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examples: fix and vfmt cube_glsl example
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@ -32,8 +32,7 @@
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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 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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@ -43,6 +42,7 @@ 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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@ -58,14 +58,11 @@ mut:
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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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@ -75,7 +72,7 @@ mut:
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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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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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@ -83,7 +80,7 @@ fn create_texture(w int, h int, buf byteptr) C.sg_image{
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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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// 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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@ -99,15 +96,15 @@ fn create_texture(w int, h int, buf byteptr) C.sg_image{
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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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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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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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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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@ -122,9 +119,9 @@ fn update_text_texture(sg_img C.sg_image, w int, h int, buf byteptr){
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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(0.0, 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.v2f_c3b(0.5, -0.5, 0, 255, 0)
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sgl.end()
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}
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@ -136,13 +133,13 @@ fn cube() {
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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.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.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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@ -155,21 +152,21 @@ fn cube() {
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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.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.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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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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@ -191,53 +188,53 @@ fn draw_cubes(app App) {
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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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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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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.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.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, 0.0, 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.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, 0.0, 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.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.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, 0.0, 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.v3f_t2f(1.0, 1.0, 1.0, 0.25, 0.0)
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sgl.v3f_t2f(1.0, 1.0, -1.0, 0.0, 0.0)
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sgl.end()
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}
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/*
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Cube vertex buffer with packed vertex formats for color and texture coords.
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Cube vertex buffer with packed vertex formats for color and texture coords.
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Note that a vertex format which must be portable across all
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backends must only use the normalized integer formats
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(BYTE4N, UBYTE4N, SHORT2N, SHORT4N), which can be converted
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@ -252,111 +249,134 @@ struct Vertex_t {
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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 u16
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// v u16
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u f32
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v f32
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}
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fn init_cube_glsl(mut app App) {
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/* cube vertex buffer */
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//d := u16(32767/8) // for compatibility with D3D11, 32767 stand for 1
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d := f32(1.0) //0.05)
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// cube vertex buffer
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// d := u16(32767/8) // for compatibility with D3D11, 32767 stand for 1
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d := f32(1.0) // 0.05)
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c := u32(0xFFFFFF_FF) // color RGBA8
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vertices := [
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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, d, 0},
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Vertex_t{1.0, 1.0, -1.0, c, d, d},
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Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
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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, d, 0},
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Vertex_t{1.0, 1.0, 1.0, c, d, d},
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Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{-1.0, 1.0, 1.0, c, d, d},
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Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
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Vertex_t{ 1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{ 1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, -1.0, 1.0, c, 0, d},
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Vertex_t{1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{1.0, 1.0, 1.0, c, d, d},
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Vertex_t{1.0, -1.0, 1.0, c, 0, d},
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
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Vertex_t{ 1.0, -1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, -1.0, -1.0, c, 0, d},
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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, 0},
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Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
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Vertex_t{1.0, 1.0, 1.0, c, d, d},
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Vertex_t{1.0, 1.0, -1.0, c, 0, d},
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]
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mut vert_buffer_desc := C.sg_buffer_desc{}
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unsafe {C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc))}
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unsafe { C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc)) }
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vert_buffer_desc.size = vertices.len * int(sizeof(Vertex_t))
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vert_buffer_desc.content = byteptr(vertices.data)
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vert_buffer_desc.@type = .vertexbuffer
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//vert_buffer_desc.usage = .immutable
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vert_buffer_desc.label = "cube-vertices".str
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// vert_buffer_desc.usage = .immutable
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vert_buffer_desc.label = 'cube-vertices'.str
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vbuf := gfx.make_buffer(&vert_buffer_desc)
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/* create an index buffer for the cube */
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// create an index buffer for the cube
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indices := [
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u16(0), 1, 2, 0, 2, 3,
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6, 5, 4, 7, 6, 4,
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8, 9, 10, 8, 10, 11,
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14, 13, 12, 15, 14, 12,
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16, 17, 18, 16, 18, 19,
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22, 21, 20, 23, 22, 20
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u16(0),
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1,
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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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14,
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13,
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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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]
|
||||
|
||||
mut index_buffer_desc := C.sg_buffer_desc{}
|
||||
unsafe {C.memset(&index_buffer_desc, 0, sizeof(index_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
|
||||
index_buffer_desc.label = 'cube-indices'.str
|
||||
ibuf := gfx.make_buffer(&index_buffer_desc)
|
||||
|
||||
/* create shader */
|
||||
// create shader
|
||||
shader := gfx.make_shader(C.cube_shader_desc())
|
||||
|
||||
mut pipdesc := C.sg_pipeline_desc{}
|
||||
unsafe {C.memset(&pipdesc, 0, sizeof(pipdesc))}
|
||||
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_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.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)
|
||||
depth_compare_func: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
|
||||
}
|
||||
pipdesc.rasterizer = C.sg_rasterizer_state {
|
||||
pipdesc.rasterizer = C.sg_rasterizer_state{
|
||||
cull_mode: .back
|
||||
}
|
||||
pipdesc.label = "glsl_shader pipeline".str
|
||||
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!")
|
||||
println('GLSL init DONE!')
|
||||
}
|
||||
|
||||
fn draw_cube_glsl(app App){
|
||||
fn draw_cube_glsl(app App) {
|
||||
if app.init_flag == false {
|
||||
return
|
||||
}
|
||||
@ -364,12 +384,12 @@ fn draw_cube_glsl(app App){
|
||||
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)
|
||||
// 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)
|
||||
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)
|
||||
@ -380,18 +400,19 @@ 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
|
||||
gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params, &tr_matrix, 4*16 )
|
||||
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
|
||||
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.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params, &text_res, 4 * 4)
|
||||
|
||||
gfx.draw(0, (3*2)*6, 1)
|
||||
gfx.draw(0, (3 * 2) * 6, 1)
|
||||
gfx.end_pass()
|
||||
gfx.commit()
|
||||
}
|
||||
@ -411,19 +432,19 @@ fn draw_texture_cubes(app App) {
|
||||
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)
|
||||
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)
|
||||
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.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()
|
||||
|
||||
@ -432,17 +453,17 @@ fn draw_texture_cubes(app App) {
|
||||
|
||||
fn frame(mut app App) {
|
||||
ws := gg.window_size()
|
||||
ratio := f32(ws.width)/ws.height
|
||||
ratio := f32(ws.width) / ws.height
|
||||
dw := ws.width
|
||||
dh := ws.height
|
||||
ww := int(dh/3) /* not a bug */
|
||||
hh := int(dh/3)
|
||||
ww := int(dh / 3) // not a bug
|
||||
hh := int(dh / 3)
|
||||
x0 := int(f32(dw) * 0.05)
|
||||
//x1 := dw/2
|
||||
// x1 := dw/2
|
||||
y0 := 0
|
||||
y1 := int(f32(dh) * 0.5)
|
||||
|
||||
//app.gg.begin()
|
||||
// app.gg.begin()
|
||||
|
||||
app.gg.begin()
|
||||
sgl.defaults()
|
||||
@ -456,14 +477,14 @@ fn frame(mut app App) {
|
||||
draw_cubes(app)
|
||||
|
||||
// textured cubed with viewport
|
||||
sgl.viewport(0, int(dh/5), dw, int(dh*ratio), true)
|
||||
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)
|
||||
action: gfx.Action(C.SG_ACTION_DONTCARE) // C.SG_ACTION_CLEAR)
|
||||
}
|
||||
color_action.val[0] = 1
|
||||
color_action.val[1] = 1
|
||||
@ -476,9 +497,7 @@ fn frame(mut app App) {
|
||||
// glsl cube
|
||||
draw_cube_glsl(app)
|
||||
|
||||
|
||||
app.frame_count++
|
||||
|
||||
}
|
||||
|
||||
/******************************************************************************
|
||||
@ -487,8 +506,6 @@ fn frame(mut app App) {
|
||||
*
|
||||
******************************************************************************/
|
||||
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()
|
||||
@ -500,15 +517,15 @@ fn my_init(mut app App) {
|
||||
|
||||
// 3d pipeline
|
||||
mut pipdesc := C.sg_pipeline_desc{}
|
||||
unsafe {C.memset(&pipdesc, 0, sizeof(pipdesc))}
|
||||
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)
|
||||
depth_compare_func: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
|
||||
}
|
||||
pipdesc.rasterizer = C.sg_rasterizer_state {
|
||||
pipdesc.rasterizer = C.sg_rasterizer_state{
|
||||
cull_mode: .back
|
||||
}
|
||||
app.pip_3d = sgl.make_pipeline(&pipdesc)
|
||||
@ -517,37 +534,37 @@ fn my_init(mut app App) {
|
||||
w := 256
|
||||
h := 256
|
||||
sz := w * h * 4
|
||||
tmp_txt := unsafe{ malloc(sz) }
|
||||
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)
|
||||
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 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
|
||||
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) }
|
||||
unsafe { free(tmp_txt) }
|
||||
|
||||
// glsl
|
||||
init_cube_glsl(mut app)
|
||||
@ -563,7 +580,7 @@ fn cleanup(mut app App) {
|
||||
* 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_move {
|
||||
app.mouse_x = int(ev.mouse_x)
|
||||
app.mouse_y = int(ev.mouse_y)
|
||||
@ -583,17 +600,17 @@ fn my_event_manager(mut ev sapp.Event, mut app App) {
|
||||
*
|
||||
******************************************************************************/
|
||||
[console]
|
||||
fn main(){
|
||||
fn main() {
|
||||
// App init
|
||||
mut app := &App{
|
||||
gg: 0
|
||||
}
|
||||
|
||||
mut a := [5]int{}
|
||||
a[0]=2
|
||||
a[0] = 2
|
||||
println(a)
|
||||
|
||||
app.gg = gg.new_context({
|
||||
app.gg = gg.new_context(
|
||||
width: win_width
|
||||
height: win_height
|
||||
use_ortho: true // This is needed for 2D drawing
|
||||
@ -605,7 +622,7 @@ fn main(){
|
||||
init_fn: my_init
|
||||
cleanup_fn: cleanup
|
||||
event_fn: my_event_manager
|
||||
})
|
||||
)
|
||||
|
||||
app.ticks = time.ticks()
|
||||
app.gg.run()
|
||||
|
Loading…
Reference in New Issue
Block a user