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gg: make the Sokol based gg the default

This commit is contained in:
Alexander Medvednikov
2020-06-04 16:05:12 +02:00
parent dd7ebf7fac
commit 6b6c9d6738
12 changed files with 762 additions and 767 deletions

View File

@@ -1,553 +1,210 @@
// Copyright (c) 2019-2020 Alexander Medvednikov. All rights reserved.
// Use of this source code is governed by an MIT license
// that can be found in the LICENSE file.
module gg
import stbi
import glm
import gl
import gx
import os
import glfw
import sokol
import sokol.sapp
import sokol.sgl
import sokol.gfx
pub struct Vec2 {
type FNvoidptr1 fn(voidptr)
type FNvoidptr2 fn(voidptr,voidptr)
type FNFail fn(string,voidptr)
pub struct Config {
pub:
x int
y int
}
pub fn (v Vec2) str() string {
return 'Vec2{ x: $v.x y: $v.y }'
}
pub fn vec2(x, y int) Vec2 {
res := Vec2 {
x: x
y: y
}
return res
}
pub fn init_gg() {
glfw.init_glfw()
gl.init_glad()
}
pub struct Cfg {
pub:
width int
height int
use_ortho bool
retina bool
resizable bool
decorated bool = true
font_size int
font_path string
width int
height int
use_ortho bool
retina bool
resizable bool
user_data voidptr
font_size int
create_window bool
window_user_ptr voidptr
window_title string
// window_user_ptr voidptr
window_title string
always_on_top bool
scale int
scale f32 = 1.0
bg_color gx.Color
init_fn FNvoidptr1 = voidptr(0)
frame_fn FNvoidptr1 = voidptr(0)
event_fn FNvoidptr2 = voidptr(0)
cleanup_fn FNvoidptr1 = voidptr(0)
fail_fn FNFail = voidptr(0)
wait_events bool = false // set this to true for UIs, to save power
}
pub type RenderFn fn()
pub struct GG {
shader gl.Shader
// use_ortho bool
vao u32
rect_vao u32
rect_vbo u32
line_vao u32
line_vbo u32
vbo u32
scale int // retina = 2 , normal = 1
//pub:
scale f32 = 1.0// retina = 2 , normal = 1
pub mut:
width int
height int
window &glfw.Window
render_fn RenderFn
width int
height int
clear_pass C.sg_pass_action
window C.sapp_desc
config Config
}
fn gg_init_sokol_window(user_data voidptr) {
mut g := &GG(user_data)
desc := C.sg_desc{
mtl_device: sapp.metal_get_device()
mtl_renderpass_descriptor_cb: sapp.metal_get_renderpass_descriptor
mtl_drawable_cb: sapp.metal_get_drawable
d3d11_device: sapp.d3d11_get_device()
d3d11_device_context: sapp.d3d11_get_device_context()
d3d11_render_target_view_cb: sapp.d3d11_get_render_target_view
d3d11_depth_stencil_view_cb: sapp.d3d11_get_depth_stencil_view
}
gfx.setup(&desc)
sgl_desc := C.sgl_desc_t{}
sgl.setup(&sgl_desc)
if g.config.init_fn != voidptr(0) {
g.config.init_fn( g.config.user_data )
}
}
// fn new_context(width, height int, use_ortho bool, font_size int) *GG {
pub fn new_context(cfg Cfg) &GG {
mut window := &glfw.Window(0)
if cfg.create_window {
if cfg.resizable {
glfw.window_hint(C.GLFW_RESIZABLE, 1)
} else {
glfw.window_hint(C.GLFW_RESIZABLE, 0)
}
if cfg.decorated {
glfw.window_hint(C.GLFW_DECORATED, 1)
} else {
glfw.window_hint(C.GLFW_DECORATED, 0)
}
window = glfw.create_window(glfw.WinCfg{
title: cfg.window_title
width: cfg.width
height: cfg.height
ptr: cfg.window_user_ptr
always_on_top: cfg.always_on_top
})
window.make_context_current()
init_gg()
fn gg_frame_fn(user_data voidptr) {
mut g := &GG(user_data)
if g.config.frame_fn != voidptr(0) {
g.config.frame_fn( g.config.user_data )
}
shader := gl.new_shader('simple')
shader.use()
if cfg.use_ortho {
projection := glm.ortho(0, f32(cfg.width), f32(cfg.height), 0)
shader.set_mat4('projection', projection)
}
fn gg_event_fn(e &C.sapp_event, user_data voidptr){
mut g := &GG(user_data)
if g.config.event_fn != voidptr(0) {
g.config.event_fn(e, g.config.user_data)
}
else {
// TODO move to function (allow volt functions to return arrays without allocations)
// i := glm.identity3()
shader.set_mat4('projection', glm.identity())
}
fn gg_cleanup_fn(user_data voidptr){
mut g := &GG(user_data)
if g.config.cleanup_fn != voidptr(0) {
g.config.cleanup_fn(g.config.user_data)
}
vao := gl.gen_vertex_array()
//println('new gg context VAO=$VAO')
vbo := gl.gen_buffer()
mut scale := 1
if cfg.retina {
scale = 2
}
fn gg_fail_fn(msg charptr, user_data voidptr){
mut g := &GG(user_data)
vmsg := tos3(msg)
if g.config.fail_fn != voidptr(0) {
g.config.fail_fn(vmsg, g.config.user_data)
}else{
eprintln('gg error: $vmsg')
}
gl.enable(C.GL_SCISSOR_TEST)
//gl.enable(GL_BLEND)
//# glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//println('new gg text context VAO=$VAO')
//gl.bind_vao(VAO)
//gl.bind_buffer(GL_ARRAY_BUFFER, VBO)
//gl.enable_vertex_attrib_array(0)
//gl.vertex_attrib_pointer(0, 4, GL_FLOAT, false, 4, 0)
todo_remove_me(cfg, scale)
return &GG {
shader: shader
}
//
pub fn new_context(cfg Config) &GG {
mut g := &GG{
width: cfg.width
height: cfg.height
vao: vao
vbo: vbo
window: window
// /line_vao: gl.gen_vertex_array()
// /line_vbo: gl.gen_buffer()
//text_ctx: new_context_text(cfg, scale),
scale: scale
// use_ortho: use_ortho
clear_pass: gfx.create_clear_pass( f32(cfg.bg_color.r) / 255.0, f32(cfg.bg_color.g) / 255.0,
f32(cfg.bg_color.b) / 255.0, 1.0)
scale: cfg.scale //sapp.dpi_scale()// cfg.scale
config: cfg
}
// ctx.init_rect_vao()
//return ctx
}
/*
pub fn (gg &GG) render_loop() bool {
for !gg.window.show_close() {
gg.render_fn()
gg.window.swap_buffers()
glfw.wait_events()
//C.printf('new_context() %p\n', cfg.user_data)
window := C.sapp_desc{
user_data: g
init_userdata_cb: gg_init_sokol_window
frame_userdata_cb: gg_frame_fn
event_userdata_cb: gg_event_fn
fail_userdata_cb: gg_fail_fn
cleanup_userdata_cb: gg_cleanup_fn
window_title: cfg.window_title.str
html5_canvas_name: cfg.window_title.str
width: cfg.width
height: cfg.height
high_dpi: cfg.scale > 1
}
}
*/
pub fn clear(color gx.Color) {
gl.clear_color(color.r, color.g, color.b, 255)
gl.clear()
//b := sapp.high_dpi()
//println('scale=$g.scale high_dpi=$b')
if cfg.use_ortho {}
else {}
g.window = window
return g
}
pub fn (gg &GG) render() {
gg.window.swap_buffers()
glfw.wait_events()
}
pub fn (ctx &GG) draw_triangle(x1, y1, x2, y2, x3, y3 f32, c gx.Color) {
// println('draw_triangle $x1,$y1 $x2,$y2 $x3,$y3')
ctx.shader.use()
ctx.shader.set_color('color', c)
vertices := [
x1, y1, 0,
x2, y2, 0,
x3, y3, 0,
] !
// bind the Vertex Array Object first, then bind and set vertex buffer(s),
// and then configure vertex attributes(s).
gl.bind_vao(ctx.vao)
gl.set_vbo(ctx.vbo, vertices, C.GL_STATIC_DRAW)
gl.vertex_attrib_pointer(0, 3, C.GL_FLOAT, false, 3, 0)
gl.enable_vertex_attrib_array(0)
// gl.bind_buffer(GL_ARRAY_BUFFER, uint(0))
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO,
// but this rarely happens. Modifying other
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs
// (nor VBOs) when it's not directly necessary.
// gl.bind_vertex_array(uint(0))
// gl.bind_vertex_array(ctx.VAO)
gl.draw_arrays(C.GL_TRIANGLES, 0, 3)
}
pub fn (ctx &GG) draw_triangle_tex(x1, y1, x2, y2, x3, y3 f32, c gx.Color) {
ctx.shader.use()
ctx.shader.set_color('color', c)
ctx.shader.set_int('has_texture', 1)
vertices := [
x1, y1, 0, 0, 0, 0, 1, 1,
x2, y2, 0, 0, 0, 0, 1, 0,
x3, y3, 0, 0, 0, 0, 0, 0,
] !
gl.bind_vao(ctx.vao)
gl.set_vbo(ctx.vbo, vertices, C.GL_STATIC_DRAW)
// position attribute
gl.vertex_attrib_pointer(0, 3, C.GL_FLOAT, false, 3, 0)
gl.enable_vertex_attrib_array(0)
// color attribute
gl.vertex_attrib_pointer(1, 3, C.GL_FLOAT, false, 8, 3)
gl.enable_vertex_attrib_array(1)
// texture attribute
gl.vertex_attrib_pointer(2, 2, C.GL_FLOAT, false, 8, 6)
gl.enable_vertex_attrib_array(2)
// /
// gl.draw_arrays(GL_TRIANGLES, 0, 3)
gl.draw_elements(C.GL_TRIANGLES, 6, C.GL_UNSIGNED_INT, 0)
pub fn (gg &GG) run() {
sapp.run(&gg.window)
}
pub fn (ctx &GG) draw_rect(x, y, w, h f32, c gx.Color) {
// println('gg.draw_rect($x,$y,$w,$h)')
// wrong order
// // ctx.draw_triangle(x, y, x + w, y, x + w, y + h, c)
// // ctx.draw_triangle(x, y, x, y + h, x + w, y + h, c)
// good order. counter clockwise
// ctx.draw_triangle(x, y, x, y + h, x + w, y + h, c)
// ctx.draw_triangle(x, y, x + w, y + h, x + w, y, c)
ctx.draw_rect2(x, y, w, h, c)
sgl.c4b(c.r, c.g, c.b, 128)
sgl.begin_quads()
sgl.v2f(x * ctx.scale, y * ctx.scale)
sgl.v2f((x + w) * ctx.scale, y * ctx.scale)
sgl.v2f((x + w) * ctx.scale, (y + h) * ctx.scale)
sgl.v2f(x * ctx.scale, (y + h) * ctx.scale)
sgl.end()
}
// Useful for debugging meshes.
pub fn set_mode_wireframe() {
C.glPolygonMode(C.GL_FRONT_AND_BACK, C.GL_LINE)
}
pub fn set_mode_point() {
C.glPolygonMode(C.GL_FRONT_AND_BACK, C.GL_POINT)
}
pub fn set_mode_fill() {
C.glPolygonMode(C.GL_FRONT_AND_BACK, C.GL_FILL)
}
/*
fn (mut ctx GG) init_rect_vao() {
ctx.rect_vao = gl.gen_vertex_array()
ctx.rect_vbo = gl.gen_buffer()
vertices := [
x + w, y, 0,
x + w, y + h, 0,
x, y + h, 0,
x, y, 0,
] !
indices := [
0, 1, 3,// first triangle
1, 2, 3// second triangle
] !
gl.bind_vao(ctx.rect_vao)
gl.set_vbo(ctx.rect_vbo, vertices, C.GL_STATIC_DRAW)
ebo := gl.gen_buffer()
// ///////
gl.set_ebo(ebo, indices, C.GL_STATIC_DRAW)
}
*/
pub fn (ctx &GG) draw_rect2(x, y, w, h f32, c gx.Color) {
C.glDeleteBuffers(1, &ctx.vao)
C.glDeleteBuffers(1, &ctx.vbo)
ctx.shader.use()
ctx.shader.set_color('color', c)
ctx.shader.set_int('has_texture', 0)
// 4--1
// 3--2
$if linux {
// y += h
}
vertices := [
x + w, y, 0,
x + w, y + h, 0,
x, y + h, 0,
x, y, 0,
] !
indices := [
0, 1, 3,// first triangle
1, 2, 3// second triangle
] !
gl.bind_vao(ctx.vao)
gl.set_vbo(ctx.vbo, vertices, C.GL_STATIC_DRAW)
ebo := gl.gen_buffer()
// ///////
gl.set_ebo(ebo, indices, C.GL_STATIC_DRAW)// !!! LEAKS
// /////
gl.vertex_attrib_pointer(0, 3, C.GL_FLOAT, false, 3, 0)
gl.enable_vertex_attrib_array(0)
// gl.bind_vao(ctx.rect_vao)
gl.bind_vao(ctx.vao)
gl.draw_elements(C.GL_TRIANGLES, 6, C.GL_UNSIGNED_INT, 0)
C.glDeleteBuffers(1, &ebo)
}
fn todo_remove_me(cfg Cfg, scale int) {
// Can only have text in ortho mode
if !cfg.use_ortho {
return
}
width := cfg.width * scale
height := cfg.height * scale
//font_size := cfg.font_size * scale
gl.enable(C.GL_BLEND)
//# glBlendFunc(C.GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
shader := gl.new_shader('text')
shader.use()
projection := glm.ortho(0, f32(width), 0, f32(height))// 0 at BOT
// projection_new := ortho(0, width, 0, height)// 0 at BOT
// projection := gl.ortho(0, width,height,0) // 0 at TOP
shader.set_mat4('projection', projection)
vao := gl.gen_vertex_array()
//println('new gg text context VAO=$VAO')
vbo := gl.gen_buffer()
gl.bind_vao(vao)
gl.bind_buffer(C.GL_ARRAY_BUFFER, vbo)
gl.enable_vertex_attrib_array(0)
gl.vertex_attrib_pointer(0, 4, C.GL_FLOAT, false, 4, 0)
}
fn update() {
// # ui__post_empty_event();
}
pub fn post_empty_event() {
glfw.post_empty_event()
}
pub fn (c GG) circle(x, y, r int) {
}
fn (c GG) fill_color(color gx.Color) {
}
fn (c GG) fill() {
}
fn (c GG) move_to(x, y int) {
}
fn (c GG) line_to(x, y int) {
}
fn (c GG) stroke_width(size int) {
}
fn (c GG) stroke_color(color gx.Color) {
}
fn (c GG) stroke() {
}
fn (c GG) save() {
}
fn (c GG) restore() {
}
fn (c GG) intersect_scissor(x, y, w, h int) {
}
fn (c GG) translate(x, y int) {
}
fn (c GG) create_font(name, file string) int {
return 0
}
fn (c GG) text(x, y int, text string) {
}
fn (c GG) text_box(x, y, max int, text string) {
}
fn (c GG) font_face(f string) {
}
fn (c GG) font_size(size int) {
}
fn (c GG) text_align(a int) {
}
pub fn (ctx &GG) create_image(file string) u32 {
return create_image(file)
pub fn (gg &GG) draw_empty_rect(x, y, w, h f32, c gx.Color) {
sgl.c4b(c.r, c.g, c.b, 128)
sgl.begin_line_strip()
sgl.v2f(x, y)
sgl.v2f(x + w, y)
sgl.v2f(x + w, y + h)
sgl.v2f(x, y + h)
sgl.v2f(x, y)
sgl.end()
}
pub fn create_image(file string) u32 {
//println('gg create image "$file"')
if file.contains('twitch') {
return u32(0)// TODO
}
// println('gg create image "$file"')
if !os.exists(file) {
println('gg create image no such file "$file"')
return u32(0)
}
texture := gl.gen_texture()
img := stbi.load(file)
gl.bind_2d_texture(texture)
img.tex_image_2d()
gl.generate_mipmap(C.GL_TEXTURE_2D)
img.free()
return texture
// img := stbi.load(file)
// img.free()
return 0 // texture
}
pub fn create_image_from_memory(buf byteptr) u32 {
texture := gl.gen_texture()
img := stbi.load_from_memory(buf)
// TODO copy pasta
gl.bind_2d_texture(texture)
img.tex_image_2d()
gl.generate_mipmap(C.GL_TEXTURE_2D)
img.free()
return texture
// texture := gl.gen_texture()
// img := stbi.load_from_memory(buf)
// img.free()
return 0 // texture
}
pub fn (ctx &GG) draw_line(x, y, x2, y2 f32, color gx.Color) {
ctx.use_color_shader(color)
vertices := [x, y, x2, y2] !
ctx.bind_vertices(vertices)
gl.draw_arrays(C.GL_LINES, 0, 2)
pub fn (gg &GG) begin() {
sgl.defaults()
sgl.matrix_mode_projection()
sgl.ortho(0.0, f32(sapp.width()), f32(sapp.height()), 0.0, -1.0, 1.0)
}
pub fn (ctx &GG) draw_arc(x, y, r, start_angle, end_angle f32, segments int, color gx.Color) {
ctx.use_color_shader(color)
vertices := arc_vertices(x, y, r, start_angle, end_angle, segments)
ctx.bind_vertices(vertices)
gl.draw_arrays(C.GL_LINE_STRIP, 0, segments + 1)
unsafe { vertices.free() }
pub fn (gg &GG) end() {
gfx.begin_default_pass(gg.clear_pass, sapp.width(), sapp.height())
sgl.draw()
gfx.end_pass()
gfx.commit()
if gg.config.wait_events {
wait_events()
}
}
pub fn (ctx &GG) draw_filled_arc(x, y, r, start_angle, end_angle f32, segments int, color gx.Color) {
ctx.use_color_shader(color)
pub fn (ctx &GG) draw_line(x, y, x2, y2 f32, color gx.Color) {}
fn C.WaitMessage()
mut vertices := []f32{}
vertices << [x, y] !
vertices << arc_vertices(x, y, r, start_angle, end_angle, segments)
ctx.bind_vertices(vertices)
gl.draw_arrays(C.GL_TRIANGLE_FAN, 0, segments + 2)
unsafe { vertices.free() }
}
pub fn (ctx &GG) draw_circle(x, y, r f32, color gx.Color) {
ctx.draw_filled_arc(x, y, r, 0, 360, 24 + int(r / 2), color)
}
pub fn (ctx &GG) draw_rounded_rect(x, y, w, h, r f32, color gx.Color) {
ctx.use_color_shader(color)
mut vertices := []f32{}
segments := 6 + int(r / 8)
// Create a rounded rectangle using a triangle fan mesh.
vertices << [x + (w/2.0), y + (h/2.0)] !
vertices << arc_vertices(x + w - r, y + h - r, r, 0, 90, segments)
vertices << arc_vertices(x + r, y + h - r, r, 90, 180, segments)
vertices << arc_vertices(x + r, y + r, r, 180, 270, segments)
vertices << arc_vertices(x + w - r, y + r, r, 270, 360, segments)
// Finish the loop by going back to the first vertex
vertices << [vertices[2], vertices[3]] !
ctx.bind_vertices(vertices)
gl.draw_arrays(C.GL_TRIANGLE_FAN, 0, segments * 4 + 6)
unsafe { vertices.free() }
}
pub fn (ctx &GG) draw_empty_rounded_rect(x, y, w, h, r f32, color gx.Color) {
ctx.use_color_shader(color)
mut vertices := []f32{}
segments := 6 + int(r / 8)
vertices << arc_vertices(x + w - r, y + h - r, r, 0, 90, segments)
vertices << arc_vertices(x + r, y + h - r, r, 90, 180, segments)
vertices << arc_vertices(x + r, y + r, r, 180, 270, segments)
vertices << arc_vertices(x + w - r, y + r, r, 270, 360, segments)
ctx.bind_vertices(vertices)
gl.draw_arrays(C.GL_LINE_STRIP, 0, segments * 4 + 1)
unsafe { vertices.free() }
}
/*
pub fn (c &GG) draw_gray_line(x, y, x2, y2 f32) {
c.draw_line(x, y, x2, y2, gx.gray)
}
pub fn (c &GG) draw_vertical(x, y, height int) {
c.draw_line(x, y, x, y + height)
}
*/
//ctx.gg.draw_line(center + prev_x, center+prev_y, center + x*10.0, center+y)
// fn (ctx &GG) draw_image(x, y, w, h f32, img stbi.Image) {
pub fn (ctx &GG) draw_image(x, y, w, h f32, tex_id u32) {
// NB: HACK to ensure same state ... TODO: remove next line
ctx.draw_empty_rect(0,0,0,0, gx.white)
last_array_buffer := 0
last_texture := 0
C.glGetIntegerv(C.GL_ARRAY_BUFFER_BINDING, &last_array_buffer)
C.glGetIntegerv(C.GL_TEXTURE_BINDING_2D, &last_texture)
// println('DRAW IMAGE $x $y $w $h $tex_id')
ctx.shader.use()
// ctx.shader.set_color('color', c)
ctx.shader.set_int('has_texture', 1)
// 4--1
// | |
// 3--2
vertices := [
x + w, y, 0, 1, 0, 0, 1, 1,
x + w, y + h, 0, 0, 1, 0, 1, 0,
x, y + h, 0, 0, 0, 1, 0, 0,
x, y, 0, 1, 1, 0, 0, 1,
] !
indices := [
0, 1, 3,// first triangle
1, 2, 3// second triangle
] !
// VAO := gl.gen_vertex_array()
// VBO := gl.gen_buffer()
C.glEnable(C.GL_TEXTURE_2D)
gl.bind_vao(ctx.vao)
gl.set_vbo(ctx.vbo, vertices, C.GL_STATIC_DRAW)
ebo := gl.gen_buffer()
gl.set_ebo(ebo, indices, C.GL_STATIC_DRAW)
gl.vertex_attrib_pointer(0, 3, C.GL_FLOAT, false, 8, 0)
gl.enable_vertex_attrib_array(0)
gl.vertex_attrib_pointer(1, 3, C.GL_FLOAT, false, 8, 3)
gl.enable_vertex_attrib_array(1)
gl.vertex_attrib_pointer(2, 2, C.GL_FLOAT, false, 8, 6)
gl.enable_vertex_attrib_array(2)
gl.bind_2d_texture(tex_id)
gl.bind_vao(ctx.vao)
gl.draw_elements(C.GL_TRIANGLES, 6, C.GL_UNSIGNED_INT, 0)
C.glDisable(C.GL_TEXTURE_2D)
// restore state
C.glBindBuffer(C.GL_ARRAY_BUFFER, last_array_buffer)
C. glBindTexture(C.GL_TEXTURE_2D, last_texture)
}
pub fn (c &GG) draw_empty_rect(x, y, w, h f32, color gx.Color) {
c.draw_line(x, y, x + w, y, color)
c.draw_line(x, y, x, y + h, color)
c.draw_line(x, y + h, x + w, y + h, color)
c.draw_line(x + w, y, x + w, y + h, color)
}
pub fn scissor(x, y, w, h f32) {
C.glScissor(x, y, w, h)
pub fn wait_events() {
unsafe {
$if macos {
# NSEvent *event = [NSApp nextEventMatchingMask:NSEventMaskAny
# untilDate:[NSDate distantFuture]
# inMode:NSDefaultRunLoopMode
# dequeue:YES];
# [NSApp sendEvent:event];
}
$if windows {
C.WaitMessage()
}
}
}