606 lines
17 KiB
V
606 lines
17 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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* HOW TO COMPILE SHADERS:
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* - download the sokol shader convertor tool from https://github.com/floooh/sokol-tools-bin/archive/pre-feb2021-api-changes.tar.gz
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* ( also look at https://github.com/floooh/sokol-tools/blob/master/docs/sokol-shdc.md )
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* - compile the .glsl shader with:
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* linux : sokol-shdc --input cube_glsl.glsl --output cube_glsl.h --slang glsl330
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* windows: sokol-shdc.exe --input cube_glsl.glsl --output cube_glsl.h --slang glsl330
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*
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* --slang parameter can be:
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* - glsl330: desktop GL
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* - glsl100: GLES2 / WebGL
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* - glsl300es: GLES3 / WebGL2
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* - hlsl4: D3D11
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* - hlsl5: D3D11
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* - metal_macos: Metal on macOS
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* - metal_ios: Metal on iOS device
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* - metal_sim: Metal on iOS simulator
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* - wgpu: WebGPU
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*
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* you can have multiple platforms at the same time passing prameter like this: --slang glsl330:hlsl5:metal_macos
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* for further infos have a look at the sokol shader tool docs.
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*
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* TODO:
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* - add instancing
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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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import time
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import gg.m4
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// GLSL Include and functions
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#flag -I @VROOT/.
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#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)
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fn C.cube_shader_desc() &C.sg_shader_desc
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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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// glsl
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cube_pip_glsl C.sg_pipeline
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cube_bind C.sg_bindings
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// time
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ticks i64
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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 byteptr) 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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// comment if .dynamic is enabled
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img_desc.content.subimage[0][0] = C.sg_subimage_content{
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ptr: buf
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size: 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 byteptr) {
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sz := w * h * 4
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mut tmp_sbc := C.sg_image_content{}
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tmp_sbc.subimage[0][0] = C.sg_subimage_content{
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ptr: buf
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size: 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_texture(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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/*
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Cube vertex buffer with packed vertex formats for color and texture coords.
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Note that a vertex format which must be portable across all
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backends must only use the normalized integer formats
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(BYTE4N, UBYTE4N, SHORT2N, SHORT4N), which can be converted
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to floating point formats in the vertex shader inputs.
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The reason is that D3D11 cannot convert from non-normalized
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formats to floating point inputs (only to integer inputs),
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and WebGL2 / GLES2 don't support integer vertex shader inputs.
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*/
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struct Vertex_t {
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x f32
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y f32
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z f32
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color u32
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// u u16
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// v u16
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u f32
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v f32
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}
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fn init_cube_glsl(mut app App) {
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// cube vertex buffer
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// d := u16(32767/8) // for compatibility with D3D11, 32767 stand for 1
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d := f32(1.0) // 0.05)
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c := u32(0xFFFFFF_FF) // color RGBA8
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vertices := [
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// Face 0
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{ 1.0, -1.0, -1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, -1.0, c, d, d},
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Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
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// Face 1
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Vertex_t{-1.0, -1.0, 1.0, c, 0, 0},
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Vertex_t{ 1.0, -1.0, 1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
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// Face 2
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{-1.0, 1.0, 1.0, c, d, d},
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Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
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// Face 3
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Vertex_t{ 1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{ 1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, -1.0, 1.0, c, 0, d},
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// Face 4
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
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Vertex_t{ 1.0, -1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, -1.0, -1.0, c, 0, d},
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// Face 5
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Vertex_t{-1.0, 1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
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]
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mut vert_buffer_desc := C.sg_buffer_desc{}
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unsafe { C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc)) }
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vert_buffer_desc.size = vertices.len * int(sizeof(Vertex_t))
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vert_buffer_desc.content = byteptr(vertices.data)
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vert_buffer_desc.@type = .vertexbuffer
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// vert_buffer_desc.usage = .immutable
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vert_buffer_desc.label = 'cube-vertices'.str
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vbuf := gfx.make_buffer(&vert_buffer_desc)
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/* create an index buffer for the cube */
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indices := [
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u16(0), 1, 2, 0, 2, 3,
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6, 5, 4, 7, 6, 4,
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8, 9, 10, 8, 10, 11,
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14, 13, 12, 15, 14, 12,
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16, 17, 18, 16, 18, 19,
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22, 21, 20, 23, 22, 20
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]
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mut index_buffer_desc := C.sg_buffer_desc{}
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unsafe { C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc)) }
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index_buffer_desc.size = indices.len * int(sizeof(u16))
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index_buffer_desc.content = byteptr(indices.data)
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index_buffer_desc.@type = .indexbuffer
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index_buffer_desc.label = 'cube-indices'.str
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ibuf := gfx.make_buffer(&index_buffer_desc)
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// create shader
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shader := gfx.make_shader(C.cube_shader_desc())
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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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pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
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// the constants [C.ATTR_vs_pos, C.ATTR_vs_color0, C.ATTR_vs_texcoord0] are generated bysokol-shdc
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pipdesc.layout.attrs[C.ATTR_vs_pos ].format = .float3 // x,y,z as f32
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pipdesc.layout.attrs[C.ATTR_vs_color0 ].format = .ubyte4n // color as u32
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pipdesc.layout.attrs[C.ATTR_vs_texcoord0].format = .float2 // u,v as f32
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// pipdesc.layout.attrs[C.ATTR_vs_texcoord0].format = .short2n // u,v as u16
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pipdesc.shader = shader
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pipdesc.index_type = .uint16
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pipdesc.depth_stencil = C.sg_depth_stencil_state{
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depth_write_enabled: true
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depth_compare_func: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
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}
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pipdesc.rasterizer = C.sg_rasterizer_state{
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cull_mode: .back
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}
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pipdesc.label = 'glsl_shader pipeline'.str
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app.cube_bind.vertex_buffers[0] = vbuf
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app.cube_bind.index_buffer = ibuf
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app.cube_bind.fs_images[C.SLOT_tex] = app.texture
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app.cube_pip_glsl = gfx.make_pipeline(&pipdesc)
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println('GLSL init DONE!')
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}
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fn draw_cube_glsl(app App) {
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if app.init_flag == false {
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return
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}
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rot := [f32(app.mouse_y), f32(app.mouse_x)]
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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 := f32(ws.width / 2)
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dh := f32(ws.height / 2)
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tr_matrix := m4.calc_tr_matrices(dw, dh, rot[0], rot[1], 2.0)
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gfx.apply_viewport(ws.width / 2, 0, ws.width / 2, ws.height / 2, true)
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// apply the pipline and bindings
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gfx.apply_pipeline(app.cube_pip_glsl)
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gfx.apply_bindings(app.cube_bind)
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//***************
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// Uniforms
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//***************
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// passing the view matrix as uniform
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// res is a 4x4 matrix of f32 thus: 4*16 byte of size
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gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params, &tr_matrix, 4 * 16)
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// fs uniforms
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time_ticks := f32(time.ticks() - app.ticks) / 1000
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mut text_res := [
|
|
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.draw(0, (3 * 2) * 6, 1)
|
|
gfx.end_pass()
|
|
gfx.commit()
|
|
}
|
|
|
|
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_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.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()
|
|
|
|
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)
|
|
|
|
app.gg.end()
|
|
|
|
// clear
|
|
mut color_action := C.sg_color_attachment_action{
|
|
action: gfx.Action(C.SG_ACTION_DONTCARE) // C.SG_ACTION_CLEAR)
|
|
}
|
|
color_action.val[0] = 1
|
|
color_action.val[1] = 1
|
|
color_action.val[2] = 1
|
|
color_action.val[3] = 1.0
|
|
mut pass_action := C.sg_pass_action{}
|
|
pass_action.colors[0] = color_action
|
|
gfx.begin_default_pass(&pass_action, ws.width, ws.height)
|
|
|
|
// glsl cube
|
|
draw_cube_glsl(app)
|
|
|
|
app.frame_count++
|
|
}
|
|
|
|
/******************************************************************************
|
|
*
|
|
* Init / Cleanup
|
|
*
|
|
******************************************************************************/
|
|
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()
|
|
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 := 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)
|
|
}
|
|
// low right corner
|
|
else if x == 7 && y == 7 {
|
|
tmp_txt[i + 0] = 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 + 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
|
|
}
|
|
}
|
|
app.texture = create_texture(w, h, tmp_txt)
|
|
unsafe { free(tmp_txt) }
|
|
|
|
// glsl
|
|
init_cube_glsl(mut app)
|
|
app.init_flag = true
|
|
}
|
|
|
|
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
|
|
*
|
|
******************************************************************************/
|
|
[console] // is needed for easier diagnostics on windows
|
|
fn main() {
|
|
// App init
|
|
mut app := &App{
|
|
gg: 0
|
|
}
|
|
|
|
mut a := [5]int{}
|
|
a[0] = 2
|
|
println(a)
|
|
|
|
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.ticks = time.ticks()
|
|
app.gg.run()
|
|
}
|