examples: 3d cube sokol example (#8327)

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/**********************************************************************
*
* Sokol 3d cube demo
*
* Copyright (c) 2021 Dario Deledda. All rights reserved.
* Use of this source code is governed by an MIT license
* that can be found in the LICENSE file.
*
* TODO:
* - add instancing
* - add an exampel with shaders
**********************************************************************/
import gg
import gx
import math
import sokol.sapp
import sokol.gfx
import sokol.sgl
const (
win_width = 800
win_height = 800
bg_color = gx.white
)
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
}
/******************************************************************************
*
* Texture functions
*
******************************************************************************/
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
wrap_u: .clamp_to_edge
wrap_v: .clamp_to_edge
label: &byte(0)
d3d11_texture: 0
}
// commen if .dynamic is enabled
img_desc.content.subimage[0][0] = C.sg_subimage_content{
ptr: buf
size: sz
}
sg_img := C.sg_make_image(&img_desc)
return sg_img
}
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){
sz := w * h * 4
mut tmp_sbc := C.sg_image_content{}
tmp_sbc.subimage[0][0] = C.sg_subimage_content {
ptr: buf
size: sz
}
C.sg_update_image(sg_img, &tmp_sbc)
}
/******************************************************************************
*
* Draw functions
*
******************************************************************************/
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.end()
}
// vertex specification for a cube with colored sides and texture coords
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)
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.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.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.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.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.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)]
sgl.defaults()
sgl.load_pipeline(app.pip_3d)
sgl.matrix_mode_projection()
sgl.perspective(sgl.rad(45.0), 1.0, 0.1, 100.0)
sgl.matrix_mode_modelview()
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()
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.pop_matrix()
}
fn cube_t(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.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.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.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.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.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.end()
}
fn draw_texture_cubes(app App) {
rot := [f32(app.mouse_x), f32(app.mouse_y)]
sgl.defaults()
sgl.load_pipeline(app.pip_3d)
sgl.enable_texture()
sgl.texture(app.texture)
sgl.matrix_mode_projection()
sgl.perspective(sgl.rad(45.0), 1.0, 0.1, 100.0)
sgl.matrix_mode_modelview()
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_t(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_t(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_t(1,1,1)
sgl.pop_matrix()
sgl.pop_matrix()
sgl.disable_texture()
}
fn cube_field(app App){
rot := [f32(app.mouse_x), f32(app.mouse_y)]
xyz_sz := f32(2.0)
field_size := 20
sgl.defaults()
sgl.load_pipeline(app.pip_3d)
sgl.enable_texture()
sgl.texture(app.texture)
sgl.matrix_mode_projection()
sgl.perspective(sgl.rad(45.0), 1.0, 0.1, 200.0)
sgl.matrix_mode_modelview()
sgl.translate(field_size, 0.0, -120.0)
sgl.rotate(sgl.rad(rot[0]), 0.0, 1.0, 0.0)
sgl.rotate(sgl.rad(rot[1]), 1.0, 0.0, 0.0)
// draw field_size*field_size cubes
for y in 0..field_size {
for x in 0..field_size {
sgl.push_matrix()
z := f32(math.cos(f32(x*2)/field_size)*math.sin(f32(y*2)/field_size)*xyz_sz)*(xyz_sz*5)
sgl.translate(x*xyz_sz, z, y*xyz_sz)
cube_t(f32(f32(x)/field_size), f32(f32(y)/field_size),1)
sgl.pop_matrix()
}
}
sgl.disable_texture()
}
fn frame(mut app App) {
dw := app.gg.width
dh := app.gg.height
ww := dh/2 /* not a bug */
hh := dh/2
x0 := dw/2 - hh
//x1 := dw/2
y0 := 0
y1 := dh/2
app.gg.begin()
//sgl.defaults()
// 2d triangle
sgl.viewport(x0, y0, ww, hh, true)
draw_triangle()
// colored cubes with viewport
sgl.viewport(x0, y1, ww, hh, true)
draw_cubes(app)
// textured cubed with viewport
sgl.viewport(0, 0, dw, dh, true)
draw_texture_cubes(app)
// textured field of cubes with viewport
sgl.viewport(0, 0, dw, dh, true)
cube_field(app)
app.frame_count++
app.gg.end()
}
/******************************************************************************
*
* Init / Cleanup
*
******************************************************************************/
fn my_init(mut app App) {
app.init_flag = true
// set max vertices,
// for a large number of the same type of object it is better use the instances!!
desc := sapp.create_desc()
gfx.setup(&desc)
sgl_desc := C.sgl_desc_t{
max_vertices: 50 * 65536
}
sgl.setup(&sgl_desc)
// 3d pipeline
mut pipdesc := C.sg_pipeline_desc{}
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)
}
pipdesc.rasterizer = C.sg_rasterizer_state {
cull_mode: .back
}
app.pip_3d = sgl.make_pipeline(&pipdesc)
// create chessboard texture 256*256 RGBA
w := 256
h := 256
sz := w * h * 4
tmp_txt := 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)
}
// 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 {
col := if ((x+y) & 1) == 1 {0xFF} else {0}
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)
free(tmp_txt)
}
fn cleanup(mut app App) {
gfx.shutdown()
}
/******************************************************************************
*
* event
*
******************************************************************************/
fn my_event_manager(mut ev sapp.Event, mut app App) {
if ev.typ == .mouse_move {
app.mouse_x = int(ev.mouse_x)
app.mouse_y = int(ev.mouse_y)
}
}
/******************************************************************************
*
* 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
create_window: true
window_title: '3D Cube Demo'
user_data: app
bg_color: bg_color
frame_fn: frame
init_fn: my_init
cleanup_fn: cleanup
event_fn: my_event_manager
})
app.gg.run()
}