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428 lines
10 KiB
V
428 lines
10 KiB
V
/**********************************************************************
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*
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* Sokol 3d cube demo
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*
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* Copyright (c) 2021 Dario Deledda. All rights reserved.
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* Use of this source code is governed by an MIT license
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* that can be found in the LICENSE file.
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*
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* TODO:
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* - add instancing
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* - add an exampel with shaders
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**********************************************************************/
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import gg
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import gx
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import math
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import sokol.sapp
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import sokol.gfx
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import sokol.sgl
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const (
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win_width = 800
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win_height = 800
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bg_color = gx.white
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)
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struct App {
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mut:
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gg &gg.Context = unsafe { nil }
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pip_3d sgl.Pipeline
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texture gfx.Image
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init_flag bool
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frame_count int
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mouse_x int = -1
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mouse_y int = -1
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}
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/******************************************************************************
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*
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* Texture functions
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*
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******************************************************************************/
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fn create_texture(w int, h int, buf &u8) gfx.Image {
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sz := w * h * 4
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mut img_desc := gfx.ImageDesc{
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width: w
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height: h
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num_mipmaps: 0
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min_filter: .linear
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mag_filter: .linear
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// usage: .dynamic
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wrap_u: .clamp_to_edge
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wrap_v: .clamp_to_edge
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label: &u8(0)
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d3d11_texture: 0
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}
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// commen if .dynamic is enabled
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img_desc.data.subimage[0][0] = gfx.Range{
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ptr: buf
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size: usize(sz)
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}
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sg_img := gfx.make_image(&img_desc)
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return sg_img
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}
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fn destroy_texture(sg_img gfx.Image) {
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gfx.destroy_image(sg_img)
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}
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// Use only if usage: .dynamic is enabled
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fn update_text_texture(sg_img gfx.Image, w int, h int, buf &u8) {
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sz := w * h * 4
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mut tmp_sbc := gfx.ImageData{}
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tmp_sbc.subimage[0][0] = gfx.Range{
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ptr: buf
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size: usize(sz)
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}
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gfx.update_image(sg_img, &tmp_sbc)
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}
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/******************************************************************************
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*
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* Draw functions
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*
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******************************************************************************/
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fn draw_triangle() {
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sgl.defaults()
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sgl.begin_triangles()
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sgl.v2f_c3b(0.0, 0.5, 255, 0, 0)
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sgl.v2f_c3b(-0.5, -0.5, 0, 0, 255)
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sgl.v2f_c3b(0.5, -0.5, 0, 255, 0)
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sgl.end()
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}
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// vertex specification for a cube with colored sides and texture coords
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fn cube() {
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sgl.begin_quads()
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// edge color
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sgl.c3f(1.0, 0.0, 0.0)
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// edge coord
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// x,y,z, texture cord: u,v
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sgl.v3f_t2f(-1.0, 1.0, -1.0, -1.0, 1.0)
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sgl.v3f_t2f(1.0, 1.0, -1.0, 1.0, 1.0)
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sgl.v3f_t2f(1.0, -1.0, -1.0, 1.0, -1.0)
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sgl.v3f_t2f(-1.0, -1.0, -1.0, -1.0, -1.0)
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sgl.c3f(0.0, 1.0, 0.0)
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sgl.v3f_t2f(-1.0, -1.0, 1.0, -1.0, 1.0)
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sgl.v3f_t2f(1.0, -1.0, 1.0, 1.0, 1.0)
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sgl.v3f_t2f(1.0, 1.0, 1.0, 1.0, -1.0)
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sgl.v3f_t2f(-1.0, 1.0, 1.0, -1.0, -1.0)
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sgl.c3f(0.0, 0.0, 1.0)
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sgl.v3f_t2f(-1.0, -1.0, 1.0, -1.0, 1.0)
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sgl.v3f_t2f(-1.0, 1.0, 1.0, 1.0, 1.0)
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sgl.v3f_t2f(-1.0, 1.0, -1.0, 1.0, -1.0)
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sgl.v3f_t2f(-1.0, -1.0, -1.0, -1.0, -1.0)
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sgl.c3f(1.0, 0.5, 0.0)
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sgl.v3f_t2f(1.0, -1.0, 1.0, -1.0, 1.0)
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sgl.v3f_t2f(1.0, -1.0, -1.0, 1.0, 1.0)
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sgl.v3f_t2f(1.0, 1.0, -1.0, 1.0, -1.0)
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sgl.v3f_t2f(1.0, 1.0, 1.0, -1.0, -1.0)
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sgl.c3f(0.0, 0.5, 1.0)
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sgl.v3f_t2f(1.0, -1.0, -1.0, -1.0, 1.0)
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sgl.v3f_t2f(1.0, -1.0, 1.0, 1.0, 1.0)
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sgl.v3f_t2f(-1.0, -1.0, 1.0, 1.0, -1.0)
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sgl.v3f_t2f(-1.0, -1.0, -1.0, -1.0, -1.0)
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sgl.c3f(1.0, 0.0, 0.5)
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sgl.v3f_t2f(-1.0, 1.0, -1.0, -1.0, 1.0)
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sgl.v3f_t2f(-1.0, 1.0, 1.0, 1.0, 1.0)
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sgl.v3f_t2f(1.0, 1.0, 1.0, 1.0, -1.0)
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sgl.v3f_t2f(1.0, 1.0, -1.0, -1.0, -1.0)
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sgl.end()
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}
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fn draw_cubes(app App) {
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rot := [f32(1.0) * (app.frame_count % 360), 0.5 * f32(app.frame_count % 360)]
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// rot := [f32(app.mouse_x), f32(app.mouse_y)]
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sgl.defaults()
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sgl.load_pipeline(app.pip_3d)
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sgl.matrix_mode_projection()
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sgl.perspective(sgl.rad(45.0), 1.0, 0.1, 100.0)
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sgl.matrix_mode_modelview()
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sgl.translate(0.0, 0.0, -12.0)
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sgl.rotate(sgl.rad(rot[0]), 1.0, 0.0, 0.0)
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sgl.rotate(sgl.rad(rot[1]), 0.0, 1.0, 0.0)
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cube()
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sgl.push_matrix()
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sgl.translate(0.0, 0.0, 3.0)
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sgl.scale(0.5, 0.5, 0.5)
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sgl.rotate(-2.0 * sgl.rad(rot[0]), 1.0, 0.0, 0.0)
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sgl.rotate(-2.0 * sgl.rad(rot[1]), 0.0, 1.0, 0.0)
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cube()
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sgl.push_matrix()
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sgl.translate(0.0, 0.0, 3.0)
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sgl.scale(0.5, 0.5, 0.5)
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sgl.rotate(-3.0 * sgl.rad(2 * rot[0]), 1.0, 0.0, 0.0)
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sgl.rotate(3.0 * sgl.rad(2 * rot[1]), 0.0, 0.0, 1.0)
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cube()
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sgl.pop_matrix()
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sgl.pop_matrix()
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}
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fn cube_t(r f32, g f32, b f32) {
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sgl.begin_quads()
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// edge color
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sgl.c3f(r, g, b)
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// edge coord
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// x,y,z, texture cord: u,v
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sgl.v3f_t2f(-1.0, 1.0, -1.0, 0.0, 0.25)
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sgl.v3f_t2f(1.0, 1.0, -1.0, 0.25, 0.25)
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sgl.v3f_t2f(1.0, -1.0, -1.0, 0.25, 0.0)
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sgl.v3f_t2f(-1.0, -1.0, -1.0, 0.0, 0.0)
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sgl.c3f(r, g, b)
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sgl.v3f_t2f(-1.0, -1.0, 1.0, 0.0, 0.25)
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sgl.v3f_t2f(1.0, -1.0, 1.0, 0.25, 0.25)
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sgl.v3f_t2f(1.0, 1.0, 1.0, 0.25, 0.0)
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sgl.v3f_t2f(-1.0, 1.0, 1.0, 0.0, 0.0)
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sgl.c3f(r, g, b)
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sgl.v3f_t2f(-1.0, -1.0, 1.0, 0.0, 0.25)
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sgl.v3f_t2f(-1.0, 1.0, 1.0, 0.25, 0.25)
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sgl.v3f_t2f(-1.0, 1.0, -1.0, 0.25, 0.0)
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sgl.v3f_t2f(-1.0, -1.0, -1.0, 0.0, 0.0)
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sgl.c3f(r, g, b)
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sgl.v3f_t2f(1.0, -1.0, 1.0, 0.0, 0.25)
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sgl.v3f_t2f(1.0, -1.0, -1.0, 0.25, 0.25)
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sgl.v3f_t2f(1.0, 1.0, -1.0, 0.25, 0.0)
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sgl.v3f_t2f(1.0, 1.0, 1.0, 0.0, 0.0)
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sgl.c3f(r, g, b)
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sgl.v3f_t2f(1.0, -1.0, -1.0, 0.0, 0.25)
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sgl.v3f_t2f(1.0, -1.0, 1.0, 0.25, 0.25)
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sgl.v3f_t2f(-1.0, -1.0, 1.0, 0.25, 0.0)
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sgl.v3f_t2f(-1.0, -1.0, -1.0, 0.0, 0.0)
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sgl.c3f(r, g, b)
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sgl.v3f_t2f(-1.0, 1.0, -1.0, 0.0, 0.25)
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sgl.v3f_t2f(-1.0, 1.0, 1.0, 0.25, 0.25)
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sgl.v3f_t2f(1.0, 1.0, 1.0, 0.25, 0.0)
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sgl.v3f_t2f(1.0, 1.0, -1.0, 0.0, 0.0)
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sgl.end()
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}
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fn draw_texture_cubes(app App) {
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rot := [f32(app.mouse_x), f32(app.mouse_y)]
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sgl.defaults()
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sgl.load_pipeline(app.pip_3d)
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sgl.enable_texture()
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sgl.texture(app.texture)
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sgl.matrix_mode_projection()
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sgl.perspective(sgl.rad(45.0), 1.0, 0.1, 100.0)
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sgl.matrix_mode_modelview()
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sgl.translate(0.0, 0.0, -12.0)
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sgl.rotate(sgl.rad(rot[0]), 1.0, 0.0, 0.0)
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sgl.rotate(sgl.rad(rot[1]), 0.0, 1.0, 0.0)
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cube_t(1, 1, 1)
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sgl.push_matrix()
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sgl.translate(0.0, 0.0, 3.0)
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sgl.scale(0.5, 0.5, 0.5)
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sgl.rotate(-2.0 * sgl.rad(rot[0]), 1.0, 0.0, 0.0)
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sgl.rotate(-2.0 * sgl.rad(rot[1]), 0.0, 1.0, 0.0)
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cube_t(1, 1, 1)
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sgl.push_matrix()
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sgl.translate(0.0, 0.0, 3.0)
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sgl.scale(0.5, 0.5, 0.5)
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sgl.rotate(-3.0 * sgl.rad(2 * rot[0]), 1.0, 0.0, 0.0)
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sgl.rotate(3.0 * sgl.rad(2 * rot[1]), 0.0, 0.0, 1.0)
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cube_t(1, 1, 1)
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sgl.pop_matrix()
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sgl.pop_matrix()
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sgl.disable_texture()
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}
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fn cube_field(app App) {
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rot := [f32(app.mouse_x), f32(app.mouse_y)]
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xyz_sz := f32(2.0)
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field_size := 20
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sgl.defaults()
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sgl.load_pipeline(app.pip_3d)
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sgl.enable_texture()
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sgl.texture(app.texture)
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sgl.matrix_mode_projection()
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sgl.perspective(sgl.rad(45.0), 1.0, 0.1, 200.0)
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sgl.matrix_mode_modelview()
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sgl.translate(field_size, 0.0, -120.0)
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sgl.rotate(sgl.rad(rot[0]), 0.0, 1.0, 0.0)
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sgl.rotate(sgl.rad(rot[1]), 1.0, 0.0, 0.0)
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// draw field_size*field_size cubes
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for y in 0 .. field_size {
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for x in 0 .. field_size {
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sgl.push_matrix()
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z := f32(math.cos(f32(x * 2) / field_size) * math.sin(f32(y * 2) / field_size) * xyz_sz) * (xyz_sz * 5)
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sgl.translate(x * xyz_sz, z, y * xyz_sz)
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cube_t(f32(f32(x) / field_size), f32(f32(y) / field_size), 1)
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sgl.pop_matrix()
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}
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}
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sgl.disable_texture()
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}
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fn frame(mut app App) {
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ws := gg.window_size_real_pixels()
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ratio := f32(ws.width) / ws.height
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dw := ws.width
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dh := ws.height
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ww := int(dh / 3) // not a bug
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hh := int(dh / 3)
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x0 := int(f32(dw) * 0.05)
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// x1 := dw/2
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y0 := 0
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y1 := int(f32(dh) * 0.5)
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app.gg.begin()
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// sgl.defaults()
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// 2d triangle
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sgl.viewport(x0, y0, ww, hh, true)
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draw_triangle()
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// colored cubes with viewport
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sgl.viewport(x0, y1, ww, hh, true)
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draw_cubes(app)
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// textured cubed with viewport
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sgl.viewport(0, int(dh / 5), dw, int(dh * ratio), true)
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draw_texture_cubes(app)
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// textured field of cubes with viewport
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sgl.viewport(0, int(dh / 5), dw, int(dh * ratio), true)
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cube_field(app)
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app.frame_count++
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app.gg.end()
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}
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/******************************************************************************
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*
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* Init / Cleanup
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*
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******************************************************************************/
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fn my_init(mut app App) {
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app.init_flag = true
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// set max vertices,
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// for a large number of the same type of object it is better use the instances!!
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desc := sapp.create_desc()
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gfx.setup(&desc)
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sgl_desc := sgl.Desc{
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max_vertices: 50 * 65536
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}
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sgl.setup(&sgl_desc)
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// 3d pipeline
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mut pipdesc := gfx.PipelineDesc{}
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unsafe { vmemset(&pipdesc, 0, int(sizeof(pipdesc))) }
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color_state := gfx.ColorState{
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blend: gfx.BlendState{
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enabled: true
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src_factor_rgb: .src_alpha
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dst_factor_rgb: .one_minus_src_alpha
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}
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}
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pipdesc.colors[0] = color_state
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pipdesc.depth = gfx.DepthState{
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write_enabled: true
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compare: .less_equal
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}
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pipdesc.cull_mode = .back
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app.pip_3d = sgl.make_pipeline(&pipdesc)
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// create chessboard texture 256*256 RGBA
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w := 256
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h := 256
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sz := w * h * 4
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tmp_txt := unsafe { malloc(sz) }
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mut i := 0
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for i < sz {
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unsafe {
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y := (i >> 0x8) >> 5 // 8 cell
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x := (i & 0xFF) >> 5 // 8 cell
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// upper left corner
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if x == 0 && y == 0 {
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tmp_txt[i] = u8(0xFF)
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tmp_txt[i + 1] = u8(0)
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tmp_txt[i + 2] = u8(0)
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tmp_txt[i + 3] = u8(0xFF)
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}
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// low right corner
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else if x == 7 && y == 7 {
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tmp_txt[i] = u8(0)
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tmp_txt[i + 1] = u8(0xFF)
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tmp_txt[i + 2] = u8(0)
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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 { 0 }
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tmp_txt[i] = 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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}
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}
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unsafe {
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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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}
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/******************************************************************************
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*
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* event
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*
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******************************************************************************/
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fn my_event_manager(mut ev gg.Event, mut app App) {
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if ev.typ == .mouse_move {
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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.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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app.mouse_x = int(touch_point.pos_x)
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app.mouse_y = int(touch_point.pos_y)
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}
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}
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}
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/******************************************************************************
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*
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* Main
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*
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******************************************************************************/
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// is needed for easier diagnostics on windows
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[console]
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fn main() {
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// App init
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mut app := &App{
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gg: 0
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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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create_window: true
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window_title: '3D Cube Demo'
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user_data: app
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bg_color: bg_color
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frame_fn: frame
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init_fn: my_init
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event_fn: my_event_manager
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)
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app.gg.run()
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}
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