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

@ -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 (
@ -58,14 +58,11 @@ mut:
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
}
@ -75,7 +72,7 @@ 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
@ -83,7 +80,7 @@ fn create_texture(w int, h int, buf byteptr) C.sg_image{
num_mipmaps: 0
min_filter: .linear
mag_filter: .linear
//usage: .dynamic
// 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()
}
@ -136,13 +133,13 @@ fn cube() {
// 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.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.c3f(0.0, 0.0, 1.0)
sgl.v3f_t2f(-1.0, -1.0, 1.0, -1.0, 1.0)
@ -155,21 +152,21 @@ fn cube() {
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.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.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)
@ -191,53 +188,53 @@ fn draw_cubes(app App) {
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)
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 )
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, 0.0, 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, 0.25, 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, 0.0, 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, 0.25, 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, 0.0, 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, 0.25, 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
@ -252,111 +249,134 @@ struct Vertex_t {
y f32
z f32
color u32
//u u16
//v u16
// 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, 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, 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, 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, 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))}
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.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))}
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.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_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_texcoord0].format = .short2n // u,v as u16
pipdesc.shader = shader
pipdesc.index_type = .uint16
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.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()
}
@ -411,19 +432,19 @@ 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)
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.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()
@ -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{
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
// 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()