ci,examples: fix compilation of 03_march_tracing_glsl/rt_glsl.v
parent
023f6829a1
commit
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 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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@ -56,44 +54,38 @@ const (
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struct App {
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mut:
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gg &gg.Context
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texture C.sg_image
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init_flag bool
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frame_count int
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mouse_x int = -1
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mouse_y int = -1
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gg &gg.Context
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texture C.sg_image
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init_flag bool
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frame_count int
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mouse_x int = -1
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mouse_y int = -1
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// 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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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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fn create_texture(w int, h int, buf byteptr) C.sg_image{
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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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width: w
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height: h
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num_mipmaps: 0
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min_filter: .linear
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mag_filter: .linear
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//usage: .dynamic
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wrap_u: .clamp_to_edge
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wrap_v: .clamp_to_edge
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label: &byte(0)
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width: w
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height: h
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num_mipmaps: 0
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min_filter: .linear
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mag_filter: .linear
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// usage: .dynamic
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wrap_u: .clamp_to_edge
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wrap_v: .clamp_to_edge
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label: &byte(0)
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d3d11_texture: 0
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}
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// comment if .dynamic is enabled
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img_desc.content.subimage[0][0] = C.sg_subimage_content{
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ptr: buf
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ptr: buf
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size: sz
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}
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@ -101,28 +93,25 @@ fn create_texture(w int, h int, buf byteptr) C.sg_image{
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return sg_img
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}
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fn destroy_texture(sg_img C.sg_image){
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fn destroy_texture(sg_img C.sg_image) {
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C.sg_destroy_image(sg_img)
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}
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// Use only if usage: .dynamic is enabled
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fn update_text_texture(sg_img C.sg_image, w int, h int, buf byteptr){
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fn update_text_texture(sg_img C.sg_image, w int, h int, buf byteptr) {
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sz := w * h * 4
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mut tmp_sbc := C.sg_image_content{}
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tmp_sbc.subimage[0][0] = C.sg_subimage_content {
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tmp_sbc.subimage[0][0] = C.sg_subimage_content{
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ptr: buf
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size: sz
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}
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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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Cube vertex buffer with packed vertex formats for color and texture coords.
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Note that a vertex format which must be portable across all
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backends must only use the normalized integer formats
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(BYTE4N, UBYTE4N, SHORT2N, SHORT4N), which can be converted
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@ -133,165 +122,158 @@ fn update_text_texture(sg_img C.sg_image, w int, h int, buf byteptr){
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*/
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struct Vertex_t {
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x f32
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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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x f32
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y f32
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z f32
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color u32
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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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//d := u16(32767) // for compatibility with D3D11, 32767 stand for 1
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// cube vertex buffer
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// d := u16(32767) // for compatibility with D3D11, 32767 stand for 1
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d := f32(1.0)
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c := u32(0xFFFFFF_FF) // color RGBA8
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vertices := [
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{ 1.0, -1.0, -1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, -1.0, c, d, d},
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Vertex_t{-1.0, 1.0, -1.0, c, 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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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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unsafe {C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc))}
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vert_buffer_desc.size = vertices.len * int(sizeof(Vertex_t))
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unsafe { C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc)) }
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vert_buffer_desc.size = vertices.len * int(sizeof(Vertex_t))
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vert_buffer_desc.content = byteptr(vertices.data)
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vert_buffer_desc.@type = .vertexbuffer
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vert_buffer_desc.label = "cube-vertices".str
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vert_buffer_desc.@type = .vertexbuffer
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vert_buffer_desc.label = 'cube-vertices'.str
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vbuf := gfx.make_buffer(&vert_buffer_desc)
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/* create an index buffer for the cube */
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// create an index buffer for the cube
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indices := [
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u16(0), 1, 2, 0, 2, 3,
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6, 5, 4, 7, 6, 4,
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8, 9, 10, 8, 10, 11,
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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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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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]
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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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unsafe { C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc)) }
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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.@type = .indexbuffer
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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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unsafe {C.memset(&pipdesc, 0, sizeof(pipdesc))}
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unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
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pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
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// the constants [C.ATTR_vs_pos, C.ATTR_vs_color0, C.ATTR_vs_texcoord0] are generated by sokol-shdc
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pipdesc.layout.attrs[C.ATTR_vs_pos ].format = .float3 // x,y,z as f32
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pipdesc.layout.attrs[C.ATTR_vs_color0 ].format = .ubyte4n // color as u32
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pipdesc.layout.attrs[C.ATTR_vs_texcoord0].format = .float2 // u,v as f32
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//pipdesc.layout.attrs[C.ATTR_vs_texcoord0].format = .short2n // u,v as u16
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pipdesc.layout.attrs[C.ATTR_vs_pos].format = .float3 // x,y,z as f32
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pipdesc.layout.attrs[C.ATTR_vs_color0].format = .ubyte4n // color as u32
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pipdesc.layout.attrs[C.ATTR_vs_texcoord0].format = .float2 // u,v as f32
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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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pipdesc.depth_stencil = C.sg_depth_stencil_state{
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depth_write_enabled: true
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depth_compare_func : gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
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depth_compare_func: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
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}
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pipdesc.rasterizer = C.sg_rasterizer_state {
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pipdesc.rasterizer = C.sg_rasterizer_state{
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cull_mode: .back
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}
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pipdesc.label = "glsl_shader pipeline".str
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pipdesc.label = 'glsl_shader pipeline'.str
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app.cube_bind.vertex_buffers[0] = vbuf
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app.cube_bind.index_buffer = ibuf
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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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proj := m4.perspective(60, w/h, 0.01, 10.0)
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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]!})
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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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proj := m4.perspective(60, w / h, 0.01, 10.0)
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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]! })
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view_proj := view * proj
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rxm := m4.rotate(m4.rad(rx), m4.Vec4{e:[f32(1),0,0,0]!})
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rym := m4.rotate(m4.rad(ry), m4.Vec4{e:[f32(0),1,0,0]!})
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rxm := m4.rotate(m4.rad(rx), m4.Vec4{ e: [f32(1), 0, 0, 0]! })
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rym := m4.rotate(m4.rad(ry), m4.Vec4{ e: [f32(0), 1, 0, 0]! })
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model := rym * rxm
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scale_m := m4.scale(m4.Vec4{e:[in_scale, in_scale, in_scale, 1]!})
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model := rym * rxm
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scale_m := m4.scale(m4.Vec4{ e: [in_scale, in_scale, in_scale, 1]! })
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res := (scale_m * model)* view_proj
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res := (scale_m * model) * view_proj
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return res
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}
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fn draw_cube_glsl(app App){
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fn draw_cube_glsl(app App) {
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if app.init_flag == false {
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return
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}
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ws := gg.window_size()
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ratio := f32(ws.width) / ws.height
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dw := f32(ws.width / 2)
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dw := f32(ws.width / 2)
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dh := f32(ws.height / 2)
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// use the following commented lines to rotate the 3d glsl cube
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// rot := [f32(app.mouse_y), f32(app.mouse_x)]
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// calc_tr_matrices(dw, dh, rot[0], rot[1] ,2.3)
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tr_matrix := calc_tr_matrices(dw, dh, 0, 0 ,2.3)
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tr_matrix := calc_tr_matrices(dw, dh, 0, 0, 2.3)
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gfx.apply_viewport(0, 0, ws.width, ws.height, true)
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// apply the pipline and bindings
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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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gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params, &tr_matrix, 4 * 16)
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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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@ -344,27 +322,27 @@ fn my_init(mut app App) {
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mut i := 0
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for i < sz {
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unsafe {
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y := (i >> 0x8) >> 5 // 8 cell
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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()
|
||||
|
|
Loading…
Reference in New Issue