examples: fix and vfmt cube_glsl example

pull/8805/head
Alexander Medvednikov 2021-02-17 06:47:41 +01:00
parent d4a05bebde
commit 60a8881326
1 changed files with 242 additions and 225 deletions

View File

@ -33,7 +33,6 @@
import gg import gg
import gx import gx
// import math // import math
import sokol.sapp import sokol.sapp
import sokol.gfx import sokol.gfx
import sokol.sgl import sokol.sgl
@ -43,6 +42,7 @@ import gg.m4
// GLSL Include and functions // GLSL Include and functions
#flag -I @VROOT/. #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) #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 fn C.cube_shader_desc() &C.sg_shader_desc
const ( const (
@ -58,14 +58,11 @@ mut:
texture C.sg_image texture C.sg_image
init_flag bool init_flag bool
frame_count int frame_count int
mouse_x int = -1 mouse_x int = -1
mouse_y int = -1 mouse_y int = -1
// glsl // glsl
cube_pip_glsl C.sg_pipeline cube_pip_glsl C.sg_pipeline
cube_bind C.sg_bindings cube_bind C.sg_bindings
// time // time
ticks i64 ticks i64
} }
@ -252,7 +249,6 @@ struct Vertex_t {
y f32 y f32
z f32 z f32
color u32 color u32
// u u16 // u u16
// v u16 // v u16
u f32 u f32
@ -260,37 +256,31 @@ struct Vertex_t {
} }
fn init_cube_glsl(mut app App) { fn init_cube_glsl(mut app App) {
/* cube vertex buffer */ // cube vertex buffer
// d := u16(32767/8) // for compatibility with D3D11, 32767 stand for 1 // d := u16(32767/8) // for compatibility with D3D11, 32767 stand for 1
d := f32(1.0) // 0.05) d := f32(1.0) // 0.05)
c := u32(0xFFFFFF_FF) // color RGBA8 c := u32(0xFFFFFF_FF) // color RGBA8
vertices := [ vertices := [
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0}, 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, 0},
Vertex_t{1.0, 1.0, -1.0, c, d, d}, 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, d},
Vertex_t{-1.0, -1.0, 1.0, c, 0, 0}, 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, 0},
Vertex_t{1.0, 1.0, 1.0, c, d, d}, 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, d},
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0}, 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, 0},
Vertex_t{-1.0, 1.0, 1.0, c, d, d}, 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, d},
Vertex_t{1.0, -1.0, -1.0, c, 0, 0}, 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, 0},
Vertex_t{1.0, 1.0, 1.0, c, d, d}, 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, d},
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0}, 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, 0},
Vertex_t{1.0, -1.0, 1.0, c, d, d}, 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, d},
Vertex_t{-1.0, 1.0, -1.0, c, 0, 0}, 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, 0},
Vertex_t{1.0, 1.0, 1.0, c, d, d}, Vertex_t{1.0, 1.0, 1.0, c, d, d},
@ -303,17 +293,47 @@ fn init_cube_glsl(mut app App) {
vert_buffer_desc.content = byteptr(vertices.data) vert_buffer_desc.content = byteptr(vertices.data)
vert_buffer_desc.@type = .vertexbuffer vert_buffer_desc.@type = .vertexbuffer
// vert_buffer_desc.usage = .immutable // vert_buffer_desc.usage = .immutable
vert_buffer_desc.label = "cube-vertices".str vert_buffer_desc.label = 'cube-vertices'.str
vbuf := gfx.make_buffer(&vert_buffer_desc) vbuf := gfx.make_buffer(&vert_buffer_desc)
/* create an index buffer for the cube */ // create an index buffer for the cube
indices := [ indices := [
u16(0), 1, 2, 0, 2, 3, u16(0),
6, 5, 4, 7, 6, 4, 1,
8, 9, 10, 8, 10, 11, 2,
14, 13, 12, 15, 14, 12, 0,
16, 17, 18, 16, 18, 19, 2,
22, 21, 20, 23, 22, 20 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{} mut index_buffer_desc := C.sg_buffer_desc{}
@ -321,10 +341,10 @@ fn init_cube_glsl(mut app App) {
index_buffer_desc.size = indices.len * int(sizeof(u16)) index_buffer_desc.size = indices.len * int(sizeof(u16))
index_buffer_desc.content = byteptr(indices.data) index_buffer_desc.content = byteptr(indices.data)
index_buffer_desc.@type = .indexbuffer 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) ibuf := gfx.make_buffer(&index_buffer_desc)
/* create shader */ // create shader
shader := gfx.make_shader(C.cube_shader_desc()) shader := gfx.make_shader(C.cube_shader_desc())
mut pipdesc := C.sg_pipeline_desc{} mut pipdesc := C.sg_pipeline_desc{}
@ -347,13 +367,13 @@ fn init_cube_glsl(mut app App) {
pipdesc.rasterizer = C.sg_rasterizer_state{ pipdesc.rasterizer = C.sg_rasterizer_state{
cull_mode: .back 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.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_bind.fs_images[C.SLOT_tex] = app.texture
app.cube_pip_glsl = gfx.make_pipeline(&pipdesc) 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) {
@ -385,9 +405,10 @@ fn draw_cube_glsl(app App){
// fs uniforms // fs uniforms
time_ticks := f32(time.ticks() - app.ticks) / 1000 time_ticks := f32(time.ticks() - app.ticks) / 1000
mut text_res := [ mut text_res := [
f32(512), 512, // x,y resolution to pass to FS f32(512),
time_ticks, // time as f32 512, /* x,y resolution to pass to FS */
0 // padding 4 Bytes == 1 f32 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)
@ -435,7 +456,7 @@ fn frame(mut app App) {
ratio := f32(ws.width) / ws.height ratio := f32(ws.width) / ws.height
dw := ws.width dw := ws.width
dh := ws.height dh := ws.height
ww := int(dh/3) /* not a bug */ ww := int(dh / 3) // not a bug
hh := int(dh / 3) hh := int(dh / 3)
x0 := int(f32(dw) * 0.05) x0 := int(f32(dw) * 0.05)
// x1 := dw/2 // x1 := dw/2
@ -476,9 +497,7 @@ fn frame(mut app App) {
// glsl cube // glsl cube
draw_cube_glsl(app) draw_cube_glsl(app)
app.frame_count++ app.frame_count++
} }
/****************************************************************************** /******************************************************************************
@ -487,8 +506,6 @@ fn frame(mut app App) {
* *
******************************************************************************/ ******************************************************************************/
fn my_init(mut app App) { fn my_init(mut app App) {
// set max vertices, // set max vertices,
// for a large number of the same type of object it is better use the instances!! // for a large number of the same type of object it is better use the instances!!
desc := sapp.create_desc() desc := sapp.create_desc()
@ -563,7 +580,7 @@ fn cleanup(mut app App) {
* event * 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 { if ev.typ == .mouse_move {
app.mouse_x = int(ev.mouse_x) app.mouse_x = int(ev.mouse_x)
app.mouse_y = int(ev.mouse_y) app.mouse_y = int(ev.mouse_y)
@ -593,7 +610,7 @@ fn main(){
a[0] = 2 a[0] = 2
println(a) println(a)
app.gg = gg.new_context({ app.gg = gg.new_context(
width: win_width width: win_width
height: win_height height: win_height
use_ortho: true // This is needed for 2D drawing use_ortho: true // This is needed for 2D drawing
@ -605,7 +622,7 @@ fn main(){
init_fn: my_init init_fn: my_init
cleanup_fn: cleanup cleanup_fn: cleanup
event_fn: my_event_manager event_fn: my_event_manager
}) )
app.ticks = time.ticks() app.ticks = time.ticks()
app.gg.run() app.gg.run()