ci,examples: fix compilation of 03_march_tracing_glsl/rt_glsl.v
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023f6829a1
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217e8c9146
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@ -30,22 +30,20 @@
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* TODO:
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* - frame counter
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**********************************************************************/
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import gg
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import gg.m4
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import gx
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// import math
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import sokol.sapp
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import sokol.gfx
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import sokol.sgl
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import time
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// GLSL Include and functions
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#flag -I @VROOT/.
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#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)
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fn C.rt_shader_desc() &C.sg_shader_desc
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const (
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@ -63,20 +61,14 @@ mut:
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mouse_x int = -1
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mouse_y int = -1
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// glsl
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cube_pip_glsl C.sg_pipeline
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cube_bind C.sg_bindings
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// time
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ticks i64
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}
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/******************************************************************************
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*
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* Texture functions
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*
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******************************************************************************/
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// Texture functions
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fn create_texture(w int, h int, buf byteptr) C.sg_image {
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sz := w * h * 4
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mut img_desc := C.sg_image_desc{
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@ -116,11 +108,8 @@ fn update_text_texture(sg_img C.sg_image, w int, h int, buf byteptr){
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C.sg_update_image(sg_img, &tmp_sbc)
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}
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/******************************************************************************
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*
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* Draw functions
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*
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******************************************************************************/
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// Draw functions
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/*
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Cube vertex buffer with packed vertex formats for color and texture coords.
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Note that a vertex format which must be portable across all
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@ -137,50 +126,42 @@ struct Vertex_t {
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y f32
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z f32
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color u32
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//u u16 // for compatibility with D3D11
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//v u16 // for compatibility with D3D11
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u f32
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v f32
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// u u16 // for compatibility with D3D11
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// v u16 // for compatibility with D3D11
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}
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fn init_cube_glsl(mut app App) {
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/* cube vertex buffer */
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// cube vertex buffer
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// d := u16(32767) // for compatibility with D3D11, 32767 stand for 1
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d := f32(1.0)
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c := u32(0xFFFFFF_FF) // color RGBA8
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vertices := [
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{1.0, -1.0, -1.0, c, d, 0},
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Vertex_t{1.0, 1.0, -1.0, c, d, d},
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Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
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Vertex_t{-1.0, -1.0, 1.0, c, 0, 0},
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Vertex_t{1.0, -1.0, 1.0, c, d, 0},
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Vertex_t{1.0, 1.0, 1.0, c, d, d},
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Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{-1.0, 1.0, 1.0, c, d, d},
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Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
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Vertex_t{1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{1.0, 1.0, 1.0, c, d, d},
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Vertex_t{1.0, -1.0, 1.0, c, 0, d},
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
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Vertex_t{1.0, -1.0, 1.0, c, d, d},
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Vertex_t{1.0, -1.0, -1.0, c, 0, d},
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Vertex_t{-1.0, 1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
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Vertex_t{1.0, 1.0, 1.0, c, d, d},
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Vertex_t{1.0, 1.0, -1.0, c, 0, d},
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]
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mut vert_buffer_desc := C.sg_buffer_desc{}
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@ -188,28 +169,28 @@ fn init_cube_glsl(mut app App) {
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vert_buffer_desc.size = vertices.len * int(sizeof(Vertex_t))
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vert_buffer_desc.content = byteptr(vertices.data)
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vert_buffer_desc.@type = .vertexbuffer
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vert_buffer_desc.label = "cube-vertices".str
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vert_buffer_desc.label = 'cube-vertices'.str
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vbuf := gfx.make_buffer(&vert_buffer_desc)
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/* create an index buffer for the cube */
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// create an index buffer for the cube
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indices := [
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u16(0), 1, 2, 0, 2, 3,
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0, 1, 2, 0, 2, 3,
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6, 5, 4, 7, 6, 4,
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8, 9, 10, 8, 10, 11,
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14, 13, 12, 15, 14, 12,
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16, 17, 18, 16, 18, 19,
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22, 21, 20, 23, 22, 20
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22, 21, 20, 23, 22, 20,
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]
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mut index_buffer_desc := C.sg_buffer_desc{}
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unsafe { C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc)) }
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index_buffer_desc.size = indices.len * int(sizeof(u16))
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index_buffer_desc.size = indices.len * int(sizeof(int))
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index_buffer_desc.content = byteptr(indices.data)
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index_buffer_desc.@type = .indexbuffer
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index_buffer_desc.label = "cube-indices".str
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index_buffer_desc.label = 'cube-indices'.str
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ibuf := gfx.make_buffer(&index_buffer_desc)
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/* create shader */
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// create shader
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shader := gfx.make_shader(C.rt_shader_desc())
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mut pipdesc := C.sg_pipeline_desc{}
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@ -223,7 +204,7 @@ fn init_cube_glsl(mut app App) {
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// pipdesc.layout.attrs[C.ATTR_vs_texcoord0].format = .short2n // u,v as u16
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pipdesc.shader = shader
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pipdesc.index_type = .uint16
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pipdesc.index_type = .uint32
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pipdesc.depth_stencil = C.sg_depth_stencil_state{
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depth_write_enabled: true
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@ -232,13 +213,13 @@ fn init_cube_glsl(mut app App) {
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pipdesc.rasterizer = C.sg_rasterizer_state{
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cull_mode: .back
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}
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pipdesc.label = "glsl_shader pipeline".str
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pipdesc.label = 'glsl_shader pipeline'.str
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app.cube_bind.vertex_buffers[0] = vbuf
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app.cube_bind.index_buffer = ibuf
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app.cube_bind.fs_images[C.SLOT_tex] = app.texture
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app.cube_pip_glsl = gfx.make_pipeline(&pipdesc)
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println("GLSL init DONE!")
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println('GLSL init DONE!')
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}
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fn calc_tr_matrices(w f32, h f32, rx f32, ry f32, in_scale f32) m4.Mat4 {
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@ -276,9 +257,8 @@ fn draw_cube_glsl(app App){
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gfx.apply_pipeline(app.cube_pip_glsl)
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gfx.apply_bindings(app.cube_bind)
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//***************
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// Uniforms
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//***************
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//
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// passing the view matrix as uniform
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// res is a 4x4 matrix of f32 thus: 4*16 byte of size
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gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params, &tr_matrix, 4 * 16)
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@ -286,12 +266,14 @@ fn draw_cube_glsl(app App){
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// fragment shader uniforms
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time_ticks := f32(time.ticks() - app.ticks) / 1000
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mut tmp_fs_params := [
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f32(ws.width), ws.height * ratio, // x,y resolution to pass to FS
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app.mouse_x, // mouse x
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ws.height - app.mouse_y*2, // mouse y scaled
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time_ticks, // time as f32
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app.frame_count, // frame count
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0,0 // padding bytes , see "fs_params" struct paddings in rt_glsl.h
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f32(ws.width),
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ws.height * ratio, /* x,y resolution to pass to FS */
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app.mouse_x, /* mouse x */
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ws.height - app.mouse_y * 2, /* mouse y scaled */
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time_ticks, /* time as f32 */
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app.frame_count, /* frame count */
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0,
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0 /* padding bytes , see "fs_params" struct paddings in rt_glsl.h */,
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]!
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gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params, &tmp_fs_params, int(sizeof(tmp_fs_params)))
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@ -321,11 +303,7 @@ fn frame(mut app App) {
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app.frame_count++
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}
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/******************************************************************************
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*
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* Init / Cleanup
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*
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******************************************************************************/
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// Init / Cleanup
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fn my_init(mut app App) {
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// set max vertices,
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// for a large number of the same type of object it is better use the instances!!
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@ -382,12 +360,8 @@ fn cleanup(mut app App) {
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gfx.shutdown()
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}
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/******************************************************************************
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*
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* event
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*
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******************************************************************************/
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fn my_event_manager(mut ev sapp.Event, mut app App) {
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// events handling:
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fn my_event_manager(mut ev gg.Event, mut app App) {
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if ev.typ == .mouse_move {
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app.mouse_x = int(ev.mouse_x)
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app.mouse_y = int(ev.mouse_y)
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@ -401,11 +375,7 @@ fn my_event_manager(mut ev sapp.Event, mut app App) {
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}
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}
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/******************************************************************************
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*
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* Main
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*
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******************************************************************************/
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// [console] is needed for easier diagnostics on windows
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[console]
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fn main() {
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// App init
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@ -413,7 +383,7 @@ fn main(){
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gg: 0
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}
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app.gg = gg.new_context({
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app.gg = gg.new_context(
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width: win_width
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height: win_height
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use_ortho: true // This is needed for 2D drawing
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@ -425,7 +395,7 @@ fn main(){
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init_fn: my_init
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cleanup_fn: cleanup
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event_fn: my_event_manager
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})
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)
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app.ticks = time.ticks()
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app.gg.run()
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