434 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			V
		
	
	
			
		
		
	
	
			434 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			V
		
	
	
/**********************************************************************
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*
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* Sokol 3d cube demo
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*
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* Copyright (c) 2021 Dario Deledda. All rights reserved.
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* Use of this source code is governed by an MIT license
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* that can be found in the LICENSE file.
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*
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* TODO:
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* - add instancing
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* - add an exampel with shaders
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**********************************************************************/
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import gg
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import gx
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import math
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import sokol.sapp
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import sokol.gfx
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import sokol.sgl
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const (
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	win_width  = 800
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	win_height = 800
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	bg_color   = gx.white
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)
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struct App {
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mut:
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	gg          &gg.Context
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	pip_3d      C.sgl_pipeline
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	texture     C.sg_image
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	init_flag   bool
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	frame_count int
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	mouse_x     int = -1
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	mouse_y     int = -1
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}
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/******************************************************************************
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*
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* Texture functions
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*
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******************************************************************************/
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fn create_texture(w int, h int, buf &u8) C.sg_image {
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	sz := w * h * 4
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	mut img_desc := C.sg_image_desc{
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		width: w
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		height: h
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		num_mipmaps: 0
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		min_filter: .linear
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		mag_filter: .linear
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		// usage: .dynamic
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		wrap_u: .clamp_to_edge
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		wrap_v: .clamp_to_edge
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		label: &byte(0)
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		d3d11_texture: 0
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	}
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	// commen if .dynamic is enabled
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	img_desc.data.subimage[0][0] = C.sg_range{
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		ptr: buf
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		size: size_t(sz)
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	}
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	sg_img := C.sg_make_image(&img_desc)
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	return sg_img
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}
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fn destroy_texture(sg_img C.sg_image) {
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	C.sg_destroy_image(sg_img)
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}
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// Use only if usage: .dynamic is enabled
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fn update_text_texture(sg_img C.sg_image, w int, h int, buf &byte) {
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	sz := w * h * 4
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	mut tmp_sbc := C.sg_image_data{}
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	tmp_sbc.subimage[0][0] = C.sg_range{
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		ptr: buf
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		size: size_t(sz)
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	}
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	C.sg_update_image(sg_img, &tmp_sbc)
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}
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/******************************************************************************
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*
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* Draw functions
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*
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******************************************************************************/
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fn draw_triangle() {
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	sgl.defaults()
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	sgl.begin_triangles()
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	sgl.v2f_c3b(0.0, 0.5, 255, 0, 0)
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	sgl.v2f_c3b(-0.5, -0.5, 0, 0, 255)
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	sgl.v2f_c3b(0.5, -0.5, 0, 255, 0)
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	sgl.end()
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}
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// vertex specification for a cube with colored sides and texture coords
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fn cube() {
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	sgl.begin_quads()
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	// edge color
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	sgl.c3f(1.0, 0.0, 0.0)
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	// edge coord
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	// x,y,z, texture cord: u,v
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	sgl.v3f_t2f(-1.0, 1.0, -1.0, -1.0, 1.0)
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	sgl.v3f_t2f(1.0, 1.0, -1.0, 1.0, 1.0)
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	sgl.v3f_t2f(1.0, -1.0, -1.0, 1.0, -1.0)
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	sgl.v3f_t2f(-1.0, -1.0, -1.0, -1.0, -1.0)
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	sgl.c3f(0.0, 1.0, 0.0)
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	sgl.v3f_t2f(-1.0, -1.0, 1.0, -1.0, 1.0)
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	sgl.v3f_t2f(1.0, -1.0, 1.0, 1.0, 1.0)
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	sgl.v3f_t2f(1.0, 1.0, 1.0, 1.0, -1.0)
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	sgl.v3f_t2f(-1.0, 1.0, 1.0, -1.0, -1.0)
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	sgl.c3f(0.0, 0.0, 1.0)
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	sgl.v3f_t2f(-1.0, -1.0, 1.0, -1.0, 1.0)
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	sgl.v3f_t2f(-1.0, 1.0, 1.0, 1.0, 1.0)
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	sgl.v3f_t2f(-1.0, 1.0, -1.0, 1.0, -1.0)
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	sgl.v3f_t2f(-1.0, -1.0, -1.0, -1.0, -1.0)
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	sgl.c3f(1.0, 0.5, 0.0)
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	sgl.v3f_t2f(1.0, -1.0, 1.0, -1.0, 1.0)
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	sgl.v3f_t2f(1.0, -1.0, -1.0, 1.0, 1.0)
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	sgl.v3f_t2f(1.0, 1.0, -1.0, 1.0, -1.0)
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	sgl.v3f_t2f(1.0, 1.0, 1.0, -1.0, -1.0)
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	sgl.c3f(0.0, 0.5, 1.0)
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	sgl.v3f_t2f(1.0, -1.0, -1.0, -1.0, 1.0)
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	sgl.v3f_t2f(1.0, -1.0, 1.0, 1.0, 1.0)
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	sgl.v3f_t2f(-1.0, -1.0, 1.0, 1.0, -1.0)
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	sgl.v3f_t2f(-1.0, -1.0, -1.0, -1.0, -1.0)
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	sgl.c3f(1.0, 0.0, 0.5)
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	sgl.v3f_t2f(-1.0, 1.0, -1.0, -1.0, 1.0)
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	sgl.v3f_t2f(-1.0, 1.0, 1.0, 1.0, 1.0)
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	sgl.v3f_t2f(1.0, 1.0, 1.0, 1.0, -1.0)
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	sgl.v3f_t2f(1.0, 1.0, -1.0, -1.0, -1.0)
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	sgl.end()
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}
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fn draw_cubes(app App) {
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	rot := [f32(1.0) * (app.frame_count % 360), 0.5 * f32(app.frame_count % 360)]
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	// rot := [f32(app.mouse_x), f32(app.mouse_y)]
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	sgl.defaults()
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	sgl.load_pipeline(app.pip_3d)
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	sgl.matrix_mode_projection()
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	sgl.perspective(sgl.rad(45.0), 1.0, 0.1, 100.0)
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	sgl.matrix_mode_modelview()
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	sgl.translate(0.0, 0.0, -12.0)
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	sgl.rotate(sgl.rad(rot[0]), 1.0, 0.0, 0.0)
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	sgl.rotate(sgl.rad(rot[1]), 0.0, 1.0, 0.0)
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	cube()
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	sgl.push_matrix()
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	sgl.translate(0.0, 0.0, 3.0)
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	sgl.scale(0.5, 0.5, 0.5)
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	sgl.rotate(-2.0 * sgl.rad(rot[0]), 1.0, 0.0, 0.0)
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	sgl.rotate(-2.0 * sgl.rad(rot[1]), 0.0, 1.0, 0.0)
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	cube()
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	sgl.push_matrix()
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	sgl.translate(0.0, 0.0, 3.0)
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	sgl.scale(0.5, 0.5, 0.5)
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	sgl.rotate(-3.0 * sgl.rad(2 * rot[0]), 1.0, 0.0, 0.0)
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	sgl.rotate(3.0 * sgl.rad(2 * rot[1]), 0.0, 0.0, 1.0)
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	cube()
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	sgl.pop_matrix()
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	sgl.pop_matrix()
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}
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fn cube_t(r f32, g f32, b f32) {
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	sgl.begin_quads()
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	// edge color
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	sgl.c3f(r, g, b)
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	// edge coord
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	// x,y,z, texture cord: u,v
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	sgl.v3f_t2f(-1.0, 1.0, -1.0, 0.0, 0.25)
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	sgl.v3f_t2f(1.0, 1.0, -1.0, 0.25, 0.25)
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	sgl.v3f_t2f(1.0, -1.0, -1.0, 0.25, 0.0)
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	sgl.v3f_t2f(-1.0, -1.0, -1.0, 0.0, 0.0)
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	sgl.c3f(r, g, b)
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	sgl.v3f_t2f(-1.0, -1.0, 1.0, 0.0, 0.25)
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	sgl.v3f_t2f(1.0, -1.0, 1.0, 0.25, 0.25)
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	sgl.v3f_t2f(1.0, 1.0, 1.0, 0.25, 0.0)
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	sgl.v3f_t2f(-1.0, 1.0, 1.0, 0.0, 0.0)
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	sgl.c3f(r, g, b)
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	sgl.v3f_t2f(-1.0, -1.0, 1.0, 0.0, 0.25)
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	sgl.v3f_t2f(-1.0, 1.0, 1.0, 0.25, 0.25)
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	sgl.v3f_t2f(-1.0, 1.0, -1.0, 0.25, 0.0)
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	sgl.v3f_t2f(-1.0, -1.0, -1.0, 0.0, 0.0)
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	sgl.c3f(r, g, b)
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	sgl.v3f_t2f(1.0, -1.0, 1.0, 0.0, 0.25)
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	sgl.v3f_t2f(1.0, -1.0, -1.0, 0.25, 0.25)
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	sgl.v3f_t2f(1.0, 1.0, -1.0, 0.25, 0.0)
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	sgl.v3f_t2f(1.0, 1.0, 1.0, 0.0, 0.0)
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	sgl.c3f(r, g, b)
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	sgl.v3f_t2f(1.0, -1.0, -1.0, 0.0, 0.25)
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	sgl.v3f_t2f(1.0, -1.0, 1.0, 0.25, 0.25)
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	sgl.v3f_t2f(-1.0, -1.0, 1.0, 0.25, 0.0)
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	sgl.v3f_t2f(-1.0, -1.0, -1.0, 0.0, 0.0)
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	sgl.c3f(r, g, b)
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	sgl.v3f_t2f(-1.0, 1.0, -1.0, 0.0, 0.25)
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	sgl.v3f_t2f(-1.0, 1.0, 1.0, 0.25, 0.25)
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	sgl.v3f_t2f(1.0, 1.0, 1.0, 0.25, 0.0)
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	sgl.v3f_t2f(1.0, 1.0, -1.0, 0.0, 0.0)
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	sgl.end()
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}
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fn draw_texture_cubes(app App) {
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	rot := [f32(app.mouse_x), f32(app.mouse_y)]
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	sgl.defaults()
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	sgl.load_pipeline(app.pip_3d)
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	sgl.enable_texture()
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	sgl.texture(app.texture)
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	sgl.matrix_mode_projection()
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	sgl.perspective(sgl.rad(45.0), 1.0, 0.1, 100.0)
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	sgl.matrix_mode_modelview()
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	sgl.translate(0.0, 0.0, -12.0)
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	sgl.rotate(sgl.rad(rot[0]), 1.0, 0.0, 0.0)
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	sgl.rotate(sgl.rad(rot[1]), 0.0, 1.0, 0.0)
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	cube_t(1, 1, 1)
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	sgl.push_matrix()
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	sgl.translate(0.0, 0.0, 3.0)
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	sgl.scale(0.5, 0.5, 0.5)
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	sgl.rotate(-2.0 * sgl.rad(rot[0]), 1.0, 0.0, 0.0)
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	sgl.rotate(-2.0 * sgl.rad(rot[1]), 0.0, 1.0, 0.0)
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	cube_t(1, 1, 1)
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	sgl.push_matrix()
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	sgl.translate(0.0, 0.0, 3.0)
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	sgl.scale(0.5, 0.5, 0.5)
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	sgl.rotate(-3.0 * sgl.rad(2 * rot[0]), 1.0, 0.0, 0.0)
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	sgl.rotate(3.0 * sgl.rad(2 * rot[1]), 0.0, 0.0, 1.0)
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	cube_t(1, 1, 1)
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	sgl.pop_matrix()
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	sgl.pop_matrix()
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	sgl.disable_texture()
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}
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fn cube_field(app App) {
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	rot := [f32(app.mouse_x), f32(app.mouse_y)]
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	xyz_sz := f32(2.0)
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	field_size := 20
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	sgl.defaults()
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	sgl.load_pipeline(app.pip_3d)
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	sgl.enable_texture()
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	sgl.texture(app.texture)
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	sgl.matrix_mode_projection()
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	sgl.perspective(sgl.rad(45.0), 1.0, 0.1, 200.0)
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	sgl.matrix_mode_modelview()
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	sgl.translate(field_size, 0.0, -120.0)
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	sgl.rotate(sgl.rad(rot[0]), 0.0, 1.0, 0.0)
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	sgl.rotate(sgl.rad(rot[1]), 1.0, 0.0, 0.0)
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	// draw field_size*field_size cubes
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	for y in 0 .. field_size {
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		for x in 0 .. field_size {
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			sgl.push_matrix()
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			z := f32(math.cos(f32(x * 2) / field_size) * math.sin(f32(y * 2) / field_size) * xyz_sz) * (xyz_sz * 5)
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			sgl.translate(x * xyz_sz, z, y * xyz_sz)
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			cube_t(f32(f32(x) / field_size), f32(f32(y) / field_size), 1)
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			sgl.pop_matrix()
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		}
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	}
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	sgl.disable_texture()
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}
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fn frame(mut app App) {
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	ws := gg.window_size_real_pixels()
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	ratio := f32(ws.width) / ws.height
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	dw := ws.width
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	dh := ws.height
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	ww := int(dh / 3) // not a bug
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	hh := int(dh / 3)
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	x0 := int(f32(dw) * 0.05)
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	// x1 := dw/2
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	y0 := 0
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	y1 := int(f32(dh) * 0.5)
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	app.gg.begin()
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	// sgl.defaults()
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	// 2d triangle
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	sgl.viewport(x0, y0, ww, hh, true)
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	draw_triangle()
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	// colored cubes with viewport
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	sgl.viewport(x0, y1, ww, hh, true)
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	draw_cubes(app)
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	// textured cubed with viewport
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	sgl.viewport(0, int(dh / 5), dw, int(dh * ratio), true)
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	draw_texture_cubes(app)
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	// textured field of cubes with viewport
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	sgl.viewport(0, int(dh / 5), dw, int(dh * ratio), true)
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	cube_field(app)
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	app.frame_count++
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	app.gg.end()
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}
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/******************************************************************************
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*
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* Init / Cleanup
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*
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******************************************************************************/
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fn my_init(mut app App) {
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	app.init_flag = true
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	// set max vertices,
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	// for a large number of the same type of object it is better use the instances!!
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	desc := sapp.create_desc()
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	gfx.setup(&desc)
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	sgl_desc := C.sgl_desc_t{
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		max_vertices: 50 * 65536
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	}
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	sgl.setup(&sgl_desc)
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	// 3d pipeline
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	mut pipdesc := C.sg_pipeline_desc{}
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	unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
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	color_state := C.sg_color_state{
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		blend: C.sg_blend_state{
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			enabled: true
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			src_factor_rgb: gfx.BlendFactor(C.SG_BLENDFACTOR_SRC_ALPHA)
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			dst_factor_rgb: gfx.BlendFactor(C.SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA)
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		}
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	}
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	pipdesc.colors[0] = color_state
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	pipdesc.depth = C.sg_depth_state{
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		write_enabled: true
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		compare: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
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	}
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	pipdesc.cull_mode = .back
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	app.pip_3d = sgl.make_pipeline(&pipdesc)
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	// create chessboard texture 256*256 RGBA
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	w := 256
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	h := 256
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	sz := w * h * 4
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	tmp_txt := unsafe { malloc(sz) }
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	mut i := 0
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	for i < sz {
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		unsafe {
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			y := (i >> 0x8) >> 5 // 8 cell
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			x := (i & 0xFF) >> 5 // 8 cell
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			// upper left corner
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			if x == 0 && y == 0 {
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				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
 | 
						|
		}
 | 
						|
	}
 | 
						|
	unsafe {
 | 
						|
		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 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
 | 
						|
		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()
 | 
						|
}
 |