mirror of
https://github.com/vlang/v.git
synced 2023-08-10 21:13:21 +03:00
vfmt: implement support for // vfmt off and // vfmt on, with it, v fmt -w .
now works. (#16335)
This commit is contained in:
@ -122,6 +122,7 @@ fn init_cube_glsl(mut app App) {
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// d := u16(32767) // for compatibility with D3D11, 32767 stand for 1
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d := f32(1.0)
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c := u32(0xFFFFFF_FF) // color RGBA8
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// vfmt off
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vertices := [
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// Face 0
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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@ -154,8 +155,11 @@ fn init_cube_glsl(mut app App) {
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
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]
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// vfmt on
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mut vert_buffer_desc := gfx.BufferDesc{label: c'cube-vertices'}
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mut vert_buffer_desc := gfx.BufferDesc{
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label: c'cube-vertices'
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}
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unsafe { vmemset(&vert_buffer_desc, 0, int(sizeof(vert_buffer_desc))) }
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vert_buffer_desc.size = usize(vertices.len * int(sizeof(Vertex_t)))
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@ -168,17 +172,21 @@ fn init_cube_glsl(mut app App) {
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vbuf := gfx.make_buffer(&vert_buffer_desc)
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// create an index buffer for the cube
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// vfmt off
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indices := [
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u16(0), 1, 2, 0, 2, 3,
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6, 5, 4, 7, 6, 4,
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8, 9, 10, 8, 10, 11,
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14, 13, 12, 15, 14, 12,
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16, 17, 18, 16, 18, 19,
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22, 21, 20, 23, 22, 20,
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u16(0), 1, 2, 0, 2, 3,
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6, 5, 4, 7, 6, 4,
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8, 9, 10, 8, 10, 11,
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14, 13, 12, 15, 14, 12,
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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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// vfmt on
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mut index_buffer_desc := gfx.BufferDesc{label: c'cube-indices'}
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unsafe {vmemset(&index_buffer_desc, 0, int(sizeof(index_buffer_desc)))}
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mut index_buffer_desc := gfx.BufferDesc{
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label: c'cube-indices'
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}
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unsafe { vmemset(&index_buffer_desc, 0, int(sizeof(index_buffer_desc))) }
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index_buffer_desc.size = usize(indices.len * int(sizeof(u16)))
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index_buffer_desc.data = gfx.Range{
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@ -186,7 +194,7 @@ fn init_cube_glsl(mut app App) {
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size: usize(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.@type = .indexbuffer
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ibuf := gfx.make_buffer(&index_buffer_desc)
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// create shader
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@ -197,9 +205,9 @@ fn init_cube_glsl(mut app App) {
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pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
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// the constants [C.ATTR_vs_pos, C.ATTR_vs_color0, C.ATTR_vs_texcoord0] are generated by sokol-shdc
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pipdesc.layout.attrs[C.ATTR_vs_pos ].format = .float3 // x,y,z as f32
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pipdesc.layout.attrs[C.ATTR_vs_color0 ].format = .ubyte4n // color as u32
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pipdesc.layout.attrs[C.ATTR_vs_texcoord0].format = .float2 // u,v as f32
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pipdesc.layout.attrs[C.ATTR_vs_pos].format = .float3 // x,y,z as f32
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pipdesc.layout.attrs[C.ATTR_vs_color0].format = .ubyte4n // color as u32
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pipdesc.layout.attrs[C.ATTR_vs_texcoord0].format = .float2 // u,v as f32
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// pipdesc.layout.attrs[C.ATTR_vs_texcoord0].format = .short2n // u,v as u16
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pipdesc.shader = shader
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@ -222,21 +230,24 @@ fn init_cube_glsl(mut app App) {
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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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return m4.Vec4{
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e: [x, y, z, w]!
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}
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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, 10.0)
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view := m4.look_at(vec4(f32(0.0) ,0 , 6, 0), vec4(f32(0), 0, 0, 0), vec4(f32(0), 1, 0, 0))
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proj := m4.perspective(60, w / h, 0.01, 10.0)
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view := m4.look_at(vec4(f32(0.0), 0, 6, 0), vec4(f32(0), 0, 0, 0), vec4(f32(0), 1,
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0, 0))
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view_proj := view * proj
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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 := rym * rxm
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model := rym * rxm
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scale_m := m4.scale(vec4(in_scale, in_scale, in_scale, 1))
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res := (scale_m * model) * view_proj
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res := (scale_m * model) * view_proj
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return res
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}
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@ -270,6 +281,7 @@ fn draw_cube_glsl(app App) {
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}
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gfx.apply_uniforms(.vs, C.SLOT_vs_params, &vs_uniforms_range)
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// vfmt off
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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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@ -282,6 +294,7 @@ fn draw_cube_glsl(app App) {
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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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]!
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// vfmt on
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fs_uniforms_range := gfx.Range{
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ptr: unsafe { &tmp_fs_params }
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size: usize(sizeof(tmp_fs_params))
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@ -355,9 +368,9 @@ fn my_init(mut app App) {
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tmp_txt[i + 3] = u8(0xFF)
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} else {
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col := if ((x + y) & 1) == 1 { 0xFF } else { 128 }
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tmp_txt[i + 0] = u8(col) // red
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tmp_txt[i + 1] = u8(col) // green
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tmp_txt[i + 2] = u8(col) // blue
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tmp_txt[i + 0] = u8(col) // red
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tmp_txt[i + 1] = u8(col) // green
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tmp_txt[i + 2] = u8(col) // blue
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tmp_txt[i + 3] = u8(0xFF) // alpha
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}
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i += 4
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