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examples: fix rt_glsl.v
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023f6829a1
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@ -36,11 +36,9 @@ import gg
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import gg.m4
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import gg.m4
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import gx
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import gx
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// import math
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// import math
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import sokol.sapp
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import sokol.sapp
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import sokol.gfx
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import sokol.gfx
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import sokol.sgl
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import sokol.sgl
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import time
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import time
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// GLSL Include and functions
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// GLSL Include and functions
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@ -48,7 +46,9 @@ import time
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#flag -I @VROOT/.
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#flag -I @VROOT/.
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#include "rt_glsl_march.h" #Please use sokol-shdc to generate the necessary rt_glsl_march.h file from rt_glsl_march.glsl (see the instructions at the top of this file)
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#include "rt_glsl_march.h" #Please use sokol-shdc to generate the necessary rt_glsl_march.h file from rt_glsl_march.glsl (see the instructions at the top of this file)
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#include "rt_glsl_puppy.h" #Please use sokol-shdc to generate the necessary rt_glsl_puppy.h file from rt_glsl_puppy.glsl (see the instructions at the top of this file)
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#include "rt_glsl_puppy.h" #Please use sokol-shdc to generate the necessary rt_glsl_puppy.h file from rt_glsl_puppy.glsl (see the instructions at the top of this file)
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fn C.rt_march_shader_desc() &C.sg_shader_desc
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fn C.rt_march_shader_desc() &C.sg_shader_desc
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fn C.rt_puppy_shader_desc() &C.sg_shader_desc
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fn C.rt_puppy_shader_desc() &C.sg_shader_desc
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const (
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const (
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@ -63,18 +63,14 @@ mut:
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texture C.sg_image
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texture C.sg_image
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init_flag bool
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init_flag bool
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frame_count int
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frame_count int
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mouse_x int = -1
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mouse_x int = -1
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mouse_y int = -1
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mouse_y int = -1
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mouse_down bool
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mouse_down bool
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// glsl
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// glsl
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cube_pip_glsl C.sg_pipeline
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cube_pip_glsl C.sg_pipeline
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cube_bind C.sg_bindings
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cube_bind C.sg_bindings
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pipe map[string]C.sg_pipeline
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pipe map[string]C.sg_pipeline
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bind map[string]C.sg_bindings
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bind map[string]C.sg_bindings
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// time
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// time
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ticks i64
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ticks i64
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}
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}
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@ -144,7 +140,6 @@ struct Vertex_t {
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y f32
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y f32
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z f32
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z f32
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color u32
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color u32
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// u u16 // for compatibility with D3D11
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// u u16 // for compatibility with D3D11
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// v u16 // for compatibility with D3D11
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// v u16 // for compatibility with D3D11
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u f32
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u f32
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@ -153,42 +148,35 @@ struct Vertex_t {
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// march shader init
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// march shader init
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fn init_cube_glsl_m(mut app App) {
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fn init_cube_glsl_m(mut app App) {
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/* cube vertex buffer */
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// cube vertex buffer
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// d := u16(32767) // for compatibility with D3D11, 32767 stand for 1
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// d := u16(32767) // for compatibility with D3D11, 32767 stand for 1
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d := f32(1.0)
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d := f32(1.0)
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c := u32(0xFFFFFF_FF) // color RGBA8
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c := u32(0xFFFFFF_FF) // color RGBA8
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vertices := [
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vertices := [
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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, 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, 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, d, d},
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Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
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Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
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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, 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, 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, d, d},
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Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
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Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
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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, 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, 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, d, d},
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Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
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Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
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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, 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, 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, d, d},
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Vertex_t{1.0, -1.0, 1.0, c, 0, d},
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Vertex_t{1.0, -1.0, 1.0, c, 0, d},
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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, 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, 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, d, d},
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Vertex_t{1.0, -1.0, -1.0, c, 0, d},
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Vertex_t{1.0, -1.0, -1.0, c, 0, d},
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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, 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, 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, d, d},
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Vertex_t{1.0, 1.0, -1.0, c, 0, d},
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Vertex_t{1.0, 1.0, -1.0, c, 0, d},
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]
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]
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mut vert_buffer_desc := C.sg_buffer_desc{}
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mut vert_buffer_desc := C.sg_buffer_desc{}
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@ -196,14 +184,29 @@ fn init_cube_glsl_m(mut app App) {
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vert_buffer_desc.size = vertices.len * int(sizeof(Vertex_t))
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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.content = byteptr(vertices.data)
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vert_buffer_desc.@type = .vertexbuffer
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vert_buffer_desc.@type = .vertexbuffer
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vert_buffer_desc.label = "cube-vertices".str
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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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vbuf := gfx.make_buffer(&vert_buffer_desc)
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/* create an index buffer for the cube */
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// create an index buffer for the cube
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indices := [
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indices := [
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u16(0), 1, 2, 0, 2, 3,
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u16(0),
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6, 5, 4, 7, 6, 4,
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1,
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8, 9, 10, 8, 10, 11,
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2,
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0,
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2,
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3,
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6,
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5,
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4,
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7,
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6,
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4,
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8,
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9,
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10,
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8,
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10,
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11,
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/*
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/*
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u16(14), 13, 12, 15, 14, 12,
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u16(14), 13, 12, 15, 14, 12,
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16, 17, 18, 16, 18, 19,
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16, 17, 18, 16, 18, 19,
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@ -216,10 +219,10 @@ fn init_cube_glsl_m(mut app App) {
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index_buffer_desc.size = indices.len * int(sizeof(u16))
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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.content = byteptr(indices.data)
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index_buffer_desc.@type = .indexbuffer
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index_buffer_desc.@type = .indexbuffer
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index_buffer_desc.label = "cube-indices".str
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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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ibuf := gfx.make_buffer(&index_buffer_desc)
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/* create shader */
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// create shader
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shader := gfx.make_shader(C.rt_march_shader_desc())
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shader := gfx.make_shader(C.rt_march_shader_desc())
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mut pipdesc := C.sg_pipeline_desc{}
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mut pipdesc := C.sg_pipeline_desc{}
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@ -242,7 +245,7 @@ fn init_cube_glsl_m(mut app App) {
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pipdesc.rasterizer = C.sg_rasterizer_state{
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pipdesc.rasterizer = C.sg_rasterizer_state{
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cull_mode: .back
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cull_mode: .back
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}
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}
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pipdesc.label = "glsl_shader pipeline".str
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pipdesc.label = 'glsl_shader pipeline'.str
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mut bind := C.sg_bindings{}
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mut bind := C.sg_bindings{}
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unsafe { C.memset(&bind, 0, sizeof(bind)) }
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unsafe { C.memset(&bind, 0, sizeof(bind)) }
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@ -253,47 +256,40 @@ fn init_cube_glsl_m(mut app App) {
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app.pipe['march'] = gfx.make_pipeline(&pipdesc)
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app.pipe['march'] = gfx.make_pipeline(&pipdesc)
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println("GLSL March init DONE!")
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println('GLSL March init DONE!')
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}
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}
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// putty shader init
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// putty shader init
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fn init_cube_glsl_p(mut app App) {
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fn init_cube_glsl_p(mut app App) {
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/* cube vertex buffer */
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// cube vertex buffer
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// d := u16(32767) // for compatibility with D3D11, 32767 stand for 1
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// d := u16(32767) // for compatibility with D3D11, 32767 stand for 1
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d := f32(1.0)
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d := f32(1.0)
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c := u32(0xFFFFFF_FF) // color RGBA8
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c := u32(0xFFFFFF_FF) // color RGBA8
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vertices := [
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vertices := [
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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, 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, 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, d, d},
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Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
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Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
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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, 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, 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, d, d},
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Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
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Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
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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, 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, 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, d, d},
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Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
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Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
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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, 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, 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, d, d},
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Vertex_t{1.0, -1.0, 1.0, c, 0, d},
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Vertex_t{1.0, -1.0, 1.0, c, 0, d},
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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, 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, 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, d, d},
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Vertex_t{1.0, -1.0, -1.0, c, 0, d},
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Vertex_t{1.0, -1.0, -1.0, c, 0, d},
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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, 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, 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, d, d},
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Vertex_t{1.0, 1.0, -1.0, c, 0, d},
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Vertex_t{1.0, 1.0, -1.0, c, 0, d},
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]
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]
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mut vert_buffer_desc := C.sg_buffer_desc{}
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mut vert_buffer_desc := C.sg_buffer_desc{}
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vert_buffer_desc.size = vertices.len * int(sizeof(Vertex_t))
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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.content = byteptr(vertices.data)
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vert_buffer_desc.@type = .vertexbuffer
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vert_buffer_desc.@type = .vertexbuffer
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vert_buffer_desc.label = "cube-vertices".str
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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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vbuf := gfx.make_buffer(&vert_buffer_desc)
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/* create an index buffer for the cube */
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// create an index buffer for the cube
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indices := [
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indices := [
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/*
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/*
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u16(0), 1, 2, 0, 2, 3,
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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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6, 5, 4, 7, 6, 4,
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8, 9, 10, 8, 10, 11,
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8, 9, 10, 8, 10, 11,
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*/
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*/
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u16(14), 13, 12, 15, 14, 12,
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u16(14),
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16, 17, 18, 16, 18, 19,
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13,
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22, 21, 20, 23, 22, 20
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12,
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15,
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14,
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12,
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16,
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17,
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18,
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16,
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18,
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19,
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22,
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21,
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20,
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23,
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22,
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20,
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]
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]
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mut index_buffer_desc := C.sg_buffer_desc{}
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mut index_buffer_desc := C.sg_buffer_desc{}
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index_buffer_desc.size = indices.len * int(sizeof(u16))
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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.content = byteptr(indices.data)
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index_buffer_desc.@type = .indexbuffer
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index_buffer_desc.@type = .indexbuffer
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index_buffer_desc.label = "cube-indices".str
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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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ibuf := gfx.make_buffer(&index_buffer_desc)
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/* create shader */
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// create shader
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shader := gfx.make_shader(C.rt_puppy_shader_desc())
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shader := gfx.make_shader(C.rt_puppy_shader_desc())
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mut pipdesc := C.sg_pipeline_desc{}
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mut pipdesc := C.sg_pipeline_desc{}
|
||||||
|
@ -348,7 +358,7 @@ fn init_cube_glsl_p(mut app App) {
|
||||||
pipdesc.rasterizer = C.sg_rasterizer_state{
|
pipdesc.rasterizer = C.sg_rasterizer_state{
|
||||||
cull_mode: .back
|
cull_mode: .back
|
||||||
}
|
}
|
||||||
pipdesc.label = "glsl_shader pipeline".str
|
pipdesc.label = 'glsl_shader pipeline'.str
|
||||||
|
|
||||||
mut bind := C.sg_bindings{}
|
mut bind := C.sg_bindings{}
|
||||||
unsafe { C.memset(&bind, 0, sizeof(bind)) }
|
unsafe { C.memset(&bind, 0, sizeof(bind)) }
|
||||||
|
@ -359,16 +369,24 @@ fn init_cube_glsl_p(mut app App) {
|
||||||
|
|
||||||
app.pipe['puppy'] = gfx.make_pipeline(&pipdesc)
|
app.pipe['puppy'] = gfx.make_pipeline(&pipdesc)
|
||||||
|
|
||||||
println("GLSL Puppy init DONE!")
|
println('GLSL Puppy init DONE!')
|
||||||
}
|
}
|
||||||
|
|
||||||
fn calc_tr_matrices(w f32, h f32, rx f32, ry f32, in_scale f32) m4.Mat4 {
|
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)
|
proj := m4.perspective(60, w / h, 0.01, 10.0)
|
||||||
view := m4.look_at(m4.Vec4{e:[f32(0.0),0.0,6,0]!}, m4.Vec4{e:[f32(0),0,0,0]!}, m4.Vec4{e:[f32(0),1.0,0,0]!})
|
view := m4.look_at(m4.Vec4{ e: [f32(0.0), 0.0, 6, 0]! }, m4.Vec4{
|
||||||
|
e: [f32(0), 0, 0, 0]!
|
||||||
|
}, m4.Vec4{
|
||||||
|
e: [f32(0), 1.0, 0, 0]!
|
||||||
|
})
|
||||||
view_proj := view * proj
|
view_proj := view * proj
|
||||||
|
|
||||||
rxm := m4.rotate(m4.rad(rx), m4.Vec4{e:[f32(1),0,0,0]!})
|
rxm := m4.rotate(m4.rad(rx), m4.Vec4{
|
||||||
rym := m4.rotate(m4.rad(ry), m4.Vec4{e:[f32(0),1,0,0]!})
|
e: [f32(1), 0, 0, 0]!
|
||||||
|
})
|
||||||
|
rym := m4.rotate(m4.rad(ry), m4.Vec4{
|
||||||
|
e: [f32(0), 1, 0, 0]!
|
||||||
|
})
|
||||||
|
|
||||||
model := rym * rxm
|
model := rym * rxm
|
||||||
scale_m := m4.scale(m4.Vec4{ e: [in_scale, in_scale, in_scale, 1]! })
|
scale_m := m4.scale(m4.Vec4{ e: [in_scale, in_scale, in_scale, 1]! })
|
||||||
|
@ -404,13 +422,16 @@ fn draw_cube_glsl_m(app App){
|
||||||
// fragment shader uniforms
|
// fragment shader uniforms
|
||||||
time_ticks := f32(time.ticks() - app.ticks) / 1000
|
time_ticks := f32(time.ticks() - app.ticks) / 1000
|
||||||
mut tmp_fs_params := [
|
mut tmp_fs_params := [
|
||||||
f32(ws.width), ws.height * ratio, // x,y resolution to pass to FS
|
f32(ws.width),
|
||||||
0,0, // dont send mouse position
|
ws.height * ratio, /* x,y resolution to pass to FS */
|
||||||
//app.mouse_x, // mouse x
|
0,
|
||||||
//ws.height - app.mouse_y*2, // mouse y scaled
|
0, /* dont send mouse position */
|
||||||
time_ticks, // time as f32
|
/* app.mouse_x, // mouse x */
|
||||||
app.frame_count, // frame count
|
/* ws.height - app.mouse_y*2, // mouse y scaled */
|
||||||
0,0 // padding bytes , see "fs_params" struct paddings in rt_glsl.h
|
time_ticks, /* time as f32 */
|
||||||
|
app.frame_count, /* frame count */
|
||||||
|
0,
|
||||||
|
0 /* padding bytes , see "fs_params" struct paddings in rt_glsl.h */,
|
||||||
]!
|
]!
|
||||||
gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params_m, &tmp_fs_params, int(sizeof(tmp_fs_params)))
|
gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params_m, &tmp_fs_params, int(sizeof(tmp_fs_params)))
|
||||||
|
|
||||||
|
@ -446,13 +467,16 @@ fn draw_cube_glsl_p(app App){
|
||||||
// fragment shader uniforms
|
// fragment shader uniforms
|
||||||
time_ticks := f32(time.ticks() - app.ticks) / 1000
|
time_ticks := f32(time.ticks() - app.ticks) / 1000
|
||||||
mut tmp_fs_params := [
|
mut tmp_fs_params := [
|
||||||
f32(ws.width), ws.height * ratio, // x,y resolution to pass to FS
|
f32(ws.width),
|
||||||
0,0, // dont send mouse position
|
ws.height * ratio, /* x,y resolution to pass to FS */
|
||||||
//app.mouse_x, // mouse x
|
0,
|
||||||
//ws.height - app.mouse_y*2, // mouse y scaled
|
0, /* dont send mouse position */
|
||||||
time_ticks, // time as f32
|
/* app.mouse_x, // mouse x */
|
||||||
app.frame_count, // frame count
|
/* ws.height - app.mouse_y*2, // mouse y scaled */
|
||||||
0,0 // padding bytes , see "fs_params" struct paddings in rt_glsl.h
|
time_ticks, /* time as f32 */
|
||||||
|
app.frame_count, /* frame count */
|
||||||
|
0,
|
||||||
|
0 /* padding bytes , see "fs_params" struct paddings in rt_glsl.h */,
|
||||||
]!
|
]!
|
||||||
gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params_p, &tmp_fs_params, int(sizeof(tmp_fs_params)))
|
gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params_p, &tmp_fs_params, int(sizeof(tmp_fs_params)))
|
||||||
|
|
||||||
|
@ -574,7 +598,7 @@ fn cleanup(mut app App) {
|
||||||
* event
|
* event
|
||||||
*
|
*
|
||||||
******************************************************************************/
|
******************************************************************************/
|
||||||
fn my_event_manager(mut ev sapp.Event, mut app App) {
|
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
|
app.mouse_down = true
|
||||||
}
|
}
|
||||||
|
@ -606,7 +630,7 @@ fn main(){
|
||||||
gg: 0
|
gg: 0
|
||||||
}
|
}
|
||||||
|
|
||||||
app.gg = gg.new_context({
|
app.gg = gg.new_context(
|
||||||
width: win_width
|
width: win_width
|
||||||
height: win_height
|
height: win_height
|
||||||
use_ortho: true // This is needed for 2D drawing
|
use_ortho: true // This is needed for 2D drawing
|
||||||
|
@ -618,7 +642,7 @@ fn main(){
|
||||||
init_fn: my_init
|
init_fn: my_init
|
||||||
cleanup_fn: cleanup
|
cleanup_fn: cleanup
|
||||||
event_fn: my_event_manager
|
event_fn: my_event_manager
|
||||||
})
|
)
|
||||||
|
|
||||||
app.ticks = time.ticks()
|
app.ticks = time.ticks()
|
||||||
app.gg.run()
|
app.gg.run()
|
||||||
|
|
Loading…
Reference in New Issue
Block a user