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mirror of https://github.com/vlang/v.git synced 2023-08-10 21:13:21 +03:00
This commit is contained in:
Larpon
2021-04-07 20:39:23 +02:00
committed by GitHub
parent 9541eb816b
commit 8caabf0e9e
29 changed files with 4825 additions and 2965 deletions

View File

@ -54,9 +54,9 @@ fn create_texture(w int, h int, buf &byte) C.sg_image {
d3d11_texture: 0
}
// commen 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)
@ -70,10 +70,10 @@ 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 &byte) {
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)
}
@ -323,16 +323,21 @@ fn my_init(mut app App) {
// 3d pipeline
mut pipdesc := C.sg_pipeline_desc{}
unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
pipdesc.blend.enabled = true
pipdesc.blend.src_factor_rgb = gfx.BlendFactor(C.SG_BLENDFACTOR_SRC_ALPHA)
pipdesc.blend.dst_factor_rgb = gfx.BlendFactor(C.SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA)
pipdesc.depth_stencil = C.sg_depth_stencil_state{
depth_write_enabled: true
depth_compare_func: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
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: .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 = .back
app.pip_3d = sgl.make_pipeline(&pipdesc)
// create chessboard texture 256*256 RGBA

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@ -43,7 +43,7 @@ import gg.m4
#flag -I @VROOT/.
#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)
fn C.cube_shader_desc() &C.sg_shader_desc
fn C.cube_shader_desc(gfx.Backend) &C.sg_shader_desc
const (
win_width = 800
@ -87,9 +87,9 @@ 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)
@ -103,10 +103,10 @@ 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 &byte) {
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)
}
@ -295,8 +295,13 @@ fn init_cube_glsl(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 = &byte(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.usage = .immutable
vert_buffer_desc.label = 'cube-vertices'.str
@ -314,14 +319,19 @@ fn init_cube_glsl(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 = &byte(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.cube_shader_desc())
shader := gfx.make_shader(C.cube_shader_desc(C.sg_query_backend()))
mut pipdesc := C.sg_pipeline_desc{}
unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
@ -336,13 +346,12 @@ fn init_cube_glsl(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
app.cube_bind.vertex_buffers[0] = vbuf
@ -376,7 +385,11 @@ 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)
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, &vs_uniforms_range)
// fs uniforms
time_ticks := f32(time.ticks() - app.ticks) / 1000
@ -386,7 +399,11 @@ fn draw_cube_glsl(app App) {
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)
fs_uniforms_range := C.sg_range{
ptr: &text_res
size: size_t(4 * 4)
}
gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params, &fs_uniforms_range)
gfx.draw(0, (3 * 2) * 6, 1)
gfx.end_pass()
@ -461,11 +478,13 @@ fn frame(mut app App) {
// clear
mut color_action := C.sg_color_attachment_action{
action: gfx.Action(C.SG_ACTION_DONTCARE) // 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
gfx.begin_default_pass(&pass_action, ws.width, ws.height)
@ -494,16 +513,22 @@ fn my_init(mut app App) {
// 3d pipeline
mut pipdesc := C.sg_pipeline_desc{}
unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
pipdesc.blend.enabled = true
pipdesc.blend.src_factor_rgb = gfx.BlendFactor(C.SG_BLENDFACTOR_SRC_ALPHA)
pipdesc.blend.dst_factor_rgb = gfx.BlendFactor(C.SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA)
pipdesc.depth_stencil = C.sg_depth_stencil_state{
depth_write_enabled: true
depth_compare_func: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
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: .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 = .back
app.pip_3d = sgl.make_pipeline(&pipdesc)
// create chessboard texture 256*256 RGBA

View File

@ -44,7 +44,7 @@ import time
#flag -I @VROOT/.
#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)
fn C.rt_shader_desc() &C.sg_shader_desc
fn C.rt_shader_desc(gfx.Backend) &C.sg_shader_desc
const (
win_width = 800
@ -86,9 +86,9 @@ 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)
@ -102,10 +102,10 @@ 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 &byte) {
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)
}
@ -174,8 +174,13 @@ fn init_cube_glsl(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 = &byte(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)
@ -192,14 +197,19 @@ fn init_cube_glsl(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 = &byte(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_shader_desc())
shader := gfx.make_shader(C.rt_shader_desc(C.sg_query_backend()))
mut pipdesc := C.sg_pipeline_desc{}
unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
@ -214,13 +224,12 @@ fn init_cube_glsl(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
app.cube_bind.vertex_buffers[0] = vbuf
@ -230,7 +239,7 @@ fn init_cube_glsl(mut app App) {
println('GLSL init DONE!')
}
[inline]
[inline]
fn vec4(x f32, y f32, z f32, w f32) m4.Vec4 {
return m4.Vec4{e:[x, y, z, w]!}
}
@ -274,7 +283,11 @@ fn draw_cube_glsl(app App) {
// *** vertex shadeer uniforms ***
// passing the view matrix as uniform
// res is a 4x4 matrix of f32 thus: 4*16 byte of size
gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params, &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, &vs_uniforms_range)
// *** fragment shader uniforms ***
time_ticks := f32(time.ticks() - app.ticks) / 1000
@ -286,9 +299,13 @@ fn draw_cube_glsl(app App) {
time_ticks, // time as f32
app.frame_count, // frame count
0,
0 // padding bytes , see "fs_params" struct paddings in rt_glsl.h
0 // padding bytes , see "fs_params" struct paddings in rt_glsl.h
]!
gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params, &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
gfx.draw(0, (3 * 2) * 6, 1)
@ -302,11 +319,14 @@ 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)

View File

@ -45,8 +45,8 @@ import time
#flag -I @VROOT/.
#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)
#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)
fn C.rt_march_shader_desc() &C.sg_shader_desc
fn C.rt_puppy_shader_desc() &C.sg_shader_desc
fn C.rt_march_shader_desc(gfx.Backend) &C.sg_shader_desc
fn C.rt_puppy_shader_desc(gfx.Backend) &C.sg_shader_desc
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)

View File

@ -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()
}

View File

@ -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] }

View File

@ -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

View File

@ -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{

View File

@ -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{

View File

@ -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)
}