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vfmt: implement support for // vfmt off and // vfmt on, with it, v fmt -w . now works. (#16335)

This commit is contained in:
Delyan Angelov
2022-11-05 08:08:01 +02:00
committed by GitHub
parent 131d07aede
commit b52b8429d4
21 changed files with 760 additions and 503 deletions

View File

@ -17,10 +17,8 @@ import gg
import gg.m4
import gx
import math
import sokol.gfx
//import sokol.sgl
// import sokol.sgl
import time
const (
@ -32,31 +30,27 @@ const (
struct App {
mut:
gg &gg.Context = unsafe { nil }
texture gfx.Image
init_flag bool
frame_count int
mouse_x int = -1
mouse_y int = -1
mouse_down bool
gg &gg.Context = unsafe { nil }
texture gfx.Image
init_flag bool
frame_count int
mouse_x int = -1
mouse_y int = -1
mouse_down bool
// glsl
cube_pip_glsl gfx.Pipeline
cube_bind gfx.Bindings
pipe map[string]gfx.Pipeline
bind map[string]gfx.Bindings
pipe map[string]gfx.Pipeline
bind map[string]gfx.Bindings
// time
ticks i64
ticks i64
// instances
inst_pos [num_inst]m4.Vec4
inst_pos [num_inst]m4.Vec4
// camera
camera_x f32
camera_z f32
camera_x f32
camera_z f32
}
/******************************************************************************
@ -64,13 +58,15 @@ mut:
******************************************************************************/
#flag -I @VMODROOT/.
#include "rt_glsl_instancing.h" # Should be generated with `v shader .` (see the instructions at the top of this file)
fn C.instancing_shader_desc(gfx.Backend) &gfx.ShaderDesc
/******************************************************************************
* Texture functions
******************************************************************************/
fn create_texture(w int, h int, buf byteptr) gfx.Image{
fn create_texture(w int, h int, buf byteptr) gfx.Image {
sz := w * h * 4
// vfmt off
mut img_desc := gfx.ImageDesc{
width: w
height: h
@ -83,9 +79,10 @@ fn create_texture(w int, h int, buf byteptr) gfx.Image{
label: &u8(0)
d3d11_texture: 0
}
// vfmt on
// comment if .dynamic is enabled
img_desc.data.subimage[0][0] = gfx.Range{
ptr: buf
ptr: buf
size: usize(sz)
}
@ -93,12 +90,12 @@ fn create_texture(w int, h int, buf byteptr) gfx.Image{
return sg_img
}
fn destroy_texture(sg_img gfx.Image){
fn destroy_texture(sg_img gfx.Image) {
gfx.destroy_image(sg_img)
}
// Use only if usage: .dynamic is enabled
fn update_text_texture(sg_img gfx.Image, w int, h int, buf byteptr){
fn update_text_texture(sg_img gfx.Image, w int, h int, buf byteptr) {
sz := w * h * 4
mut tmp_sbc := gfx.ImageData{}
tmp_sbc.subimage[0][0] = gfx.Range{
@ -122,23 +119,23 @@ fn update_text_texture(sg_img gfx.Image, w int, h int, buf byteptr){
*/
struct Vertex_t {
x f32
y f32
z f32
color u32
//u u16 // for compatibility with D3D11
//v u16 // for compatibility with D3D11
u f32
v f32
x f32
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) {
/* cube vertex buffer */
//d := u16(32767) // for compatibility with D3D11, 32767 stand for 1
// cube vertex buffer
// d := u16(32767) // for compatibility with D3D11, 32767 stand for 1
d := f32(1.0)
c := u32(0xFFFFFF_FF) // color RGBA8
// vfmt off
vertices := [
// Face 0
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
@ -171,54 +168,63 @@ fn init_cube_glsl_i(mut app App) {
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
]
// vfmt on
mut vert_buffer_desc := gfx.BufferDesc{label: c'cube-vertices'}
unsafe {vmemset(&vert_buffer_desc, 0, int(sizeof(vert_buffer_desc)))}
mut vert_buffer_desc := gfx.BufferDesc{
label: c'cube-vertices'
}
unsafe { vmemset(&vert_buffer_desc, 0, int(sizeof(vert_buffer_desc))) }
vert_buffer_desc.size = usize(vertices.len * int(sizeof(Vertex_t)))
vert_buffer_desc.data = gfx.Range{
ptr: vertices.data
size: usize(vertices.len * int(sizeof(Vertex_t)))
}
vert_buffer_desc.@type = .vertexbuffer
vert_buffer_desc.@type = .vertexbuffer
vbuf := gfx.make_buffer(&vert_buffer_desc)
/* create an instance buffer for the cube */
mut inst_buffer_desc := gfx.BufferDesc{label: c'instance-data'}
unsafe {vmemset(&inst_buffer_desc, 0, int(sizeof(inst_buffer_desc)))}
// create an instance buffer for the cube
mut inst_buffer_desc := gfx.BufferDesc{
label: c'instance-data'
}
unsafe { vmemset(&inst_buffer_desc, 0, int(sizeof(inst_buffer_desc))) }
inst_buffer_desc.size = usize(num_inst * int(sizeof(m4.Vec4)))
inst_buffer_desc.@type = .vertexbuffer
inst_buffer_desc.usage = .stream
inst_buffer_desc.@type = .vertexbuffer
inst_buffer_desc.usage = .stream
inst_buf := gfx.make_buffer(&inst_buffer_desc)
/* create an index buffer for the cube */
// create an index buffer for the cube
// vfmt off
indices := [
u16(0), 1, 2, 0, 2, 3,
6, 5, 4, 7, 6, 4,
8, 9, 10, 8, 10, 11,
14, 13, 12, 15, 14, 12,
16, 17, 18, 16, 18, 19,
22, 21, 20, 23, 22, 20
u16(0), 1, 2, 0, 2, 3,
6, 5, 4, 7, 6, 4,
8, 9, 10, 8, 10, 11,
14, 13, 12, 15, 14, 12,
16, 17, 18, 16, 18, 19,
22, 21, 20, 23, 22, 20,
]
// vfmt on
mut index_buffer_desc := gfx.BufferDesc{label: c'cube-indices'}
unsafe {vmemset(&index_buffer_desc, 0, int(sizeof(index_buffer_desc)))}
index_buffer_desc.size = usize(indices.len * int(sizeof(u16)))
mut index_buffer_desc := gfx.BufferDesc{
label: c'cube-indices'
}
unsafe { vmemset(&index_buffer_desc, 0, int(sizeof(index_buffer_desc))) }
index_buffer_desc.size = usize(indices.len * int(sizeof(u16)))
index_buffer_desc.data = gfx.Range{
ptr: indices.data
size: usize(indices.len * int(sizeof(u16)))
}
index_buffer_desc.@type = .indexbuffer
index_buffer_desc.@type = .indexbuffer
ibuf := gfx.make_buffer(&index_buffer_desc)
/* create shader */
// create shader
shader := gfx.make_shader(C.instancing_shader_desc(C.sg_query_backend()))
mut pipdesc := gfx.PipelineDesc{}
unsafe {vmemset(&pipdesc, 0, int(sizeof(pipdesc)))}
unsafe { vmemset(&pipdesc, 0, int(sizeof(pipdesc))) }
pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
// vfmt off
// 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
@ -233,6 +239,7 @@ fn init_cube_glsl_i(mut app App) {
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
// vfmt on
pipdesc.shader = shader
pipdesc.index_type = .uint16
@ -243,44 +250,46 @@ fn init_cube_glsl_i(mut app App) {
}
pipdesc.cull_mode = .back
pipdesc.label = "glsl_shader pipeline".str
pipdesc.label = 'glsl_shader pipeline'.str
mut bind := gfx.Bindings{}
unsafe {vmemset(&bind, 0, int(sizeof(bind)))}
bind.vertex_buffers[0] = vbuf // vertex buffer
bind.vertex_buffers[1] = inst_buf // instance buffer
bind.index_buffer = ibuf
unsafe { vmemset(&bind, 0, int(sizeof(bind))) }
bind.vertex_buffers[0] = vbuf // vertex buffer
bind.vertex_buffers[1] = inst_buf // instance buffer
bind.index_buffer = ibuf
bind.fs_images[C.SLOT_tex] = app.texture
app.bind['inst'] = bind
app.pipe['inst'] = gfx.make_pipeline(&pipdesc)
println("GLSL March init DONE!")
println('GLSL March init DONE!')
}
fn calc_tr_matrices(w f32, h f32, rx f32, ry f32, in_scale f32) m4.Mat4{
fn calc_tr_matrices(w f32, h f32, rx f32, ry f32, in_scale f32) m4.Mat4 {
// vfmt off
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
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]!})
// vfmt on
model := rym * rxm
scale_m := m4.scale(m4.Vec4{e:[in_scale, in_scale, in_scale, 1]!})
model := rym * rxm
scale_m := m4.scale(m4.Vec4{ e: [in_scale, in_scale, in_scale, 1]! })
res := (scale_m * model)* view_proj
res := (scale_m * model) * view_proj
return res
}
// triangles draw
fn draw_cube_glsl_i(mut app App){
fn draw_cube_glsl_i(mut app App) {
if app.init_flag == false {
return
}
ws := gg.window_size_real_pixels()
//ratio := f32(ws.width) / ws.height
dw := f32(ws.width / 2)
// 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)]
@ -296,25 +305,27 @@ fn draw_cube_glsl_i(mut app App){
time_ticks := f32(time.ticks() - app.ticks) / 1000
cube_size := 2
sz := 128 // field size dimension
cx := 64 // x center for the cubes
cz := 64 // z center for the cubes
//frame := (app.frame_count/4) % 100
for index in 0..num_inst {
cx := 64 // x center for the cubes
cz := 64 // z center for the cubes
// frame := (app.frame_count/4) % 100
for index in 0 .. num_inst {
x := f32(index % sz)
z := f32(index / sz)
// simply waves
y := f32(math.cos((x+time_ticks)/2.0)*math.sin(z/2.0))*2
y := f32(math.cos((x + time_ticks) / 2.0) * math.sin(z / 2.0)) * 2
// sombrero function
//r := ((x-cx)*(x-cx)+(z-cz)*(z-cz))/(sz/2)
//y := f32(math.sin(r+time_ticks)*4.0)
// r := ((x-cx)*(x-cx)+(z-cz)*(z-cz))/(sz/2)
// y := f32(math.sin(r+time_ticks)*4.0)
spare_param := f32(index % 10)
// vfmt off
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]!}
// vfmt on
}
range := gfx.Range{
ptr: unsafe { &app.inst_pos }
size: usize(num_inst * int(sizeof(m4.Vec4)))
}
gfx.update_buffer(app.bind['inst'].vertex_buffers[1], &range )
gfx.update_buffer(app.bind['inst'].vertex_buffers[1], &range)
// Uniforms
// *** vertex shadeer uniforms ***
@ -326,43 +337,44 @@ fn draw_cube_glsl_i(mut app App){
}
gfx.apply_uniforms(.vs, C.SLOT_vs_params_i, &vs_uniforms_range)
/*
/*
// *** fragment shader uniforms ***
time_ticks := f32(time.ticks() - app.ticks) / 1000
// vfmt off
mut tmp_fs_params := [
f32(ws.width), ws.height * ratio, // x,y resolution to pass to FS
0,0, // dont send mouse position
0,0, // dont send mouse position
//app.mouse_x, // mouse x
//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
time_ticks, // time as f32
app.frame_count, // frame count
0,0 // padding bytes , see "fs_params" struct paddings in rt_glsl.h
]!
// vfmt on
fs_uniforms_range := gfx.Range{
ptr: unsafe { &tmp_fs_params }
size: usize(sizeof(tmp_fs_params))
}
gfx.apply_uniforms(.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)
}
fn draw_start_glsl(app App){
fn draw_start_glsl(app App) {
if app.init_flag == false {
return
}
ws := gg.window_size_real_pixels()
//ratio := f32(ws.width) / ws.height
//dw := f32(ws.width / 2)
//dh := f32(ws.height / 2)
// ratio := f32(ws.width) / ws.height
// dw := f32(ws.width / 2)
// dh := f32(ws.height / 2)
gfx.apply_viewport(0, 0, ws.width, ws.height, true)
}
fn draw_end_glsl(app App){
fn draw_end_glsl(app App) {
gfx.end_pass()
gfx.commit()
}
@ -385,7 +397,7 @@ fn frame(mut app App) {
gfx.begin_default_pass(&pass_action, ws.width, ws.height)
draw_start_glsl(app)
draw_cube_glsl_i(mut app)
draw_cube_glsl_i(mut app)
draw_end_glsl(app)
app.frame_count++
}
@ -419,9 +431,9 @@ fn my_init(mut app App) {
tmp_txt[i + 3] = u8(0xFF)
} else {
col := if ((x + y) & 1) == 1 { 0xFF } else { 128 }
tmp_txt[i + 0] = u8(col) // red
tmp_txt[i + 1] = u8(col) // green
tmp_txt[i + 2] = u8(col) // blue
tmp_txt[i + 0] = u8(col) // red
tmp_txt[i + 1] = u8(col) // green
tmp_txt[i + 2] = u8(col) // blue
tmp_txt[i + 3] = u8(0xFF) // alpha
}
i += 4
@ -431,7 +443,6 @@ 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
@ -441,10 +452,10 @@ fn my_init(mut app App) {
* events handling
******************************************************************************/
fn my_event_manager(mut ev gg.Event, mut app App) {
if ev.typ == .mouse_down{
if ev.typ == .mouse_down {
app.mouse_down = true
}
if ev.typ == .mouse_up{
if ev.typ == .mouse_up {
app.mouse_down = false
}
if app.mouse_down == true && ev.typ == .mouse_move {
@ -467,7 +478,7 @@ fn my_event_manager(mut ev gg.Event, mut app App) {
.s { app.camera_z -= step }
.a { app.camera_x -= step }
.d { app.camera_x += step }
else{}
else {}
}
}
}
@ -475,12 +486,13 @@ fn my_event_manager(mut ev gg.Event, mut app App) {
/******************************************************************************
* Main
******************************************************************************/
fn main(){
fn main() {
// App init
mut app := &App{
gg: 0
}
// vfmt off
app.gg = gg.new_context(
width: win_width
height: win_height
@ -492,6 +504,7 @@ fn main(){
init_fn: my_init
event_fn: my_event_manager
)
// vfmt on
app.ticks = time.ticks()
app.gg.run()