mirror of
https://github.com/vlang/v.git
synced 2023-08-10 21:13:21 +03:00
611 lines
16 KiB
V
611 lines
16 KiB
V
/**********************************************************************
|
|
*
|
|
* Sokol 3d cube demo
|
|
*
|
|
* Copyright (c) 2021 Dario Deledda. All rights reserved.
|
|
* Use of this source code is governed by an MIT license
|
|
* that can be found in the LICENSE file.
|
|
*
|
|
* HOW TO COMPILE SHADERS:
|
|
* Run `v shader .` in this directory to compile the shaders.
|
|
* For more info and help with shader compilation see `docs.md` and `v help shader`.
|
|
*
|
|
* TODO:
|
|
* - add instancing
|
|
**********************************************************************/
|
|
import gg
|
|
import gx
|
|
// import math
|
|
import sokol.sapp
|
|
import sokol.gfx
|
|
import sokol.sgl
|
|
import time
|
|
import gg.m4
|
|
|
|
// GLSL Include and functions
|
|
#flag -I @VMODROOT/.
|
|
#include "cube_glsl.h" # Should be generated with `v shader .` (see the instructions at the top of this file)
|
|
|
|
fn C.cube_shader_desc(gfx.Backend) &gfx.ShaderDesc
|
|
|
|
const (
|
|
win_width = 800
|
|
win_height = 800
|
|
bg_color = gx.white
|
|
)
|
|
|
|
struct App {
|
|
mut:
|
|
gg &gg.Context
|
|
pip_3d C.sgl_pipeline
|
|
texture gfx.Image
|
|
init_flag bool
|
|
frame_count int
|
|
mouse_x int = -1
|
|
mouse_y int = -1
|
|
// glsl
|
|
cube_pip_glsl gfx.Pipeline
|
|
cube_bind gfx.Bindings
|
|
// time
|
|
ticks i64
|
|
}
|
|
|
|
/******************************************************************************
|
|
*
|
|
* Texture functions
|
|
*
|
|
******************************************************************************/
|
|
fn create_texture(w int, h int, buf &byte) gfx.Image {
|
|
sz := w * h * 4
|
|
mut img_desc := gfx.ImageDesc{
|
|
width: w
|
|
height: h
|
|
num_mipmaps: 0
|
|
min_filter: .linear
|
|
mag_filter: .linear
|
|
// usage: .dynamic
|
|
wrap_u: .clamp_to_edge
|
|
wrap_v: .clamp_to_edge
|
|
label: &byte(0)
|
|
d3d11_texture: 0
|
|
}
|
|
// comment if .dynamic is enabled
|
|
img_desc.data.subimage[0][0] = gfx.Range{
|
|
ptr: buf
|
|
size: usize(sz)
|
|
}
|
|
|
|
sg_img := gfx.make_image(&img_desc)
|
|
return sg_img
|
|
}
|
|
|
|
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 &byte) {
|
|
sz := w * h * 4
|
|
mut tmp_sbc := gfx.ImageData{}
|
|
tmp_sbc.subimage[0][0] = gfx.Range{
|
|
ptr: buf
|
|
size: usize(sz)
|
|
}
|
|
gfx.update_image(sg_img, &tmp_sbc)
|
|
}
|
|
|
|
/******************************************************************************
|
|
*
|
|
* Draw functions
|
|
*
|
|
******************************************************************************/
|
|
fn draw_triangle() {
|
|
sgl.defaults()
|
|
sgl.begin_triangles()
|
|
sgl.v2f_c3b( 0.0, 0.5, 255, 0 , 0 )
|
|
sgl.v2f_c3b(-0.5, -0.5, 0, 0 , 255)
|
|
sgl.v2f_c3b( 0.5, -0.5, 0, 255, 0 )
|
|
sgl.end()
|
|
}
|
|
|
|
// vertex specification for a cube with colored sides and texture coords
|
|
fn cube() {
|
|
sgl.begin_quads()
|
|
// edge color
|
|
sgl.c3f(1.0, 0.0, 0.0)
|
|
// edge coord
|
|
// x,y,z, texture cord: u,v
|
|
sgl.v3f_t2f(-1.0, 1.0, -1.0, -1.0, 1.0)
|
|
sgl.v3f_t2f( 1.0, 1.0, -1.0, 1.0, 1.0)
|
|
sgl.v3f_t2f( 1.0, -1.0, -1.0, 1.0, -1.0)
|
|
sgl.v3f_t2f(-1.0, -1.0, -1.0, -1.0, -1.0)
|
|
sgl.c3f(0.0, 1.0, 0.0)
|
|
sgl.v3f_t2f(-1.0, -1.0, 1.0, -1.0, 1.0)
|
|
sgl.v3f_t2f( 1.0, -1.0, 1.0, 1.0, 1.0)
|
|
sgl.v3f_t2f( 1.0, 1.0, 1.0, 1.0, -1.0)
|
|
sgl.v3f_t2f(-1.0, 1.0, 1.0, -1.0, -1.0)
|
|
sgl.c3f(0.0, 0.0, 1.0)
|
|
sgl.v3f_t2f(-1.0, -1.0, 1.0, -1.0, 1.0)
|
|
sgl.v3f_t2f(-1.0, 1.0, 1.0, 1.0, 1.0)
|
|
sgl.v3f_t2f(-1.0, 1.0, -1.0, 1.0, -1.0)
|
|
sgl.v3f_t2f(-1.0, -1.0, -1.0, -1.0, -1.0)
|
|
sgl.c3f(1.0, 0.5, 0.0)
|
|
sgl.v3f_t2f(1.0, -1.0, 1.0, -1.0, 1.0)
|
|
sgl.v3f_t2f(1.0, -1.0, -1.0, 1.0, 1.0)
|
|
sgl.v3f_t2f(1.0, 1.0, -1.0, 1.0, -1.0)
|
|
sgl.v3f_t2f(1.0, 1.0, 1.0, -1.0, -1.0)
|
|
sgl.c3f(0.0, 0.5, 1.0)
|
|
sgl.v3f_t2f( 1.0, -1.0, -1.0, -1.0, 1.0)
|
|
sgl.v3f_t2f( 1.0, -1.0, 1.0, 1.0, 1.0)
|
|
sgl.v3f_t2f(-1.0, -1.0, 1.0, 1.0, -1.0)
|
|
sgl.v3f_t2f(-1.0, -1.0, -1.0, -1.0, -1.0)
|
|
sgl.c3f(1.0, 0.0, 0.5)
|
|
sgl.v3f_t2f(-1.0, 1.0, -1.0, -1.0, 1.0)
|
|
sgl.v3f_t2f(-1.0, 1.0, 1.0, 1.0, 1.0)
|
|
sgl.v3f_t2f( 1.0, 1.0, 1.0, 1.0, -1.0)
|
|
sgl.v3f_t2f( 1.0, 1.0, -1.0, -1.0, -1.0)
|
|
sgl.end()
|
|
}
|
|
|
|
fn draw_cubes(app App) {
|
|
rot := [f32(1.0) * (app.frame_count % 360), 0.5 * f32(app.frame_count % 360)]
|
|
// rot := [f32(app.mouse_x), f32(app.mouse_y)]
|
|
|
|
sgl.defaults()
|
|
sgl.load_pipeline(app.pip_3d)
|
|
|
|
sgl.matrix_mode_projection()
|
|
sgl.perspective(sgl.rad(45.0), 1.0, 0.1, 100.0)
|
|
|
|
sgl.matrix_mode_modelview()
|
|
sgl.translate(0.0, 0.0, -12.0)
|
|
sgl.rotate(sgl.rad(rot[0]), 1.0, 0.0, 0.0)
|
|
sgl.rotate(sgl.rad(rot[1]), 0.0, 1.0, 0.0)
|
|
cube()
|
|
sgl.push_matrix()
|
|
sgl.translate(0.0, 0.0, 3.0)
|
|
sgl.scale(0.5, 0.5, 0.5)
|
|
sgl.rotate(-2.0 * sgl.rad(rot[0]), 1.0, 0.0, 0.0)
|
|
sgl.rotate(-2.0 * sgl.rad(rot[1]), 0.0, 1.0, 0.0)
|
|
cube()
|
|
sgl.push_matrix()
|
|
sgl.translate(0.0, 0.0, 3.0)
|
|
sgl.scale(0.5, 0.5, 0.5)
|
|
sgl.rotate(-3.0 * sgl.rad(2 * rot[0]), 1.0, 0.0, 0.0)
|
|
sgl.rotate( 3.0 * sgl.rad(2 * rot[1]), 0.0, 0.0, 1.0)
|
|
cube()
|
|
sgl.pop_matrix()
|
|
sgl.pop_matrix()
|
|
}
|
|
|
|
fn cube_texture(r f32, g f32, b f32) {
|
|
sgl.begin_quads()
|
|
// edge color
|
|
sgl.c3f(r, g, b)
|
|
// edge coord
|
|
// x,y,z, texture cord: u,v
|
|
sgl.v3f_t2f(-1.0, 1.0, -1.0, 0.0 , 0.25)
|
|
sgl.v3f_t2f( 1.0, 1.0, -1.0, 0.25, 0.25)
|
|
sgl.v3f_t2f( 1.0, -1.0, -1.0, 0.25, 0.0 )
|
|
sgl.v3f_t2f(-1.0, -1.0, -1.0, 0.0 , 0.0 )
|
|
sgl.c3f(r, g, b)
|
|
sgl.v3f_t2f(-1.0, -1.0, 1.0, 0.0 , 0.25)
|
|
sgl.v3f_t2f( 1.0, -1.0, 1.0, 0.25, 0.25)
|
|
sgl.v3f_t2f( 1.0, 1.0, 1.0, 0.25, 0.0 )
|
|
sgl.v3f_t2f(-1.0, 1.0, 1.0, 0.0 , 0.0 )
|
|
sgl.c3f(r, g, b)
|
|
sgl.v3f_t2f(-1.0, -1.0, 1.0, 0.0 , 0.25)
|
|
sgl.v3f_t2f(-1.0, 1.0, 1.0, 0.25, 0.25)
|
|
sgl.v3f_t2f(-1.0, 1.0, -1.0, 0.25, 0.0 )
|
|
sgl.v3f_t2f(-1.0, -1.0, -1.0, 0.0 , 0.0 )
|
|
sgl.c3f(r, g, b)
|
|
sgl.v3f_t2f(1.0, -1.0, 1.0, 0.0 , 0.25)
|
|
sgl.v3f_t2f(1.0, -1.0, -1.0, 0.25, 0.25)
|
|
sgl.v3f_t2f(1.0, 1.0, -1.0, 0.25, 0.0 )
|
|
sgl.v3f_t2f(1.0, 1.0, 1.0, 0.0 , 0.0 )
|
|
sgl.c3f(r, g, b)
|
|
sgl.v3f_t2f( 1.0, -1.0, -1.0, 0.0 , 0.25)
|
|
sgl.v3f_t2f( 1.0, -1.0, 1.0, 0.25, 0.25)
|
|
sgl.v3f_t2f(-1.0, -1.0, 1.0, 0.25, 0.0 )
|
|
sgl.v3f_t2f(-1.0, -1.0, -1.0, 0.0 , 0.0 )
|
|
sgl.c3f(r, g, b)
|
|
sgl.v3f_t2f(-1.0, 1.0, -1.0, 0.0 , 0.25)
|
|
sgl.v3f_t2f(-1.0, 1.0, 1.0, 0.25, 0.25)
|
|
sgl.v3f_t2f( 1.0, 1.0, 1.0, 0.25, 0.0 )
|
|
sgl.v3f_t2f( 1.0, 1.0, -1.0, 0.0 , 0.0 )
|
|
sgl.end()
|
|
}
|
|
|
|
/*
|
|
Cube vertex buffer with packed vertex formats for color and texture coords.
|
|
Note that a vertex format which must be portable across all
|
|
backends must only use the normalized integer formats
|
|
(BYTE4N, UBYTE4N, SHORT2N, SHORT4N), which can be converted
|
|
to floating point formats in the vertex shader inputs.
|
|
The reason is that D3D11 cannot convert from non-normalized
|
|
formats to floating point inputs (only to integer inputs),
|
|
and WebGL2 / GLES2 don't support integer vertex shader inputs.
|
|
*/
|
|
|
|
struct Vertex_t {
|
|
x f32
|
|
y f32
|
|
z f32
|
|
color u32
|
|
// u u16
|
|
// v u16
|
|
u f32
|
|
v f32
|
|
}
|
|
|
|
fn init_cube_glsl(mut app App) {
|
|
// cube vertex buffer
|
|
// d := u16(32767/8) // for compatibility with D3D11, 32767 stand for 1
|
|
d := f32(1.0) // 0.05)
|
|
c := u32(0xFFFFFF_FF) // color RGBA8
|
|
vertices := [
|
|
// Face 0
|
|
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
|
|
Vertex_t{ 1.0, -1.0, -1.0, c, d, 0},
|
|
Vertex_t{ 1.0, 1.0, -1.0, c, d, d},
|
|
Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
|
|
// Face 1
|
|
Vertex_t{-1.0, -1.0, 1.0, c, 0, 0},
|
|
Vertex_t{ 1.0, -1.0, 1.0, c, d, 0},
|
|
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
|
|
Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
|
|
// Face 2
|
|
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
|
|
Vertex_t{-1.0, 1.0, -1.0, c, d, 0},
|
|
Vertex_t{-1.0, 1.0, 1.0, c, d, d},
|
|
Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
|
|
// Face 3
|
|
Vertex_t{ 1.0, -1.0, -1.0, c, 0, 0},
|
|
Vertex_t{ 1.0, 1.0, -1.0, c, d, 0},
|
|
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
|
|
Vertex_t{ 1.0, -1.0, 1.0, c, 0, d},
|
|
// Face 4
|
|
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
|
|
Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
|
|
Vertex_t{ 1.0, -1.0, 1.0, c, d, d},
|
|
Vertex_t{ 1.0, -1.0, -1.0, c, 0, d},
|
|
// Face 5
|
|
Vertex_t{-1.0, 1.0, -1.0, c, 0, 0},
|
|
Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
|
|
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
|
|
Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
|
|
]
|
|
|
|
mut vert_buffer_desc := gfx.BufferDesc{label: c'cube-vertices'}
|
|
unsafe { C.memset(&vert_buffer_desc, 0, 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.usage = .immutable
|
|
vbuf := gfx.make_buffer(&vert_buffer_desc)
|
|
|
|
/* create an index buffer for the cube */
|
|
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
|
|
]
|
|
|
|
mut index_buffer_desc := gfx.BufferDesc{label: c'cube-indices'}
|
|
unsafe { C.memset(&index_buffer_desc, 0, 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
|
|
ibuf := gfx.make_buffer(&index_buffer_desc)
|
|
|
|
// create shader
|
|
shader := gfx.make_shader(C.cube_shader_desc(C.sg_query_backend()))
|
|
|
|
mut pipdesc := gfx.PipelineDesc{}
|
|
unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
|
|
|
|
pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
|
|
// the constants [C.ATTR_vs_pos, C.ATTR_vs_color0, C.ATTR_vs_texcoord0] are generated bysokol-shdc
|
|
pipdesc.layout.attrs[C.ATTR_vs_pos ].format = .float3 // x,y,z as f32
|
|
pipdesc.layout.attrs[C.ATTR_vs_color0 ].format = .ubyte4n // color as u32
|
|
pipdesc.layout.attrs[C.ATTR_vs_texcoord0].format = .float2 // u,v as f32
|
|
// pipdesc.layout.attrs[C.ATTR_vs_texcoord0].format = .short2n // u,v as u16
|
|
|
|
pipdesc.shader = shader
|
|
pipdesc.index_type = .uint16
|
|
|
|
pipdesc.depth = gfx.DepthState{
|
|
write_enabled: true
|
|
compare: .less_equal
|
|
}
|
|
pipdesc.cull_mode = .back
|
|
|
|
pipdesc.label = 'glsl_shader pipeline'.str
|
|
|
|
app.cube_bind.vertex_buffers[0] = vbuf
|
|
app.cube_bind.index_buffer = ibuf
|
|
app.cube_bind.fs_images[C.SLOT_tex] = app.texture
|
|
app.cube_pip_glsl = gfx.make_pipeline(&pipdesc)
|
|
println('GLSL init DONE!')
|
|
}
|
|
|
|
fn draw_cube_glsl(app App) {
|
|
if app.init_flag == false {
|
|
return
|
|
}
|
|
|
|
rot := [f32(app.mouse_y), f32(app.mouse_x)]
|
|
|
|
ws := gg.window_size_real_pixels()
|
|
// ratio := f32(ws.width)/ws.height
|
|
dw := f32(ws.width / 2)
|
|
dh := f32(ws.height / 2)
|
|
|
|
tr_matrix := m4.calc_tr_matrices(dw, dh, rot[0], rot[1], 2.0)
|
|
gfx.apply_viewport(ws.width / 2, 0, ws.width / 2, ws.height / 2, true)
|
|
|
|
// apply the pipline and bindings
|
|
gfx.apply_pipeline(app.cube_pip_glsl)
|
|
gfx.apply_bindings(app.cube_bind)
|
|
|
|
//***************
|
|
// Uniforms
|
|
//***************
|
|
// passing the view matrix as uniform
|
|
// res is a 4x4 matrix of f32 thus: 4*16 byte of size
|
|
vs_uniforms_range := gfx.Range{
|
|
ptr: &tr_matrix
|
|
size: usize(4 * 16)
|
|
}
|
|
gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params, &vs_uniforms_range)
|
|
|
|
// fs uniforms
|
|
time_ticks := f32(time.ticks() - app.ticks) / 1000
|
|
mut text_res := [
|
|
f32(512),
|
|
512, /* x,y resolution to pass to FS */
|
|
time_ticks, /* time as f32 */
|
|
0 /* padding 4 Bytes == 1 f32 */,
|
|
]!
|
|
fs_uniforms_range := gfx.Range{
|
|
ptr: unsafe { &text_res }
|
|
size: usize(4 * 4)
|
|
}
|
|
gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params, &fs_uniforms_range)
|
|
|
|
gfx.draw(0, (3 * 2) * 6, 1)
|
|
gfx.end_pass()
|
|
gfx.commit()
|
|
}
|
|
|
|
fn draw_texture_cubes(app App) {
|
|
rot := [f32(app.mouse_x), f32(app.mouse_y)]
|
|
sgl.defaults()
|
|
sgl.load_pipeline(app.pip_3d)
|
|
|
|
sgl.enable_texture()
|
|
sgl.texture(app.texture)
|
|
|
|
sgl.matrix_mode_projection()
|
|
sgl.perspective(sgl.rad(45.0), 1.0, 0.1, 100.0)
|
|
|
|
sgl.matrix_mode_modelview()
|
|
sgl.translate(0.0, 0.0, -12.0)
|
|
sgl.rotate(sgl.rad(rot[0]), 1.0, 0.0, 0.0)
|
|
sgl.rotate(sgl.rad(rot[1]), 0.0, 1.0, 0.0)
|
|
cube_texture(1, 1, 1)
|
|
sgl.push_matrix()
|
|
sgl.translate(0.0, 0.0, 3.0)
|
|
sgl.scale(0.5, 0.5, 0.5)
|
|
sgl.rotate(-2.0 * sgl.rad(rot[0]), 1.0, 0.0, 0.0)
|
|
sgl.rotate(-2.0 * sgl.rad(rot[1]), 0.0, 1.0, 0.0)
|
|
cube_texture(1,1,1)
|
|
sgl.push_matrix()
|
|
sgl.translate(0.0, 0.0, 3.0)
|
|
sgl.scale(0.5, 0.5, 0.5)
|
|
sgl.rotate(-3.0 * sgl.rad(2*rot[0]), 1.0, 0.0, 0.0)
|
|
sgl.rotate(3.0 * sgl.rad(2*rot[1]), 0.0, 0.0, 1.0)
|
|
cube_texture(1,1,1)
|
|
sgl.pop_matrix()
|
|
sgl.pop_matrix()
|
|
|
|
sgl.disable_texture()
|
|
}
|
|
|
|
fn frame(mut app App) {
|
|
ws := gg.window_size_real_pixels()
|
|
ratio := f32(ws.width) / ws.height
|
|
dw := ws.width
|
|
dh := ws.height
|
|
ww := int(dh / 3) // not a bug
|
|
hh := int(dh / 3)
|
|
x0 := int(f32(dw) * 0.05)
|
|
// x1 := dw/2
|
|
y0 := 0
|
|
y1 := int(f32(dh) * 0.5)
|
|
|
|
// app.gg.begin()
|
|
|
|
app.gg.begin()
|
|
sgl.defaults()
|
|
|
|
// 2d triangle
|
|
sgl.viewport(x0, y0, ww, hh, true)
|
|
draw_triangle()
|
|
|
|
// colored cubes with viewport
|
|
sgl.viewport(x0, y1, ww, hh, true)
|
|
draw_cubes(app)
|
|
|
|
// textured cubed with viewport
|
|
sgl.viewport(0, int(dh / 5), dw, int(dh * ratio), true)
|
|
draw_texture_cubes(app)
|
|
|
|
app.gg.end()
|
|
|
|
// clear
|
|
mut color_action := gfx.ColorAttachmentAction{
|
|
action: gfx.Action(C.SG_ACTION_DONTCARE) // C.SG_ACTION_CLEAR)
|
|
value: gfx.Color{
|
|
r: 1.0
|
|
g: 1.0
|
|
b: 1.0
|
|
a: 1.0
|
|
}
|
|
}
|
|
mut pass_action := gfx.PassAction{}
|
|
pass_action.colors[0] = color_action
|
|
gfx.begin_default_pass(&pass_action, ws.width, ws.height)
|
|
|
|
// glsl cube
|
|
draw_cube_glsl(app)
|
|
|
|
app.frame_count++
|
|
}
|
|
|
|
/******************************************************************************
|
|
*
|
|
* Init / Cleanup
|
|
*
|
|
******************************************************************************/
|
|
fn my_init(mut app App) {
|
|
// set max vertices,
|
|
// for a large number of the same type of object it is better use the instances!!
|
|
desc := sapp.create_desc()
|
|
gfx.setup(&desc)
|
|
sgl_desc := C.sgl_desc_t{
|
|
max_vertices: 50 * 65536
|
|
}
|
|
sgl.setup(&sgl_desc)
|
|
|
|
// 3d pipeline
|
|
mut pipdesc := gfx.PipelineDesc{}
|
|
unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
|
|
|
|
color_state := gfx.ColorState{
|
|
blend: gfx.BlendState{
|
|
enabled: true
|
|
src_factor_rgb: .src_alpha
|
|
dst_factor_rgb: .one_minus_src_alpha
|
|
}
|
|
}
|
|
pipdesc.colors[0] = color_state
|
|
|
|
pipdesc.depth = gfx.DepthState{
|
|
write_enabled: true
|
|
compare: .less_equal
|
|
}
|
|
pipdesc.cull_mode = .back
|
|
|
|
app.pip_3d = sgl.make_pipeline(&pipdesc)
|
|
|
|
// create chessboard texture 256*256 RGBA
|
|
w := 256
|
|
h := 256
|
|
sz := w * h * 4
|
|
tmp_txt := unsafe { malloc(sz) }
|
|
mut i := 0
|
|
for i < sz {
|
|
unsafe {
|
|
y := (i >> 0x8) >> 5 // 8 cell
|
|
x := (i & 0xFF) >> 5 // 8 cell
|
|
// upper left corner
|
|
if x == 0 && y == 0 {
|
|
tmp_txt[i] = byte(0xFF)
|
|
tmp_txt[i + 1] = byte(0)
|
|
tmp_txt[i + 2] = byte(0)
|
|
tmp_txt[i + 3] = byte(0xFF)
|
|
}
|
|
// low right corner
|
|
else if x == 7 && y == 7 {
|
|
tmp_txt[i + 0] = byte(0)
|
|
tmp_txt[i + 1] = byte(0xFF)
|
|
tmp_txt[i + 2] = byte(0)
|
|
tmp_txt[i + 3] = byte(0xFF)
|
|
} else {
|
|
col := if ((x + y) & 1) == 1 { 0xFF } else { 128 }
|
|
tmp_txt[i + 0] = byte(col) // red
|
|
tmp_txt[i + 1] = byte(col) // green
|
|
tmp_txt[i + 2] = byte(col) // blue
|
|
tmp_txt[i + 3] = byte(0xFF) // alpha
|
|
}
|
|
i += 4
|
|
}
|
|
}
|
|
app.texture = create_texture(w, h, tmp_txt)
|
|
unsafe { free(tmp_txt) }
|
|
|
|
// glsl
|
|
init_cube_glsl(mut app)
|
|
app.init_flag = true
|
|
}
|
|
|
|
fn cleanup(mut app App) {
|
|
gfx.shutdown()
|
|
}
|
|
|
|
/******************************************************************************
|
|
*
|
|
* event
|
|
*
|
|
******************************************************************************/
|
|
fn my_event_manager(mut ev gg.Event, mut app App) {
|
|
if ev.typ == .mouse_move {
|
|
app.mouse_x = int(ev.mouse_x)
|
|
app.mouse_y = int(ev.mouse_y)
|
|
}
|
|
if ev.typ == .touches_began || ev.typ == .touches_moved {
|
|
if ev.num_touches > 0 {
|
|
touch_point := ev.touches[0]
|
|
app.mouse_x = int(touch_point.pos_x)
|
|
app.mouse_y = int(touch_point.pos_y)
|
|
}
|
|
}
|
|
}
|
|
|
|
/******************************************************************************
|
|
*
|
|
* Main
|
|
*
|
|
******************************************************************************/
|
|
[console] // is needed for easier diagnostics on windows
|
|
fn main() {
|
|
// App init
|
|
mut app := &App{
|
|
gg: 0
|
|
}
|
|
|
|
mut a := [5]int{}
|
|
a[0] = 2
|
|
println(a)
|
|
|
|
app.gg = gg.new_context(
|
|
width: win_width
|
|
height: win_height
|
|
create_window: true
|
|
window_title: '3D Cube Demo'
|
|
user_data: app
|
|
bg_color: bg_color
|
|
frame_fn: frame
|
|
init_fn: my_init
|
|
cleanup_fn: cleanup
|
|
event_fn: my_event_manager
|
|
)
|
|
|
|
app.ticks = time.ticks()
|
|
app.gg.run()
|
|
}
|