restore to original state

pull/13570/head
Subhomoy Haldar 2022-02-22 21:15:03 +05:30
parent 07071de01a
commit deb35b0fc1
4 changed files with 400 additions and 554 deletions

View File

@ -102,9 +102,9 @@ fn update_text_texture(sg_img gfx.Image, w int, h int, buf &byte) {
fn draw_triangle() {
sgl.defaults()
sgl.begin_triangles()
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( 0.0, 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.end()
}
@ -115,35 +115,35 @@ fn cube() {
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)
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.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.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()
}
@ -172,7 +172,7 @@ fn draw_cubes(app App) {
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[1]), 0.0, 0.0, 1.0)
cube()
sgl.pop_matrix()
sgl.pop_matrix()
@ -184,35 +184,35 @@ fn cube_texture(r f32, g f32, b f32) {
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, 0.25, 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()
}
@ -234,8 +234,8 @@ struct Vertex_t {
color u32
// u u16
// v u16
u f32
v f32
u f32
v f32
}
fn init_cube_glsl(mut app App) {
@ -245,40 +245,38 @@ fn init_cube_glsl(mut app App) {
c := u32(0xFFFFFF_FF) // color RGBA8
vertices := [
// Face 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, 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},
// Face 1
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},
// Face 2
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},
// Face 3
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},
// Face 4
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},
// Face 5
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 := gfx.BufferDesc{
label: c'cube-vertices'
}
mut vert_buffer_desc := gfx.BufferDesc{label: c'cube-vertices'}
unsafe { vmemset(&vert_buffer_desc, 0, int(sizeof(vert_buffer_desc))) }
vert_buffer_desc.size = usize(vertices.len * int(sizeof(Vertex_t)))
@ -291,49 +289,17 @@ fn init_cube_glsl(mut app App) {
// vert_buffer_desc.usage = .immutable
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 := gfx.BufferDesc{
label: c'cube-indices'
}
mut index_buffer_desc := gfx.BufferDesc{label: c'cube-indices'}
unsafe { vmemset(&index_buffer_desc, 0, int(sizeof(index_buffer_desc))) }
index_buffer_desc.size = usize(indices.len * int(sizeof(u16)))
@ -353,9 +319,9 @@ fn init_cube_glsl(mut app App) {
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_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
@ -442,18 +408,18 @@ fn draw_texture_cubes(app App) {
sgl.rotate(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(-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()
@ -571,9 +537,9 @@ fn my_init(mut app App) {
tmp_txt[i + 3] = byte(0xFF)
} else {
col := if ((x + y) & 1) == 1 { 0xFF } else { 128 }
tmp_txt[i + 0] = byte(col) // red
tmp_txt[i + 1] = byte(col) // green
tmp_txt[i + 2] = byte(col) // blue
tmp_txt[i + 0] = 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
@ -611,8 +577,7 @@ fn my_event_manager(mut ev gg.Event, mut app App) {
* Main
*
******************************************************************************/
// is needed for easier diagnostics on windows
[console]
[console] // is needed for easier diagnostics on windows
fn main() {
// App init
mut app := &App{

View File

@ -124,40 +124,38 @@ fn init_cube_glsl(mut app App) {
c := u32(0xFFFFFF_FF) // color RGBA8
vertices := [
// Face 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, 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},
// Face 1
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},
// Face 2
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},
// Face 3
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},
// Face 4
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},
// Face 5
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 := gfx.BufferDesc{
label: c'cube-vertices'
}
mut vert_buffer_desc := gfx.BufferDesc{label: c'cube-vertices'}
unsafe { vmemset(&vert_buffer_desc, 0, int(sizeof(vert_buffer_desc))) }
vert_buffer_desc.size = usize(vertices.len * int(sizeof(Vertex_t)))
@ -171,48 +169,16 @@ fn init_cube_glsl(mut app App) {
// 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 := gfx.BufferDesc{
label: c'cube-indices'
}
unsafe { vmemset(&index_buffer_desc, 0, int(sizeof(index_buffer_desc))) }
mut index_buffer_desc := gfx.BufferDesc{label: c'cube-indices'}
unsafe {vmemset(&index_buffer_desc, 0, int(sizeof(index_buffer_desc)))}
index_buffer_desc.size = usize(indices.len * int(sizeof(u16)))
index_buffer_desc.data = gfx.Range{
@ -220,7 +186,7 @@ fn init_cube_glsl(mut app App) {
size: usize(indices.len * int(sizeof(u16)))
}
index_buffer_desc.@type = .indexbuffer
index_buffer_desc.@type = .indexbuffer
ibuf := gfx.make_buffer(&index_buffer_desc)
// create shader
@ -231,9 +197,9 @@ fn init_cube_glsl(mut app App) {
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 by sokol-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_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
@ -256,24 +222,21 @@ fn init_cube_glsl(mut app App) {
[inline]
fn vec4(x f32, y f32, z f32, w f32) m4.Vec4 {
return m4.Vec4{
e: [x, y, z, w]!
}
return m4.Vec4{e:[x, y, z, w]!}
}
fn calc_tr_matrices(w f32, h f32, rx f32, ry f32, in_scale f32) m4.Mat4 {
proj := m4.perspective(60, w / h, 0.01, 10.0)
view := m4.look_at(vec4(f32(0.0), 0, 6, 0), vec4(f32(0), 0, 0, 0), vec4(f32(0), 1,
0, 0))
proj := m4.perspective(60, w/h, 0.01, 10.0)
view := m4.look_at(vec4(f32(0.0) ,0 , 6, 0), vec4(f32(0), 0, 0, 0), vec4(f32(0), 1, 0, 0))
view_proj := view * proj
rxm := m4.rotate(m4.rad(rx), vec4(f32(1), 0, 0, 0))
rym := m4.rotate(m4.rad(ry), vec4(f32(0), 1, 0, 0))
model := rym * rxm
model := rym * rxm
scale_m := m4.scale(vec4(in_scale, in_scale, in_scale, 1))
res := (scale_m * model) * view_proj
res := (scale_m * model) * view_proj
return res
}
@ -311,13 +274,13 @@ fn draw_cube_glsl(app App) {
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 * 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
time_ticks, // time as f32
app.frame_count, // frame count
0,
0, // padding bytes , see "fs_params" struct paddings in rt_glsl.h
0 // padding bytes , see "fs_params" struct paddings in rt_glsl.h
]!
fs_uniforms_range := gfx.Range{
ptr: unsafe { &tmp_fs_params }
@ -392,9 +355,9 @@ fn my_init(mut app App) {
tmp_txt[i + 3] = byte(0xFF)
} else {
col := if ((x + y) & 1) == 1 { 0xFF } else { 128 }
tmp_txt[i + 0] = byte(col) // red
tmp_txt[i + 1] = byte(col) // green
tmp_txt[i + 2] = byte(col) // blue
tmp_txt[i + 0] = 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
@ -429,8 +392,7 @@ fn my_event_manager(mut ev gg.Event, mut app App) {
/******************************************************************************
* Main
******************************************************************************/
// is needed for easier diagnostics on windows
[console]
[console] // is needed for easier diagnostics on windows
fn main() {
// App init
mut app := &App{

View File

@ -26,7 +26,6 @@ import time
#flag -I @VMODROOT/.
#include "rt_glsl_march.h" # Should be generated with `v shader .` (see the instructions at the top of this file)
#include "rt_glsl_puppy.h" # Should be generated with `v shader .` (see the instructions at the top of this file)
fn C.rt_march_shader_desc(gfx.Backend) &gfx.ShaderDesc
fn C.rt_puppy_shader_desc(gfx.Backend) &gfx.ShaderDesc
@ -46,10 +45,10 @@ mut:
mouse_y int = -1
mouse_down bool
// glsl
cube_pip_glsl gfx.Pipeline
cube_bind gfx.Bindings
pipe map[string]gfx.Pipeline
bind map[string]gfx.Bindings
cube_pip_glsl gfx.Pipeline
cube_bind gfx.Bindings
pipe map[string]gfx.Pipeline
bind map[string]gfx.Bindings
// time
ticks i64
}
@ -127,40 +126,38 @@ fn init_cube_glsl_m(mut app App) {
c := u32(0xFFFFFF_FF) // color RGBA8
vertices := [
// Face 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, 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},
// Face 1
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},
// Face 2
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},
// Face 3
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},
// Face 4
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},
// Face 5
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 := gfx.BufferDesc{
label: c'cube-vertices'
}
mut vert_buffer_desc := gfx.BufferDesc{label: c'cube-vertices'}
unsafe { vmemset(&vert_buffer_desc, 0, int(sizeof(vert_buffer_desc))) }
vert_buffer_desc.size = usize(vertices.len * int(sizeof(Vertex_t)))
vert_buffer_desc.data = gfx.Range{
@ -170,36 +167,19 @@ fn init_cube_glsl_m(mut app App) {
vert_buffer_desc.@type = .vertexbuffer
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
/*
u16(14), 13, 12, 15, 14, 12,
u16(0), 1, 2, 0, 2, 3,
6, 5, 4, 7, 6, 4,
8, 9, 10, 8, 10, 11,
/*
u16(14), 13, 12, 15, 14, 12,
16, 17, 18, 16, 18, 19,
22, 21, 20, 23, 22, 20
*/,
*/
]
mut index_buffer_desc := gfx.BufferDesc{
label: c'cube-indices'
}
mut index_buffer_desc := gfx.BufferDesc{label: c'cube-indices'}
unsafe { vmemset(&index_buffer_desc, 0, int(sizeof(index_buffer_desc))) }
index_buffer_desc.size = usize(indices.len * int(sizeof(u16)))
index_buffer_desc.data = gfx.Range{
@ -217,8 +197,8 @@ fn init_cube_glsl_m(mut app App) {
pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
// the constants [C.ATTR_vs_m_pos, C.ATTR_vs_m_color0, C.ATTR_vs_m_texcoord0] are generated by sokol-shdc
pipdesc.layout.attrs[C.ATTR_vs_m_pos].format = .float3 // x,y,z as f32
pipdesc.layout.attrs[C.ATTR_vs_m_color0].format = .ubyte4n // color as u32
pipdesc.layout.attrs[C.ATTR_vs_m_pos ].format = .float3 // x,y,z as f32
pipdesc.layout.attrs[C.ATTR_vs_m_color0 ].format = .ubyte4n // color as u32
pipdesc.layout.attrs[C.ATTR_vs_m_texcoord0].format = .float2 // u,v as f32
// pipdesc.layout.attrs[C.ATTR_vs_m_texcoord0].format = .short2n // u,v as u16
@ -252,40 +232,38 @@ fn init_cube_glsl_p(mut app App) {
c := u32(0xFFFFFF_FF) // color RGBA8
vertices := [
// Face 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, 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},
// Face 1
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},
// Face 2
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},
// Face 3
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},
// Face 4
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},
// Face 5
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 := gfx.BufferDesc{
label: c'cube-vertices'
}
mut vert_buffer_desc := gfx.BufferDesc{label: c'cube-vertices'}
unsafe { vmemset(&vert_buffer_desc, 0, int(sizeof(vert_buffer_desc))) }
vert_buffer_desc.size = usize(vertices.len * int(sizeof(Vertex_t)))
vert_buffer_desc.data = gfx.Range{
@ -295,36 +273,20 @@ fn init_cube_glsl_p(mut app App) {
vert_buffer_desc.@type = .vertexbuffer
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,
/*
u16(0), 1, 2, 0, 2, 3,
6, 5, 4, 7, 6, 4,
8, 9, 10, 8, 10, 11,
*/
u16(14),
13,
12,
15,
14,
12,
16,
17,
18,
16,
18,
19,
22,
21,
20,
23,
22,
20,
*/
u16(14), 13, 12, 15, 14, 12,
16, 17, 18, 16, 18, 19,
22, 21, 20, 23, 22, 20
]
mut index_buffer_desc := gfx.BufferDesc{
label: c'cube-indices'
}
mut index_buffer_desc := gfx.BufferDesc{label: c'cube-indices'}
unsafe { vmemset(&index_buffer_desc, 0, int(sizeof(index_buffer_desc))) }
index_buffer_desc.size = usize(indices.len * int(sizeof(u16)))
index_buffer_desc.data = gfx.Range{
@ -342,9 +304,9 @@ fn init_cube_glsl_p(mut app App) {
pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
// the constants [C.ATTR_vs_p_pos, C.ATTR_vs_p_color0, C.ATTR_vs_p_texcoord0] are generated by sokol-shdc
pipdesc.layout.attrs[C.ATTR_vs_p_pos].format = .float3 // x,y,z as f32
pipdesc.layout.attrs[C.ATTR_vs_p_color0].format = .ubyte4n // color as u32
pipdesc.layout.attrs[C.ATTR_vs_p_texcoord0].format = .float2 // u,v as f32
pipdesc.layout.attrs[C.ATTR_vs_p_pos ].format = .float3 // x,y,z as f32
pipdesc.layout.attrs[C.ATTR_vs_p_color0 ].format = .ubyte4n // color as u32
pipdesc.layout.attrs[C.ATTR_vs_p_texcoord0].format = .float2 // u,v as f32
// pipdesc.layout.attrs[C.ATTR_vs_p_texcoord0].format = .short2n // u,v as u16
pipdesc.shader = shader
@ -372,24 +334,21 @@ fn init_cube_glsl_p(mut app App) {
[inline]
fn vec4(x f32, y f32, z f32, w f32) m4.Vec4 {
return m4.Vec4{
e: [x, y, z, w]!
}
return m4.Vec4{e:[x, y, z, w]!}
}
fn calc_tr_matrices(w f32, h f32, rx f32, ry f32, in_scale f32) m4.Mat4 {
proj := m4.perspective(60, w / h, 0.01, 10.0)
view := m4.look_at(vec4(f32(0.0), 0, 6, 0), vec4(f32(0), 0, 0, 0), vec4(f32(0), 1,
0, 0))
proj := m4.perspective(60, w/h, 0.01, 10.0)
view := m4.look_at(vec4(f32(0.0) ,0 , 6, 0), vec4(f32(0), 0, 0, 0), vec4(f32(0), 1, 0, 0))
view_proj := view * proj
rxm := m4.rotate(m4.rad(rx), vec4(f32(1), 0, 0, 0))
rym := m4.rotate(m4.rad(ry), vec4(f32(0), 1, 0, 0))
model := rym * rxm
model := rym * rxm
scale_m := m4.scale(vec4(in_scale, in_scale, in_scale, 1))
res := (scale_m * model) * view_proj
res := (scale_m * model) * view_proj
return res
}
@ -427,12 +386,12 @@ fn draw_cube_glsl_m(app App) {
ws.height * ratio, // x,y resolution to pass to FS
0,
0, // dont send mouse position
// app.mouse_x, // mouse x
// ws.height - app.mouse_y*2, // mouse y scaled
time_ticks, // time as f32
/* 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
0 // padding bytes , see "fs_params" struct paddings in rt_glsl.h
]!
fs_uniforms_range := gfx.Range{
ptr: unsafe { &tmp_fs_params }
@ -479,12 +438,12 @@ fn draw_cube_glsl_p(app App) {
ws.height * ratio, // x,y resolution to pass to FS
0,
0, // dont send mouse position
// app.mouse_x, // mouse x
// ws.height - app.mouse_y*2, // mouse y scaled
time_ticks, // time as f32
/* 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
0 // padding bytes , see "fs_params" struct paddings in rt_glsl.h
]!
fs_uniforms_range := gfx.Range{
ptr: unsafe { &tmp_fs_params }
@ -584,9 +543,9 @@ fn my_init(mut app App) {
tmp_txt[i + 3] = byte(0xFF)
} else {
col := if ((x + y) & 1) == 1 { 0xFF } else { 128 }
tmp_txt[i + 0] = byte(col) // red
tmp_txt[i + 1] = byte(col) // green
tmp_txt[i + 2] = byte(col) // blue
tmp_txt[i + 0] = 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
@ -627,8 +586,7 @@ fn my_event_manager(mut ev gg.Event, mut app App) {
/******************************************************************************
* Main
******************************************************************************/
// is needed for easier diagnostics on windows
[console]
[console] // is needed for easier diagnostics on windows
fn main() {
// App init
mut app := &App{

View File

@ -17,8 +17,10 @@ import gg
import gg.m4
import gx
import math
import sokol.gfx
// import sokol.sgl
//import sokol.sgl
import time
const (
@ -30,27 +32,31 @@ const (
struct App {
mut:
gg &gg.Context
texture gfx.Image
init_flag bool
frame_count int
gg &gg.Context
texture gfx.Image
init_flag bool
frame_count int
mouse_x int = -1
mouse_y int = -1
mouse_down bool
mouse_x int = -1
mouse_y int = -1
mouse_down bool
// glsl
cube_pip_glsl gfx.Pipeline
cube_bind gfx.Bindings
pipe map[string]gfx.Pipeline
bind map[string]gfx.Bindings
pipe map[string]gfx.Pipeline
bind map[string]gfx.Bindings
// time
ticks i64
ticks i64
// instances
inst_pos [num_inst]m4.Vec4
inst_pos [num_inst]m4.Vec4
// camera
camera_x f32
camera_z f32
camera_x f32
camera_z f32
}
/******************************************************************************
@ -58,29 +64,28 @@ mut:
******************************************************************************/
#flag -I @VMODROOT/.
#include "rt_glsl_instancing.h" # Should be generated with `v shader .` (see the instructions at the top of this file)
fn C.instancing_shader_desc(gfx.Backend) &gfx.ShaderDesc
/******************************************************************************
* Texture functions
******************************************************************************/
fn create_texture(w int, h int, buf byteptr) gfx.Image {
fn create_texture(w int, h int, buf byteptr) gfx.Image{
sz := w * h * 4
mut img_desc := gfx.ImageDesc{
width: w
height: h
num_mipmaps: 0
min_filter: .linear
mag_filter: .linear
// usage: .dynamic
wrap_u: .clamp_to_edge
wrap_v: .clamp_to_edge
label: &byte(0)
width: w
height: h
num_mipmaps: 0
min_filter: .linear
mag_filter: .linear
//usage: .dynamic
wrap_u: .clamp_to_edge
wrap_v: .clamp_to_edge
label: &byte(0)
d3d11_texture: 0
}
// comment if .dynamic is enabled
img_desc.data.subimage[0][0] = gfx.Range{
ptr: buf
ptr: buf
size: usize(sz)
}
@ -88,12 +93,12 @@ fn create_texture(w int, h int, buf byteptr) gfx.Image {
return sg_img
}
fn destroy_texture(sg_img gfx.Image) {
fn destroy_texture(sg_img gfx.Image){
gfx.destroy_image(sg_img)
}
// Use only if usage: .dynamic is enabled
fn update_text_texture(sg_img gfx.Image, w int, h int, buf byteptr) {
fn update_text_texture(sg_img gfx.Image, w int, h int, buf byteptr){
sz := w * h * 4
mut tmp_sbc := gfx.ImageData{}
tmp_sbc.subimage[0][0] = gfx.Range{
@ -117,151 +122,117 @@ fn update_text_texture(sg_img gfx.Image, w int, h int, buf byteptr) {
*/
struct Vertex_t {
x f32
y f32
z f32
color u32
// u u16 // for compatibility with D3D11
// v u16 // for compatibility with D3D11
u f32
v f32
x f32
y f32
z f32
color u32
//u u16 // for compatibility with D3D11
//v u16 // for compatibility with D3D11
u f32
v f32
}
// march shader init
fn init_cube_glsl_i(mut app App) {
// cube vertex buffer
// d := u16(32767) // for compatibility with D3D11, 32767 stand for 1
/* 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 := [
vertices := [
// Face 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, 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},
// Face 1
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},
// Face 2
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},
// Face 3
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},
// Face 4
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},
// Face 5
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 := gfx.BufferDesc{
label: c'cube-vertices'
}
unsafe { vmemset(&vert_buffer_desc, 0, int(sizeof(vert_buffer_desc))) }
mut vert_buffer_desc := gfx.BufferDesc{label: c'cube-vertices'}
unsafe {vmemset(&vert_buffer_desc, 0, int(sizeof(vert_buffer_desc)))}
vert_buffer_desc.size = usize(vertices.len * int(sizeof(Vertex_t)))
vert_buffer_desc.data = gfx.Range{
ptr: vertices.data
size: usize(vertices.len * int(sizeof(Vertex_t)))
}
vert_buffer_desc.@type = .vertexbuffer
vert_buffer_desc.@type = .vertexbuffer
vbuf := gfx.make_buffer(&vert_buffer_desc)
// create an instance buffer for the cube
mut inst_buffer_desc := gfx.BufferDesc{
label: c'instance-data'
}
unsafe { vmemset(&inst_buffer_desc, 0, int(sizeof(inst_buffer_desc))) }
/* create an instance buffer for the cube */
mut inst_buffer_desc := gfx.BufferDesc{label: c'instance-data'}
unsafe {vmemset(&inst_buffer_desc, 0, int(sizeof(inst_buffer_desc)))}
inst_buffer_desc.size = usize(num_inst * int(sizeof(m4.Vec4)))
inst_buffer_desc.@type = .vertexbuffer
inst_buffer_desc.usage = .stream
inst_buffer_desc.@type = .vertexbuffer
inst_buffer_desc.usage = .stream
inst_buf := gfx.make_buffer(&inst_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 := gfx.BufferDesc{
label: c'cube-indices'
}
unsafe { vmemset(&index_buffer_desc, 0, int(sizeof(index_buffer_desc))) }
index_buffer_desc.size = usize(indices.len * int(sizeof(u16)))
mut index_buffer_desc := gfx.BufferDesc{label: c'cube-indices'}
unsafe {vmemset(&index_buffer_desc, 0, int(sizeof(index_buffer_desc)))}
index_buffer_desc.size = usize(indices.len * int(sizeof(u16)))
index_buffer_desc.data = gfx.Range{
ptr: indices.data
size: usize(indices.len * int(sizeof(u16)))
}
index_buffer_desc.@type = .indexbuffer
index_buffer_desc.@type = .indexbuffer
ibuf := gfx.make_buffer(&index_buffer_desc)
// create shader
/* create shader */
shader := gfx.make_shader(C.instancing_shader_desc(C.sg_query_backend()))
mut pipdesc := gfx.PipelineDesc{}
unsafe { vmemset(&pipdesc, 0, int(sizeof(pipdesc))) }
unsafe {vmemset(&pipdesc, 0, int(sizeof(pipdesc)))}
pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
// the constants [C.ATTR_vs_m_pos, C.ATTR_vs_m_color0, C.ATTR_vs_m_texcoord0] are generated by sokol-shdc
pipdesc.layout.attrs[C.ATTR_vs_i_pos].format = .float3 // x,y,z as f32
pipdesc.layout.attrs[C.ATTR_vs_i_pos].buffer_index = 0
pipdesc.layout.attrs[C.ATTR_vs_i_color0].format = .ubyte4n // color as u32
pipdesc.layout.attrs[C.ATTR_vs_i_pos].buffer_index = 0
pipdesc.layout.attrs[C.ATTR_vs_i_texcoord0].format = .float2 // u,v as f32
pipdesc.layout.attrs[C.ATTR_vs_i_pos].buffer_index = 0
pipdesc.layout.attrs[C.ATTR_vs_i_pos ].format = .float3 // x,y,z as f32
pipdesc.layout.attrs[C.ATTR_vs_i_pos ].buffer_index = 0
pipdesc.layout.attrs[C.ATTR_vs_i_color0 ].format = .ubyte4n // color as u32
pipdesc.layout.attrs[C.ATTR_vs_i_pos ].buffer_index = 0
pipdesc.layout.attrs[C.ATTR_vs_i_texcoord0].format = .float2 // u,v as f32
pipdesc.layout.attrs[C.ATTR_vs_i_pos ].buffer_index = 0
// instancing
// the constant ATTR_vs_i_inst_pos is generated by sokol-shdc
pipdesc.layout.buffers[1].stride = int(sizeof(m4.Vec4))
pipdesc.layout.buffers[1].step_func = .per_instance // we will pass a single parameter for each instance!!
pipdesc.layout.attrs[C.ATTR_vs_i_inst_pos].format = .float4
pipdesc.layout.attrs[C.ATTR_vs_i_inst_pos].buffer_index = 1
pipdesc.layout.buffers[1].stride = int(sizeof(m4.Vec4))
pipdesc.layout.buffers[1].step_func = .per_instance // we will pass a single parameter for each instance!!
pipdesc.layout.attrs[C.ATTR_vs_i_inst_pos ].format = .float4
pipdesc.layout.attrs[C.ATTR_vs_i_inst_pos ].buffer_index = 1
pipdesc.shader = shader
pipdesc.index_type = .uint16
@ -272,52 +243,44 @@ fn init_cube_glsl_i(mut app App) {
}
pipdesc.cull_mode = .back
pipdesc.label = 'glsl_shader pipeline'.str
pipdesc.label = "glsl_shader pipeline".str
mut bind := gfx.Bindings{}
unsafe { vmemset(&bind, 0, int(sizeof(bind))) }
bind.vertex_buffers[0] = vbuf // vertex buffer
bind.vertex_buffers[1] = inst_buf // instance buffer
bind.index_buffer = ibuf
unsafe {vmemset(&bind, 0, int(sizeof(bind)))}
bind.vertex_buffers[0] = vbuf // vertex buffer
bind.vertex_buffers[1] = inst_buf // instance buffer
bind.index_buffer = ibuf
bind.fs_images[C.SLOT_tex] = app.texture
app.bind['inst'] = bind
app.pipe['inst'] = gfx.make_pipeline(&pipdesc)
println('GLSL March init DONE!')
println("GLSL March init DONE!")
}
fn calc_tr_matrices(w f32, h f32, rx f32, ry f32, in_scale f32) m4.Mat4 {
proj := m4.perspective(60, w / h, 0.01, 4000.0)
view := m4.look_at(m4.Vec4{ e: [f32(0.0), 100, 6, 0]! }, m4.Vec4{
e: [f32(0), 0, 0, 0]!
}, m4.Vec4{
e: [f32(0), 1.0, 0, 0]!
})
fn calc_tr_matrices(w f32, h f32, rx f32, ry f32, in_scale f32) m4.Mat4{
proj := m4.perspective(60, w/h, 0.01, 4000.0)
view := m4.look_at(m4.Vec4{e:[f32(0.0),100,6,0]!}, m4.Vec4{e:[f32(0),0,0,0]!}, m4.Vec4{e:[f32(0),1.0,0,0]!})
view_proj := view * proj
rxm := m4.rotate(m4.rad(rx), m4.Vec4{
e: [f32(1), 0, 0, 0]!
})
rym := m4.rotate(m4.rad(ry), m4.Vec4{
e: [f32(0), 1, 0, 0]!
})
rxm := m4.rotate(m4.rad(rx), m4.Vec4{e:[f32(1),0,0,0]!})
rym := m4.rotate(m4.rad(ry), m4.Vec4{e:[f32(0),1,0,0]!})
model := rym * rxm
scale_m := m4.scale(m4.Vec4{ e: [in_scale, in_scale, in_scale, 1]! })
model := rym * rxm
scale_m := m4.scale(m4.Vec4{e:[in_scale, in_scale, in_scale, 1]!})
res := (scale_m * model) * view_proj
res := (scale_m * model)* view_proj
return res
}
// triangles draw
fn draw_cube_glsl_i(mut app App) {
fn draw_cube_glsl_i(mut app App){
if app.init_flag == false {
return
}
ws := gg.window_size_real_pixels()
// ratio := f32(ws.width) / ws.height
dw := f32(ws.width / 2)
//ratio := f32(ws.width) / ws.height
dw := f32(ws.width / 2)
dh := f32(ws.height / 2)
rot := [f32(app.mouse_y), f32(app.mouse_x)]
@ -333,28 +296,25 @@ fn draw_cube_glsl_i(mut app App) {
time_ticks := f32(time.ticks() - app.ticks) / 1000
cube_size := 2
sz := 128 // field size dimension
cx := 64 // x center for the cubes
cz := 64 // z center for the cubes
// frame := (app.frame_count/4) % 100
for index in 0 .. num_inst {
cx := 64 // x center for the cubes
cz := 64 // z center for the cubes
//frame := (app.frame_count/4) % 100
for index in 0..num_inst {
x := f32(index % sz)
z := f32(index / sz)
// simply waves
y := f32(math.cos((x + time_ticks) / 2.0) * math.sin(z / 2.0)) * 2
y := f32(math.cos((x+time_ticks)/2.0)*math.sin(z/2.0))*2
// sombrero function
// r := ((x-cx)*(x-cx)+(z-cz)*(z-cz))/(sz/2)
// y := f32(math.sin(r+time_ticks)*4.0)
//r := ((x-cx)*(x-cx)+(z-cz)*(z-cz))/(sz/2)
//y := f32(math.sin(r+time_ticks)*4.0)
spare_param := f32(index % 10)
app.inst_pos[index] = m4.Vec4{
e: [f32((x - cx - app.camera_x) * cube_size), y, f32((z - cz - app.camera_z) * cube_size),
spare_param]!
}
app.inst_pos[index] = m4.Vec4{e:[f32((x - cx - app.camera_x) * cube_size),y ,f32( (z - cz - app.camera_z) * cube_size),spare_param]!}
}
range := gfx.Range{
ptr: unsafe { &app.inst_pos }
size: usize(num_inst * int(sizeof(m4.Vec4)))
}
gfx.update_buffer(app.bind['inst'].vertex_buffers[1], &range)
gfx.update_buffer(app.bind['inst'].vertex_buffers[1], &range )
// Uniforms
// *** vertex shadeer uniforms ***
@ -366,7 +326,7 @@ fn draw_cube_glsl_i(mut app App) {
}
gfx.apply_uniforms(.vs, C.SLOT_vs_params_i, &vs_uniforms_range)
/*
/*
// *** fragment shader uniforms ***
time_ticks := f32(time.ticks() - app.ticks) / 1000
mut tmp_fs_params := [
@ -383,25 +343,26 @@ fn draw_cube_glsl_i(mut app App) {
size: usize(sizeof(tmp_fs_params))
}
gfx.apply_uniforms(.fs, C.SLOT_fs_params, &fs_uniforms_range)
*/
*/
// 3 vertices for triangle * 2 triangles per face * 6 faces = 36 vertices to draw for num_inst times
gfx.draw(0, (3 * 2) * 6, num_inst)
}
fn draw_start_glsl(app App) {
fn draw_start_glsl(app App){
if app.init_flag == false {
return
}
ws := gg.window_size_real_pixels()
// 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)
gfx.apply_viewport(0, 0, ws.width, ws.height, true)
}
fn draw_end_glsl(app App) {
fn draw_end_glsl(app App){
gfx.end_pass()
gfx.commit()
}
@ -424,7 +385,7 @@ fn frame(mut app App) {
gfx.begin_default_pass(&pass_action, ws.width, ws.height)
draw_start_glsl(app)
draw_cube_glsl_i(mut app)
draw_cube_glsl_i(mut app)
draw_end_glsl(app)
app.frame_count++
}
@ -458,9 +419,9 @@ fn my_init(mut app App) {
tmp_txt[i + 3] = byte(0xFF)
} else {
col := if ((x + y) & 1) == 1 { 0xFF } else { 128 }
tmp_txt[i + 0] = byte(col) // red
tmp_txt[i + 1] = byte(col) // green
tmp_txt[i + 2] = byte(col) // blue
tmp_txt[i + 0] = 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
@ -470,6 +431,7 @@ fn my_init(mut app App) {
app.texture = create_texture(w, h, tmp_txt)
free(tmp_txt)
}
// glsl
init_cube_glsl_i(mut app)
app.init_flag = true
@ -479,10 +441,10 @@ fn my_init(mut app App) {
* events handling
******************************************************************************/
fn my_event_manager(mut ev gg.Event, mut app App) {
if ev.typ == .mouse_down {
if ev.typ == .mouse_down{
app.mouse_down = true
}
if ev.typ == .mouse_up {
if ev.typ == .mouse_up{
app.mouse_down = false
}
if app.mouse_down == true && ev.typ == .mouse_move {
@ -505,7 +467,7 @@ fn my_event_manager(mut ev gg.Event, mut app App) {
.s { app.camera_z -= step }
.a { app.camera_x -= step }
.d { app.camera_x += step }
else {}
else{}
}
}
}
@ -513,24 +475,23 @@ fn my_event_manager(mut ev gg.Event, mut app App) {
/******************************************************************************
* Main
******************************************************************************/
// is needed for easier diagnostics on windows
[console]
fn main() {
[console] // is needed for easier diagnostics on windows
fn main(){
// App init
mut app := &App{
gg: 0
}
app.gg = gg.new_context(
width: win_width
height: win_height
width: win_width
height: win_height
create_window: true
window_title: 'Instancing Cube'
user_data: app
bg_color: bg_color
frame_fn: frame
init_fn: my_init
event_fn: my_event_manager
window_title: 'Instancing Cube'
user_data: app
bg_color: bg_color
frame_fn: frame
init_fn: my_init
event_fn: my_event_manager
)
app.ticks = time.ticks()