txt[i + 0] = 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 + 0] = 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 + 0] = 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
|
||||||
|
}
|
||||||
|
}
|
||||||
|
unsafe {
|
||||||
|
app.texture = create_texture(w, h, tmp_txt)
|
||||||
|
free(tmp_txt)
|
||||||
|
}
|
||||||
|
|
||||||
|
// glsl
|
||||||
|
init_cube_glsl_i(mut app)
|
||||||
|
app.init_flag = true
|
||||||
|
}
|
||||||
|
|
||||||
|
fn cleanup(mut app App) {
|
||||||
|
gfx.shutdown()
|
||||||
|
}
|
||||||
|
|
||||||
|
/******************************************************************************
|
||||||
|
* events handling
|
||||||
|
******************************************************************************/
|
||||||
|
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{
|
||||||
|
app.mouse_down = false
|
||||||
|
}
|
||||||
|
if app.mouse_down == true && ev.typ == .mouse_move {
|
||||||
|
app.mouse_x = int(ev.mouse_x)
|
||||||
|
app.mouse_y = int(ev.mouse_y)
|
||||||
|
}
|
||||||
|
if ev.typ == .touches_began || ev.typ == .touches_moved {
|
||||||
|
if ev.num_touches > 0 {
|
||||||
|
touch_point := ev.touches[0]
|
||||||
|
app.mouse_x = int(touch_point.pos_x)
|
||||||
|
app.mouse_y = int(touch_point.pos_y)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// keyboard
|
||||||
|
if ev.typ == .key_down {
|
||||||
|
step := f32(1.0)
|
||||||
|
match ev.key_code {
|
||||||
|
.w { app.camera_z += step }
|
||||||
|
.s { app.camera_z -= step }
|
||||||
|
.a { app.camera_x -= step }
|
||||||
|
.d { app.camera_x += step }
|
||||||
|
else{}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/******************************************************************************
|
||||||
|
* Main
|
||||||
|
******************************************************************************/
|
||||||
|
[console] // is needed for easier diagnostics on windows
|
||||||
|
fn main(){
|
||||||
|
// App init
|
||||||
|
mut app := &App{
|
||||||
|
gg: 0
|
||||||
|
}
|
||||||
|
|
||||||
|
app.gg = gg.new_context({
|
||||||
|
width: win_width
|
||||||
|
height: win_height
|
||||||
|
use_ortho: true // This is needed for 2D drawing
|
||||||
|
create_window: true
|
||||||
|
window_title: 'Instancing Cube'
|
||||||
|
user_data: app
|
||||||
|
bg_color: bg_color
|
||||||
|
frame_fn: frame
|
||||||
|
init_fn: my_init
|
||||||
|
cleanup_fn: cleanup
|
||||||
|
event_fn: my_event_manager
|
||||||
|
})
|
||||||
|
|
||||||
|
app.ticks = time.ticks()
|
||||||
|
app.gg.run()
|
||||||
|
}
|
|
@ -0,0 +1,64 @@
|
||||||
|
//------------------------------------------------------------------------------
|
||||||
|
// Shader code for texcube-sapp sample.
|
||||||
|
//
|
||||||
|
// NOTE: This source file also uses the '#pragma sokol' form of the
|
||||||
|
// custom tags.
|
||||||
|
//------------------------------------------------------------------------------
|
||||||
|
//#pragma sokol @ctype mat4 hmm_mat4
|
||||||
|
|
||||||
|
#pragma sokol @vs vs_i
|
||||||
|
uniform vs_params_i {
|
||||||
|
mat4 mvp;
|
||||||
|
};
|
||||||
|
|
||||||
|
in vec4 pos;
|
||||||
|
in vec4 color0;
|
||||||
|
in vec2 texcoord0;
|
||||||
|
|
||||||
|
in vec4 inst_pos;
|
||||||
|
|
||||||
|
out vec4 color;
|
||||||
|
out vec4 color_inst;
|
||||||
|
out vec2 uv;
|
||||||
|
|
||||||
|
const vec4 palette[10] = vec4[10](
|
||||||
|
vec4(1,0,0,1),
|
||||||
|
vec4(0,1,0,1),
|
||||||
|
vec4(0,0,1,1),
|
||||||
|
vec4(1,1,0,1),
|
||||||
|
vec4(0,1,1,1),
|
||||||
|
vec4(1,1,1,1),
|
||||||
|
vec4(0,0,0,1),
|
||||||
|
vec4(0.2,0.2,0.2,1),
|
||||||
|
vec4(0.3,0.3,0.3,1),
|
||||||
|
vec4(0.9,0.9,0.9,1)
|
||||||
|
);
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
vec4 delta_pos = vec4(inst_pos.xyz,0);
|
||||||
|
float w = inst_pos.w;
|
||||||
|
color_inst = palette[int(w)];
|
||||||
|
gl_Position = mvp * (pos + delta_pos);
|
||||||
|
color = color0;
|
||||||
|
uv = texcoord0/4;
|
||||||
|
}
|
||||||
|
#pragma sokol @end
|
||||||
|
|
||||||
|
#pragma sokol @fs fs_i
|
||||||
|
uniform sampler2D tex;
|
||||||
|
|
||||||
|
in vec4 color;
|
||||||
|
in vec4 color_inst;
|
||||||
|
in vec2 uv;
|
||||||
|
out vec4 frag_color;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
vec4 c = color;
|
||||||
|
vec4 txt = texture(tex, uv);
|
||||||
|
c = txt * c * color_inst;
|
||||||
|
frag_color = c ;
|
||||||
|
}
|
||||||
|
|
||||||
|
#pragma sokol @end
|
||||||
|
|
||||||
|
#pragma sokol @program instancing vs_i fs_i
|
Loading…
Reference in New Issue