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gg: add gg.m4, use it in the sokol GLSL examples (#8755)
This commit is contained in:
95
examples/sokol/02_cubes_glsl/cube_glsl.glsl
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95
examples/sokol/02_cubes_glsl/cube_glsl.glsl
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@@ -0,0 +1,95 @@
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//------------------------------------------------------------------------------
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// Shader code for texcube-sapp sample.
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//
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// NOTE: This source file also uses the '#pragma sokol' form of the
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// custom tags.
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//------------------------------------------------------------------------------
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//#pragma sokol @ctype mat4 my_mat4
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#pragma sokol @vs vs
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uniform vs_params {
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mat4 mvp;
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};
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in vec4 pos;
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in vec4 color0;
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in vec2 texcoord0;
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out vec4 color;
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out vec2 uv;
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void main() {
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gl_Position = mvp * pos;
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color = color0;
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uv = texcoord0;
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}
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#pragma sokol @end
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#pragma sokol @fs fs
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uniform sampler2D tex;
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uniform fs_params {
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vec2 text_res;
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float iTime;
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};
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in vec4 color;
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in vec2 uv;
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out vec4 frag_color;
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//*********************************************************
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// RAY TRACE
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// original code from: https://www.shadertoy.com/view/ldS3DW
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//*********************************************************
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float sphere(vec3 ray, vec3 dir, vec3 center, float radius)
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{
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vec3 rc = ray-center;
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float c = dot(rc, rc) - (radius*radius);
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float b = dot(dir, rc);
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float d = b*b - c;
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float t = -b - sqrt(abs(d));
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float st = step(0.0, min(t,d));
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return mix(-1.0, t, st);
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}
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vec3 background(float t, vec3 rd)
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{
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vec3 light = normalize(vec3(sin(t), 0.6, cos(t)));
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float sun = max(0.0, dot(rd, light));
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float sky = max(0.0, dot(rd, vec3(0.0, 1.0, 0.0)));
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float ground = max(0.0, -dot(rd, vec3(0.0, 1.0, 0.0)));
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return (pow(sun, 256.0)+0.2*pow(sun, 2.0))*vec3(2.0, 1.6, 1.0) +
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pow(ground, 0.5)*vec3(0.4, 0.3, 0.2) +
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pow(sky, 1.0)*vec3(0.5, 0.6, 0.7);
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}
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vec4 mainImage(vec2 fragCoord)
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{
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vec2 uv = (fragCoord-vec2(0.4,0.4))*2.0;
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//vec2 uv = (-1.0 + 2.0*fc.xy / text_res.xy) * vec2(text_res.x/text_res.y, 1.0);
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vec3 ro = vec3(0.0, 0.0, -3.0);
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vec3 rd = normalize(vec3(uv, 1.0));
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vec3 p = vec3(0.0, 0.0, 0.0);
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float t = sphere(ro, rd, p, 1.0);
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vec3 nml = normalize(p - (ro+rd*t));
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vec3 bgCol = background(iTime, rd);
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rd = reflect(rd, nml);
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vec3 col = background(iTime, rd) * vec3(0.9, 0.8, 1.0);
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vec4 fragColor = vec4( mix(bgCol, col, step(0.0, t)), 1.0 );
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return fragColor;
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}
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//*********************************************************
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//*********************************************************
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void main() {
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vec4 c = color;
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vec4 txt = texture(tex, uv/4.0);
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c = txt * c;
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vec4 col_ray = mainImage(uv);
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float txt_mix = mod(iTime,5);
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frag_color = c*txt_mix*0.1 + col_ray ;
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}
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#pragma sokol @end
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#pragma sokol @program cube vs fs
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612
examples/sokol/02_cubes_glsl/cube_glsl.v
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612
examples/sokol/02_cubes_glsl/cube_glsl.v
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@@ -0,0 +1,612 @@
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/**********************************************************************
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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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||||
/*
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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
|
||||
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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||||
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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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|
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fn init_cube_glsl(mut app App) {
|
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/* cube vertex buffer */
|
||||
//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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||||
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},
|
||||
|
||||
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},
|
||||
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
|
||||
Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
|
||||
|
||||
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
|
||||
Vertex_t{-1.0, 1.0, -1.0, c, d, 0},
|
||||
Vertex_t{-1.0, 1.0, 1.0, c, d, d},
|
||||
Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
|
||||
|
||||
Vertex_t{ 1.0, -1.0, -1.0, c, 0, 0},
|
||||
Vertex_t{ 1.0, 1.0, -1.0, c, d, 0},
|
||||
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
|
||||
Vertex_t{ 1.0, -1.0, 1.0, c, 0, d},
|
||||
|
||||
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
|
||||
Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
|
||||
Vertex_t{ 1.0, -1.0, 1.0, c, d, d},
|
||||
Vertex_t{ 1.0, -1.0, -1.0, c, 0, d},
|
||||
|
||||
Vertex_t{-1.0, 1.0, -1.0, c, 0, 0},
|
||||
Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
|
||||
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
|
||||
Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
|
||||
]
|
||||
|
||||
mut vert_buffer_desc := C.sg_buffer_desc{}
|
||||
unsafe {C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc))}
|
||||
vert_buffer_desc.size = vertices.len * int(sizeof(Vertex_t))
|
||||
vert_buffer_desc.content = byteptr(vertices.data)
|
||||
vert_buffer_desc.@type = .vertexbuffer
|
||||
//vert_buffer_desc.usage = .immutable
|
||||
vert_buffer_desc.label = "cube-vertices".str
|
||||
vbuf := gfx.make_buffer(&vert_buffer_desc)
|
||||
|
||||
/* create an index buffer for the cube */
|
||||
indices := [
|
||||
u16(0), 1, 2, 0, 2, 3,
|
||||
6, 5, 4, 7, 6, 4,
|
||||
8, 9, 10, 8, 10, 11,
|
||||
14, 13, 12, 15, 14, 12,
|
||||
16, 17, 18, 16, 18, 19,
|
||||
22, 21, 20, 23, 22, 20
|
||||
]
|
||||
|
||||
mut index_buffer_desc := C.sg_buffer_desc{}
|
||||
unsafe {C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc))}
|
||||
index_buffer_desc.size = indices.len * int(sizeof(u16))
|
||||
index_buffer_desc.content = byteptr(indices.data)
|
||||
index_buffer_desc.@type = .indexbuffer
|
||||
index_buffer_desc.label = "cube-indices".str
|
||||
ibuf := gfx.make_buffer(&index_buffer_desc)
|
||||
|
||||
/* create shader */
|
||||
shader := gfx.make_shader(C.cube_shader_desc())
|
||||
|
||||
mut pipdesc := C.sg_pipeline_desc{}
|
||||
unsafe {C.memset(&pipdesc, 0, sizeof(pipdesc))}
|
||||
|
||||
pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
|
||||
// the constants [C.ATTR_vs_pos, C.ATTR_vs_color0, C.ATTR_vs_texcoord0] are generated bysokol-shdc
|
||||
pipdesc.layout.attrs[C.ATTR_vs_pos ].format = .float3 // x,y,z as f32
|
||||
pipdesc.layout.attrs[C.ATTR_vs_color0 ].format = .ubyte4n // color as u32
|
||||
pipdesc.layout.attrs[C.ATTR_vs_texcoord0].format = .float2 // u,v as f32
|
||||
//pipdesc.layout.attrs[C.ATTR_vs_texcoord0].format = .short2n // u,v as u16
|
||||
|
||||
pipdesc.shader = shader
|
||||
pipdesc.index_type = .uint16
|
||||
|
||||
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
|
||||
}
|
||||
pipdesc.label = "glsl_shader pipeline".str
|
||||
|
||||
app.cube_bind.vertex_buffers[0] = vbuf
|
||||
app.cube_bind.index_buffer = ibuf
|
||||
app.cube_bind.fs_images[C.SLOT_tex] = app.texture
|
||||
app.cube_pip_glsl = gfx.make_pipeline(&pipdesc)
|
||||
println("GLSL init DONE!")
|
||||
}
|
||||
|
||||
fn draw_cube_glsl(app App){
|
||||
if app.init_flag == false {
|
||||
return
|
||||
}
|
||||
|
||||
rot := [f32(app.mouse_y), f32(app.mouse_x)]
|
||||
|
||||
ws := gg.window_size()
|
||||
//ratio := f32(ws.width)/ws.height
|
||||
dw := f32(ws.width/2)
|
||||
dh := f32(ws.height/2)
|
||||
|
||||
tr_matrix := m4.calc_tr_matrices(dw, dh, rot[0], rot[1] ,2.0)
|
||||
gfx.apply_viewport(ws.width/2, 0, ws.width/2, ws.height/2, true)
|
||||
|
||||
// apply the pipline and bindings
|
||||
gfx.apply_pipeline(app.cube_pip_glsl)
|
||||
gfx.apply_bindings(app.cube_bind)
|
||||
|
||||
//***************
|
||||
// Uniforms
|
||||
//***************
|
||||
// passing the view matrix as uniform
|
||||
// res is a 4x4 matrix of f32 thus: 4*16 byte of size
|
||||
gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params, &tr_matrix, 4*16 )
|
||||
|
||||
// fs uniforms
|
||||
time_ticks := f32(time.ticks() - app.ticks) / 1000
|
||||
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()
|
||||
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 ] = 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 ] = 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 sapp.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]
|
||||
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()
|
||||
}
|
||||
0
examples/sokol/02_cubes_glsl/v.mod
Normal file
0
examples/sokol/02_cubes_glsl/v.mod
Normal file
Reference in New Issue
Block a user