From 217e8c9146fc4e90ea9b0fe3c46aa5c0207196ae Mon Sep 17 00:00:00 2001 From: Delyan Angelov Date: Wed, 17 Feb 2021 11:07:31 +0200 Subject: [PATCH] ci,examples: fix compilation of 03_march_tracing_glsl/rt_glsl.v --- .../sokol/03_march_tracing_glsl/rt_glsl.v | 320 ++++++++---------- 1 file changed, 145 insertions(+), 175 deletions(-) diff --git a/examples/sokol/03_march_tracing_glsl/rt_glsl.v b/examples/sokol/03_march_tracing_glsl/rt_glsl.v index b81721756f..eaae531354 100644 --- a/examples/sokol/03_march_tracing_glsl/rt_glsl.v +++ b/examples/sokol/03_march_tracing_glsl/rt_glsl.v @@ -30,22 +30,20 @@ * TODO: * - frame counter **********************************************************************/ - import gg import gg.m4 import gx -//import math - +// import math import sokol.sapp import sokol.gfx import sokol.sgl - import time // GLSL Include and functions #flag -I @VROOT/. #include "rt_glsl.h" #Please use sokol-shdc to generate the necessary rt_glsl.h file from rt_glsl.glsl (see the instructions at the top of this file) + fn C.rt_shader_desc() &C.sg_shader_desc const ( @@ -56,44 +54,38 @@ const ( struct App { mut: - gg &gg.Context - texture C.sg_image - init_flag bool - frame_count int - - mouse_x int = -1 - mouse_y int = -1 + gg &gg.Context + texture C.sg_image + init_flag bool + frame_count int + mouse_x int = -1 + mouse_y int = -1 // glsl cube_pip_glsl C.sg_pipeline cube_bind C.sg_bindings - // time - ticks i64 + ticks i64 } -/****************************************************************************** -* -* Texture functions -* -******************************************************************************/ -fn create_texture(w int, h int, buf byteptr) C.sg_image{ +// 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) + 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 + ptr: buf size: sz } @@ -101,28 +93,25 @@ fn create_texture(w int, h int, buf byteptr) C.sg_image{ return sg_img } -fn destroy_texture(sg_img C.sg_image){ +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){ +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 { + tmp_sbc.subimage[0][0] = C.sg_subimage_content{ ptr: buf size: sz } 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 backends must only use the normalized integer formats (BYTE4N, UBYTE4N, SHORT2N, SHORT4N), which can be converted @@ -133,165 +122,158 @@ fn update_text_texture(sg_img C.sg_image, w int, h int, buf byteptr){ */ 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 + x f32 + y f32 + z f32 + color u32 + u f32 + v f32 + // u u16 // for compatibility with D3D11 + // v u16 // for compatibility with D3D11 } fn init_cube_glsl(mut app App) { - /* cube vertex buffer */ - //d := u16(32767) // for compatibility with D3D11, 32767 stand for 1 + // 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 := [ - - 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}, - - 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}, - - 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}, - - 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}, - - 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}, - - 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}, - + vertices := [ + 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}, + 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}, + 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}, + 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}, + 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}, + 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)) + 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 + vert_buffer_desc.@type = .vertexbuffer + vert_buffer_desc.label = 'cube-vertices'.str vbuf := gfx.make_buffer(&vert_buffer_desc) - /* create an index buffer for the cube */ + // 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 + 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)) + unsafe { C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc)) } + index_buffer_desc.size = indices.len * int(sizeof(int)) index_buffer_desc.content = byteptr(indices.data) - index_buffer_desc.@type = .indexbuffer - index_buffer_desc.label = "cube-indices".str + index_buffer_desc.@type = .indexbuffer + index_buffer_desc.label = 'cube-indices'.str ibuf := gfx.make_buffer(&index_buffer_desc) - /* create shader */ + // create shader shader := gfx.make_shader(C.rt_shader_desc()) mut pipdesc := C.sg_pipeline_desc{} - unsafe {C.memset(&pipdesc, 0, sizeof(pipdesc))} + unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) } 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 - 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_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_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_texcoord0].format = .float2 // u,v as f32 + // pipdesc.layout.attrs[C.ATTR_vs_texcoord0].format = .short2n // u,v as u16 pipdesc.shader = shader - pipdesc.index_type = .uint16 + pipdesc.index_type = .uint32 - pipdesc.depth_stencil = C.sg_depth_stencil_state{ + 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 app.cube_bind.vertex_buffers[0] = vbuf - app.cube_bind.index_buffer = ibuf + app.cube_bind.index_buffer = ibuf app.cube_bind.fs_images[C.SLOT_tex] = app.texture app.cube_pip_glsl = gfx.make_pipeline(&pipdesc) - println("GLSL init DONE!") + println('GLSL 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]!}) + model := rym * rxm + 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 } -fn draw_cube_glsl(app App){ +fn draw_cube_glsl(app App) { if app.init_flag == false { return } ws := gg.window_size() ratio := f32(ws.width) / ws.height - dw := f32(ws.width / 2) + dw := f32(ws.width / 2) dh := f32(ws.height / 2) // use the following commented lines to rotate the 3d glsl cube // rot := [f32(app.mouse_y), f32(app.mouse_x)] // calc_tr_matrices(dw, dh, rot[0], rot[1] ,2.3) - tr_matrix := calc_tr_matrices(dw, dh, 0, 0 ,2.3) + tr_matrix := calc_tr_matrices(dw, dh, 0, 0, 2.3) gfx.apply_viewport(0, 0, ws.width, ws.height, true) // apply the pipline and bindings gfx.apply_pipeline(app.cube_pip_glsl) gfx.apply_bindings(app.cube_bind) - //*************** // 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, &tr_matrix, 4*16 ) + gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params, &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 - 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 */ + 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, &tmp_fs_params, int(sizeof(tmp_fs_params))) @@ -321,11 +303,7 @@ fn frame(mut app App) { app.frame_count++ } -/****************************************************************************** -* -* Init / Cleanup -* -******************************************************************************/ +// Init / Cleanup fn my_init(mut app App) { // set max vertices, // for a large number of the same type of object it is better use the instances!! @@ -344,27 +322,27 @@ fn my_init(mut app App) { mut i := 0 for i < sz { unsafe { - y := (i >> 0x8) >> 5 // 8 cell - x := (i & 0xFF) >> 5 // 8 cell + 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 } @@ -382,12 +360,8 @@ fn cleanup(mut app App) { gfx.shutdown() } -/****************************************************************************** -* -* event -* -******************************************************************************/ -fn my_event_manager(mut ev sapp.Event, mut app App) { +// events handling: +fn my_event_manager(mut ev gg.Event, mut app App) { if ev.typ == .mouse_move { app.mouse_x = int(ev.mouse_x) app.mouse_y = int(ev.mouse_y) @@ -401,31 +375,27 @@ fn my_event_manager(mut ev sapp.Event, mut app App) { } } -/****************************************************************************** -* -* Main -* -******************************************************************************/ +// [console] is needed for easier diagnostics on windows [console] -fn main(){ +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 + 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: '3D Ray Marching Cube' - user_data: app - bg_color: bg_color - frame_fn: frame - init_fn: my_init - cleanup_fn: cleanup - event_fn: my_event_manager - }) + window_title: '3D Ray Marching 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()