mirror of
https://github.com/vlang/v.git
synced 2023-08-10 21:13:21 +03:00
sokol: update to floooh/sokol@c602d83 (#9607)
This commit is contained in:
@ -54,9 +54,9 @@ fn create_texture(w int, h int, buf &byte) C.sg_image {
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d3d11_texture: 0
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}
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// commen if .dynamic is enabled
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img_desc.content.subimage[0][0] = C.sg_subimage_content{
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img_desc.data.subimage[0][0] = C.sg_range{
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ptr: buf
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size: sz
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size: size_t(sz)
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}
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sg_img := C.sg_make_image(&img_desc)
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@ -70,10 +70,10 @@ fn destroy_texture(sg_img C.sg_image) {
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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 &byte) {
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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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mut tmp_sbc := C.sg_image_data{}
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tmp_sbc.subimage[0][0] = C.sg_range{
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ptr: buf
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size: sz
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size: size_t(sz)
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}
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C.sg_update_image(sg_img, &tmp_sbc)
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}
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@ -323,16 +323,21 @@ fn my_init(mut app App) {
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// 3d pipeline
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mut pipdesc := C.sg_pipeline_desc{}
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unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
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pipdesc.blend.enabled = true
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pipdesc.blend.src_factor_rgb = gfx.BlendFactor(C.SG_BLENDFACTOR_SRC_ALPHA)
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pipdesc.blend.dst_factor_rgb = gfx.BlendFactor(C.SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA)
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pipdesc.depth_stencil = C.sg_depth_stencil_state{
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depth_write_enabled: true
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depth_compare_func: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
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color_state := C.sg_color_state{
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blend: C.sg_blend_state{
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enabled: true
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src_factor_rgb: gfx.BlendFactor(C.SG_BLENDFACTOR_SRC_ALPHA)
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dst_factor_rgb: gfx.BlendFactor(C.SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA)
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}
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}
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pipdesc.rasterizer = C.sg_rasterizer_state{
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cull_mode: .back
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pipdesc.colors[0] = color_state
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pipdesc.depth = C.sg_depth_state{
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write_enabled: true
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compare: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
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}
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pipdesc.cull_mode = .back
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app.pip_3d = sgl.make_pipeline(&pipdesc)
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// create chessboard texture 256*256 RGBA
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@ -43,7 +43,7 @@ import gg.m4
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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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fn C.cube_shader_desc(gfx.Backend) &C.sg_shader_desc
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const (
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win_width = 800
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@ -87,9 +87,9 @@ fn create_texture(w int, h int, buf &byte) C.sg_image {
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d3d11_texture: 0
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}
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// comment if .dynamic is enabled
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img_desc.content.subimage[0][0] = C.sg_subimage_content{
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img_desc.data.subimage[0][0] = C.sg_range{
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ptr: buf
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size: sz
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size: size_t(sz)
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}
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sg_img := C.sg_make_image(&img_desc)
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@ -103,10 +103,10 @@ fn destroy_texture(sg_img C.sg_image) {
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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 &byte) {
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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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mut tmp_sbc := C.sg_image_data{}
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tmp_sbc.subimage[0][0] = C.sg_range{
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ptr: buf
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size: sz
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size: size_t(sz)
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}
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C.sg_update_image(sg_img, &tmp_sbc)
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}
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@ -295,8 +295,13 @@ fn init_cube_glsl(mut app App) {
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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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vert_buffer_desc.size = vertices.len * int(sizeof(Vertex_t))
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vert_buffer_desc.content = &byte(vertices.data)
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vert_buffer_desc.size = size_t(vertices.len * int(sizeof(Vertex_t)))
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vert_buffer_desc.data = C.sg_range{
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ptr: vertices.data
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size: size_t(vertices.len * int(sizeof(Vertex_t)))
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}
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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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@ -314,14 +319,19 @@ fn init_cube_glsl(mut app App) {
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mut index_buffer_desc := C.sg_buffer_desc{}
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unsafe { C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc)) }
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index_buffer_desc.size = indices.len * int(sizeof(u16))
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index_buffer_desc.content = &byte(indices.data)
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index_buffer_desc.size = size_t(indices.len * int(sizeof(u16)))
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index_buffer_desc.data = C.sg_range{
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ptr: indices.data
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size: size_t(indices.len * int(sizeof(u16)))
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}
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index_buffer_desc.@type = .indexbuffer
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index_buffer_desc.label = 'cube-indices'.str
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ibuf := gfx.make_buffer(&index_buffer_desc)
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// create shader
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shader := gfx.make_shader(C.cube_shader_desc())
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shader := gfx.make_shader(C.cube_shader_desc(C.sg_query_backend()))
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mut pipdesc := C.sg_pipeline_desc{}
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unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
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@ -336,13 +346,12 @@ fn init_cube_glsl(mut app App) {
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pipdesc.shader = shader
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pipdesc.index_type = .uint16
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pipdesc.depth_stencil = C.sg_depth_stencil_state{
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depth_write_enabled: true
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depth_compare_func: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
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}
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pipdesc.rasterizer = C.sg_rasterizer_state{
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cull_mode: .back
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pipdesc.depth = C.sg_depth_state{
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write_enabled: true
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compare: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
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}
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pipdesc.cull_mode = .back
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pipdesc.label = 'glsl_shader pipeline'.str
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app.cube_bind.vertex_buffers[0] = vbuf
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@ -376,7 +385,11 @@ fn draw_cube_glsl(app App) {
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//***************
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// passing the view matrix as uniform
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// res is a 4x4 matrix of f32 thus: 4*16 byte of size
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gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params, &tr_matrix, 4 * 16)
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vs_uniforms_range := C.sg_range{
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ptr: &tr_matrix
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size: size_t(4 * 16)
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}
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gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params, &vs_uniforms_range)
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// fs uniforms
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time_ticks := f32(time.ticks() - app.ticks) / 1000
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@ -386,7 +399,11 @@ fn draw_cube_glsl(app App) {
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time_ticks, /* time as f32 */
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0 /* padding 4 Bytes == 1 f32 */,
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]!
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gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params, &text_res, 4 * 4)
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fs_uniforms_range := C.sg_range{
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ptr: &text_res
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size: size_t(4 * 4)
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}
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gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params, &fs_uniforms_range)
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gfx.draw(0, (3 * 2) * 6, 1)
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gfx.end_pass()
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@ -461,11 +478,13 @@ fn frame(mut app App) {
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// clear
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mut color_action := C.sg_color_attachment_action{
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action: gfx.Action(C.SG_ACTION_DONTCARE) // C.SG_ACTION_CLEAR)
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value: C.sg_color{
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r: 1.0
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g: 1.0
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b: 1.0
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a: 1.0
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}
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}
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color_action.val[0] = 1
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color_action.val[1] = 1
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color_action.val[2] = 1
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color_action.val[3] = 1.0
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mut pass_action := C.sg_pass_action{}
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pass_action.colors[0] = color_action
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gfx.begin_default_pass(&pass_action, ws.width, ws.height)
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@ -494,16 +513,22 @@ fn my_init(mut app App) {
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// 3d pipeline
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mut pipdesc := C.sg_pipeline_desc{}
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unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
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pipdesc.blend.enabled = true
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pipdesc.blend.src_factor_rgb = gfx.BlendFactor(C.SG_BLENDFACTOR_SRC_ALPHA)
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pipdesc.blend.dst_factor_rgb = gfx.BlendFactor(C.SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA)
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pipdesc.depth_stencil = C.sg_depth_stencil_state{
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depth_write_enabled: true
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depth_compare_func: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
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color_state := C.sg_color_state{
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blend: C.sg_blend_state{
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enabled: true
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src_factor_rgb: gfx.BlendFactor(C.SG_BLENDFACTOR_SRC_ALPHA)
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dst_factor_rgb: gfx.BlendFactor(C.SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA)
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}
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}
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pipdesc.rasterizer = C.sg_rasterizer_state{
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cull_mode: .back
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pipdesc.colors[0] = color_state
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pipdesc.depth = C.sg_depth_state{
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write_enabled: true
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compare: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
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}
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pipdesc.cull_mode = .back
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app.pip_3d = sgl.make_pipeline(&pipdesc)
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// create chessboard texture 256*256 RGBA
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@ -44,7 +44,7 @@ import time
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#flag -I @VROOT/.
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#include "rt_glsl.h" #Please use sokol-shdc to generate the necessary rt_glsl.h file from rt_glsl.glsl (see the instructions at the top of this file)
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fn C.rt_shader_desc() &C.sg_shader_desc
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fn C.rt_shader_desc(gfx.Backend) &C.sg_shader_desc
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const (
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win_width = 800
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@ -86,9 +86,9 @@ fn create_texture(w int, h int, buf &byte) C.sg_image {
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d3d11_texture: 0
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}
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// comment if .dynamic is enabled
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img_desc.content.subimage[0][0] = C.sg_subimage_content{
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img_desc.data.subimage[0][0] = C.sg_range{
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ptr: buf
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size: sz
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size: size_t(sz)
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}
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sg_img := C.sg_make_image(&img_desc)
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@ -102,10 +102,10 @@ fn destroy_texture(sg_img C.sg_image) {
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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 &byte) {
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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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mut tmp_sbc := C.sg_image_data{}
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tmp_sbc.subimage[0][0] = C.sg_range{
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ptr: buf
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size: sz
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size: size_t(sz)
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}
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C.sg_update_image(sg_img, &tmp_sbc)
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}
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@ -174,8 +174,13 @@ fn init_cube_glsl(mut app App) {
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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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vert_buffer_desc.size = vertices.len * int(sizeof(Vertex_t))
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vert_buffer_desc.content = &byte(vertices.data)
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vert_buffer_desc.size = size_t(vertices.len * int(sizeof(Vertex_t)))
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vert_buffer_desc.data = C.sg_range{
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ptr: vertices.data
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size: size_t(vertices.len * int(sizeof(Vertex_t)))
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}
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vert_buffer_desc.@type = .vertexbuffer
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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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@ -192,14 +197,19 @@ fn init_cube_glsl(mut app App) {
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mut index_buffer_desc := C.sg_buffer_desc{}
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unsafe {C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc))}
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index_buffer_desc.size = indices.len * int(sizeof(u16))
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index_buffer_desc.content = &byte(indices.data)
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index_buffer_desc.size = size_t(indices.len * int(sizeof(u16)))
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index_buffer_desc.data = C.sg_range{
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ptr: indices.data
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size: size_t(indices.len * int(sizeof(u16)))
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}
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index_buffer_desc.@type = .indexbuffer
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index_buffer_desc.label = "cube-indices".str
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ibuf := gfx.make_buffer(&index_buffer_desc)
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// create shader
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shader := gfx.make_shader(C.rt_shader_desc())
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shader := gfx.make_shader(C.rt_shader_desc(C.sg_query_backend()))
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mut pipdesc := C.sg_pipeline_desc{}
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unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
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@ -214,13 +224,12 @@ fn init_cube_glsl(mut app App) {
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pipdesc.shader = shader
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pipdesc.index_type = .uint16
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pipdesc.depth_stencil = C.sg_depth_stencil_state{
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depth_write_enabled: true
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depth_compare_func: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
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}
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pipdesc.rasterizer = C.sg_rasterizer_state{
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cull_mode: .back
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pipdesc.depth = C.sg_depth_state{
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write_enabled: true
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compare: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
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}
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pipdesc.cull_mode = .back
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pipdesc.label = 'glsl_shader pipeline'.str
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app.cube_bind.vertex_buffers[0] = vbuf
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@ -230,7 +239,7 @@ fn init_cube_glsl(mut app App) {
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println('GLSL init DONE!')
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}
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[inline]
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[inline]
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fn vec4(x f32, y f32, z f32, w f32) m4.Vec4 {
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return m4.Vec4{e:[x, y, z, w]!}
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}
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@ -274,7 +283,11 @@ fn draw_cube_glsl(app App) {
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// *** vertex shadeer uniforms ***
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// passing the view matrix as uniform
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// res is a 4x4 matrix of f32 thus: 4*16 byte of size
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gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params, &tr_matrix, 4 * 16)
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vs_uniforms_range := C.sg_range{
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ptr: &tr_matrix
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size: size_t(4 * 16)
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}
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gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params, &vs_uniforms_range)
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// *** fragment shader uniforms ***
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time_ticks := f32(time.ticks() - app.ticks) / 1000
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@ -286,9 +299,13 @@ fn draw_cube_glsl(app App) {
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time_ticks, // time as f32
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app.frame_count, // frame count
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0,
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0 // padding bytes , see "fs_params" struct paddings in rt_glsl.h
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0 // padding bytes , see "fs_params" struct paddings in rt_glsl.h
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]!
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gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params, &tmp_fs_params, int(sizeof(tmp_fs_params)))
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fs_uniforms_range := C.sg_range{
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ptr: &tmp_fs_params
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size: size_t(sizeof(tmp_fs_params))
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}
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gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params, &fs_uniforms_range)
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// 3 vertices for triangle * 2 triangles per face * 6 faces = 36 vertices to draw
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gfx.draw(0, (3 * 2) * 6, 1)
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@ -302,11 +319,14 @@ fn frame(mut app App) {
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// clear
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mut color_action := C.sg_color_attachment_action{
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action: gfx.Action(C.SG_ACTION_CLEAR)
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value: C.sg_color{
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r: 0.0
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g: 0.0
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b: 0.0
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a: 1.0
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}
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}
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color_action.val[0] = 0
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color_action.val[1] = 0
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color_action.val[2] = 0
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color_action.val[3] = 1.0
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mut pass_action := C.sg_pass_action{}
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pass_action.colors[0] = color_action
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gfx.begin_default_pass(&pass_action, ws.width, ws.height)
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|
@ -45,8 +45,8 @@ import time
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#flag -I @VROOT/.
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#include "rt_glsl_march.h" #Please use sokol-shdc to generate the necessary rt_glsl_march.h file from rt_glsl_march.glsl (see the instructions at the top of this file)
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#include "rt_glsl_puppy.h" #Please use sokol-shdc to generate the necessary rt_glsl_puppy.h file from rt_glsl_puppy.glsl (see the instructions at the top of this file)
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fn C.rt_march_shader_desc() &C.sg_shader_desc
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fn C.rt_puppy_shader_desc() &C.sg_shader_desc
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fn C.rt_march_shader_desc(gfx.Backend) &C.sg_shader_desc
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fn C.rt_puppy_shader_desc(gfx.Backend) &C.sg_shader_desc
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||||
const (
|
||||
win_width = 800
|
||||
@ -90,9 +90,9 @@ fn create_texture(w int, h int, buf byteptr) C.sg_image {
|
||||
d3d11_texture: 0
|
||||
}
|
||||
// comment if .dynamic is enabled
|
||||
img_desc.content.subimage[0][0] = C.sg_subimage_content{
|
||||
img_desc.data.subimage[0][0] = C.sg_range{
|
||||
ptr: buf
|
||||
size: sz
|
||||
size: size_t(sz)
|
||||
}
|
||||
|
||||
sg_img := C.sg_make_image(&img_desc)
|
||||
@ -106,10 +106,10 @@ fn destroy_texture(sg_img C.sg_image) {
|
||||
// Use only if usage: .dynamic is enabled
|
||||
fn update_text_texture(sg_img C.sg_image, w int, h int, buf byteptr) {
|
||||
sz := w * h * 4
|
||||
mut tmp_sbc := C.sg_image_content{}
|
||||
tmp_sbc.subimage[0][0] = C.sg_subimage_content{
|
||||
mut tmp_sbc := C.sg_image_data{}
|
||||
tmp_sbc.subimage[0][0] = C.sg_range{
|
||||
ptr: buf
|
||||
size: sz
|
||||
size: size_t(sz)
|
||||
}
|
||||
C.sg_update_image(sg_img, &tmp_sbc)
|
||||
}
|
||||
@ -178,8 +178,11 @@ fn init_cube_glsl_m(mut app App) {
|
||||
|
||||
mut vert_buffer_desc := C.sg_buffer_desc{}
|
||||
unsafe { C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc)) }
|
||||
vert_buffer_desc.size = vertices.len * int(sizeof(Vertex_t))
|
||||
vert_buffer_desc.content = byteptr(vertices.data)
|
||||
vert_buffer_desc.size = size_t(vertices.len * int(sizeof(Vertex_t)))
|
||||
vert_buffer_desc.data = C.sg_range{
|
||||
ptr: vertices.data
|
||||
size: size_t(vertices.len * int(sizeof(Vertex_t)))
|
||||
}
|
||||
vert_buffer_desc.@type = .vertexbuffer
|
||||
vert_buffer_desc.label = 'cube-vertices'.str
|
||||
vbuf := gfx.make_buffer(&vert_buffer_desc)
|
||||
@ -198,14 +201,17 @@ fn init_cube_glsl_m(mut app App) {
|
||||
|
||||
mut index_buffer_desc := C.sg_buffer_desc{}
|
||||
unsafe { C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc)) }
|
||||
index_buffer_desc.size = indices.len * int(sizeof(u16))
|
||||
index_buffer_desc.content = byteptr(indices.data)
|
||||
index_buffer_desc.size = size_t(indices.len * int(sizeof(u16)))
|
||||
index_buffer_desc.data = C.sg_range{
|
||||
ptr: indices.data
|
||||
size: size_t(indices.len * int(sizeof(u16)))
|
||||
}
|
||||
index_buffer_desc.@type = .indexbuffer
|
||||
index_buffer_desc.label = 'cube-indices'.str
|
||||
ibuf := gfx.make_buffer(&index_buffer_desc)
|
||||
|
||||
// create shader
|
||||
shader := gfx.make_shader(C.rt_march_shader_desc())
|
||||
shader := gfx.make_shader(C.rt_march_shader_desc(C.sg_query_backend()))
|
||||
|
||||
mut pipdesc := C.sg_pipeline_desc{}
|
||||
unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
|
||||
@ -220,13 +226,11 @@ fn init_cube_glsl_m(mut app App) {
|
||||
pipdesc.shader = shader
|
||||
pipdesc.index_type = .uint16
|
||||
|
||||
pipdesc.depth_stencil = C.sg_depth_stencil_state{
|
||||
depth_write_enabled: true
|
||||
depth_compare_func: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
|
||||
}
|
||||
pipdesc.rasterizer = C.sg_rasterizer_state{
|
||||
cull_mode: .back
|
||||
pipdesc.depth = C.sg_depth_state{
|
||||
write_enabled: true
|
||||
compare: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
|
||||
}
|
||||
pipdesc.cull_mode = .back
|
||||
pipdesc.label = 'glsl_shader pipeline'.str
|
||||
|
||||
mut bind := C.sg_bindings{}
|
||||
@ -282,8 +286,11 @@ fn init_cube_glsl_p(mut app App) {
|
||||
|
||||
mut vert_buffer_desc := C.sg_buffer_desc{}
|
||||
unsafe { C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc)) }
|
||||
vert_buffer_desc.size = vertices.len * int(sizeof(Vertex_t))
|
||||
vert_buffer_desc.content = byteptr(vertices.data)
|
||||
vert_buffer_desc.size = size_t(vertices.len * int(sizeof(Vertex_t)))
|
||||
vert_buffer_desc.data = C.sg_range{
|
||||
ptr: vertices.data
|
||||
size: size_t(vertices.len * int(sizeof(Vertex_t)))
|
||||
}
|
||||
vert_buffer_desc.@type = .vertexbuffer
|
||||
vert_buffer_desc.label = 'cube-vertices'.str
|
||||
vbuf := gfx.make_buffer(&vert_buffer_desc)
|
||||
@ -303,14 +310,17 @@ fn init_cube_glsl_p(mut app App) {
|
||||
|
||||
mut index_buffer_desc := C.sg_buffer_desc{}
|
||||
unsafe { C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc)) }
|
||||
index_buffer_desc.size = indices.len * int(sizeof(u16))
|
||||
index_buffer_desc.content = byteptr(indices.data)
|
||||
index_buffer_desc.size = size_t(indices.len * int(sizeof(u16)))
|
||||
index_buffer_desc.data = C.sg_range{
|
||||
ptr: indices.data
|
||||
size: size_t(indices.len * int(sizeof(u16)))
|
||||
}
|
||||
index_buffer_desc.@type = .indexbuffer
|
||||
index_buffer_desc.label = 'cube-indices'.str
|
||||
ibuf := gfx.make_buffer(&index_buffer_desc)
|
||||
|
||||
// create shader
|
||||
shader := gfx.make_shader(C.rt_puppy_shader_desc())
|
||||
shader := gfx.make_shader(C.rt_puppy_shader_desc(C.sg_query_backend()))
|
||||
|
||||
mut pipdesc := C.sg_pipeline_desc{}
|
||||
unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
|
||||
@ -325,13 +335,12 @@ fn init_cube_glsl_p(mut app App) {
|
||||
pipdesc.shader = shader
|
||||
pipdesc.index_type = .uint16
|
||||
|
||||
pipdesc.depth_stencil = C.sg_depth_stencil_state{
|
||||
depth_write_enabled: true
|
||||
depth_compare_func: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
|
||||
}
|
||||
pipdesc.rasterizer = C.sg_rasterizer_state{
|
||||
cull_mode: .back
|
||||
pipdesc.depth = C.sg_depth_state{
|
||||
write_enabled: true
|
||||
compare: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
|
||||
}
|
||||
pipdesc.cull_mode = .back
|
||||
|
||||
pipdesc.label = 'glsl_shader pipeline'.str
|
||||
|
||||
mut bind := C.sg_bindings{}
|
||||
@ -346,7 +355,7 @@ fn init_cube_glsl_p(mut app App) {
|
||||
println('GLSL Puppy init DONE!')
|
||||
}
|
||||
|
||||
[inline]
|
||||
[inline]
|
||||
fn vec4(x f32, y f32, z f32, w f32) m4.Vec4 {
|
||||
return m4.Vec4{e:[x, y, z, w]!}
|
||||
}
|
||||
@ -387,7 +396,11 @@ 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
|
||||
gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params_m, &tr_matrix, 4 * 16)
|
||||
vs_uniforms_range := C.sg_range{
|
||||
ptr: &tr_matrix
|
||||
size: size_t(4 * 16)
|
||||
}
|
||||
gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params_m, &vs_uniforms_range)
|
||||
|
||||
// *** fragment shader uniforms ***
|
||||
time_ticks := f32(time.ticks() - app.ticks) / 1000
|
||||
@ -403,7 +416,11 @@ fn draw_cube_glsl_m(app App) {
|
||||
0,
|
||||
0 // padding bytes , see "fs_params" struct paddings in rt_glsl.h
|
||||
]!
|
||||
gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params_m, &tmp_fs_params, int(sizeof(tmp_fs_params)))
|
||||
fs_uniforms_range := C.sg_range{
|
||||
ptr: &tmp_fs_params
|
||||
size: size_t(sizeof(tmp_fs_params))
|
||||
}
|
||||
gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params_p, &fs_uniforms_range)
|
||||
|
||||
// 3 vertices for triangle * 2 triangles per face * 6 faces = 36 vertices to draw
|
||||
gfx.draw(0, (3 * 2) * 3, 1)
|
||||
@ -431,7 +448,11 @@ 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
|
||||
gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params_p, &tr_matrix, 4 * 16)
|
||||
vs_uniforms_range := C.sg_range{
|
||||
ptr: &tr_matrix
|
||||
size: size_t(4 * 16)
|
||||
}
|
||||
gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params_p, &vs_uniforms_range)
|
||||
|
||||
// *** fragment shader uniforms ***
|
||||
time_ticks := f32(time.ticks() - app.ticks) / 1000
|
||||
@ -447,7 +468,11 @@ fn draw_cube_glsl_p(app App) {
|
||||
0,
|
||||
0 // padding bytes , see "fs_params" struct paddings in rt_glsl.h
|
||||
]!
|
||||
gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params_p, &tmp_fs_params, int(sizeof(tmp_fs_params)))
|
||||
fs_uniforms_range := C.sg_range{
|
||||
ptr: &tmp_fs_params
|
||||
size: size_t(sizeof(tmp_fs_params))
|
||||
}
|
||||
gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params_p, &fs_uniforms_range)
|
||||
|
||||
// 3 vertices for triangle * 2 triangles per face * 6 faces = 36 vertices to draw
|
||||
gfx.draw(0, (3 * 2) * 3, 1)
|
||||
@ -477,11 +502,13 @@ fn frame(mut app App) {
|
||||
// clear
|
||||
mut color_action := C.sg_color_attachment_action{
|
||||
action: gfx.Action(C.SG_ACTION_CLEAR)
|
||||
value: C.sg_color{
|
||||
r: 0.0
|
||||
g: 0.0
|
||||
b: 0.0
|
||||
a: 1.0
|
||||
}
|
||||
}
|
||||
color_action.val[0] = 0
|
||||
color_action.val[1] = 0
|
||||
color_action.val[2] = 0
|
||||
color_action.val[3] = 1.0
|
||||
mut pass_action := C.sg_pass_action{}
|
||||
pass_action.colors[0] = color_action
|
||||
gfx.begin_default_pass(&pass_action, ws.width, ws.height)
|
||||
|
@ -12,7 +12,7 @@
|
||||
* - compile the .glsl shared file with:
|
||||
* linux : sokol-shdc --input rt_glsl_instancing.glsl --output rt_glsl_instancing.h --slang glsl330
|
||||
* windows: sokol-shdc.exe --input rt_glsl_instancing.glsl --output rt_glsl_instancing.h --slang glsl330
|
||||
*
|
||||
*
|
||||
* --slang parameter can be:
|
||||
* - glsl330: desktop GL
|
||||
* - glsl100: GLES2 / WebGL
|
||||
@ -57,20 +57,20 @@ mut:
|
||||
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
|
||||
|
||||
|
||||
// time
|
||||
ticks i64
|
||||
|
||||
|
||||
// instances
|
||||
inst_pos [num_inst]m4.Vec4
|
||||
|
||||
|
||||
// camera
|
||||
camera_x f32
|
||||
camera_z f32
|
||||
@ -81,7 +81,7 @@ mut:
|
||||
******************************************************************************/
|
||||
#flag -I @VROOT/.
|
||||
#include "rt_glsl_instancing.h" #Please use sokol-shdc to generate the necessary rt_glsl_march.h file from rt_glsl_march.glsl (see the instructions at the top of this file)
|
||||
fn C.instancing_shader_desc() &C.sg_shader_desc
|
||||
fn C.instancing_shader_desc(gfx.Backend) &C.sg_shader_desc
|
||||
|
||||
/******************************************************************************
|
||||
* Texture functions
|
||||
@ -101,9 +101,9 @@ fn create_texture(w int, h int, buf byteptr) C.sg_image{
|
||||
d3d11_texture: 0
|
||||
}
|
||||
// comment if .dynamic is enabled
|
||||
img_desc.content.subimage[0][0] = C.sg_subimage_content{
|
||||
img_desc.data.subimage[0][0] = C.sg_range{
|
||||
ptr: buf
|
||||
size: sz
|
||||
size: size_t(sz)
|
||||
}
|
||||
|
||||
sg_img := C.sg_make_image(&img_desc)
|
||||
@ -117,10 +117,10 @@ fn destroy_texture(sg_img C.sg_image){
|
||||
// Use only if usage: .dynamic is enabled
|
||||
fn update_text_texture(sg_img C.sg_image, w int, h int, buf byteptr){
|
||||
sz := w * h * 4
|
||||
mut tmp_sbc := C.sg_image_content{}
|
||||
tmp_sbc.subimage[0][0] = C.sg_subimage_content {
|
||||
mut tmp_sbc := C.sg_image_data{}
|
||||
tmp_sbc.subimage[0][0] = C.sg_range{
|
||||
ptr: buf
|
||||
size: sz
|
||||
size: size_t(sz)
|
||||
}
|
||||
C.sg_update_image(sg_img, &tmp_sbc)
|
||||
}
|
||||
@ -143,12 +143,12 @@ struct Vertex_t {
|
||||
y f32
|
||||
z f32
|
||||
color u32
|
||||
|
||||
|
||||
//u u16 // for compatibility with D3D11
|
||||
//v u16 // for compatibility with D3D11
|
||||
u f32
|
||||
v f32
|
||||
}
|
||||
}
|
||||
|
||||
// march shader init
|
||||
fn init_cube_glsl_i(mut app App) {
|
||||
@ -191,22 +191,26 @@ fn init_cube_glsl_i(mut app App) {
|
||||
|
||||
mut vert_buffer_desc := C.sg_buffer_desc{}
|
||||
unsafe {C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc))}
|
||||
vert_buffer_desc.size = vertices.len * int(sizeof(Vertex_t))
|
||||
vert_buffer_desc.content = byteptr(vertices.data)
|
||||
vert_buffer_desc.size = size_t(vertices.len * int(sizeof(Vertex_t)))
|
||||
vert_buffer_desc.data = C.sg_range{
|
||||
ptr: vertices.data
|
||||
size: size_t(vertices.len * int(sizeof(Vertex_t)))
|
||||
}
|
||||
vert_buffer_desc.@type = .vertexbuffer
|
||||
vert_buffer_desc.label = "cube-vertices".str
|
||||
vbuf := gfx.make_buffer(&vert_buffer_desc)
|
||||
|
||||
|
||||
/* create an instance buffer for the cube */
|
||||
mut inst_buffer_desc := C.sg_buffer_desc{}
|
||||
unsafe {C.memset(&inst_buffer_desc, 0, sizeof(inst_buffer_desc))}
|
||||
inst_buffer_desc.size = num_inst * int(sizeof(m4.Vec4))
|
||||
|
||||
inst_buffer_desc.size = size_t(num_inst * int(sizeof(m4.Vec4)))
|
||||
inst_buffer_desc.@type = .vertexbuffer
|
||||
inst_buffer_desc.usage = .stream
|
||||
inst_buffer_desc.label = "instance-data".str
|
||||
inst_buf := gfx.make_buffer(&inst_buffer_desc)
|
||||
|
||||
|
||||
|
||||
|
||||
/* create an index buffer for the cube */
|
||||
indices := [
|
||||
u16(0), 1, 2, 0, 2, 3,
|
||||
@ -216,22 +220,25 @@ fn init_cube_glsl_i(mut app App) {
|
||||
16, 17, 18, 16, 18, 19,
|
||||
22, 21, 20, 23, 22, 20
|
||||
]
|
||||
|
||||
|
||||
mut index_buffer_desc := C.sg_buffer_desc{}
|
||||
unsafe {C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc))}
|
||||
index_buffer_desc.size = indices.len * int(sizeof(u16))
|
||||
index_buffer_desc.content = byteptr(indices.data)
|
||||
index_buffer_desc.size = size_t(indices.len * int(sizeof(u16)))
|
||||
index_buffer_desc.data = C.sg_range{
|
||||
ptr: indices.data
|
||||
size: size_t(indices.len * int(sizeof(u16)))
|
||||
}
|
||||
index_buffer_desc.@type = .indexbuffer
|
||||
index_buffer_desc.label = "cube-indices".str
|
||||
ibuf := gfx.make_buffer(&index_buffer_desc)
|
||||
|
||||
|
||||
/* create shader */
|
||||
shader := gfx.make_shader(C.instancing_shader_desc())
|
||||
shader := gfx.make_shader(C.instancing_shader_desc(C.sg_query_backend()))
|
||||
|
||||
mut pipdesc := C.sg_pipeline_desc{}
|
||||
unsafe {C.memset(&pipdesc, 0, sizeof(pipdesc))}
|
||||
pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
|
||||
|
||||
|
||||
// the constants [C.ATTR_vs_m_pos, C.ATTR_vs_m_color0, C.ATTR_vs_m_texcoord0] are generated by sokol-shdc
|
||||
pipdesc.layout.attrs[C.ATTR_vs_i_pos ].format = .float3 // x,y,z as f32
|
||||
pipdesc.layout.attrs[C.ATTR_vs_i_pos ].buffer_index = 0
|
||||
@ -239,26 +246,25 @@ fn init_cube_glsl_i(mut app App) {
|
||||
pipdesc.layout.attrs[C.ATTR_vs_i_pos ].buffer_index = 0
|
||||
pipdesc.layout.attrs[C.ATTR_vs_i_texcoord0].format = .float2 // u,v as f32
|
||||
pipdesc.layout.attrs[C.ATTR_vs_i_pos ].buffer_index = 0
|
||||
|
||||
|
||||
// instancing
|
||||
// the constant ATTR_vs_i_inst_pos is generated by sokol-shdc
|
||||
pipdesc.layout.buffers[1].stride = int(sizeof(m4.Vec4))
|
||||
pipdesc.layout.buffers[1].step_func = .per_instance // we will pass a single parameter for each instance!!
|
||||
pipdesc.layout.attrs[C.ATTR_vs_i_inst_pos ].format = .float4
|
||||
pipdesc.layout.attrs[C.ATTR_vs_i_inst_pos ].buffer_index = 1
|
||||
|
||||
|
||||
pipdesc.shader = shader
|
||||
pipdesc.index_type = .uint16
|
||||
|
||||
pipdesc.depth_stencil = C.sg_depth_stencil_state{
|
||||
depth_write_enabled: true
|
||||
depth_compare_func : gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
|
||||
}
|
||||
pipdesc.rasterizer = C.sg_rasterizer_state {
|
||||
cull_mode: .back
|
||||
|
||||
pipdesc.depth = C.sg_depth_state{
|
||||
write_enabled: true
|
||||
compare: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
|
||||
}
|
||||
pipdesc.cull_mode = .back
|
||||
|
||||
pipdesc.label = "glsl_shader pipeline".str
|
||||
|
||||
|
||||
mut bind := C.sg_bindings{}
|
||||
unsafe {C.memset(&bind, 0, sizeof(bind))}
|
||||
bind.vertex_buffers[0] = vbuf // vertex buffer
|
||||
@ -267,21 +273,21 @@ fn init_cube_glsl_i(mut app App) {
|
||||
bind.fs_images[C.SLOT_tex] = app.texture
|
||||
app.bind['inst'] = bind
|
||||
app.pipe['inst'] = gfx.make_pipeline(&pipdesc)
|
||||
|
||||
|
||||
println("GLSL March init DONE!")
|
||||
}
|
||||
|
||||
fn calc_tr_matrices(w f32, h f32, rx f32, ry f32, in_scale f32) m4.Mat4{
|
||||
proj := m4.perspective(60, w/h, 0.01, 4000.0)
|
||||
view := m4.look_at(m4.Vec4{e:[f32(0.0),100,6,0]!}, m4.Vec4{e:[f32(0),0,0,0]!}, m4.Vec4{e:[f32(0),1.0,0,0]!})
|
||||
view_proj := view * proj
|
||||
|
||||
view_proj := view * proj
|
||||
|
||||
rxm := m4.rotate(m4.rad(rx), m4.Vec4{e:[f32(1),0,0,0]!})
|
||||
rym := m4.rotate(m4.rad(ry), m4.Vec4{e:[f32(0),1,0,0]!})
|
||||
|
||||
|
||||
model := rym * rxm
|
||||
scale_m := m4.scale(m4.Vec4{e:[in_scale, in_scale, in_scale, 1]!})
|
||||
|
||||
|
||||
res := (scale_m * model)* view_proj
|
||||
return res
|
||||
}
|
||||
@ -296,13 +302,13 @@ fn draw_cube_glsl_i(mut app App){
|
||||
//ratio := f32(ws.width) / ws.height
|
||||
dw := f32(ws.width / 2)
|
||||
dh := f32(ws.height / 2)
|
||||
|
||||
|
||||
rot := [f32(app.mouse_y), f32(app.mouse_x)]
|
||||
tr_matrix := calc_tr_matrices(dw, dh, rot[0], rot[1], 2.3)
|
||||
|
||||
|
||||
gfx.apply_pipeline(app.pipe['inst'])
|
||||
gfx.apply_bindings(app.bind['inst'])
|
||||
|
||||
|
||||
//***************
|
||||
// Instancing
|
||||
//***************
|
||||
@ -324,15 +330,23 @@ 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]!}
|
||||
}
|
||||
gfx.update_buffer(app.bind['inst'].vertex_buffers[1], &app.inst_pos , num_inst * int(sizeof(m4.Vec4)) )
|
||||
|
||||
range := C.sg_range{
|
||||
ptr: &app.inst_pos
|
||||
size: size_t(num_inst * int(sizeof(m4.Vec4)))
|
||||
}
|
||||
gfx.update_buffer(app.bind['inst'].vertex_buffers[1], &range )
|
||||
|
||||
// Uniforms
|
||||
// *** vertex shadeer uniforms ***
|
||||
// passing the view matrix as uniform
|
||||
// res is a 4x4 matrix of f32 thus: 4*16 byte of size
|
||||
gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params_i, &tr_matrix, 4*16 )
|
||||
vs_uniforms_range := C.sg_range{
|
||||
ptr: &tr_matrix
|
||||
size: size_t(4 * 16)
|
||||
}
|
||||
gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params_i, &vs_uniforms_range)
|
||||
|
||||
/*
|
||||
/*
|
||||
// *** fragment shader uniforms ***
|
||||
time_ticks := f32(time.ticks() - app.ticks) / 1000
|
||||
mut tmp_fs_params := [
|
||||
@ -342,10 +356,14 @@ fn draw_cube_glsl_i(mut app App){
|
||||
//ws.height - app.mouse_y*2, // mouse y scaled
|
||||
time_ticks, // time as f32
|
||||
app.frame_count, // frame count
|
||||
0,0 // padding bytes , see "fs_params" struct paddings in rt_glsl.h
|
||||
0,0 // padding bytes , see "fs_params" struct paddings in rt_glsl.h
|
||||
]!
|
||||
gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params_i, &tmp_fs_params, int(sizeof(tmp_fs_params)))
|
||||
*/
|
||||
fs_uniforms_range := C.sg_range{
|
||||
ptr: &tmp_fs_params
|
||||
size: size_t(sizeof(tmp_fs_params))
|
||||
}
|
||||
gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params, &fs_uniforms_range)
|
||||
*/
|
||||
// 3 vertices for triangle * 2 triangles per face * 6 faces = 36 vertices to draw for num_inst times
|
||||
gfx.draw(0, (3 * 2) * 6, num_inst)
|
||||
}
|
||||
@ -375,11 +393,13 @@ fn frame(mut app App) {
|
||||
// clear
|
||||
mut color_action := C.sg_color_attachment_action{
|
||||
action: gfx.Action(C.SG_ACTION_CLEAR)
|
||||
value: C.sg_color{
|
||||
r: 0.0
|
||||
g: 0.0
|
||||
b: 0.0
|
||||
a: 1.0
|
||||
}
|
||||
}
|
||||
color_action.val[0] = 0
|
||||
color_action.val[1] = 0
|
||||
color_action.val[2] = 0
|
||||
color_action.val[3] = 1.0
|
||||
mut pass_action := C.sg_pass_action{}
|
||||
pass_action.colors[0] = color_action
|
||||
gfx.begin_default_pass(&pass_action, ws.width, ws.height)
|
||||
@ -388,7 +408,7 @@ fn frame(mut app App) {
|
||||
draw_cube_glsl_i(mut app)
|
||||
draw_end_glsl(app)
|
||||
app.frame_count++
|
||||
}
|
||||
}
|
||||
|
||||
/******************************************************************************
|
||||
* Init / Cleanup
|
||||
@ -431,7 +451,7 @@ fn my_init(mut app App) {
|
||||
app.texture = create_texture(w, h, tmp_txt)
|
||||
free(tmp_txt)
|
||||
}
|
||||
|
||||
|
||||
// glsl
|
||||
init_cube_glsl_i(mut app)
|
||||
app.init_flag = true
|
||||
@ -462,7 +482,7 @@ fn my_event_manager(mut ev gg.Event, mut app App) {
|
||||
app.mouse_y = int(touch_point.pos_y)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// keyboard
|
||||
if ev.typ == .key_down {
|
||||
step := f32(1.0)
|
||||
@ -500,6 +520,6 @@ fn main(){
|
||||
event_fn: my_event_manager
|
||||
})
|
||||
|
||||
app.ticks = time.ticks()
|
||||
app.ticks = time.ticks()
|
||||
app.gg.run()
|
||||
}
|
||||
|
@ -32,9 +32,9 @@ pub fn create_texture(w int, h int, buf &byte) C.sg_image {
|
||||
d3d11_texture: 0
|
||||
}
|
||||
// comment if .dynamic is enabled
|
||||
img_desc.content.subimage[0][0] = C.sg_subimage_content{
|
||||
img_desc.data.subimage[0][0] = C.sg_range{
|
||||
ptr: buf
|
||||
size: sz
|
||||
size: size_t(sz)
|
||||
}
|
||||
|
||||
sg_img := C.sg_make_image(&img_desc)
|
||||
@ -65,25 +65,35 @@ pub fn (mut obj_part ObjPart) create_pipeline(in_part []int, shader C.sg_shader,
|
||||
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{}
|
||||
unsafe { C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc)) }
|
||||
vert_buffer_desc.size = obj_buf.vbuf.len * int(sizeof(Vertex_pnct))
|
||||
vert_buffer_desc.content = &byte(obj_buf.vbuf.data)
|
||||
|
||||
vert_buffer_desc.size = size_t(obj_buf.vbuf.len * int(sizeof(Vertex_pnct)))
|
||||
vert_buffer_desc.data = C.sg_range{
|
||||
ptr: obj_buf.vbuf.data
|
||||
size: size_t(obj_buf.vbuf.len * int(sizeof(Vertex_pnct)))
|
||||
}
|
||||
|
||||
vert_buffer_desc.@type = .vertexbuffer
|
||||
vert_buffer_desc.label = 'vertbuf_part_${in_part:03}'.str
|
||||
vbuf := gfx.make_buffer(&vert_buffer_desc)
|
||||
|
||||
|
||||
// index buffer
|
||||
mut index_buffer_desc := C.sg_buffer_desc{}
|
||||
unsafe {C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc))}
|
||||
index_buffer_desc.size = obj_buf.ibuf.len * int(sizeof(u32))
|
||||
index_buffer_desc.content = &byte(obj_buf.ibuf.data)
|
||||
|
||||
index_buffer_desc.size = size_t(obj_buf.ibuf.len * int(sizeof(u32)))
|
||||
index_buffer_desc.data = C.sg_range{
|
||||
ptr: obj_buf.ibuf.data
|
||||
size: size_t(obj_buf.ibuf.len * int(sizeof(u32)))
|
||||
}
|
||||
|
||||
index_buffer_desc.@type = .indexbuffer
|
||||
index_buffer_desc.label = "indbuf_part_${in_part:03}".str
|
||||
ibuf := gfx.make_buffer(&index_buffer_desc)
|
||||
|
||||
|
||||
mut pipdesc := C.sg_pipeline_desc{}
|
||||
unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
|
||||
pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_pnct))
|
||||
@ -96,19 +106,23 @@ 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
|
||||
|
||||
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)
|
||||
color_state := C.sg_color_state{
|
||||
blend: C.sg_blend_state{
|
||||
enabled: true
|
||||
src_factor_rgb: gfx.BlendFactor(C.SG_BLENDFACTOR_SRC_ALPHA)
|
||||
dst_factor_rgb: gfx.BlendFactor(C.SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA)
|
||||
}
|
||||
}
|
||||
pipdesc.rasterizer = C.sg_rasterizer_state{
|
||||
cull_mode: .front //.back
|
||||
pipdesc.colors[0] = color_state
|
||||
|
||||
pipdesc.depth = C.sg_depth_state{
|
||||
write_enabled: true
|
||||
compare: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
|
||||
}
|
||||
pipdesc.cull_mode = .front
|
||||
|
||||
pipdesc.label = 'pip_part_${in_part:03}'.str
|
||||
|
||||
|
||||
// shader
|
||||
pipdesc.shader = shader
|
||||
|
||||
@ -128,9 +142,8 @@ pub fn (mut obj_part ObjPart) create_pipeline(in_part []int, shader C.sg_shader,
|
||||
pub fn (mut obj_part ObjPart) init_render_data(texture C.sg_image) {
|
||||
// create shader
|
||||
// One shader for all the model
|
||||
shader := gfx.make_shader(C.gouraud_shader_desc())
|
||||
//shader := gfx.make_shader(C.gouraud_shader_desc(gfx.query_backend()))
|
||||
|
||||
shader := gfx.make_shader(C.gouraud_shader_desc(gfx.query_backend()))
|
||||
|
||||
mut part_dict := map[string][]int{}
|
||||
for i, p in obj_part.part {
|
||||
if p.faces.len > 0 {
|
||||
@ -139,7 +152,7 @@ pub fn (mut obj_part ObjPart) init_render_data(texture C.sg_image) {
|
||||
}
|
||||
obj_part.rend_data.clear()
|
||||
//println("Material dict: ${obj_part.mat_map.keys()}")
|
||||
|
||||
|
||||
for k, v in part_dict {
|
||||
//println("$k => Parts $v")
|
||||
|
||||
@ -172,27 +185,27 @@ pub fn (mut obj_part ObjPart) init_render_data(texture C.sg_image) {
|
||||
pub fn (obj_part ObjPart) bind_and_draw(rend_data_index int, in_data Shader_data) u32 {
|
||||
// apply the pipline and bindings
|
||||
mut part_render_data := obj_part.rend_data[rend_data_index]
|
||||
|
||||
|
||||
// pass light position
|
||||
mut tmp_fs_params := obj.Tmp_fs_param{}
|
||||
tmp_fs_params.ligth = in_data.fs_data.ligth
|
||||
|
||||
|
||||
if part_render_data.material in obj_part.mat_map {
|
||||
mat_index := obj_part.mat_map[part_render_data.material]
|
||||
mat := obj_part.mat[mat_index]
|
||||
|
||||
|
||||
// ambient
|
||||
tmp_fs_params.ka = in_data.fs_data.ka
|
||||
if 'Ka' in mat.ks {
|
||||
tmp_fs_params.ka = mat.ks['Ka']
|
||||
}
|
||||
|
||||
|
||||
// specular
|
||||
tmp_fs_params.ks = in_data.fs_data.ks
|
||||
if 'Ks' in mat.ks {
|
||||
tmp_fs_params.ks = mat.ks['Ks']
|
||||
}
|
||||
|
||||
|
||||
// specular exponent Ns
|
||||
if 'Ns' in mat.ns {
|
||||
tmp_fs_params.ks.e[3] = mat.ns['Ns'] / 1000.0
|
||||
@ -200,7 +213,7 @@ pub fn (obj_part ObjPart) bind_and_draw(rend_data_index int, in_data Shader_data
|
||||
// defautl value is 10
|
||||
tmp_fs_params.ks.e[3] = f32(10) / 1000.0
|
||||
}
|
||||
|
||||
|
||||
// diffuse
|
||||
tmp_fs_params.kd = in_data.fs_data.kd
|
||||
if 'Kd' in mat.ks {
|
||||
@ -212,11 +225,21 @@ pub fn (obj_part ObjPart) bind_and_draw(rend_data_index int, in_data Shader_data
|
||||
tmp_fs_params.kd.e[3] = mat.ns['Tr']
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
gfx.apply_pipeline(part_render_data.pipeline)
|
||||
gfx.apply_bindings(part_render_data.bind)
|
||||
gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params, in_data.vs_data, in_data.vs_len)
|
||||
gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params, &tmp_fs_params, in_data.fs_len)
|
||||
|
||||
vs_uniforms_range := C.sg_range{
|
||||
ptr: in_data.vs_data
|
||||
size: size_t(in_data.vs_len)
|
||||
}
|
||||
fs_uniforms_range := C.sg_range{
|
||||
ptr: &tmp_fs_params
|
||||
size: size_t(in_data.fs_len)
|
||||
}
|
||||
|
||||
gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params, &vs_uniforms_range)
|
||||
gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params, &fs_uniforms_range)
|
||||
gfx.draw(0, int(part_render_data.n_vert), 1)
|
||||
return part_render_data.n_vert
|
||||
}
|
||||
@ -237,7 +260,7 @@ pub fn (mut obj_part ObjPart) calc_bbox() {
|
||||
if v.e[0] > obj_part.max.e[0] { obj_part.max.e[0] = v.e[0] }
|
||||
if v.e[1] > obj_part.max.e[1] { obj_part.max.e[1] = v.e[1] }
|
||||
if v.e[2] > obj_part.max.e[2] { obj_part.max.e[2] = v.e[2] }
|
||||
|
||||
|
||||
if v.e[0] < obj_part.min.e[0] { obj_part.min.e[0] = v.e[0] }
|
||||
if v.e[1] < obj_part.min.e[1] { obj_part.min.e[1] = v.e[1] }
|
||||
if v.e[2] < obj_part.min.e[2] { obj_part.min.e[2] = v.e[2] }
|
||||
|
@ -52,8 +52,7 @@ import obj
|
||||
|
||||
#flag -I @VROOT/.
|
||||
#include "gouraud.h" #Please use sokol-shdc to generate the necessary rt_glsl.h file from rt_glsl.glsl (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() &C.sg_shader_desc
|
||||
fn C.gouraud_shader_desc(gfx.Backend) &C.sg_shader_desc
|
||||
|
||||
const (
|
||||
win_width = 600
|
||||
@ -74,11 +73,11 @@ mut:
|
||||
|
||||
// time
|
||||
ticks i64
|
||||
|
||||
|
||||
// model
|
||||
obj_part &obj.ObjPart
|
||||
n_vertex u32
|
||||
|
||||
|
||||
// init parameters
|
||||
file_name string
|
||||
single_material_flag bool
|
||||
@ -87,7 +86,7 @@ mut:
|
||||
/******************************************************************************
|
||||
* Draw functions
|
||||
******************************************************************************/
|
||||
[inline]
|
||||
[inline]
|
||||
fn vec4(x f32, y f32, z f32, w f32) m4.Vec4 {
|
||||
return m4.Vec4{e:[x, y, z, w]!}
|
||||
}
|
||||
@ -99,7 +98,7 @@ fn calc_matrices(w f32, h f32, rx f32, ry f32, in_scale f32, pos m4.Vec4) obj.Ma
|
||||
|
||||
rxm := m4.rotate(m4.rad(rx), vec4(f32(1), 0, 0, 0))
|
||||
rym := m4.rotate(m4.rad(ry), vec4(f32(0), 1, 0, 0))
|
||||
|
||||
|
||||
model_pos := m4.unit_m4().translate(pos)
|
||||
|
||||
model_m := (rym * rxm) * model_pos
|
||||
@ -108,7 +107,7 @@ fn calc_matrices(w f32, h f32, rx f32, ry f32, in_scale f32, pos m4.Vec4) obj.Ma
|
||||
mv := scale_m * model_m // model view
|
||||
nm := mv.inverse().transpose() // normal matrix
|
||||
mvp := mv * view_proj // model view projection
|
||||
|
||||
|
||||
return obj.Mats{mv:mv, mvp:mvp, nm:nm}
|
||||
}
|
||||
|
||||
@ -123,23 +122,23 @@ fn draw_model(app App, model_pos m4.Vec4) u32 {
|
||||
|
||||
mut scale := f32(1)
|
||||
if app.obj_part.radius > 1 {
|
||||
scale = 1/(app.obj_part.radius)
|
||||
scale = 1/(app.obj_part.radius)
|
||||
} else {
|
||||
scale = app.obj_part.radius
|
||||
}
|
||||
scale *= 3
|
||||
|
||||
|
||||
// *** vertex shader uniforms ***
|
||||
rot := [f32(app.mouse_y), f32(app.mouse_x)]
|
||||
mut zoom_scale := scale + f32(app.scroll_y) / (app.obj_part.radius*4)
|
||||
mats := calc_matrices(dw, dh, rot[0], rot[1] , zoom_scale, model_pos)
|
||||
|
||||
|
||||
mut tmp_vs_param := obj.Tmp_vs_param{
|
||||
mv: mats.mv,
|
||||
mvp: mats.mvp,
|
||||
nm: mats.nm
|
||||
}
|
||||
|
||||
|
||||
// *** fragment shader uniforms ***
|
||||
time_ticks := f32(time.ticks() - app.ticks) / 1000
|
||||
radius_light := f32(app.obj_part.radius)
|
||||
@ -148,7 +147,7 @@ fn draw_model(app App, model_pos m4.Vec4) u32 {
|
||||
|
||||
mut tmp_fs_params := obj.Tmp_fs_param{}
|
||||
tmp_fs_params.ligth = m4.vec3(x_light, radius_light, z_light)
|
||||
|
||||
|
||||
sd := obj.Shader_data{
|
||||
vs_data: &tmp_vs_param
|
||||
vs_len: int(sizeof(tmp_vs_param))
|
||||
@ -156,7 +155,7 @@ fn draw_model(app App, model_pos m4.Vec4) u32 {
|
||||
fs_len: int(sizeof(tmp_fs_params))
|
||||
}
|
||||
|
||||
return app.obj_part.bind_and_draw_all(sd)
|
||||
return app.obj_part.bind_and_draw_all(sd)
|
||||
}
|
||||
|
||||
fn frame(mut app App) {
|
||||
@ -165,11 +164,14 @@ fn frame(mut app App) {
|
||||
// clear
|
||||
mut color_action := C.sg_color_attachment_action{
|
||||
action: gfx.Action(C.SG_ACTION_CLEAR)
|
||||
value: C.sg_color{
|
||||
r: 0.0
|
||||
g: 0.0
|
||||
b: 0.0
|
||||
a: 1.0
|
||||
}
|
||||
}
|
||||
color_action.val[0] = 0
|
||||
color_action.val[1] = 0
|
||||
color_action.val[2] = 0
|
||||
color_action.val[3] = 1.0
|
||||
|
||||
mut pass_action := C.sg_pass_action{}
|
||||
pass_action.colors[0] = color_action
|
||||
gfx.begin_default_pass(&pass_action, ws.width, ws.height)
|
||||
@ -178,7 +180,7 @@ fn frame(mut app App) {
|
||||
draw_start_glsl(app)
|
||||
draw_model(app, m4.Vec4{})
|
||||
// uncoment if you want a raw benchmark mode
|
||||
/*
|
||||
/*
|
||||
mut n_vertex_drawn := u32(0)
|
||||
n_x_obj := 20
|
||||
|
||||
@ -189,9 +191,9 @@ fn frame(mut app App) {
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
*/
|
||||
draw_end_glsl(app)
|
||||
|
||||
|
||||
//println("v:$n_vertex_drawn")
|
||||
app.frame_count++
|
||||
}
|
||||
@ -227,7 +229,7 @@ fn my_init(mut app App) {
|
||||
max_vertices: 128 * 65536
|
||||
}
|
||||
sgl.setup(&sgl_desc)
|
||||
|
||||
|
||||
// 1x1 pixel white, default texture
|
||||
unsafe {
|
||||
tmp_txt := malloc(4)
|
||||
@ -238,7 +240,7 @@ fn my_init(mut app App) {
|
||||
app.texture = obj.create_texture(1, 1, tmp_txt)
|
||||
free(tmp_txt)
|
||||
}
|
||||
|
||||
|
||||
// glsl
|
||||
app.obj_part.init_render_data(app.texture)
|
||||
app.init_flag = true
|
||||
@ -250,7 +252,7 @@ fn cleanup(mut app App) {
|
||||
for _, mat in app.obj_part.texture {
|
||||
obj.destroy_texture(mat)
|
||||
}
|
||||
*/
|
||||
*/
|
||||
}
|
||||
|
||||
/******************************************************************************
|
||||
@ -261,11 +263,11 @@ fn my_event_manager(mut ev gg.Event, mut app App) {
|
||||
app.mouse_x = int(ev.mouse_x)
|
||||
app.mouse_y = int(ev.mouse_y)
|
||||
}
|
||||
|
||||
|
||||
if ev.scroll_y != 0 {
|
||||
app.scroll_y += int(ev.scroll_y)
|
||||
}
|
||||
|
||||
|
||||
if ev.typ == .touches_began || ev.typ == .touches_moved {
|
||||
if ev.num_touches > 0 {
|
||||
touch_point := ev.touches[0]
|
||||
@ -290,8 +292,9 @@ fn main() {
|
||||
gg: 0
|
||||
obj_part: 0
|
||||
}
|
||||
|
||||
|
||||
app.file_name = "v.obj_" // default object is the v logo
|
||||
|
||||
app.single_material_flag = false
|
||||
$if !android {
|
||||
if os.args.len > 3 || (os.args.len >= 2 && os.args[1] in ['-h', '--help', '\\?', '-?']) {
|
||||
@ -302,8 +305,8 @@ fn main() {
|
||||
eprintln('single_material_flag: if true the viewer use for all the model\'s parts the default material\n')
|
||||
exit(0)
|
||||
}
|
||||
|
||||
if os.args.len >= 2 {
|
||||
|
||||
if os.args.len >= 2 {
|
||||
app.file_name = os.args[1]
|
||||
}
|
||||
if os.args.len >= 3 {
|
||||
@ -312,7 +315,7 @@ fn main() {
|
||||
println("Loading model: $app.file_name")
|
||||
println("Using single material: $app.single_material_flag")
|
||||
}
|
||||
|
||||
|
||||
app.gg = gg.new_context(
|
||||
width: win_width
|
||||
height: win_height
|
||||
|
@ -15,11 +15,13 @@ mut:
|
||||
fn main() {
|
||||
mut color_action := C.sg_color_attachment_action{
|
||||
action: gfx.Action(C.SG_ACTION_CLEAR)
|
||||
value: C.sg_color{
|
||||
r: 0.3
|
||||
g: 0.3
|
||||
b: 0.32
|
||||
a: 1.0
|
||||
}
|
||||
}
|
||||
color_action.val[0] = 0.3
|
||||
color_action.val[1] = 0.3
|
||||
color_action.val[2] = 0.32
|
||||
color_action.val[3] = 1.0
|
||||
mut pass_action := C.sg_pass_action{}
|
||||
pass_action.colors[0] = color_action
|
||||
state := &AppState{
|
||||
|
@ -65,11 +65,13 @@ mut:
|
||||
fn main() {
|
||||
mut color_action := C.sg_color_attachment_action{
|
||||
action: gfx.Action(C.SG_ACTION_CLEAR)
|
||||
value: C.sg_color{
|
||||
r: 1.0
|
||||
g: 1.0
|
||||
b: 1.0
|
||||
a: 1.0
|
||||
}
|
||||
}
|
||||
color_action.val[0] = 1
|
||||
color_action.val[1] = 1
|
||||
color_action.val[2] = 1
|
||||
color_action.val[3] = 1.0
|
||||
mut pass_action := C.sg_pass_action{}
|
||||
pass_action.colors[0] = color_action
|
||||
state := &AppState{
|
||||
|
@ -81,9 +81,16 @@ fn init(user_data voidptr) {
|
||||
sgl.setup(&sgl_desc)
|
||||
mut pipdesc := C.sg_pipeline_desc{}
|
||||
unsafe {C.memset(&pipdesc, 0, sizeof(pipdesc))}
|
||||
pipdesc.blend.enabled = true
|
||||
pipdesc.blend.src_factor_rgb = gfx.BlendFactor(C.SG_BLENDFACTOR_SRC_ALPHA)
|
||||
pipdesc.blend.dst_factor_rgb = gfx.BlendFactor(C.SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA)
|
||||
|
||||
color_state := C.sg_color_state{
|
||||
blend: C.sg_blend_state{
|
||||
enabled: true
|
||||
src_factor_rgb: gfx.BlendFactor(C.SG_BLENDFACTOR_SRC_ALPHA)
|
||||
dst_factor_rgb: gfx.BlendFactor(C.SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA)
|
||||
}
|
||||
}
|
||||
pipdesc.colors[0] = color_state
|
||||
|
||||
app.alpha_pip = sgl.make_pipeline(&pipdesc)
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user