ci,examples: fix compilation of 03_march_tracing_glsl/rt_glsl.v

pull/8805/head
Delyan Angelov 2021-02-17 11:07:31 +02:00
parent 023f6829a1
commit 217e8c9146
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1 changed files with 145 additions and 175 deletions

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@ -30,22 +30,20 @@
* TODO:
* - frame counter
**********************************************************************/
import gg
import gg.m4
import gx
// 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 (
@ -63,20 +61,14 @@ mut:
mouse_x int = -1
mouse_y int = -1
// glsl
cube_pip_glsl C.sg_pipeline
cube_bind C.sg_bindings
// time
ticks i64
}
/******************************************************************************
*
* Texture functions
*
******************************************************************************/
// 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{
@ -116,11 +108,8 @@ fn update_text_texture(sg_img C.sg_image, w int, h int, buf byteptr){
C.sg_update_image(sg_img, &tmp_sbc)
}
/******************************************************************************
*
* Draw functions
*
******************************************************************************/
// 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
@ -137,50 +126,42 @@ struct Vertex_t {
y f32
z f32
color u32
//u u16 // for compatibility with D3D11
//v u16 // for compatibility with D3D11
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 */
// 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},
]
mut vert_buffer_desc := C.sg_buffer_desc{}
@ -188,28 +169,28 @@ fn init_cube_glsl(mut app App) {
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.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,
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
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.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.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{}
@ -223,7 +204,7 @@ fn init_cube_glsl(mut app App) {
// 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{
depth_write_enabled: true
@ -232,13 +213,13 @@ fn init_cube_glsl(mut app App) {
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.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 {
@ -276,9 +257,8 @@ fn draw_cube_glsl(app App){
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)
@ -286,12 +266,14 @@ fn draw_cube_glsl(app App){
// 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!!
@ -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)
@ -401,11 +375,7 @@ fn my_event_manager(mut ev sapp.Event, mut app App) {
}
}
/******************************************************************************
*
* Main
*
******************************************************************************/
// [console] is needed for easier diagnostics on windows
[console]
fn main() {
// App init
@ -413,7 +383,7 @@ fn main(){
gg: 0
}
app.gg = gg.new_context({
app.gg = gg.new_context(
width: win_width
height: win_height
use_ortho: true // This is needed for 2D drawing
@ -425,7 +395,7 @@ fn main(){
init_fn: my_init
cleanup_fn: cleanup
event_fn: my_event_manager
})
)
app.ticks = time.ticks()
app.gg.run()