From 60a8881326f193e78712a29fa99ec51787850cb3 Mon Sep 17 00:00:00 2001 From: Alexander Medvednikov Date: Wed, 17 Feb 2021 06:47:41 +0100 Subject: [PATCH] examples: fix and vfmt cube_glsl example --- examples/sokol/02_cubes_glsl/cube_glsl.v | 467 ++++++++++++----------- 1 file changed, 242 insertions(+), 225 deletions(-) diff --git a/examples/sokol/02_cubes_glsl/cube_glsl.v b/examples/sokol/02_cubes_glsl/cube_glsl.v index 5770dfc960..130470d916 100644 --- a/examples/sokol/02_cubes_glsl/cube_glsl.v +++ b/examples/sokol/02_cubes_glsl/cube_glsl.v @@ -32,8 +32,7 @@ **********************************************************************/ import gg import gx -//import math - +// import math import sokol.sapp import sokol.gfx import sokol.sgl @@ -43,6 +42,7 @@ import gg.m4 // GLSL Include and functions #flag -I @VROOT/. #include "cube_glsl.h" #Please use sokol-shdc to generate the necessary cube_glsl.h file from cube_glsl.glsl (see the instructions at the top of this file) + fn C.cube_shader_desc() &C.sg_shader_desc const ( @@ -53,21 +53,18 @@ const ( struct App { mut: - gg &gg.Context - pip_3d C.sgl_pipeline - texture C.sg_image - init_flag bool - frame_count int - - mouse_x int = -1 - mouse_y int = -1 - + gg &gg.Context + pip_3d C.sgl_pipeline + 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 } /****************************************************************************** @@ -75,15 +72,15 @@ mut: * 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 mut img_desc := C.sg_image_desc{ width: w height: h num_mipmaps: 0 - min_filter: .linear - mag_filter: .linear - //usage: .dynamic + min_filter: .linear + mag_filter: .linear + // usage: .dynamic wrap_u: .clamp_to_edge wrap_v: .clamp_to_edge label: &byte(0) @@ -99,15 +96,15 @@ 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 } @@ -122,9 +119,9 @@ fn update_text_texture(sg_img C.sg_image, w int, h int, buf byteptr){ fn draw_triangle() { sgl.defaults() sgl.begin_triangles() - sgl.v2f_c3b( 0.0, 0.5, 255, 0, 0) + sgl.v2f_c3b(0.0, 0.5, 255, 0, 0) sgl.v2f_c3b(-0.5, -0.5, 0, 0, 255) - sgl.v2f_c3b( 0.5, -0.5, 0, 255, 0) + sgl.v2f_c3b(0.5, -0.5, 0, 255, 0) sgl.end() } @@ -133,43 +130,43 @@ fn cube() { sgl.begin_quads() // edge color sgl.c3f(1.0, 0.0, 0.0) - // edge coord - // x,y,z, texture cord: u,v - sgl.v3f_t2f(-1.0, 1.0, -1.0, -1.0, 1.0) - sgl.v3f_t2f( 1.0, 1.0, -1.0, 1.0, 1.0) - sgl.v3f_t2f( 1.0, -1.0, -1.0, 1.0, -1.0) - sgl.v3f_t2f(-1.0, -1.0, -1.0, -1.0, -1.0) + // edge coord + // x,y,z, texture cord: u,v + sgl.v3f_t2f(-1.0, 1.0, -1.0, -1.0, 1.0) + sgl.v3f_t2f(1.0, 1.0, -1.0, 1.0, 1.0) + sgl.v3f_t2f(1.0, -1.0, -1.0, 1.0, -1.0) + sgl.v3f_t2f(-1.0, -1.0, -1.0, -1.0, -1.0) sgl.c3f(0.0, 1.0, 0.0) - sgl.v3f_t2f(-1.0, -1.0, 1.0, -1.0, 1.0) - sgl.v3f_t2f( 1.0, -1.0, 1.0, 1.0, 1.0) - sgl.v3f_t2f( 1.0, 1.0, 1.0, 1.0, -1.0) - sgl.v3f_t2f(-1.0, 1.0, 1.0, -1.0, -1.0) + sgl.v3f_t2f(-1.0, -1.0, 1.0, -1.0, 1.0) + sgl.v3f_t2f(1.0, -1.0, 1.0, 1.0, 1.0) + sgl.v3f_t2f(1.0, 1.0, 1.0, 1.0, -1.0) + sgl.v3f_t2f(-1.0, 1.0, 1.0, -1.0, -1.0) sgl.c3f(0.0, 0.0, 1.0) - sgl.v3f_t2f(-1.0, -1.0, 1.0, -1.0, 1.0) - sgl.v3f_t2f(-1.0, 1.0, 1.0, 1.0, 1.0) - sgl.v3f_t2f(-1.0, 1.0, -1.0, 1.0, -1.0) - sgl.v3f_t2f(-1.0, -1.0, -1.0, -1.0, -1.0) + sgl.v3f_t2f(-1.0, -1.0, 1.0, -1.0, 1.0) + sgl.v3f_t2f(-1.0, 1.0, 1.0, 1.0, 1.0) + sgl.v3f_t2f(-1.0, 1.0, -1.0, 1.0, -1.0) + sgl.v3f_t2f(-1.0, -1.0, -1.0, -1.0, -1.0) sgl.c3f(1.0, 0.5, 0.0) - sgl.v3f_t2f(1.0, -1.0, 1.0, -1.0, 1.0) - sgl.v3f_t2f(1.0, -1.0, -1.0, 1.0, 1.0) - sgl.v3f_t2f(1.0, 1.0, -1.0, 1.0, -1.0) - sgl.v3f_t2f(1.0, 1.0, 1.0, -1.0, -1.0) + sgl.v3f_t2f(1.0, -1.0, 1.0, -1.0, 1.0) + sgl.v3f_t2f(1.0, -1.0, -1.0, 1.0, 1.0) + sgl.v3f_t2f(1.0, 1.0, -1.0, 1.0, -1.0) + sgl.v3f_t2f(1.0, 1.0, 1.0, -1.0, -1.0) sgl.c3f(0.0, 0.5, 1.0) - sgl.v3f_t2f( 1.0, -1.0, -1.0, -1.0, 1.0) - sgl.v3f_t2f( 1.0, -1.0, 1.0, 1.0, 1.0) - sgl.v3f_t2f(-1.0, -1.0, 1.0, 1.0, -1.0) - sgl.v3f_t2f(-1.0, -1.0, -1.0, -1.0, -1.0) + sgl.v3f_t2f(1.0, -1.0, -1.0, -1.0, 1.0) + sgl.v3f_t2f(1.0, -1.0, 1.0, 1.0, 1.0) + sgl.v3f_t2f(-1.0, -1.0, 1.0, 1.0, -1.0) + sgl.v3f_t2f(-1.0, -1.0, -1.0, -1.0, -1.0) sgl.c3f(1.0, 0.0, 0.5) - sgl.v3f_t2f(-1.0, 1.0, -1.0, -1.0, 1.0) - sgl.v3f_t2f(-1.0, 1.0, 1.0, 1.0, 1.0) - sgl.v3f_t2f( 1.0, 1.0, 1.0, 1.0, -1.0) - sgl.v3f_t2f( 1.0, 1.0, -1.0, -1.0, -1.0) + sgl.v3f_t2f(-1.0, 1.0, -1.0, -1.0, 1.0) + sgl.v3f_t2f(-1.0, 1.0, 1.0, 1.0, 1.0) + sgl.v3f_t2f(1.0, 1.0, 1.0, 1.0, -1.0) + sgl.v3f_t2f(1.0, 1.0, -1.0, -1.0, -1.0) sgl.end() } fn draw_cubes(app App) { - rot := [f32(1.0)*(app.frame_count % 360), 0.5*f32(app.frame_count%360)] - //rot := [f32(app.mouse_x), f32(app.mouse_y)] + rot := [f32(1.0) * (app.frame_count % 360), 0.5 * f32(app.frame_count % 360)] + // rot := [f32(app.mouse_x), f32(app.mouse_y)] sgl.defaults() sgl.load_pipeline(app.pip_3d) @@ -183,61 +180,61 @@ fn draw_cubes(app App) { sgl.rotate(sgl.rad(rot[1]), 0.0, 1.0, 0.0) cube() sgl.push_matrix() - sgl.translate(0.0, 0.0, 3.0) - 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[1]), 0.0, 1.0, 0.0) - cube() - sgl.push_matrix() - sgl.translate(0.0, 0.0, 3.0) - 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[1]), 0.0, 0.0, 1.0) - cube() - sgl.pop_matrix() + sgl.translate(0.0, 0.0, 3.0) + 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[1]), 0.0, 1.0, 0.0) + cube() + sgl.push_matrix() + sgl.translate(0.0, 0.0, 3.0) + 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[1]), 0.0, 0.0, 1.0) + cube() + sgl.pop_matrix() sgl.pop_matrix() } -fn cube_texture(r f32,g f32,b f32) { +fn cube_texture(r f32, g f32, b f32) { sgl.begin_quads() // edge color sgl.c3f(r, g, b) - // edge coord - // x,y,z, texture cord: u,v - sgl.v3f_t2f(-1.0, 1.0, -1.0, 0.0 , 0.25) - sgl.v3f_t2f( 1.0, 1.0, -1.0, 0.25, 0.25) - sgl.v3f_t2f( 1.0, -1.0, -1.0, 0.25, 0.0 ) - sgl.v3f_t2f(-1.0, -1.0, -1.0, 0.0 , 0.0 ) + // edge coord + // x,y,z, texture cord: u,v + sgl.v3f_t2f(-1.0, 1.0, -1.0, 0.0, 0.25) + sgl.v3f_t2f(1.0, 1.0, -1.0, 0.25, 0.25) + sgl.v3f_t2f(1.0, -1.0, -1.0, 0.25, 0.0) + sgl.v3f_t2f(-1.0, -1.0, -1.0, 0.0, 0.0) sgl.c3f(r, g, b) - sgl.v3f_t2f(-1.0, -1.0, 1.0, 0.0 , 0.25) - sgl.v3f_t2f( 1.0, -1.0, 1.0, 0.25, 0.25) - sgl.v3f_t2f( 1.0, 1.0, 1.0, 0.25, 0.0 ) - sgl.v3f_t2f(-1.0, 1.0, 1.0, 0.0 , 0.0 ) + sgl.v3f_t2f(-1.0, -1.0, 1.0, 0.0, 0.25) + sgl.v3f_t2f(1.0, -1.0, 1.0, 0.25, 0.25) + sgl.v3f_t2f(1.0, 1.0, 1.0, 0.25, 0.0) + sgl.v3f_t2f(-1.0, 1.0, 1.0, 0.0, 0.0) sgl.c3f(r, g, b) - sgl.v3f_t2f(-1.0, -1.0, 1.0, 0.0 , 0.25) - sgl.v3f_t2f(-1.0, 1.0, 1.0, 0.25, 0.25) - sgl.v3f_t2f(-1.0, 1.0, -1.0, 0.25, 0.0 ) - sgl.v3f_t2f(-1.0, -1.0, -1.0, 0.0 , 0.0 ) + sgl.v3f_t2f(-1.0, -1.0, 1.0, 0.0, 0.25) + sgl.v3f_t2f(-1.0, 1.0, 1.0, 0.25, 0.25) + sgl.v3f_t2f(-1.0, 1.0, -1.0, 0.25, 0.0) + sgl.v3f_t2f(-1.0, -1.0, -1.0, 0.0, 0.0) sgl.c3f(r, g, b) - sgl.v3f_t2f(1.0, -1.0, 1.0, 0.0 , 0.25) - sgl.v3f_t2f(1.0, -1.0, -1.0, 0.25, 0.25) - sgl.v3f_t2f(1.0, 1.0, -1.0, 0.25, 0.0 ) - sgl.v3f_t2f(1.0, 1.0, 1.0, 0.0 , 0.0 ) + sgl.v3f_t2f(1.0, -1.0, 1.0, 0.0, 0.25) + sgl.v3f_t2f(1.0, -1.0, -1.0, 0.25, 0.25) + sgl.v3f_t2f(1.0, 1.0, -1.0, 0.25, 0.0) + sgl.v3f_t2f(1.0, 1.0, 1.0, 0.0, 0.0) sgl.c3f(r, g, b) - sgl.v3f_t2f( 1.0, -1.0, -1.0, 0.0 , 0.25) - sgl.v3f_t2f( 1.0, -1.0, 1.0, 0.25, 0.25) - sgl.v3f_t2f(-1.0, -1.0, 1.0, 0.25, 0.0 ) - sgl.v3f_t2f(-1.0, -1.0, -1.0, 0.0 , 0.0 ) + sgl.v3f_t2f(1.0, -1.0, -1.0, 0.0, 0.25) + sgl.v3f_t2f(1.0, -1.0, 1.0, 0.25, 0.25) + sgl.v3f_t2f(-1.0, -1.0, 1.0, 0.25, 0.0) + sgl.v3f_t2f(-1.0, -1.0, -1.0, 0.0, 0.0) sgl.c3f(r, g, b) - sgl.v3f_t2f(-1.0, 1.0, -1.0, 0.0 , 0.25) - sgl.v3f_t2f(-1.0, 1.0, 1.0, 0.25, 0.25) - sgl.v3f_t2f( 1.0, 1.0, 1.0, 0.25, 0.0 ) - sgl.v3f_t2f( 1.0, 1.0, -1.0, 0.0 , 0.0 ) + sgl.v3f_t2f(-1.0, 1.0, -1.0, 0.0, 0.25) + sgl.v3f_t2f(-1.0, 1.0, 1.0, 0.25, 0.25) + sgl.v3f_t2f(1.0, 1.0, 1.0, 0.25, 0.0) + sgl.v3f_t2f(1.0, 1.0, -1.0, 0.0, 0.0) sgl.end() } /* - 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 @@ -248,115 +245,138 @@ fn cube_texture(r f32,g f32,b f32) { */ struct Vertex_t { - x f32 - y f32 - z f32 - color u32 - - //u u16 - //v u16 - u f32 - v f32 + x f32 + y f32 + z f32 + color u32 + // u u16 + // v u16 + u f32 + v f32 } fn init_cube_glsl(mut app App) { - /* cube vertex buffer */ - //d := u16(32767/8) // for compatibility with D3D11, 32767 stand for 1 - d := f32(1.0) //0.05) + // cube vertex buffer + // d := u16(32767/8) // for compatibility with D3D11, 32767 stand for 1 + d := f32(1.0) // 0.05) 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.usage = .immutable - vert_buffer_desc.label = "cube-vertices".str + vert_buffer_desc.@type = .vertexbuffer + // vert_buffer_desc.usage = .immutable + 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 + 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)) + 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 + 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.cube_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 bysokol-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.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 draw_cube_glsl(app App){ +fn draw_cube_glsl(app App) { if app.init_flag == false { return } @@ -364,12 +384,12 @@ fn draw_cube_glsl(app App){ rot := [f32(app.mouse_y), f32(app.mouse_x)] ws := gg.window_size() - //ratio := f32(ws.width)/ws.height - dw := f32(ws.width/2) - dh := f32(ws.height/2) + // ratio := f32(ws.width)/ws.height + dw := f32(ws.width / 2) + dh := f32(ws.height / 2) - tr_matrix := m4.calc_tr_matrices(dw, dh, rot[0], rot[1] ,2.0) - gfx.apply_viewport(ws.width/2, 0, ws.width/2, ws.height/2, true) + tr_matrix := m4.calc_tr_matrices(dw, dh, rot[0], rot[1], 2.0) + gfx.apply_viewport(ws.width / 2, 0, ws.width / 2, ws.height / 2, true) // apply the pipline and bindings gfx.apply_pipeline(app.cube_pip_glsl) @@ -380,18 +400,19 @@ fn draw_cube_glsl(app App){ //*************** // 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) // fs uniforms time_ticks := f32(time.ticks() - app.ticks) / 1000 mut text_res := [ - f32(512), 512, // x,y resolution to pass to FS - time_ticks, // time as f32 - 0 // padding 4 Bytes == 1 f32 + f32(512), + 512, /* x,y resolution to pass to FS */ + time_ticks, /* time as f32 */ + 0 /* padding 4 Bytes == 1 f32 */, ]! - gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params, &text_res, 4*4 ) + gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params, &text_res, 4 * 4) - gfx.draw(0, (3*2)*6, 1) + gfx.draw(0, (3 * 2) * 6, 1) gfx.end_pass() gfx.commit() } @@ -411,20 +432,20 @@ fn draw_texture_cubes(app App) { sgl.translate(0.0, 0.0, -12.0) sgl.rotate(sgl.rad(rot[0]), 1.0, 0.0, 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.translate(0.0, 0.0, 3.0) - 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[1]), 0.0, 1.0, 0.0) - cube_texture(1,1,1) - sgl.push_matrix() - sgl.translate(0.0, 0.0, 3.0) - 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[1]), 0.0, 0.0, 1.0) - cube_texture(1,1,1) - sgl.pop_matrix() + sgl.translate(0.0, 0.0, 3.0) + 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[1]), 0.0, 1.0, 0.0) + cube_texture(1, 1, 1) + sgl.push_matrix() + sgl.translate(0.0, 0.0, 3.0) + 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[1]), 0.0, 0.0, 1.0) + cube_texture(1, 1, 1) + sgl.pop_matrix() sgl.pop_matrix() sgl.disable_texture() @@ -432,17 +453,17 @@ fn draw_texture_cubes(app App) { fn frame(mut app App) { ws := gg.window_size() - ratio := f32(ws.width)/ws.height + ratio := f32(ws.width) / ws.height dw := ws.width dh := ws.height - ww := int(dh/3) /* not a bug */ - hh := int(dh/3) + ww := int(dh / 3) // not a bug + hh := int(dh / 3) x0 := int(f32(dw) * 0.05) - //x1 := dw/2 + // x1 := dw/2 y0 := 0 y1 := int(f32(dh) * 0.5) - //app.gg.begin() + // app.gg.begin() app.gg.begin() sgl.defaults() @@ -456,14 +477,14 @@ fn frame(mut app App) { draw_cubes(app) // textured cubed with viewport - sgl.viewport(0, int(dh/5), dw, int(dh*ratio), true) + sgl.viewport(0, int(dh / 5), dw, int(dh * ratio), true) draw_texture_cubes(app) app.gg.end() // clear mut color_action := C.sg_color_attachment_action{ - action: gfx.Action(C.SG_ACTION_DONTCARE) //C.SG_ACTION_CLEAR) + action: gfx.Action(C.SG_ACTION_DONTCARE) // C.SG_ACTION_CLEAR) } color_action.val[0] = 1 color_action.val[1] = 1 @@ -476,9 +497,7 @@ fn frame(mut app App) { // glsl cube draw_cube_glsl(app) - app.frame_count++ - } /****************************************************************************** @@ -487,8 +506,6 @@ fn frame(mut app App) { * ******************************************************************************/ 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!! desc := sapp.create_desc() @@ -500,15 +517,15 @@ fn my_init(mut app App) { // 3d pipeline mut pipdesc := C.sg_pipeline_desc{} - unsafe {C.memset(&pipdesc, 0, sizeof(pipdesc))} + unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) } pipdesc.blend.enabled = true pipdesc.blend.src_factor_rgb = gfx.BlendFactor(C.SG_BLENDFACTOR_SRC_ALPHA) pipdesc.blend.dst_factor_rgb = gfx.BlendFactor(C.SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA) - 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 } app.pip_3d = sgl.make_pipeline(&pipdesc) @@ -517,37 +534,37 @@ fn my_init(mut app App) { w := 256 h := 256 sz := w * h * 4 - tmp_txt := unsafe{ malloc(sz) } + tmp_txt := unsafe { malloc(sz) } 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 } } app.texture = create_texture(w, h, tmp_txt) - unsafe{ free(tmp_txt) } + unsafe { free(tmp_txt) } // glsl init_cube_glsl(mut app) @@ -563,7 +580,7 @@ fn cleanup(mut app App) { * event * ******************************************************************************/ -fn my_event_manager(mut ev sapp.Event, mut app App) { +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) @@ -583,17 +600,17 @@ fn my_event_manager(mut ev sapp.Event, mut app App) { * ******************************************************************************/ [console] -fn main(){ +fn main() { // App init mut app := &App{ gg: 0 } mut a := [5]int{} - a[0]=2 + a[0] = 2 println(a) - 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 @@ -605,7 +622,7 @@ fn main(){ init_fn: my_init cleanup_fn: cleanup event_fn: my_event_manager - }) + ) app.ticks = time.ticks() app.gg.run()