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439 lines
12 KiB
V
439 lines
12 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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* HOW TO COMPILE SHADERS:
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* - download the sokol shader convertor tool from https://github.com/floooh/sokol-tools-bin
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*
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* - compile the .glsl shader with:
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* linux : sokol-shdc --input rt_glsl.glsl --output rt_glsl.h --slang glsl330
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* windows: sokol-shdc.exe --input rt_glsl.glsl --output rt_glsl.h --slang glsl330
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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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* - glsl300es: GLES3 / WebGL2
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* - hlsl4: D3D11
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* - hlsl5: D3D11
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* - metal_macos: Metal on macOS
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* - metal_ios: Metal on iOS device
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* - metal_sim: Metal on iOS simulator
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* - wgpu: WebGPU
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*
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* you can have multiple platforms at the same time passing parameters like this: --slang glsl330:hlsl5:metal_macos
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* for further infos have a look at the sokol shader tool docs.
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*
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* TODO:
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* - frame counter
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**********************************************************************/
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import gg
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import gg.m4
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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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import time
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// GLSL Include and functions
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#flag -I @VMODROOT/.
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#include "rt_glsl.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.rt_shader_desc(gfx.Backend) &C.sg_shader_desc
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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
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texture C.sg_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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// glsl
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cube_pip_glsl C.sg_pipeline
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cube_bind C.sg_bindings
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// time
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ticks i64
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}
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/******************************************************************************
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* Texture functions
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******************************************************************************/
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fn create_texture(w int, h int, buf &byte) C.sg_image {
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sz := w * h * 4
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mut img_desc := C.sg_image_desc{
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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: &byte(0)
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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.data.subimage[0][0] = C.sg_range{
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ptr: buf
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size: usize(sz)
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}
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sg_img := C.sg_make_image(&img_desc)
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return sg_img
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}
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fn destroy_texture(sg_img C.sg_image) {
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C.sg_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 C.sg_image, w int, h int, buf &byte) {
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sz := w * h * 4
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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: usize(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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/******************************************************************************
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* Draw functions
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******************************************************************************
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Cube vertex buffer with packed vertex formats for color and texture coords.
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Note that a vertex format which must be portable across all
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backends must only use the normalized integer formats
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(BYTE4N, UBYTE4N, SHORT2N, SHORT4N), which can be converted
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to floating point formats in the vertex shader inputs.
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The reason is that D3D11 cannot convert from non-normalized
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formats to floating point inputs (only to integer inputs),
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and WebGL2 / GLES2 don't support integer vertex shader inputs.
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*/
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struct Vertex_t {
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x f32
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y f32
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z f32
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color u32
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u f32
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v f32
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// u u16 // for compatibility with D3D11
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// v u16 // for compatibility with D3D11
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}
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fn init_cube_glsl(mut app App) {
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// cube vertex buffer
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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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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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Vertex_t{ 1.0, -1.0, -1.0, c, d, 0},
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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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// Face 1
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Vertex_t{-1.0, -1.0, 1.0, c, 0, 0},
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Vertex_t{ 1.0, -1.0, 1.0, c, d, 0},
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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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// Face 2
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, 1.0, -1.0, c, d, 0},
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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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// Face 3
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Vertex_t{ 1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{ 1.0, 1.0, -1.0, c, d, 0},
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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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// Face 4
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
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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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// Face 5
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Vertex_t{-1.0, 1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
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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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mut vert_buffer_desc := C.sg_buffer_desc{label: c'cube-vertices'}
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unsafe { C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc)) }
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vert_buffer_desc.size = usize(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: usize(vertices.len * int(sizeof(Vertex_t)))
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}
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vert_buffer_desc.@type = .vertexbuffer
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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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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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]
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mut index_buffer_desc := C.sg_buffer_desc{label: c'cube-indices'}
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unsafe {C.memset(&index_buffer_desc, 0, 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 = C.sg_range{
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ptr: indices.data
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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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ibuf := gfx.make_buffer(&index_buffer_desc)
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// create shader
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shader := gfx.make_shader(C.rt_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_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_texcoord0].format = .short2n // u,v as u16
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pipdesc.shader = shader
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pipdesc.index_type = .uint16
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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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app.cube_bind.vertex_buffers[0] = vbuf
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app.cube_bind.index_buffer = ibuf
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app.cube_bind.fs_images[C.SLOT_tex] = app.texture
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app.cube_pip_glsl = gfx.make_pipeline(&pipdesc)
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println('GLSL init DONE!')
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}
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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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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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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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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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return res
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}
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fn draw_cube_glsl(app App) {
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if app.init_flag == false {
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return
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}
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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 := f32(ws.width / 2)
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dh := f32(ws.height / 2)
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// use the following commented lines to rotate the 3d glsl cube
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// rot := [f32(app.mouse_y), f32(app.mouse_x)]
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// calc_tr_matrices(dw, dh, rot[0], rot[1] ,2.3)
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tr_matrix := calc_tr_matrices(dw, dh, 0, 0, 2.3)
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gfx.apply_viewport(0, 0, ws.width, ws.height, true)
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// apply the pipline and bindings
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gfx.apply_pipeline(app.cube_pip_glsl)
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gfx.apply_bindings(app.cube_bind)
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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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vs_uniforms_range := C.sg_range{
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ptr: &tr_matrix
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size: usize(4 * 16)
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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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// *** 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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f32(ws.width),
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ws.height * ratio, // x,y resolution to pass to FS
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app.mouse_x, // mouse x
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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,
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0 // padding bytes , see "fs_params" struct paddings in rt_glsl.h
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]!
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fs_uniforms_range := C.sg_range{
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ptr: unsafe { &tmp_fs_params }
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size: usize(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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// 3 vertices for triangle * 2 triangles per face * 6 faces = 36 vertices to draw
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gfx.draw(0, (3 * 2) * 6, 1)
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gfx.end_pass()
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gfx.commit()
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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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// 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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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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// glsl cube
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draw_cube_glsl(app)
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app.frame_count++
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}
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/******************************************************************************
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* Init / Cleanup
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******************************************************************************/
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fn my_init(mut app App) {
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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 := C.sgl_desc_t{
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max_vertices: 50 * 65536
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}
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sgl.setup(&sgl_desc)
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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 + 0] = byte(0xFF)
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tmp_txt[i + 1] = byte(0)
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tmp_txt[i + 2] = byte(0)
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tmp_txt[i + 3] = byte(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 + 0] = byte(0)
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tmp_txt[i + 1] = byte(0xFF)
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tmp_txt[i + 2] = byte(0)
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tmp_txt[i + 3] = byte(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] = byte(col) // red
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tmp_txt[i + 1] = byte(col) // green
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tmp_txt[i + 2] = byte(col) // blue
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tmp_txt[i + 3] = byte(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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// glsl
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init_cube_glsl(mut app)
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app.init_flag = true
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}
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fn cleanup(mut app App) {
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gfx.shutdown()
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}
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/******************************************************************************
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* events handling
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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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* Main
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******************************************************************************/
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[console] // is needed for easier diagnostics on windows
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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 Ray Marching Cube'
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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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cleanup_fn: cleanup
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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.gg.run()
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}
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