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mirror of https://github.com/vlang/v.git synced 2023-08-10 21:13:21 +03:00

sokol: type alias all gfx structs (#13014)

This commit is contained in:
Larpon
2022-01-02 19:36:01 +01:00
committed by GitHub
parent 41e763f79c
commit 4d4398fa8a
25 changed files with 531 additions and 431 deletions

View File

@ -27,7 +27,7 @@ struct App {
mut:
gg &gg.Context
pip_3d C.sgl_pipeline
texture C.sg_image
texture gfx.Image
init_flag bool
frame_count int
mouse_x int = -1
@ -39,9 +39,9 @@ mut:
* Texture functions
*
******************************************************************************/
fn create_texture(w int, h int, buf &u8) C.sg_image {
fn create_texture(w int, h int, buf &u8) gfx.Image {
sz := w * h * 4
mut img_desc := C.sg_image_desc{
mut img_desc := gfx.ImageDesc{
width: w
height: h
num_mipmaps: 0
@ -54,28 +54,28 @@ fn create_texture(w int, h int, buf &u8) C.sg_image {
d3d11_texture: 0
}
// commen if .dynamic is enabled
img_desc.data.subimage[0][0] = C.sg_range{
img_desc.data.subimage[0][0] = gfx.Range{
ptr: buf
size: usize(sz)
}
sg_img := C.sg_make_image(&img_desc)
sg_img := gfx.make_image(&img_desc)
return sg_img
}
fn destroy_texture(sg_img C.sg_image) {
C.sg_destroy_image(sg_img)
fn destroy_texture(sg_img gfx.Image) {
gfx.destroy_image(sg_img)
}
// Use only if usage: .dynamic is enabled
fn update_text_texture(sg_img C.sg_image, w int, h int, buf &byte) {
fn update_text_texture(sg_img gfx.Image, w int, h int, buf &byte) {
sz := w * h * 4
mut tmp_sbc := C.sg_image_data{}
tmp_sbc.subimage[0][0] = C.sg_range{
mut tmp_sbc := gfx.ImageData{}
tmp_sbc.subimage[0][0] = gfx.Range{
ptr: buf
size: usize(sz)
}
C.sg_update_image(sg_img, &tmp_sbc)
gfx.update_image(sg_img, &tmp_sbc)
}
/******************************************************************************
@ -321,21 +321,21 @@ fn my_init(mut app App) {
sgl.setup(&sgl_desc)
// 3d pipeline
mut pipdesc := C.sg_pipeline_desc{}
mut pipdesc := gfx.PipelineDesc{}
unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
color_state := C.sg_color_state{
blend: C.sg_blend_state{
color_state := gfx.ColorState{
blend: gfx.BlendState{
enabled: true
src_factor_rgb: gfx.BlendFactor(C.SG_BLENDFACTOR_SRC_ALPHA)
dst_factor_rgb: gfx.BlendFactor(C.SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA)
src_factor_rgb: .src_alpha
dst_factor_rgb: .one_minus_src_alpha
}
}
pipdesc.colors[0] = color_state
pipdesc.depth = C.sg_depth_state{
pipdesc.depth = gfx.DepthState{
write_enabled: true
compare: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
compare: .less_equal
}
pipdesc.cull_mode = .back
app.pip_3d = sgl.make_pipeline(&pipdesc)

View File

@ -26,7 +26,7 @@ import gg.m4
#flag -I @VMODROOT/.
#include "cube_glsl.h" # Should be generated with `v shader .` (see the instructions at the top of this file)
fn C.cube_shader_desc(gfx.Backend) &C.sg_shader_desc
fn C.cube_shader_desc(gfx.Backend) &gfx.ShaderDesc
const (
win_width = 800
@ -38,14 +38,14 @@ struct App {
mut:
gg &gg.Context
pip_3d C.sgl_pipeline
texture C.sg_image
texture gfx.Image
init_flag bool
frame_count int
mouse_x int = -1
mouse_y int = -1
// glsl
cube_pip_glsl C.sg_pipeline
cube_bind C.sg_bindings
cube_pip_glsl gfx.Pipeline
cube_bind gfx.Bindings
// time
ticks i64
}
@ -55,9 +55,9 @@ mut:
* Texture functions
*
******************************************************************************/
fn create_texture(w int, h int, buf &byte) C.sg_image {
fn create_texture(w int, h int, buf &byte) gfx.Image {
sz := w * h * 4
mut img_desc := C.sg_image_desc{
mut img_desc := gfx.ImageDesc{
width: w
height: h
num_mipmaps: 0
@ -70,28 +70,28 @@ fn create_texture(w int, h int, buf &byte) C.sg_image {
d3d11_texture: 0
}
// comment if .dynamic is enabled
img_desc.data.subimage[0][0] = C.sg_range{
img_desc.data.subimage[0][0] = gfx.Range{
ptr: buf
size: usize(sz)
}
sg_img := C.sg_make_image(&img_desc)
sg_img := gfx.make_image(&img_desc)
return sg_img
}
fn destroy_texture(sg_img C.sg_image) {
C.sg_destroy_image(sg_img)
fn destroy_texture(sg_img gfx.Image) {
gfx.destroy_image(sg_img)
}
// Use only if usage: .dynamic is enabled
fn update_text_texture(sg_img C.sg_image, w int, h int, buf &byte) {
fn update_text_texture(sg_img gfx.Image, w int, h int, buf &byte) {
sz := w * h * 4
mut tmp_sbc := C.sg_image_data{}
tmp_sbc.subimage[0][0] = C.sg_range{
mut tmp_sbc := gfx.ImageData{}
tmp_sbc.subimage[0][0] = gfx.Range{
ptr: buf
size: usize(sz)
}
C.sg_update_image(sg_img, &tmp_sbc)
gfx.update_image(sg_img, &tmp_sbc)
}
/******************************************************************************
@ -276,11 +276,11 @@ fn init_cube_glsl(mut app App) {
Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
]
mut vert_buffer_desc := C.sg_buffer_desc{label: c'cube-vertices'}
mut vert_buffer_desc := gfx.BufferDesc{label: c'cube-vertices'}
unsafe { C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc)) }
vert_buffer_desc.size = usize(vertices.len * int(sizeof(Vertex_t)))
vert_buffer_desc.data = C.sg_range{
vert_buffer_desc.data = gfx.Range{
ptr: vertices.data
size: usize(vertices.len * int(sizeof(Vertex_t)))
}
@ -299,11 +299,11 @@ fn init_cube_glsl(mut app App) {
22, 21, 20, 23, 22, 20
]
mut index_buffer_desc := C.sg_buffer_desc{label: c'cube-indices'}
mut index_buffer_desc := gfx.BufferDesc{label: c'cube-indices'}
unsafe { C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc)) }
index_buffer_desc.size = usize(indices.len * int(sizeof(u16)))
index_buffer_desc.data = C.sg_range{
index_buffer_desc.data = gfx.Range{
ptr: indices.data
size: usize(indices.len * int(sizeof(u16)))
}
@ -314,7 +314,7 @@ fn init_cube_glsl(mut app App) {
// create shader
shader := gfx.make_shader(C.cube_shader_desc(C.sg_query_backend()))
mut pipdesc := C.sg_pipeline_desc{}
mut pipdesc := gfx.PipelineDesc{}
unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
@ -327,9 +327,9 @@ fn init_cube_glsl(mut app App) {
pipdesc.shader = shader
pipdesc.index_type = .uint16
pipdesc.depth = C.sg_depth_state{
pipdesc.depth = gfx.DepthState{
write_enabled: true
compare: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
compare: .less_equal
}
pipdesc.cull_mode = .back
@ -366,7 +366,7 @@ fn draw_cube_glsl(app App) {
//***************
// passing the view matrix as uniform
// res is a 4x4 matrix of f32 thus: 4*16 byte of size
vs_uniforms_range := C.sg_range{
vs_uniforms_range := gfx.Range{
ptr: &tr_matrix
size: usize(4 * 16)
}
@ -380,7 +380,7 @@ fn draw_cube_glsl(app App) {
time_ticks, /* time as f32 */
0 /* padding 4 Bytes == 1 f32 */,
]!
fs_uniforms_range := C.sg_range{
fs_uniforms_range := gfx.Range{
ptr: unsafe { &text_res }
size: usize(4 * 4)
}
@ -457,16 +457,16 @@ fn frame(mut app App) {
app.gg.end()
// clear
mut color_action := C.sg_color_attachment_action{
mut color_action := gfx.ColorAttachmentAction{
action: gfx.Action(C.SG_ACTION_DONTCARE) // C.SG_ACTION_CLEAR)
value: C.sg_color{
value: gfx.Color{
r: 1.0
g: 1.0
b: 1.0
a: 1.0
}
}
mut pass_action := C.sg_pass_action{}
mut pass_action := gfx.PassAction{}
pass_action.colors[0] = color_action
gfx.begin_default_pass(&pass_action, ws.width, ws.height)
@ -492,21 +492,21 @@ fn my_init(mut app App) {
sgl.setup(&sgl_desc)
// 3d pipeline
mut pipdesc := C.sg_pipeline_desc{}
mut pipdesc := gfx.PipelineDesc{}
unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
color_state := C.sg_color_state{
blend: C.sg_blend_state{
color_state := gfx.ColorState{
blend: gfx.BlendState{
enabled: true
src_factor_rgb: gfx.BlendFactor(C.SG_BLENDFACTOR_SRC_ALPHA)
dst_factor_rgb: gfx.BlendFactor(C.SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA)
src_factor_rgb: .src_alpha
dst_factor_rgb: .one_minus_src_alpha
}
}
pipdesc.colors[0] = color_state
pipdesc.depth = C.sg_depth_state{
pipdesc.depth = gfx.DepthState{
write_enabled: true
compare: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
compare: .less_equal
}
pipdesc.cull_mode = .back

View File

@ -27,7 +27,7 @@ import time
#flag -I @VMODROOT/.
#include "rt_glsl.h" # Should be generated with `v shader .` (see the instructions at the top of this file)
fn C.rt_shader_desc(gfx.Backend) &C.sg_shader_desc
fn C.rt_shader_desc(gfx.Backend) &gfx.ShaderDesc
const (
win_width = 800
@ -38,15 +38,15 @@ const (
struct App {
mut:
gg &gg.Context
texture C.sg_image
texture gfx.Image
init_flag bool
frame_count int
mouse_x int = -1
mouse_y int = -1
// glsl
cube_pip_glsl C.sg_pipeline
cube_bind C.sg_bindings
cube_pip_glsl gfx.Pipeline
cube_bind gfx.Bindings
// time
ticks i64
}
@ -54,9 +54,9 @@ mut:
/******************************************************************************
* Texture functions
******************************************************************************/
fn create_texture(w int, h int, buf &byte) C.sg_image {
fn create_texture(w int, h int, buf &byte) gfx.Image {
sz := w * h * 4
mut img_desc := C.sg_image_desc{
mut img_desc := gfx.ImageDesc{
width: w
height: h
num_mipmaps: 0
@ -69,28 +69,28 @@ fn create_texture(w int, h int, buf &byte) C.sg_image {
d3d11_texture: 0
}
// comment if .dynamic is enabled
img_desc.data.subimage[0][0] = C.sg_range{
img_desc.data.subimage[0][0] = gfx.Range{
ptr: buf
size: usize(sz)
}
sg_img := C.sg_make_image(&img_desc)
sg_img := gfx.make_image(&img_desc)
return sg_img
}
fn destroy_texture(sg_img C.sg_image) {
C.sg_destroy_image(sg_img)
fn destroy_texture(sg_img gfx.Image) {
gfx.destroy_image(sg_img)
}
// Use only if usage: .dynamic is enabled
fn update_text_texture(sg_img C.sg_image, w int, h int, buf &byte) {
fn update_text_texture(sg_img gfx.Image, w int, h int, buf &byte) {
sz := w * h * 4
mut tmp_sbc := C.sg_image_data{}
tmp_sbc.subimage[0][0] = C.sg_range{
mut tmp_sbc := gfx.ImageData{}
tmp_sbc.subimage[0][0] = gfx.Range{
ptr: buf
size: usize(sz)
}
C.sg_update_image(sg_img, &tmp_sbc)
gfx.update_image(sg_img, &tmp_sbc)
}
/******************************************************************************
@ -155,11 +155,11 @@ fn init_cube_glsl(mut app App) {
Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
]
mut vert_buffer_desc := C.sg_buffer_desc{label: c'cube-vertices'}
mut vert_buffer_desc := gfx.BufferDesc{label: c'cube-vertices'}
unsafe { C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc)) }
vert_buffer_desc.size = usize(vertices.len * int(sizeof(Vertex_t)))
vert_buffer_desc.data = C.sg_range{
vert_buffer_desc.data = gfx.Range{
ptr: vertices.data
size: usize(vertices.len * int(sizeof(Vertex_t)))
}
@ -177,11 +177,11 @@ fn init_cube_glsl(mut app App) {
22, 21, 20, 23, 22, 20,
]
mut index_buffer_desc := C.sg_buffer_desc{label: c'cube-indices'}
mut index_buffer_desc := gfx.BufferDesc{label: c'cube-indices'}
unsafe {C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc))}
index_buffer_desc.size = usize(indices.len * int(sizeof(u16)))
index_buffer_desc.data = C.sg_range{
index_buffer_desc.data = gfx.Range{
ptr: indices.data
size: usize(indices.len * int(sizeof(u16)))
}
@ -192,7 +192,7 @@ fn init_cube_glsl(mut app App) {
// create shader
shader := gfx.make_shader(C.rt_shader_desc(C.sg_query_backend()))
mut pipdesc := C.sg_pipeline_desc{}
mut pipdesc := gfx.PipelineDesc{}
unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
@ -205,9 +205,9 @@ fn init_cube_glsl(mut app App) {
pipdesc.shader = shader
pipdesc.index_type = .uint16
pipdesc.depth = C.sg_depth_state{
pipdesc.depth = gfx.DepthState{
write_enabled: true
compare: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
compare: .less_equal
}
pipdesc.cull_mode = .back
@ -264,7 +264,7 @@ fn draw_cube_glsl(app App) {
// *** vertex shadeer uniforms ***
// passing the view matrix as uniform
// res is a 4x4 matrix of f32 thus: 4*16 byte of size
vs_uniforms_range := C.sg_range{
vs_uniforms_range := gfx.Range{
ptr: &tr_matrix
size: usize(4 * 16)
}
@ -282,7 +282,7 @@ fn draw_cube_glsl(app App) {
0,
0 // padding bytes , see "fs_params" struct paddings in rt_glsl.h
]!
fs_uniforms_range := C.sg_range{
fs_uniforms_range := gfx.Range{
ptr: unsafe { &tmp_fs_params }
size: usize(sizeof(tmp_fs_params))
}
@ -298,9 +298,9 @@ fn frame(mut app App) {
ws := gg.window_size_real_pixels()
// clear
mut color_action := C.sg_color_attachment_action{
action: gfx.Action(C.SG_ACTION_CLEAR)
value: C.sg_color{
mut color_action := gfx.ColorAttachmentAction{
action: .clear
value: gfx.Color{
r: 0.0
g: 0.0
b: 0.0
@ -308,7 +308,7 @@ fn frame(mut app App) {
}
}
mut pass_action := C.sg_pass_action{}
mut pass_action := gfx.PassAction{}
pass_action.colors[0] = color_action
gfx.begin_default_pass(&pass_action, ws.width, ws.height)

View File

@ -26,8 +26,8 @@ import time
#flag -I @VMODROOT/.
#include "rt_glsl_march.h" # Should be generated with `v shader .` (see the instructions at the top of this file)
#include "rt_glsl_puppy.h" # Should be generated with `v shader .` (see the instructions at the top of this file)
fn C.rt_march_shader_desc(gfx.Backend) &C.sg_shader_desc
fn C.rt_puppy_shader_desc(gfx.Backend) &C.sg_shader_desc
fn C.rt_march_shader_desc(gfx.Backend) &gfx.ShaderDesc
fn C.rt_puppy_shader_desc(gfx.Backend) &gfx.ShaderDesc
const (
win_width = 800
@ -38,17 +38,17 @@ const (
struct App {
mut:
gg &gg.Context
texture C.sg_image
texture gfx.Image
init_flag bool
frame_count int
mouse_x int = -1
mouse_y int = -1
mouse_down bool
// glsl
cube_pip_glsl C.sg_pipeline
cube_bind C.sg_bindings
pipe map[string]C.sg_pipeline
bind map[string]C.sg_bindings
cube_pip_glsl gfx.Pipeline
cube_bind gfx.Bindings
pipe map[string]gfx.Pipeline
bind map[string]gfx.Bindings
// time
ticks i64
}
@ -56,9 +56,9 @@ mut:
/******************************************************************************
* Texture functions
******************************************************************************/
fn create_texture(w int, h int, buf byteptr) C.sg_image {
fn create_texture(w int, h int, buf byteptr) gfx.Image {
sz := w * h * 4
mut img_desc := C.sg_image_desc{
mut img_desc := gfx.ImageDesc{
width: w
height: h
num_mipmaps: 0
@ -71,28 +71,28 @@ fn create_texture(w int, h int, buf byteptr) C.sg_image {
d3d11_texture: 0
}
// comment if .dynamic is enabled
img_desc.data.subimage[0][0] = C.sg_range{
img_desc.data.subimage[0][0] = gfx.Range{
ptr: buf
size: usize(sz)
}
sg_img := C.sg_make_image(&img_desc)
sg_img := gfx.make_image(&img_desc)
return sg_img
}
fn destroy_texture(sg_img C.sg_image) {
C.sg_destroy_image(sg_img)
fn destroy_texture(sg_img gfx.Image) {
gfx.destroy_image(sg_img)
}
// Use only if usage: .dynamic is enabled
fn update_text_texture(sg_img C.sg_image, w int, h int, buf byteptr) {
fn update_text_texture(sg_img gfx.Image, w int, h int, buf byteptr) {
sz := w * h * 4
mut tmp_sbc := C.sg_image_data{}
tmp_sbc.subimage[0][0] = C.sg_range{
mut tmp_sbc := gfx.ImageData{}
tmp_sbc.subimage[0][0] = gfx.Range{
ptr: buf
size: usize(sz)
}
C.sg_update_image(sg_img, &tmp_sbc)
gfx.update_image(sg_img, &tmp_sbc)
}
/******************************************************************************
@ -157,10 +157,10 @@ fn init_cube_glsl_m(mut app App) {
Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
]
mut vert_buffer_desc := C.sg_buffer_desc{label: c'cube-vertices'}
mut vert_buffer_desc := gfx.BufferDesc{label: c'cube-vertices'}
unsafe { C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc)) }
vert_buffer_desc.size = usize(vertices.len * int(sizeof(Vertex_t)))
vert_buffer_desc.data = C.sg_range{
vert_buffer_desc.data = gfx.Range{
ptr: vertices.data
size: usize(vertices.len * int(sizeof(Vertex_t)))
}
@ -179,10 +179,10 @@ fn init_cube_glsl_m(mut app App) {
*/
]
mut index_buffer_desc := C.sg_buffer_desc{label: c'cube-indices'}
mut index_buffer_desc := gfx.BufferDesc{label: c'cube-indices'}
unsafe { C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc)) }
index_buffer_desc.size = usize(indices.len * int(sizeof(u16)))
index_buffer_desc.data = C.sg_range{
index_buffer_desc.data = gfx.Range{
ptr: indices.data
size: usize(indices.len * int(sizeof(u16)))
}
@ -192,7 +192,7 @@ fn init_cube_glsl_m(mut app App) {
// create shader
shader := gfx.make_shader(C.rt_march_shader_desc(C.sg_query_backend()))
mut pipdesc := C.sg_pipeline_desc{}
mut pipdesc := gfx.PipelineDesc{}
unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
@ -205,14 +205,14 @@ fn init_cube_glsl_m(mut app App) {
pipdesc.shader = shader
pipdesc.index_type = .uint16
pipdesc.depth = C.sg_depth_state{
pipdesc.depth = gfx.DepthState{
write_enabled: true
compare: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
compare: .less_equal
}
pipdesc.cull_mode = .back
pipdesc.label = 'glsl_shader pipeline'.str
mut bind := C.sg_bindings{}
mut bind := gfx.Bindings{}
unsafe { C.memset(&bind, 0, sizeof(bind)) }
bind.vertex_buffers[0] = vbuf
bind.index_buffer = ibuf
@ -263,10 +263,10 @@ fn init_cube_glsl_p(mut app App) {
Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
]
mut vert_buffer_desc := C.sg_buffer_desc{label: c'cube-vertices'}
mut vert_buffer_desc := gfx.BufferDesc{label: c'cube-vertices'}
unsafe { C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc)) }
vert_buffer_desc.size = usize(vertices.len * int(sizeof(Vertex_t)))
vert_buffer_desc.data = C.sg_range{
vert_buffer_desc.data = gfx.Range{
ptr: vertices.data
size: usize(vertices.len * int(sizeof(Vertex_t)))
}
@ -286,10 +286,10 @@ fn init_cube_glsl_p(mut app App) {
]
mut index_buffer_desc := C.sg_buffer_desc{label: c'cube-indices'}
mut index_buffer_desc := gfx.BufferDesc{label: c'cube-indices'}
unsafe { C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc)) }
index_buffer_desc.size = usize(indices.len * int(sizeof(u16)))
index_buffer_desc.data = C.sg_range{
index_buffer_desc.data = gfx.Range{
ptr: indices.data
size: usize(indices.len * int(sizeof(u16)))
}
@ -299,7 +299,7 @@ fn init_cube_glsl_p(mut app App) {
// create shader
shader := gfx.make_shader(C.rt_puppy_shader_desc(C.sg_query_backend()))
mut pipdesc := C.sg_pipeline_desc{}
mut pipdesc := gfx.PipelineDesc{}
unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
@ -312,15 +312,15 @@ fn init_cube_glsl_p(mut app App) {
pipdesc.shader = shader
pipdesc.index_type = .uint16
pipdesc.depth = C.sg_depth_state{
pipdesc.depth = gfx.DepthState{
write_enabled: true
compare: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
compare: .less_equal
}
pipdesc.cull_mode = .back
pipdesc.label = 'glsl_shader pipeline'.str
mut bind := C.sg_bindings{}
mut bind := gfx.Bindings{}
unsafe { C.memset(&bind, 0, sizeof(bind)) }
bind.vertex_buffers[0] = vbuf
bind.index_buffer = ibuf
@ -373,7 +373,7 @@ fn draw_cube_glsl_m(app App) {
// *** vertex shadeer uniforms ***
// passing the view matrix as uniform
// res is a 4x4 matrix of f32 thus: 4*16 byte of size
vs_uniforms_range := C.sg_range{
vs_uniforms_range := gfx.Range{
ptr: &tr_matrix
size: usize(4 * 16)
}
@ -393,7 +393,7 @@ fn draw_cube_glsl_m(app App) {
0,
0 // padding bytes , see "fs_params" struct paddings in rt_glsl.h
]!
fs_uniforms_range := C.sg_range{
fs_uniforms_range := gfx.Range{
ptr: unsafe { &tmp_fs_params }
size: usize(sizeof(tmp_fs_params))
}
@ -425,7 +425,7 @@ fn draw_cube_glsl_p(app App) {
// *** vertex shadeer uniforms ***
// passing the view matrix as uniform
// res is a 4x4 matrix of f32 thus: 4*16 byte of size
vs_uniforms_range := C.sg_range{
vs_uniforms_range := gfx.Range{
ptr: &tr_matrix
size: usize(4 * 16)
}
@ -445,7 +445,7 @@ fn draw_cube_glsl_p(app App) {
0,
0 // padding bytes , see "fs_params" struct paddings in rt_glsl.h
]!
fs_uniforms_range := C.sg_range{
fs_uniforms_range := gfx.Range{
ptr: unsafe { &tmp_fs_params }
size: usize(sizeof(tmp_fs_params))
}
@ -477,16 +477,16 @@ fn frame(mut app App) {
ws := gg.window_size_real_pixels()
// clear
mut color_action := C.sg_color_attachment_action{
action: gfx.Action(C.SG_ACTION_CLEAR)
value: C.sg_color{
mut color_action := gfx.ColorAttachmentAction{
action: .clear
value: gfx.Color{
r: 0.0
g: 0.0
b: 0.0
a: 1.0
}
}
mut pass_action := C.sg_pass_action{}
mut pass_action := gfx.PassAction{}
pass_action.colors[0] = color_action
gfx.begin_default_pass(&pass_action, ws.width, ws.height)

View File

@ -33,7 +33,7 @@ const (
struct App {
mut:
gg &gg.Context
texture C.sg_image
texture gfx.Image
init_flag bool
frame_count int
@ -42,11 +42,11 @@ mut:
mouse_down bool
// glsl
cube_pip_glsl C.sg_pipeline
cube_bind C.sg_bindings
cube_pip_glsl gfx.Pipeline
cube_bind gfx.Bindings
pipe map[string]C.sg_pipeline
bind map[string]C.sg_bindings
pipe map[string]gfx.Pipeline
bind map[string]gfx.Bindings
// time
ticks i64
@ -64,14 +64,14 @@ mut:
******************************************************************************/
#flag -I @VMODROOT/.
#include "rt_glsl_instancing.h" # Should be generated with `v shader .` (see the instructions at the top of this file)
fn C.instancing_shader_desc(gfx.Backend) &C.sg_shader_desc
fn C.instancing_shader_desc(gfx.Backend) &gfx.ShaderDesc
/******************************************************************************
* Texture functions
******************************************************************************/
fn create_texture(w int, h int, buf byteptr) C.sg_image{
fn create_texture(w int, h int, buf byteptr) gfx.Image{
sz := w * h * 4
mut img_desc := C.sg_image_desc{
mut img_desc := gfx.ImageDesc{
width: w
height: h
num_mipmaps: 0
@ -84,28 +84,28 @@ fn create_texture(w int, h int, buf byteptr) C.sg_image{
d3d11_texture: 0
}
// comment if .dynamic is enabled
img_desc.data.subimage[0][0] = C.sg_range{
img_desc.data.subimage[0][0] = gfx.Range{
ptr: buf
size: usize(sz)
}
sg_img := C.sg_make_image(&img_desc)
sg_img := gfx.make_image(&img_desc)
return sg_img
}
fn destroy_texture(sg_img C.sg_image){
C.sg_destroy_image(sg_img)
fn destroy_texture(sg_img gfx.Image){
gfx.destroy_image(sg_img)
}
// Use only if usage: .dynamic is enabled
fn update_text_texture(sg_img C.sg_image, w int, h int, buf byteptr){
fn update_text_texture(sg_img gfx.Image, w int, h int, buf byteptr){
sz := w * h * 4
mut tmp_sbc := C.sg_image_data{}
tmp_sbc.subimage[0][0] = C.sg_range{
mut tmp_sbc := gfx.ImageData{}
tmp_sbc.subimage[0][0] = gfx.Range{
ptr: buf
size: usize(sz)
}
C.sg_update_image(sg_img, &tmp_sbc)
gfx.update_image(sg_img, &tmp_sbc)
}
/******************************************************************************
@ -172,10 +172,10 @@ fn init_cube_glsl_i(mut app App) {
Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
]
mut vert_buffer_desc := C.sg_buffer_desc{label: c'cube-vertices'}
mut vert_buffer_desc := gfx.BufferDesc{label: c'cube-vertices'}
unsafe {C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc))}
vert_buffer_desc.size = usize(vertices.len * int(sizeof(Vertex_t)))
vert_buffer_desc.data = C.sg_range{
vert_buffer_desc.data = gfx.Range{
ptr: vertices.data
size: usize(vertices.len * int(sizeof(Vertex_t)))
}
@ -183,7 +183,7 @@ fn init_cube_glsl_i(mut app App) {
vbuf := gfx.make_buffer(&vert_buffer_desc)
/* create an instance buffer for the cube */
mut inst_buffer_desc := C.sg_buffer_desc{label: c'instance-data'}
mut inst_buffer_desc := gfx.BufferDesc{label: c'instance-data'}
unsafe {C.memset(&inst_buffer_desc, 0, sizeof(inst_buffer_desc))}
inst_buffer_desc.size = usize(num_inst * int(sizeof(m4.Vec4)))
@ -202,10 +202,10 @@ fn init_cube_glsl_i(mut app App) {
22, 21, 20, 23, 22, 20
]
mut index_buffer_desc := C.sg_buffer_desc{label: c'cube-indices'}
mut index_buffer_desc := gfx.BufferDesc{label: c'cube-indices'}
unsafe {C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc))}
index_buffer_desc.size = usize(indices.len * int(sizeof(u16)))
index_buffer_desc.data = C.sg_range{
index_buffer_desc.data = gfx.Range{
ptr: indices.data
size: usize(indices.len * int(sizeof(u16)))
}
@ -215,7 +215,7 @@ fn init_cube_glsl_i(mut app App) {
/* create shader */
shader := gfx.make_shader(C.instancing_shader_desc(C.sg_query_backend()))
mut pipdesc := C.sg_pipeline_desc{}
mut pipdesc := gfx.PipelineDesc{}
unsafe {C.memset(&pipdesc, 0, sizeof(pipdesc))}
pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
@ -237,15 +237,15 @@ fn init_cube_glsl_i(mut app App) {
pipdesc.shader = shader
pipdesc.index_type = .uint16
pipdesc.depth = C.sg_depth_state{
pipdesc.depth = gfx.DepthState{
write_enabled: true
compare: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
compare: .less_equal
}
pipdesc.cull_mode = .back
pipdesc.label = "glsl_shader pipeline".str
mut bind := C.sg_bindings{}
mut bind := gfx.Bindings{}
unsafe {C.memset(&bind, 0, sizeof(bind))}
bind.vertex_buffers[0] = vbuf // vertex buffer
bind.vertex_buffers[1] = inst_buf // instance buffer
@ -310,7 +310,7 @@ fn draw_cube_glsl_i(mut app App){
spare_param := f32(index % 10)
app.inst_pos[index] = m4.Vec4{e:[f32((x - cx - app.camera_x) * cube_size),y ,f32( (z - cz - app.camera_z) * cube_size),spare_param]!}
}
range := C.sg_range{
range := gfx.Range{
ptr: unsafe { &app.inst_pos }
size: usize(num_inst * int(sizeof(m4.Vec4)))
}
@ -320,7 +320,7 @@ fn draw_cube_glsl_i(mut app App){
// *** vertex shadeer uniforms ***
// passing the view matrix as uniform
// res is a 4x4 matrix of f32 thus: 4*16 byte of size
vs_uniforms_range := C.sg_range{
vs_uniforms_range := gfx.Range{
ptr: unsafe { &tr_matrix }
size: usize(4 * 16)
}
@ -338,7 +338,7 @@ fn draw_cube_glsl_i(mut app App){
app.frame_count, // frame count
0,0 // padding bytes , see "fs_params" struct paddings in rt_glsl.h
]!
fs_uniforms_range := C.sg_range{
fs_uniforms_range := gfx.Range{
ptr: unsafe { &tmp_fs_params }
size: usize(sizeof(tmp_fs_params))
}
@ -371,16 +371,16 @@ fn frame(mut app App) {
ws := gg.window_size_real_pixels()
// clear
mut color_action := C.sg_color_attachment_action{
action: gfx.Action(C.SG_ACTION_CLEAR)
value: C.sg_color{
mut color_action := gfx.ColorAttachmentAction{
action: .clear
value: gfx.Color{
r: 0.0
g: 0.0
b: 0.0
a: 1.0
}
}
mut pass_action := C.sg_pass_action{}
mut pass_action := gfx.PassAction{}
pass_action.colors[0] = color_action
gfx.begin_default_pass(&pass_action, ws.width, ws.height)

View File

@ -18,9 +18,9 @@ import stbi
/******************************************************************************
* Texture functions
******************************************************************************/
pub fn create_texture(w int, h int, buf &byte) C.sg_image {
pub fn create_texture(w int, h int, buf &byte) gfx.Image {
sz := w * h * 4
mut img_desc := C.sg_image_desc{
mut img_desc := gfx.ImageDesc{
width: w
height: h
num_mipmaps: 0
@ -33,20 +33,20 @@ pub fn create_texture(w int, h int, buf &byte) C.sg_image {
d3d11_texture: 0
}
// comment if .dynamic is enabled
img_desc.data.subimage[0][0] = C.sg_range{
img_desc.data.subimage[0][0] = gfx.Range{
ptr: buf
size: usize(sz)
}
sg_img := C.sg_make_image(&img_desc)
sg_img := gfx.make_image(&img_desc)
return sg_img
}
pub fn destroy_texture(sg_img C.sg_image) {
C.sg_destroy_image(sg_img)
pub fn destroy_texture(sg_img gfx.Image) {
gfx.destroy_image(sg_img)
}
pub fn load_texture(file_name string) C.sg_image {
pub fn load_texture(file_name string) gfx.Image {
buffer := read_bytes_from_file(file_name)
stbi.set_flip_vertically_on_load(true)
img := stbi.load_from_memory(buffer.data, buffer.len) or {
@ -61,20 +61,20 @@ pub fn load_texture(file_name string) C.sg_image {
/******************************************************************************
* Pipeline
******************************************************************************/
pub fn (mut obj_part ObjPart) create_pipeline(in_part []int, shader C.sg_shader, texture C.sg_image) Render_data {
pub fn (mut obj_part ObjPart) create_pipeline(in_part []int, shader gfx.Shader, texture gfx.Image) Render_data {
mut res := Render_data{}
obj_buf := obj_part.get_buffer(in_part)
res.n_vert = obj_buf.n_vertex
res.material = obj_part.part[in_part[0]].material
// vertex buffer
mut vert_buffer_desc := C.sg_buffer_desc{
mut vert_buffer_desc := gfx.BufferDesc{
label: 0
}
unsafe { C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc)) }
vert_buffer_desc.size = usize(obj_buf.vbuf.len * int(sizeof(Vertex_pnct)))
vert_buffer_desc.data = C.sg_range{
vert_buffer_desc.data = gfx.Range{
ptr: obj_buf.vbuf.data
size: usize(obj_buf.vbuf.len * int(sizeof(Vertex_pnct)))
}
@ -84,13 +84,13 @@ pub fn (mut obj_part ObjPart) create_pipeline(in_part []int, shader C.sg_shader,
vbuf := gfx.make_buffer(&vert_buffer_desc)
// index buffer
mut index_buffer_desc := C.sg_buffer_desc{
mut index_buffer_desc := gfx.BufferDesc{
label: 0
}
unsafe { C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc)) }
index_buffer_desc.size = usize(obj_buf.ibuf.len * int(sizeof(u32)))
index_buffer_desc.data = C.sg_range{
index_buffer_desc.data = gfx.Range{
ptr: obj_buf.ibuf.data
size: usize(obj_buf.ibuf.len * int(sizeof(u32)))
}
@ -99,7 +99,7 @@ pub fn (mut obj_part ObjPart) create_pipeline(in_part []int, shader C.sg_shader,
index_buffer_desc.label = 'indbuf_part_${in_part:03}'.str
ibuf := gfx.make_buffer(&index_buffer_desc)
mut pipdesc := C.sg_pipeline_desc{}
mut pipdesc := gfx.PipelineDesc{}
unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_pnct))
@ -111,18 +111,18 @@ pub fn (mut obj_part ObjPart) create_pipeline(in_part []int, shader C.sg_shader,
// pipdesc.layout.attrs[C.ATTR_vs_a_Texcoord0].format = .short2n // u,v as u16
pipdesc.index_type = .uint32
color_state := C.sg_color_state{
blend: C.sg_blend_state{
color_state := gfx.ColorState{
blend: gfx.BlendState{
enabled: true
src_factor_rgb: gfx.BlendFactor(C.SG_BLENDFACTOR_SRC_ALPHA)
dst_factor_rgb: gfx.BlendFactor(C.SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA)
src_factor_rgb: .src_alpha
dst_factor_rgb: .one_minus_src_alpha
}
}
pipdesc.colors[0] = color_state
pipdesc.depth = C.sg_depth_state{
pipdesc.depth = gfx.DepthState{
write_enabled: true
compare: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
compare: .less_equal
}
pipdesc.cull_mode = .front
@ -144,7 +144,7 @@ pub fn (mut obj_part ObjPart) create_pipeline(in_part []int, shader C.sg_shader,
* Render functions
******************************************************************************/
// agregate all the part by materials
pub fn (mut obj_part ObjPart) init_render_data(texture C.sg_image) {
pub fn (mut obj_part ObjPart) init_render_data(texture gfx.Image) {
// create shader
// One shader for all the model
shader := gfx.make_shader(C.gouraud_shader_desc(gfx.query_backend()))
@ -234,11 +234,11 @@ pub fn (obj_part ObjPart) bind_and_draw(rend_data_index int, in_data Shader_data
gfx.apply_pipeline(part_render_data.pipeline)
gfx.apply_bindings(part_render_data.bind)
vs_uniforms_range := C.sg_range{
vs_uniforms_range := gfx.Range{
ptr: in_data.vs_data
size: usize(in_data.vs_len)
}
fs_uniforms_range := C.sg_range{
fs_uniforms_range := gfx.Range{
ptr: unsafe { &tmp_fs_params }
size: usize(in_data.fs_len)
}

View File

@ -11,6 +11,7 @@
module obj
import gg.m4
import sokol.gfx
// part struct mantain the fae indexes list
pub struct Part {
@ -32,8 +33,8 @@ pub mut:
// render data used for the rendering
pub struct Render_data {
pub mut:
pipeline C.sg_pipeline
bind C.sg_bindings
pipeline gfx.Pipeline
bind gfx.Bindings
n_vert u32
material string
}
@ -47,10 +48,10 @@ pub mut:
vt []m4.Vec4 // textures
name string
part []Part // parts of the ObjPart
mat []Material // list of the materials of the ObjPart
mat_map map[string]int // maping material name to its material index
texture map[string]C.sg_image // GPU loaded texture map
part []Part // parts of the ObjPart
mat []Material // list of the materials of the ObjPart
mat_map map[string]int // maping material name to its material index
texture map[string]gfx.Image // GPU loaded texture map
material_file string // .mtl file name for the .obj
rend_data []Render_data // render data used for the rendering

View File

@ -35,7 +35,7 @@ import obj
#flag -I @VMODROOT/.
#include "gouraud.h" # Should be generated with `v shader .` (see the instructions at the top of this file)
fn C.gouraud_shader_desc(gfx.Backend) &C.sg_shader_desc
fn C.gouraud_shader_desc(gfx.Backend) &gfx.ShaderDesc
const (
win_width = 600
@ -46,7 +46,7 @@ const (
struct App {
mut:
gg &gg.Context
texture C.sg_image
texture gfx.Image
init_flag bool
frame_count int
@ -149,9 +149,9 @@ fn frame(mut app App) {
ws := gg.window_size_real_pixels()
// clear
mut color_action := C.sg_color_attachment_action{
action: gfx.Action(C.SG_ACTION_CLEAR)
value: C.sg_color{
mut color_action := gfx.ColorAttachmentAction{
action: .clear
value: gfx.Color{
r: 0.0
g: 0.0
b: 0.0
@ -159,7 +159,7 @@ fn frame(mut app App) {
}
}
mut pass_action := C.sg_pass_action{}
mut pass_action := gfx.PassAction{}
pass_action.colors[0] = color_action
gfx.begin_default_pass(&pass_action, ws.width, ws.height)

View File

@ -4,7 +4,7 @@ import sokol.gfx
import sokol.sgl
struct AppState {
pass_action C.sg_pass_action
pass_action gfx.PassAction
}
const (
@ -27,7 +27,7 @@ fn main() {
}
fn init(user_data voidptr) {
desc := sapp.create_desc() // C.sg_desc{
desc := sapp.create_desc() // gfx.Desc{
gfx.setup(&desc)
sgl_desc := C.sgl_desc_t{}
sgl.setup(&sgl_desc)

View File

@ -8,23 +8,23 @@ import os
struct AppState {
mut:
pass_action C.sg_pass_action
pass_action gfx.PassAction
fons &fontstash.Context
font_normal int
}
[console]
fn main() {
mut color_action := C.sg_color_attachment_action{
action: gfx.Action(C.SG_ACTION_CLEAR)
value: C.sg_color{
mut color_action := gfx.ColorAttachmentAction{
action: .clear
value: gfx.Color{
r: 0.3
g: 0.3
b: 0.32
a: 1.0
}
}
mut pass_action := C.sg_pass_action{}
mut pass_action := gfx.PassAction{}
pass_action.colors[0] = color_action
state := &AppState{
pass_action: pass_action

View File

@ -55,7 +55,7 @@ Let my heart be still a moment and this mystery explore;—
struct AppState {
mut:
pass_action C.sg_pass_action
pass_action gfx.PassAction
fons &fontstash.Context
font_normal int
inited bool
@ -63,16 +63,16 @@ mut:
[console]
fn main() {
mut color_action := C.sg_color_attachment_action{
action: gfx.Action(C.SG_ACTION_CLEAR)
value: C.sg_color{
mut color_action := gfx.ColorAttachmentAction{
action: .clear
value: gfx.Color{
r: 1.0
g: 1.0
b: 1.0
a: 1.0
}
}
mut pass_action := C.sg_pass_action{}
mut pass_action := gfx.PassAction{}
pass_action.colors[0] = color_action
state := &AppState{
pass_action: pass_action

View File

@ -24,7 +24,7 @@ fn main() {
}
struct App {
pass_action C.sg_pass_action
pass_action gfx.PassAction
mut:
width int
height int
@ -79,14 +79,14 @@ fn init(user_data voidptr) {
max_vertices: 50 * 65536
}
sgl.setup(&sgl_desc)
mut pipdesc := C.sg_pipeline_desc{}
mut pipdesc := gfx.PipelineDesc{}
unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
color_state := C.sg_color_state{
blend: C.sg_blend_state{
color_state := gfx.ColorState{
blend: gfx.BlendState{
enabled: true
src_factor_rgb: gfx.BlendFactor(C.SG_BLENDFACTOR_SRC_ALPHA)
dst_factor_rgb: gfx.BlendFactor(C.SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA)
src_factor_rgb: .src_alpha
dst_factor_rgb: .one_minus_src_alpha
}
}
pipdesc.colors[0] = color_state

View File

@ -2,6 +2,7 @@ import gg
import gx
import sokol.sapp
import sokol.sgl
import sokol.gfx
import x.ttf
import os
@ -20,7 +21,7 @@ const (
struct App_data {
pub mut:
gg &gg.Context
sg_img C.sg_image
sg_img gfx.Image
init_flag bool
frame_c int
tf []ttf.TTF_File

View File

@ -62,7 +62,7 @@ struct App {
mut:
gg &gg.Context
pip_viewer C.sgl_pipeline
texture C.sg_image
texture gfx.Image
init_flag bool
frame_count int
mouse_x int = -1
@ -102,7 +102,7 @@ mut:
font_path string // path to the temp font file
// logo
logo_path string // path of the temp font logo
logo_texture C.sg_image
logo_texture gfx.Image
logo_w int
logo_h int
logo_ratio f32 = 1.0
@ -115,9 +115,9 @@ mut:
* Texture functions
*
******************************************************************************/
fn create_texture(w int, h int, buf &u8) C.sg_image {
fn create_texture(w int, h int, buf &u8) gfx.Image {
sz := w * h * 4
mut img_desc := C.sg_image_desc{
mut img_desc := gfx.ImageDesc{
width: w
height: h
num_mipmaps: 0
@ -130,28 +130,28 @@ fn create_texture(w int, h int, buf &u8) C.sg_image {
d3d11_texture: 0
}
// comment if .dynamic is enabled
img_desc.data.subimage[0][0] = C.sg_range{
img_desc.data.subimage[0][0] = gfx.Range{
ptr: buf
size: usize(sz)
}
sg_img := C.sg_make_image(&img_desc)
sg_img := gfx.make_image(&img_desc)
return sg_img
}
fn destroy_texture(sg_img C.sg_image) {
C.sg_destroy_image(sg_img)
fn destroy_texture(sg_img gfx.Image) {
gfx.destroy_image(sg_img)
}
// Use only if: .dynamic is enabled
fn update_text_texture(sg_img C.sg_image, w int, h int, buf &byte) {
fn update_text_texture(sg_img gfx.Image, w int, h int, buf &byte) {
sz := w * h * 4
mut tmp_sbc := C.sg_image_data{}
tmp_sbc.subimage[0][0] = C.sg_range{
mut tmp_sbc := gfx.ImageData{}
tmp_sbc.subimage[0][0] = gfx.Range{
ptr: buf
size: usize(sz)
}
C.sg_update_image(sg_img, &tmp_sbc)
gfx.update_image(sg_img, &tmp_sbc)
}
/******************************************************************************
@ -225,7 +225,7 @@ pub fn read_bytes_from_file(file_path string) []byte {
return buffer
}
fn (mut app App) load_texture_from_buffer(buf voidptr, buf_len int) (C.sg_image, int, int) {
fn (mut app App) load_texture_from_buffer(buf voidptr, buf_len int) (gfx.Image, int, int) {
// load image
stbi.set_flip_vertically_on_load(true)
img := stbi.load_from_memory(buf, buf_len) or {
@ -240,7 +240,7 @@ fn (mut app App) load_texture_from_buffer(buf voidptr, buf_len int) (C.sg_image,
return res, int(img.width), int(img.height)
}
pub fn (mut app App) load_texture_from_file(file_name string) (C.sg_image, int, int) {
pub fn (mut app App) load_texture_from_file(file_name string) (gfx.Image, int, int) {
app.read_bytes(file_name)
return app.load_texture_from_buffer(app.mem_buf, app.mem_buf_size)
}
@ -315,21 +315,21 @@ fn app_init(mut app App) {
app.init_flag = true
// 3d pipeline
mut pipdesc := C.sg_pipeline_desc{}
mut pipdesc := gfx.PipelineDesc{}
unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
color_state := C.sg_color_state{
blend: C.sg_blend_state{
color_state := gfx.ColorState{
blend: gfx.BlendState{
enabled: true
src_factor_rgb: gfx.BlendFactor(C.SG_BLENDFACTOR_SRC_ALPHA)
dst_factor_rgb: gfx.BlendFactor(C.SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA)
src_factor_rgb: .src_alpha
dst_factor_rgb: .one_minus_src_alpha
}
}
pipdesc.colors[0] = color_state
pipdesc.depth = C.sg_depth_state{
pipdesc.depth = gfx.DepthState{
write_enabled: true
compare: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
compare: .less_equal
}
pipdesc.cull_mode = .back
app.pip_viewer = sgl.make_pipeline(&pipdesc)

View File

@ -8,6 +8,7 @@
*
* TODO:
**********************************************************************/
import sokol.gfx
import szip
fn (mut il Item_list) scan_zip(path string, in_index int) ? {
@ -46,7 +47,7 @@ fn (mut il Item_list) scan_zip(path string, in_index int) ? {
zp.close()
}
fn (mut app App) load_texture_from_zip() ?(C.sg_image, int, int) {
fn (mut app App) load_texture_from_zip() ?(gfx.Image, int, int) {
item := app.item_list.lst[app.item_list.item_index]
// println("Load from zip [${item.path}]")