/********************************************************************** * * 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 sgl.Pipeline texture gfx.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 &u8) 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: &u8(0) d3d11_texture: 0 } // commen if .dynamic is enabled img_desc.data.subimage[0][0] = gfx.Range{ ptr: buf size: usize(sz) } sg_img := gfx.make_image(&img_desc) return sg_img } 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 &u8) { sz := w * h * 4 mut tmp_sbc := gfx.ImageData{} tmp_sbc.subimage[0][0] = gfx.Range{ ptr: buf size: usize(sz) } gfx.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) { ws := gg.window_size_real_pixels() ratio := f32(ws.width) / ws.height dw := ws.width dh := ws.height ww := int(dh / 3) // not a bug hh := int(dh / 3) x0 := int(f32(dw) * 0.05) // x1 := dw/2 y0 := 0 y1 := int(f32(dh) * 0.5) 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, int(dh / 5), dw, int(dh * ratio), true) draw_texture_cubes(app) // textured field of cubes with viewport sgl.viewport(0, int(dh / 5), dw, int(dh * ratio), 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 := sgl.Desc{ max_vertices: 50 * 65536 } sgl.setup(&sgl_desc) // 3d pipeline mut pipdesc := gfx.PipelineDesc{} unsafe { vmemset(&pipdesc, 0, int(sizeof(pipdesc))) } color_state := gfx.ColorState{ blend: gfx.BlendState{ enabled: true src_factor_rgb: .src_alpha dst_factor_rgb: .one_minus_src_alpha } } pipdesc.colors[0] = color_state pipdesc.depth = gfx.DepthState{ write_enabled: true compare: .less_equal } pipdesc.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 := 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] = u8(0xFF) tmp_txt[i + 1] = u8(0) tmp_txt[i + 2] = u8(0) tmp_txt[i + 3] = u8(0xFF) } // low right corner else if x == 7 && y == 7 { tmp_txt[i] = u8(0) tmp_txt[i + 1] = u8(0xFF) tmp_txt[i + 2] = u8(0) tmp_txt[i + 3] = u8(0xFF) } else { col := if ((x + y) & 1) == 1 { 0xFF } else { 0 } tmp_txt[i] = u8(col) // red tmp_txt[i + 1] = u8(col) // green tmp_txt[i + 2] = u8(col) // blue tmp_txt[i + 3] = u8(0xFF) // alpha } i += 4 } } unsafe { app.texture = create_texture(w, h, tmp_txt) free(tmp_txt) } } /****************************************************************************** * * event * ******************************************************************************/ 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) } if ev.typ == .touches_began || ev.typ == .touches_moved { if ev.num_touches > 0 { touch_point := ev.touches[0] app.mouse_x = int(touch_point.pos_x) app.mouse_y = int(touch_point.pos_y) } } } /****************************************************************************** * * Main * ******************************************************************************/ // is needed for easier diagnostics on windows [console] fn main() { // App init mut app := &App{ gg: 0 } app.gg = gg.new_context( width: win_width height: win_height create_window: true window_title: '3D Cube Demo' user_data: app bg_color: bg_color frame_fn: frame init_fn: my_init event_fn: my_event_manager ) app.gg.run() }