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:
@ -32,9 +32,9 @@ pub 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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@ -65,25 +65,35 @@ pub fn (mut obj_part ObjPart) create_pipeline(in_part []int, shader C.sg_shader,
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obj_buf := obj_part.get_buffer(in_part)
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res.n_vert = obj_buf.n_vertex
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res.material = obj_part.part[in_part[0]].material
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// vertex buffer
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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 = obj_buf.vbuf.len * int(sizeof(Vertex_pnct))
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vert_buffer_desc.content = &byte(obj_buf.vbuf.data)
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vert_buffer_desc.size = size_t(obj_buf.vbuf.len * int(sizeof(Vertex_pnct)))
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vert_buffer_desc.data = C.sg_range{
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ptr: obj_buf.vbuf.data
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size: size_t(obj_buf.vbuf.len * int(sizeof(Vertex_pnct)))
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}
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vert_buffer_desc.@type = .vertexbuffer
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vert_buffer_desc.label = 'vertbuf_part_${in_part:03}'.str
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vbuf := gfx.make_buffer(&vert_buffer_desc)
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// index buffer
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mut index_buffer_desc := C.sg_buffer_desc{}
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unsafe {C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc))}
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index_buffer_desc.size = obj_buf.ibuf.len * int(sizeof(u32))
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index_buffer_desc.content = &byte(obj_buf.ibuf.data)
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index_buffer_desc.size = size_t(obj_buf.ibuf.len * int(sizeof(u32)))
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index_buffer_desc.data = C.sg_range{
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ptr: obj_buf.ibuf.data
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size: size_t(obj_buf.ibuf.len * int(sizeof(u32)))
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}
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index_buffer_desc.@type = .indexbuffer
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index_buffer_desc.label = "indbuf_part_${in_part:03}".str
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ibuf := gfx.make_buffer(&index_buffer_desc)
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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_pnct))
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@ -96,19 +106,23 @@ pub fn (mut obj_part ObjPart) create_pipeline(in_part []int, shader C.sg_shader,
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// pipdesc.layout.attrs[C.ATTR_vs_a_Texcoord0].format = .short2n // u,v as u16
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pipdesc.index_type = .uint32
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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: .front //.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 = .front
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pipdesc.label = 'pip_part_${in_part:03}'.str
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// shader
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pipdesc.shader = shader
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@ -128,9 +142,8 @@ pub fn (mut obj_part ObjPart) create_pipeline(in_part []int, shader C.sg_shader,
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pub fn (mut obj_part ObjPart) init_render_data(texture C.sg_image) {
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// create shader
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// One shader for all the model
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shader := gfx.make_shader(C.gouraud_shader_desc())
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//shader := gfx.make_shader(C.gouraud_shader_desc(gfx.query_backend()))
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shader := gfx.make_shader(C.gouraud_shader_desc(gfx.query_backend()))
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mut part_dict := map[string][]int{}
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for i, p in obj_part.part {
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if p.faces.len > 0 {
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@ -139,7 +152,7 @@ pub fn (mut obj_part ObjPart) init_render_data(texture C.sg_image) {
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}
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obj_part.rend_data.clear()
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//println("Material dict: ${obj_part.mat_map.keys()}")
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for k, v in part_dict {
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//println("$k => Parts $v")
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@ -172,27 +185,27 @@ pub fn (mut obj_part ObjPart) init_render_data(texture C.sg_image) {
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pub fn (obj_part ObjPart) bind_and_draw(rend_data_index int, in_data Shader_data) u32 {
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// apply the pipline and bindings
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mut part_render_data := obj_part.rend_data[rend_data_index]
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// pass light position
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mut tmp_fs_params := obj.Tmp_fs_param{}
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tmp_fs_params.ligth = in_data.fs_data.ligth
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if part_render_data.material in obj_part.mat_map {
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mat_index := obj_part.mat_map[part_render_data.material]
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mat := obj_part.mat[mat_index]
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// ambient
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tmp_fs_params.ka = in_data.fs_data.ka
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if 'Ka' in mat.ks {
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tmp_fs_params.ka = mat.ks['Ka']
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}
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// specular
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tmp_fs_params.ks = in_data.fs_data.ks
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if 'Ks' in mat.ks {
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tmp_fs_params.ks = mat.ks['Ks']
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}
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// specular exponent Ns
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if 'Ns' in mat.ns {
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tmp_fs_params.ks.e[3] = mat.ns['Ns'] / 1000.0
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@ -200,7 +213,7 @@ pub fn (obj_part ObjPart) bind_and_draw(rend_data_index int, in_data Shader_data
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// defautl value is 10
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tmp_fs_params.ks.e[3] = f32(10) / 1000.0
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}
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// diffuse
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tmp_fs_params.kd = in_data.fs_data.kd
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if 'Kd' in mat.ks {
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@ -212,11 +225,21 @@ pub fn (obj_part ObjPart) bind_and_draw(rend_data_index int, in_data Shader_data
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tmp_fs_params.kd.e[3] = mat.ns['Tr']
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}
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}
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gfx.apply_pipeline(part_render_data.pipeline)
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gfx.apply_bindings(part_render_data.bind)
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gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params, in_data.vs_data, in_data.vs_len)
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gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params, &tmp_fs_params, in_data.fs_len)
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vs_uniforms_range := C.sg_range{
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ptr: in_data.vs_data
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size: size_t(in_data.vs_len)
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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(in_data.fs_len)
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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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gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params, &fs_uniforms_range)
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gfx.draw(0, int(part_render_data.n_vert), 1)
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return part_render_data.n_vert
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}
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@ -237,7 +260,7 @@ pub fn (mut obj_part ObjPart) calc_bbox() {
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if v.e[0] > obj_part.max.e[0] { obj_part.max.e[0] = v.e[0] }
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if v.e[1] > obj_part.max.e[1] { obj_part.max.e[1] = v.e[1] }
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if v.e[2] > obj_part.max.e[2] { obj_part.max.e[2] = v.e[2] }
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if v.e[0] < obj_part.min.e[0] { obj_part.min.e[0] = v.e[0] }
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if v.e[1] < obj_part.min.e[1] { obj_part.min.e[1] = v.e[1] }
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if v.e[2] < obj_part.min.e[2] { obj_part.min.e[2] = v.e[2] }
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@ -52,8 +52,7 @@ import obj
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#flag -I @VROOT/.
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#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)
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//fn C.gouraud_shader_desc(gfx.Backend) &C.sg_shader_desc
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fn C.gouraud_shader_desc() &C.sg_shader_desc
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fn C.gouraud_shader_desc(gfx.Backend) &C.sg_shader_desc
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const (
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win_width = 600
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@ -74,11 +73,11 @@ mut:
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// time
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ticks i64
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// model
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obj_part &obj.ObjPart
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n_vertex u32
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// init parameters
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file_name string
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single_material_flag bool
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@ -87,7 +86,7 @@ mut:
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/******************************************************************************
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* Draw functions
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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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@ -99,7 +98,7 @@ fn calc_matrices(w f32, h f32, rx f32, ry f32, in_scale f32, pos m4.Vec4) obj.Ma
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rxm := m4.rotate(m4.rad(rx), vec4(f32(1), 0, 0, 0))
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rym := m4.rotate(m4.rad(ry), vec4(f32(0), 1, 0, 0))
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model_pos := m4.unit_m4().translate(pos)
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model_m := (rym * rxm) * model_pos
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@ -108,7 +107,7 @@ fn calc_matrices(w f32, h f32, rx f32, ry f32, in_scale f32, pos m4.Vec4) obj.Ma
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mv := scale_m * model_m // model view
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nm := mv.inverse().transpose() // normal matrix
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mvp := mv * view_proj // model view projection
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return obj.Mats{mv:mv, mvp:mvp, nm:nm}
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}
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@ -123,23 +122,23 @@ fn draw_model(app App, model_pos m4.Vec4) u32 {
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mut scale := f32(1)
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if app.obj_part.radius > 1 {
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scale = 1/(app.obj_part.radius)
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scale = 1/(app.obj_part.radius)
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} else {
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scale = app.obj_part.radius
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}
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scale *= 3
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// *** vertex shader uniforms ***
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rot := [f32(app.mouse_y), f32(app.mouse_x)]
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mut zoom_scale := scale + f32(app.scroll_y) / (app.obj_part.radius*4)
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mats := calc_matrices(dw, dh, rot[0], rot[1] , zoom_scale, model_pos)
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mut tmp_vs_param := obj.Tmp_vs_param{
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mv: mats.mv,
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mvp: mats.mvp,
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nm: mats.nm
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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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radius_light := f32(app.obj_part.radius)
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@ -148,7 +147,7 @@ fn draw_model(app App, model_pos m4.Vec4) u32 {
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mut tmp_fs_params := obj.Tmp_fs_param{}
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tmp_fs_params.ligth = m4.vec3(x_light, radius_light, z_light)
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sd := obj.Shader_data{
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vs_data: &tmp_vs_param
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vs_len: int(sizeof(tmp_vs_param))
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@ -156,7 +155,7 @@ fn draw_model(app App, model_pos m4.Vec4) u32 {
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fs_len: int(sizeof(tmp_fs_params))
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}
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return app.obj_part.bind_and_draw_all(sd)
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return app.obj_part.bind_and_draw_all(sd)
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}
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fn frame(mut app App) {
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@ -165,11 +164,14 @@ 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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@ -178,7 +180,7 @@ fn frame(mut app App) {
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draw_start_glsl(app)
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draw_model(app, m4.Vec4{})
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// uncoment if you want a raw benchmark mode
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/*
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/*
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mut n_vertex_drawn := u32(0)
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n_x_obj := 20
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@ -189,9 +191,9 @@ fn frame(mut app App) {
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}
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}
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}
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*/
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*/
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draw_end_glsl(app)
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//println("v:$n_vertex_drawn")
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app.frame_count++
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}
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@ -227,7 +229,7 @@ fn my_init(mut app App) {
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max_vertices: 128 * 65536
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}
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sgl.setup(&sgl_desc)
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// 1x1 pixel white, default texture
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unsafe {
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tmp_txt := malloc(4)
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@ -238,7 +240,7 @@ fn my_init(mut app App) {
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app.texture = obj.create_texture(1, 1, tmp_txt)
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free(tmp_txt)
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}
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// glsl
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app.obj_part.init_render_data(app.texture)
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app.init_flag = true
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@ -250,7 +252,7 @@ fn cleanup(mut app App) {
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for _, mat in app.obj_part.texture {
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obj.destroy_texture(mat)
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}
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*/
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*/
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}
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/******************************************************************************
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@ -261,11 +263,11 @@ fn my_event_manager(mut ev gg.Event, mut app App) {
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app.mouse_x = int(ev.mouse_x)
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app.mouse_y = int(ev.mouse_y)
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}
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if ev.scroll_y != 0 {
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app.scroll_y += int(ev.scroll_y)
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}
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if ev.typ == .touches_began || ev.typ == .touches_moved {
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if ev.num_touches > 0 {
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touch_point := ev.touches[0]
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@ -290,8 +292,9 @@ fn main() {
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gg: 0
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obj_part: 0
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}
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app.file_name = "v.obj_" // default object is the v logo
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app.single_material_flag = false
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$if !android {
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if os.args.len > 3 || (os.args.len >= 2 && os.args[1] in ['-h', '--help', '\\?', '-?']) {
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@ -302,8 +305,8 @@ fn main() {
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eprintln('single_material_flag: if true the viewer use for all the model\'s parts the default material\n')
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exit(0)
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}
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if os.args.len >= 2 {
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if os.args.len >= 2 {
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app.file_name = os.args[1]
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}
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if os.args.len >= 3 {
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@ -312,7 +315,7 @@ fn main() {
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println("Loading model: $app.file_name")
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println("Using single material: $app.single_material_flag")
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}
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app.gg = gg.new_context(
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width: win_width
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height: win_height
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