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https://github.com/vlang/v.git
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sokol: update to floooh/sokol@c602d83 (#9607)
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@ -12,7 +12,7 @@
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* - compile the .glsl shared file with:
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* linux : sokol-shdc --input rt_glsl_instancing.glsl --output rt_glsl_instancing.h --slang glsl330
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* windows: sokol-shdc.exe --input rt_glsl_instancing.glsl --output rt_glsl_instancing.h --slang glsl330
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*
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*
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* --slang parameter can be:
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* - glsl330: desktop GL
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* - glsl100: GLES2 / WebGL
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@ -57,20 +57,20 @@ mut:
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mouse_x int = -1
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mouse_y int = -1
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mouse_down bool
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// glsl
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cube_pip_glsl C.sg_pipeline
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cube_bind C.sg_bindings
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pipe map[string]C.sg_pipeline
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bind map[string]C.sg_bindings
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// time
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ticks i64
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// instances
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inst_pos [num_inst]m4.Vec4
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// camera
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camera_x f32
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camera_z f32
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@ -81,7 +81,7 @@ mut:
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******************************************************************************/
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#flag -I @VROOT/.
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#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)
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fn C.instancing_shader_desc() &C.sg_shader_desc
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fn C.instancing_shader_desc(gfx.Backend) &C.sg_shader_desc
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/******************************************************************************
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* Texture functions
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@ -101,9 +101,9 @@ fn create_texture(w int, h int, buf byteptr) 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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@ -117,10 +117,10 @@ 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 byteptr){
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sz := w * h * 4
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mut tmp_sbc := C.sg_image_content{}
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tmp_sbc.subimage[0][0] = C.sg_subimage_content {
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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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@ -143,12 +143,12 @@ struct Vertex_t {
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y f32
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z f32
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color u32
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//u u16 // for compatibility with D3D11
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//v u16 // for compatibility with D3D11
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u f32
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v f32
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}
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}
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// march shader init
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fn init_cube_glsl_i(mut app App) {
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@ -191,22 +191,26 @@ fn init_cube_glsl_i(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 = byteptr(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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/* create an instance buffer for the cube */
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mut inst_buffer_desc := C.sg_buffer_desc{}
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unsafe {C.memset(&inst_buffer_desc, 0, sizeof(inst_buffer_desc))}
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inst_buffer_desc.size = num_inst * int(sizeof(m4.Vec4))
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inst_buffer_desc.size = size_t(num_inst * int(sizeof(m4.Vec4)))
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inst_buffer_desc.@type = .vertexbuffer
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inst_buffer_desc.usage = .stream
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inst_buffer_desc.label = "instance-data".str
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inst_buf := gfx.make_buffer(&inst_buffer_desc)
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/* create an index buffer for the cube */
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indices := [
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u16(0), 1, 2, 0, 2, 3,
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@ -216,22 +220,25 @@ fn init_cube_glsl_i(mut app App) {
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16, 17, 18, 16, 18, 19,
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22, 21, 20, 23, 22, 20
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]
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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 = byteptr(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.instancing_shader_desc())
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shader := gfx.make_shader(C.instancing_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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pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
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// the constants [C.ATTR_vs_m_pos, C.ATTR_vs_m_color0, C.ATTR_vs_m_texcoord0] are generated by sokol-shdc
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pipdesc.layout.attrs[C.ATTR_vs_i_pos ].format = .float3 // x,y,z as f32
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pipdesc.layout.attrs[C.ATTR_vs_i_pos ].buffer_index = 0
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@ -239,26 +246,25 @@ fn init_cube_glsl_i(mut app App) {
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pipdesc.layout.attrs[C.ATTR_vs_i_pos ].buffer_index = 0
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pipdesc.layout.attrs[C.ATTR_vs_i_texcoord0].format = .float2 // u,v as f32
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pipdesc.layout.attrs[C.ATTR_vs_i_pos ].buffer_index = 0
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// instancing
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// the constant ATTR_vs_i_inst_pos is generated by sokol-shdc
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pipdesc.layout.buffers[1].stride = int(sizeof(m4.Vec4))
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pipdesc.layout.buffers[1].step_func = .per_instance // we will pass a single parameter for each instance!!
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pipdesc.layout.attrs[C.ATTR_vs_i_inst_pos ].format = .float4
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pipdesc.layout.attrs[C.ATTR_vs_i_inst_pos ].buffer_index = 1
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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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mut bind := C.sg_bindings{}
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unsafe {C.memset(&bind, 0, sizeof(bind))}
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bind.vertex_buffers[0] = vbuf // vertex buffer
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@ -267,21 +273,21 @@ fn init_cube_glsl_i(mut app App) {
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bind.fs_images[C.SLOT_tex] = app.texture
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app.bind['inst'] = bind
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app.pipe['inst'] = gfx.make_pipeline(&pipdesc)
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println("GLSL March init DONE!")
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}
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fn calc_tr_matrices(w f32, h f32, rx f32, ry f32, in_scale f32) m4.Mat4{
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proj := m4.perspective(60, w/h, 0.01, 4000.0)
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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]!})
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view_proj := view * proj
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view_proj := view * proj
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rxm := m4.rotate(m4.rad(rx), m4.Vec4{e:[f32(1),0,0,0]!})
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rym := m4.rotate(m4.rad(ry), m4.Vec4{e:[f32(0),1,0,0]!})
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model := rym * rxm
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scale_m := m4.scale(m4.Vec4{e:[in_scale, in_scale, in_scale, 1]!})
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res := (scale_m * model)* view_proj
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return res
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}
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@ -296,13 +302,13 @@ fn draw_cube_glsl_i(mut app App){
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//ratio := f32(ws.width) / ws.height
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dw := f32(ws.width / 2)
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dh := f32(ws.height / 2)
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rot := [f32(app.mouse_y), f32(app.mouse_x)]
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tr_matrix := calc_tr_matrices(dw, dh, rot[0], rot[1], 2.3)
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gfx.apply_pipeline(app.pipe['inst'])
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gfx.apply_bindings(app.bind['inst'])
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//***************
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// Instancing
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//***************
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@ -324,15 +330,23 @@ fn draw_cube_glsl_i(mut app App){
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spare_param := f32(index % 10)
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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]!}
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}
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gfx.update_buffer(app.bind['inst'].vertex_buffers[1], &app.inst_pos , num_inst * int(sizeof(m4.Vec4)) )
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range := C.sg_range{
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ptr: &app.inst_pos
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size: size_t(num_inst * int(sizeof(m4.Vec4)))
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}
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gfx.update_buffer(app.bind['inst'].vertex_buffers[1], &range )
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// Uniforms
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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_i, &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_i, &vs_uniforms_range)
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/*
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/*
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// *** fragment shader uniforms ***
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time_ticks := f32(time.ticks() - app.ticks) / 1000
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mut tmp_fs_params := [
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@ -342,10 +356,14 @@ fn draw_cube_glsl_i(mut app App){
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//ws.height - app.mouse_y*2, // mouse y scaled
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time_ticks, // time as f32
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app.frame_count, // frame count
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0,0 // padding bytes , see "fs_params" struct paddings in rt_glsl.h
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0,0 // 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_i, &tmp_fs_params, int(sizeof(tmp_fs_params)))
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*/
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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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*/
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// 3 vertices for triangle * 2 triangles per face * 6 faces = 36 vertices to draw for num_inst times
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gfx.draw(0, (3 * 2) * 6, num_inst)
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}
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@ -375,11 +393,13 @@ 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_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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@ -388,7 +408,7 @@ fn frame(mut app App) {
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draw_cube_glsl_i(mut app)
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draw_end_glsl(app)
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app.frame_count++
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}
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}
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/******************************************************************************
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* Init / Cleanup
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@ -431,7 +451,7 @@ fn my_init(mut app App) {
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app.texture = create_texture(w, h, tmp_txt)
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free(tmp_txt)
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}
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// glsl
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init_cube_glsl_i(mut app)
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app.init_flag = true
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@ -462,7 +482,7 @@ fn my_event_manager(mut ev gg.Event, mut app App) {
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app.mouse_y = int(touch_point.pos_y)
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}
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}
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// keyboard
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if ev.typ == .key_down {
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step := f32(1.0)
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@ -500,6 +520,6 @@ fn main(){
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event_fn: my_event_manager
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})
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app.ticks = time.ticks()
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app.ticks = time.ticks()
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app.gg.run()
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}
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