Initial project import

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02_cubes_glsl/cube_glsl.h
03_march_tracing_glsl/rt_glsl.h
04_multi_shader_glsl/rt_glsl_march.h
04_multi_shader_glsl/rt_glsl_puppy.h
05_instancing_glsl/rt_glsl_instancing.h
06_obj_viewer/gouraud.h
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/**********************************************************************
* 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.
* TODO:
* - add instancing
* - add an example with shaders
**********************************************************************/
import gg
import math
import sokol.sapp
import sokol.gfx
import sokol.sgl
const win_width = 800
const win_height = 800
const bg_color = gg.white
struct App {
mut:
gg &gg.Context = unsafe { nil }
pip_3d sgl.Pipeline
texture gfx.Image
sampler gfx.Sampler
init_flag bool
frame_count int
mouse_x int = -1
mouse_y int = -1
}
fn create_texture(w int, h int, buf &u8) (gfx.Image, gfx.Sampler) {
sz := w * h * 4
mut img_desc := gfx.ImageDesc{
width: w
height: h
num_mipmaps: 0
// usage: .dynamic
label: &char(unsafe { nil })
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)
mut smp_desc := gfx.SamplerDesc{
min_filter: .linear
mag_filter: .linear
wrap_u: .clamp_to_edge
wrap_v: .clamp_to_edge
}
sg_smp := gfx.make_sampler(&smp_desc)
return sg_img, sg_smp
}
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)]
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_t(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()
}
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, app.sampler)
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_t(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_t(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_t(1, 1, 1)
sgl.pop_matrix()
sgl.pop_matrix()
sgl.disable_texture()
}
fn cube_field(app App) {
rot := [f32(app.mouse_x), f32(app.mouse_y)]
xyz_sz := f32(2.0)
field_size := 20
sgl.defaults()
sgl.load_pipeline(app.pip_3d)
sgl.enable_texture()
sgl.texture(app.texture, app.sampler)
sgl.matrix_mode_projection()
sgl.perspective(sgl.rad(45.0), 1.0, 0.1, 200.0)
sgl.matrix_mode_modelview()
sgl.translate(field_size, 0.0, -120.0)
sgl.rotate(sgl.rad(rot[0]), 0.0, 1.0, 0.0)
sgl.rotate(sgl.rad(rot[1]), 1.0, 0.0, 0.0)
// draw field_size*field_size cubes
for y in 0 .. field_size {
for x in 0 .. field_size {
sgl.push_matrix()
z := f32(math.cos(f32(x * 2) / field_size) * math.sin(f32(y * 2) / field_size) * xyz_sz) * (xyz_sz * 5)
sgl.translate(x * xyz_sz, z, y * xyz_sz)
cube_t(f32(f32(x) / field_size), f32(f32(y) / field_size), 1)
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()
// 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)
// textured field of cubes with viewport
sgl.viewport(0, int(dh / 5), dw, int(dh * ratio), true)
cube_field(app)
app.frame_count++
app.gg.end()
}
fn my_init(mut app App) {
app.init_flag = true
// 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 := sgl.Desc{
max_vertices: 50 * 65536
}
sgl.setup(&sgl_desc)
// 3d pipeline
mut pipdesc := gfx.PipelineDesc{}
unsafe { vmemset(&pipdesc, 0, int(sizeof(pipdesc))) }
color_state := gfx.ColorTargetState{
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] = u8(0xFF)
tmp_txt[i + 1] = u8(0)
tmp_txt[i + 2] = u8(0)
tmp_txt[i + 3] = u8(0xFF)
}
// low right corner
else if x == 7 && y == 7 {
tmp_txt[i] = u8(0)
tmp_txt[i + 1] = u8(0xFF)
tmp_txt[i + 2] = u8(0)
tmp_txt[i + 3] = u8(0xFF)
} else {
col := if ((x + y) & 1) == 1 { 0xFF } else { 0 }
tmp_txt[i] = 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
}
}
unsafe {
app.texture, app.sampler = create_texture(w, h, tmp_txt)
free(tmp_txt)
}
}
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)
}
}
}
fn main() {
mut app := &App{}
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
event_fn: my_event_manager
)
app.gg.run()
}
@@ -0,0 +1,98 @@
//------------------------------------------------------------------------------
// Shader code for texcube-sapp sample.
//
// NOTE: This source file also uses the '#pragma sokol' form of the
// custom tags.
//------------------------------------------------------------------------------
//#pragma sokol @ctype mat4 my_mat4
#pragma sokol @vs vs
uniform vs_params {
mat4 mvp;
};
in vec4 pos;
in vec4 color0;
in vec2 texcoord0;
out vec4 color;
out vec2 uv;
void main() {
gl_Position = mvp * pos;
color = color0;
uv = texcoord0;
}
#pragma sokol @end
#pragma sokol @fs fs
uniform texture2D tex;
uniform sampler smp;
uniform fs_params {
vec2 text_res;
float iTime;
};
in vec4 color;
in vec2 uv;
out vec4 frag_color;
//*********************************************************
// RAY TRACE
// original code from: https://www.shadertoy.com/view/ldS3DW
//*********************************************************
float sphere(vec3 ray, vec3 dir, vec3 center, float radius)
{
vec3 rc = ray-center;
float c = dot(rc, rc) - (radius*radius);
float b = dot(dir, rc);
float d = b*b - c;
float t = -b - sqrt(abs(d));
float st = step(0.0, min(t,d));
return mix(-1.0, t, st);
}
vec3 background(float t, vec3 rd)
{
vec3 light = normalize(vec3(sin(t), 0.6, cos(t)));
float sun = max(0.0, dot(rd, light));
float sky = max(0.0, dot(rd, vec3(0.0, 1.0, 0.0)));
float ground = max(0.0, -dot(rd, vec3(0.0, 1.0, 0.0)));
return (pow(sun, 256.0)+0.2*pow(sun, 2.0))*vec3(2.0, 1.6, 1.0) +
pow(ground, 0.5)*vec3(0.4, 0.3, 0.2) +
pow(sky, 1.0)*vec3(0.5, 0.6, 0.7);
}
vec4 mainImage(vec2 fragCoord)
{
vec2 uv = (fragCoord-vec2(0.4,0.4))*2.0;
//vec2 uv = (-1.0 + 2.0*fc.xy / text_res.xy) * vec2(text_res.x/text_res.y, 1.0);
vec3 ro = vec3(0.0, 0.0, -3.0);
vec3 rd = normalize(vec3(uv, 1.0));
vec3 p = vec3(0.0, 0.0, 0.0);
float t = sphere(ro, rd, p, 1.0);
vec3 nml = normalize(p - (ro+rd*t));
vec3 bgCol = background(iTime, rd);
rd = reflect(rd, nml);
vec3 col = background(iTime, rd) * vec3(0.9, 0.8, 1.0);
vec4 fragColor = vec4( mix(bgCol, col, step(0.0, t)), 1.0 );
return fragColor;
}
//*********************************************************
//*********************************************************
void main() {
vec4 c = color;
vec4 txt = texture(sampler2D(tex, smp), uv/4.0);
c = txt * c;
vec4 col_ray = mainImage(uv);
float txt_mix = mod(iTime,5);
frag_color = c*txt_mix*0.1 + col_ray ;
}
#pragma sokol @end
#pragma sokol @program cube vs fs
@@ -0,0 +1,626 @@
// vtest build: misc-tooling // needs .h files that are produced by `v shader`
/**********************************************************************
*
* 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 math
import sokol.sapp
import sokol.gfx
import sokol.sgl
import time
import gg.m4
// GLSL Include and functions
#include "@VMODROOT/cube_glsl.h" # It 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
const win_height = 800
const bg_color = gg.white
struct App {
mut:
gg &gg.Context = unsafe { nil }
pip_3d sgl.Pipeline
texture gfx.Image
sampler gfx.Sampler
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 &u8) (gfx.Image, gfx.Sampler) {
sz := w * h * 4
mut img_desc := gfx.ImageDesc{
width: w
height: h
num_mipmaps: 0
// usage: .dynamic
label: &char(unsafe { nil })
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)
mut smp_desc := gfx.SamplerDesc{
min_filter: .linear
mag_filter: .linear
wrap_u: .clamp_to_edge
wrap_v: .clamp_to_edge
}
sg_smp := gfx.make_sampler(&smp_desc)
return sg_img, sg_smp
}
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 &u8) {
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()
{
// vfmt off
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 )
// vfmt on
}
sgl.end()
}
// vertex specification for a cube with colored sides and texture coords
fn cube() {
sgl.begin_quads()
{
// vfmt off
sgl.c3f(1.0, 0.0, 0.0) // edge color
// edge coordinates
// 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)
// vfmt on
}
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)
// vfmt off
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)
// vfmt on
cube()
}
sgl.pop_matrix()
}
sgl.pop_matrix()
}
fn cube_texture(r f32, g f32, b f32) {
sgl.begin_quads()
{
sgl.c3f(r, g, b) // edge color
// edge coord
// x,y,z, texture cord: u,v
// vfmt off
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 )
// vfmt on
}
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
// vfmt off
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},
]
// vfmt on
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.usage = .immutable
vbuf := gfx.make_buffer(&vert_buffer_desc)
// 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,
]
// 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)))
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(voidptr(C.cube_shader_desc(C.sg_query_backend())))
mut pipdesc := gfx.PipelineDesc{}
unsafe { vmemset(&pipdesc, 0, int(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 = c'glsl_shader pipeline'
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_bind.fs.samplers[C.SLOT_smp] = app.sampler
app.cube_pip_glsl = gfx.make_pipeline(&pipdesc)
println('GLSL init DONE!')
}
fn draw_cube_glsl(app App) {
if app.init_flag == false {
return
}
// clear
ws := gg.window_size_real_pixels()
mut color_action := gfx.ColorAttachmentAction{
load_action: unsafe { gfx.LoadAction(C.SG_LOADACTION_DONTCARE) } // C.SG_ACTION_CLEAR)
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
pass := sapp.create_default_pass(pass_action)
gfx.begin_pass(&pass)
{
rot := [f32(app.mouse_y), f32(app.mouse_x)]
// 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 pipeline 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(.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(.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, app.sampler)
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)
// vfmt off
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)
// vfmt on
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()
{
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()
// 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 := sgl.Desc{
max_vertices: 50 * 65536
}
sgl.setup(&sgl_desc)
// 3d pipeline
mut pipdesc := gfx.PipelineDesc{}
unsafe { vmemset(&pipdesc, 0, int(sizeof(pipdesc))) }
color_state := gfx.ColorTargetState{
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] = u8(0xFF)
tmp_txt[i + 1] = u8(0)
tmp_txt[i + 2] = u8(0)
tmp_txt[i + 3] = u8(0xFF)
}
// low right corner
else if x == 7 && y == 7 {
tmp_txt[i + 0] = u8(0)
tmp_txt[i + 1] = u8(0xFF)
tmp_txt[i + 2] = u8(0)
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 + 3] = u8(0xFF) // alpha
}
i += 4
}
}
app.texture, app.sampler = create_texture(w, h, tmp_txt)
unsafe { free(tmp_txt) }
// glsl
init_cube_glsl(mut app)
app.init_flag = true
}
/******************************************************************************
* 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)
}
}
}
fn main() {
// App init
mut app := &App{}
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
event_fn: my_event_manager
)
app.ticks = time.ticks()
app.gg.run()
}
Whitespace-only changes.
@@ -0,0 +1,696 @@
//------------------------------------------------------------------------------
// Shader code for texcube-sapp sample.
//
// NOTE: This source file also uses the '#pragma sokol' form of the
// custom tags.
//------------------------------------------------------------------------------
//#pragma sokol @ctype mat4 hmm_mat4
#pragma sokol @vs vs
uniform vs_params {
mat4 mvp;
};
in vec4 pos;
in vec4 color0;
in vec2 texcoord0;
out vec4 color;
out vec2 uv;
void main() {
gl_Position = mvp * pos;
color = color0;
uv = texcoord0;
}
#pragma sokol @end
#pragma sokol @fs fs
uniform texture2D tex;
uniform sampler smp;
uniform fs_params {
vec2 iResolution;
vec2 iMouse;
float iTime;
float iFrame;
};
in vec4 color;
in vec2 uv;
out vec4 frag_color;
// change to 0 to 4 to increment the AntiAliasing,
// increase AA will SLOW the rendering!!
#define AA 1
//*********************************************************
// Ray Marching
// original code from: https://www.shadertoy.com/view/Xds3zN
//*********************************************************
// The MIT License
// Copyright © 2013 Inigo Quilez
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
// A list of useful distance function to simple primitives. All
// these functions (except for ellipsoid) return an exact
// euclidean distance, meaning they produce a better SDF than
// what you'd get if you were constructing them from boolean
// operations.
//
// More info here:
//
// https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
//------------------------------------------------------------------
float dot2( in vec2 v ) { return dot(v,v); }
float dot2( in vec3 v ) { return dot(v,v); }
float ndot( in vec2 a, in vec2 b ) { return a.x*b.x - a.y*b.y; }
float sdPlane( vec3 p )
{
return p.y;
}
float sdSphere( vec3 p, float s )
{
return length(p)-s;
}
float sdBox( vec3 p, vec3 b )
{
vec3 d = abs(p) - b;
return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0));
}
float sdBoundingBox( vec3 p, vec3 b, float e )
{
p = abs(p )-b;
vec3 q = abs(p+e)-e;
return min(min(
length(max(vec3(p.x,q.y,q.z),0.0))+min(max(p.x,max(q.y,q.z)),0.0),
length(max(vec3(q.x,p.y,q.z),0.0))+min(max(q.x,max(p.y,q.z)),0.0)),
length(max(vec3(q.x,q.y,p.z),0.0))+min(max(q.x,max(q.y,p.z)),0.0));
}
float sdEllipsoid( in vec3 p, in vec3 r ) // approximated
{
float k0 = length(p/r);
float k1 = length(p/(r*r));
return k0*(k0-1.0)/k1;
}
float sdTorus( vec3 p, vec2 t )
{
return length( vec2(length(p.xz)-t.x,p.y) )-t.y;
}
float sdCappedTorus(in vec3 p, in vec2 sc, in float ra, in float rb)
{
p.x = abs(p.x);
float k = (sc.y*p.x>sc.x*p.y) ? dot(p.xy,sc) : length(p.xy);
return sqrt( dot(p,p) + ra*ra - 2.0*ra*k ) - rb;
}
float sdHexPrism( vec3 p, vec2 h )
{
vec3 q = abs(p);
const vec3 k = vec3(-0.8660254, 0.5, 0.57735);
p = abs(p);
p.xy -= 2.0*min(dot(k.xy, p.xy), 0.0)*k.xy;
vec2 d = vec2(
length(p.xy - vec2(clamp(p.x, -k.z*h.x, k.z*h.x), h.x))*sign(p.y - h.x),
p.z-h.y );
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
}
float sdOctogonPrism( in vec3 p, in float r, float h )
{
const vec3 k = vec3(-0.9238795325, // sqrt(2+sqrt(2))/2
0.3826834323, // sqrt(2-sqrt(2))/2
0.4142135623 ); // sqrt(2)-1
// reflections
p = abs(p);
p.xy -= 2.0*min(dot(vec2( k.x,k.y),p.xy),0.0)*vec2( k.x,k.y);
p.xy -= 2.0*min(dot(vec2(-k.x,k.y),p.xy),0.0)*vec2(-k.x,k.y);
// polygon side
p.xy -= vec2(clamp(p.x, -k.z*r, k.z*r), r);
vec2 d = vec2( length(p.xy)*sign(p.y), p.z-h );
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
}
float sdCapsule( vec3 p, vec3 a, vec3 b, float r )
{
vec3 pa = p-a, ba = b-a;
float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
return length( pa - ba*h ) - r;
}
float sdRoundCone( in vec3 p, in float r1, float r2, float h )
{
vec2 q = vec2( length(p.xz), p.y );
float b = (r1-r2)/h;
float a = sqrt(1.0-b*b);
float k = dot(q,vec2(-b,a));
if( k < 0.0 ) return length(q) - r1;
if( k > a*h ) return length(q-vec2(0.0,h)) - r2;
return dot(q, vec2(a,b) ) - r1;
}
float sdRoundCone(vec3 p, vec3 a, vec3 b, float r1, float r2)
{
// sampling independent computations (only depend on shape)
vec3 ba = b - a;
float l2 = dot(ba,ba);
float rr = r1 - r2;
float a2 = l2 - rr*rr;
float il2 = 1.0/l2;
// sampling dependent computations
vec3 pa = p - a;
float y = dot(pa,ba);
float z = y - l2;
float x2 = dot2( pa*l2 - ba*y );
float y2 = y*y*l2;
float z2 = z*z*l2;
// single square root!
float k = sign(rr)*rr*rr*x2;
if( sign(z)*a2*z2 > k ) return sqrt(x2 + z2) *il2 - r2;
if( sign(y)*a2*y2 < k ) return sqrt(x2 + y2) *il2 - r1;
return (sqrt(x2*a2*il2)+y*rr)*il2 - r1;
}
float sdTriPrism( vec3 p, vec2 h )
{
const float k = sqrt(3.0);
h.x *= 0.5*k;
p.xy /= h.x;
p.x = abs(p.x) - 1.0;
p.y = p.y + 1.0/k;
if( p.x+k*p.y>0.0 ) p.xy=vec2(p.x-k*p.y,-k*p.x-p.y)/2.0;
p.x -= clamp( p.x, -2.0, 0.0 );
float d1 = length(p.xy)*sign(-p.y)*h.x;
float d2 = abs(p.z)-h.y;
return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
}
// vertical
float sdCylinder( vec3 p, vec2 h )
{
vec2 d = abs(vec2(length(p.xz),p.y)) - h;
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
}
// arbitrary orientation
float sdCylinder(vec3 p, vec3 a, vec3 b, float r)
{
vec3 pa = p - a;
vec3 ba = b - a;
float baba = dot(ba,ba);
float paba = dot(pa,ba);
float x = length(pa*baba-ba*paba) - r*baba;
float y = abs(paba-baba*0.5)-baba*0.5;
float x2 = x*x;
float y2 = y*y*baba;
float d = (max(x,y)<0.0)?-min(x2,y2):(((x>0.0)?x2:0.0)+((y>0.0)?y2:0.0));
return sign(d)*sqrt(abs(d))/baba;
}
// vertical
float sdCone( in vec3 p, in vec2 c, float h )
{
vec2 q = h*vec2(c.x,-c.y)/c.y;
vec2 w = vec2( length(p.xz), p.y );
vec2 a = w - q*clamp( dot(w,q)/dot(q,q), 0.0, 1.0 );
vec2 b = w - q*vec2( clamp( w.x/q.x, 0.0, 1.0 ), 1.0 );
float k = sign( q.y );
float d = min(dot( a, a ),dot(b, b));
float s = max( k*(w.x*q.y-w.y*q.x),k*(w.y-q.y) );
return sqrt(d)*sign(s);
}
float sdCappedCone( in vec3 p, in float h, in float r1, in float r2 )
{
vec2 q = vec2( length(p.xz), p.y );
vec2 k1 = vec2(r2,h);
vec2 k2 = vec2(r2-r1,2.0*h);
vec2 ca = vec2(q.x-min(q.x,(q.y < 0.0)?r1:r2), abs(q.y)-h);
vec2 cb = q - k1 + k2*clamp( dot(k1-q,k2)/dot2(k2), 0.0, 1.0 );
float s = (cb.x < 0.0 && ca.y < 0.0) ? -1.0 : 1.0;
return s*sqrt( min(dot2(ca),dot2(cb)) );
}
float sdCappedCone(vec3 p, vec3 a, vec3 b, float ra, float rb)
{
float rba = rb-ra;
float baba = dot(b-a,b-a);
float papa = dot(p-a,p-a);
float paba = dot(p-a,b-a)/baba;
float x = sqrt( papa - paba*paba*baba );
float cax = max(0.0,x-((paba<0.5)?ra:rb));
float cay = abs(paba-0.5)-0.5;
float k = rba*rba + baba;
float f = clamp( (rba*(x-ra)+paba*baba)/k, 0.0, 1.0 );
float cbx = x-ra - f*rba;
float cby = paba - f;
float s = (cbx < 0.0 && cay < 0.0) ? -1.0 : 1.0;
return s*sqrt( min(cax*cax + cay*cay*baba,
cbx*cbx + cby*cby*baba) );
}
// c is the sin/cos of the desired cone angle
float sdSolidAngle(vec3 pos, vec2 c, float ra)
{
vec2 p = vec2( length(pos.xz), pos.y );
float l = length(p) - ra;
float m = length(p - c*clamp(dot(p,c),0.0,ra) );
return max(l,m*sign(c.y*p.x-c.x*p.y));
}
float sdOctahedron(vec3 p, float s)
{
p = abs(p);
float m = p.x + p.y + p.z - s;
// exact distance
#if 0
vec3 o = min(3.0*p - m, 0.0);
o = max(6.0*p - m*2.0 - o*3.0 + (o.x+o.y+o.z), 0.0);
return length(p - s*o/(o.x+o.y+o.z));
#endif
// exact distance
#if 1
vec3 q;
if( 3.0*p.x < m ) q = p.xyz;
else if( 3.0*p.y < m ) q = p.yzx;
else if( 3.0*p.z < m ) q = p.zxy;
else return m*0.57735027;
float k = clamp(0.5*(q.z-q.y+s),0.0,s);
return length(vec3(q.x,q.y-s+k,q.z-k));
#endif
// bound, not exact
#if 0
return m*0.57735027;
#endif
}
float sdPyramid( in vec3 p, in float h )
{
float m2 = h*h + 0.25;
// symmetry
p.xz = abs(p.xz);
p.xz = (p.z>p.x) ? p.zx : p.xz;
p.xz -= 0.5;
// project into face plane (2D)
vec3 q = vec3( p.z, h*p.y - 0.5*p.x, h*p.x + 0.5*p.y);
float s = max(-q.x,0.0);
float t = clamp( (q.y-0.5*p.z)/(m2+0.25), 0.0, 1.0 );
float a = m2*(q.x+s)*(q.x+s) + q.y*q.y;
float b = m2*(q.x+0.5*t)*(q.x+0.5*t) + (q.y-m2*t)*(q.y-m2*t);
float d2 = min(q.y,-q.x*m2-q.y*0.5) > 0.0 ? 0.0 : min(a,b);
// recover 3D and scale, and add sign
return sqrt( (d2+q.z*q.z)/m2 ) * sign(max(q.z,-p.y));
}
// la,lb=semi axis, h=height, ra=corner
float sdRhombus(vec3 p, float la, float lb, float h, float ra)
{
p = abs(p);
vec2 b = vec2(la,lb);
float f = clamp( (ndot(b,b-2.0*p.xz))/dot(b,b), -1.0, 1.0 );
vec2 q = vec2(length(p.xz-0.5*b*vec2(1.0-f,1.0+f))*sign(p.x*b.y+p.z*b.x-b.x*b.y)-ra, p.y-h);
return min(max(q.x,q.y),0.0) + length(max(q,0.0));
}
//------------------------------------------------------------------
vec2 opU( vec2 d1, vec2 d2 )
{
return (d1.x<d2.x) ? d1 : d2;
}
//------------------------------------------------------------------
#define ZERO (min(int(iFrame),0))
//------------------------------------------------------------------
vec2 map( in vec3 pos )
{
vec2 res = vec2( 1e10, 0.0 );
{
res = opU( res, vec2( sdSphere( pos-vec3(-2.0,0.25, 0.0), 0.25 ), 26.9 ) );
}
// bounding box
if( sdBox( pos-vec3(0.0,0.3,-1.0),vec3(0.35,0.3,2.5) )<res.x )
{
// more primitives
res = opU( res, vec2( sdBoundingBox( pos-vec3( 0.0,0.25, 0.0), vec3(0.3,0.25,0.2), 0.025 ), 16.9 ) );
res = opU( res, vec2( sdTorus( (pos-vec3( 0.0,0.30, 1.0)).xzy, vec2(0.25,0.05) ), 25.0 ) );
res = opU( res, vec2( sdCone( pos-vec3( 0.0,0.45,-1.0), vec2(0.6,0.8),0.45 ), 55.0 ) );
res = opU( res, vec2( sdCappedCone( pos-vec3( 0.0,0.25,-2.0), 0.25, 0.25, 0.1 ), 13.67 ) );
res = opU( res, vec2( sdSolidAngle( pos-vec3( 0.0,0.00,-3.0), vec2(3,4)/5.0, 0.4 ), 49.13 ) );
}
// bounding box
if( sdBox( pos-vec3(1.0,0.3,-1.0),vec3(0.35,0.3,2.5) )<res.x )
{
// more primitives
res = opU( res, vec2( sdCappedTorus((pos-vec3( 1.0,0.30, 1.0))*vec3(1,-1,1), vec2(0.866025,-0.5), 0.25, 0.05), 8.5) );
res = opU( res, vec2( sdBox( pos-vec3( 1.0,0.25, 0.0), vec3(0.3,0.25,0.1) ), 3.0 ) );
res = opU( res, vec2( sdCapsule( pos-vec3( 1.0,0.00,-1.0),vec3(-0.1,0.1,-0.1), vec3(0.2,0.4,0.2), 0.1 ), 31.9 ) );
res = opU( res, vec2( sdCylinder( pos-vec3( 1.0,0.25,-2.0), vec2(0.15,0.25) ), 8.0 ) );
res = opU( res, vec2( sdHexPrism( pos-vec3( 1.0,0.2,-3.0), vec2(0.2,0.05) ), 18.4 ) );
}
// bounding box
if( sdBox( pos-vec3(-1.0,0.35,-1.0),vec3(0.35,0.35,2.5))<res.x )
{
// more primitives
res = opU( res, vec2( sdPyramid( pos-vec3(-1.0,-0.6,-3.0), 1.0 ), 13.56 ) );
res = opU( res, vec2( sdOctahedron( pos-vec3(-1.0,0.15,-2.0), 0.35 ), 23.56 ) );
res = opU( res, vec2( sdTriPrism( pos-vec3(-1.0,0.15,-1.0), vec2(0.3,0.05) ),43.5 ) );
res = opU( res, vec2( sdEllipsoid( pos-vec3(-1.0,0.25, 0.0), vec3(0.2, 0.25, 0.05) ), 43.17 ) );
res = opU( res, vec2( sdRhombus( (pos-vec3(-1.0,0.34, 1.0)).xzy, 0.15, 0.25, 0.04, 0.08 ),17.0 ) );
}
// bounding box
if( sdBox( pos-vec3(2.0,0.3,-1.0),vec3(0.35,0.3,2.5) )<res.x )
{
// more primitives
res = opU( res, vec2( sdOctogonPrism(pos-vec3( 2.0,0.2,-3.0), 0.2, 0.05), 51.8 ) );
res = opU( res, vec2( sdCylinder( pos-vec3( 2.0,0.15,-2.0), vec3(0.1,-0.1,0.0), vec3(-0.2,0.35,0.1), 0.08), 31.2 ) );
res = opU( res, vec2( sdCappedCone( pos-vec3( 2.0,0.10,-1.0), vec3(0.1,0.0,0.0), vec3(-0.2,0.40,0.1), 0.15, 0.05), 46.1 ) );
res = opU( res, vec2( sdRoundCone( pos-vec3( 2.0,0.15, 0.0), vec3(0.1,0.0,0.0), vec3(-0.1,0.35,0.1), 0.15, 0.05), 51.7 ) );
res = opU( res, vec2( sdRoundCone( pos-vec3( 2.0,0.20, 1.0), 0.2, 0.1, 0.3 ), 37.0 ) );
}
return res;
}
// http://iquilezles.org/www/articles/boxfunctions/boxfunctions.htm
vec2 iBox( in vec3 ro, in vec3 rd, in vec3 rad )
{
vec3 m = 1.0/rd;
vec3 n = m*ro;
vec3 k = abs(m)*rad;
vec3 t1 = -n - k;
vec3 t2 = -n + k;
return vec2( max( max( t1.x, t1.y ), t1.z ),
min( min( t2.x, t2.y ), t2.z ) );
}
vec2 raycast( in vec3 ro, in vec3 rd )
{
vec2 res = vec2(-1.0,-1.0);
float tmin = 1.0;
float tmax = 20.0;
// raytrace floor plane
float tp1 = (0.0-ro.y)/rd.y;
if( tp1>0.0 )
{
tmax = min( tmax, tp1 );
res = vec2( tp1, 1.0 );
}
//else return res;
// raymarch primitives
vec2 tb = iBox( ro-vec3(0.0,0.4,-0.5), rd, vec3(2.5,0.41,3.0) );
if( tb.x<tb.y && tb.y>0.0 && tb.x<tmax)
{
//return vec2(tb.x,2.0);
tmin = max(tb.x,tmin);
tmax = min(tb.y,tmax);
float t = tmin;
for( int i=0; i<70 && t<tmax; i++ )
{
vec2 h = map( ro+rd*t );
if( abs(h.x)<(0.0001*t) )
{
res = vec2(t,h.y);
break;
}
t += h.x;
}
}
return res;
}
// http://iquilezles.org/www/articles/rmshadows/rmshadows.htm
float calcSoftshadow( in vec3 ro, in vec3 rd, in float mint, in float tmax )
{
// bounding volume
float tp = (0.8-ro.y)/rd.y; if( tp>0.0 ) tmax = min( tmax, tp );
float res = 1.0;
float t = mint;
for( int i=ZERO; i<24; i++ )
{
float h = map( ro + rd*t ).x;
float s = clamp(8.0*h/t,0.0,1.0);
res = min( res, s*s*(3.0-2.0*s) );
t += clamp( h, 0.02, 0.2 );
if( res<0.004 || t>tmax ) break;
}
return clamp( res, 0.0, 1.0 );
}
// http://iquilezles.org/www/articles/normalsSDF/normalsSDF.htm
vec3 calcNormal( in vec3 pos )
{
#if 0
vec2 e = vec2(1.0,-1.0)*0.5773*0.0005;
return normalize( e.xyy*map( pos + e.xyy ).x +
e.yyx*map( pos + e.yyx ).x +
e.yxy*map( pos + e.yxy ).x +
e.xxx*map( pos + e.xxx ).x );
#else
// inspired by tdhooper and klems - a way to prevent the compiler from inlining map() 4 times
vec3 n = vec3(0.0);
for( int i=ZERO; i<4; i++ )
{
vec3 e = 0.5773*(2.0*vec3((((i+3)>>1)&1),((i>>1)&1),(i&1))-1.0);
n += e*map(pos+0.0005*e).x;
//if( n.x+n.y+n.z>100.0 ) break;
}
return normalize(n);
#endif
}
float calcAO( in vec3 pos, in vec3 nor )
{
float occ = 0.0;
float sca = 1.0;
for( int i=ZERO; i<5; i++ )
{
float h = 0.01 + 0.12*float(i)/4.0;
float d = map( pos + h*nor ).x;
occ += (h-d)*sca;
sca *= 0.95;
if( occ>0.35 ) break;
}
return clamp( 1.0 - 3.0*occ, 0.0, 1.0 ) * (0.5+0.5*nor.y);
}
// http://iquilezles.org/www/articles/checkerfiltering/checkerfiltering.htm
float checkersGradBox( in vec2 p, in vec2 dpdx, in vec2 dpdy )
{
// filter kernel
vec2 w = abs(dpdx)+abs(dpdy) + 0.001;
// analytical integral (box filter)
vec2 i = 2.0*(abs(fract((p-0.5*w)*0.5)-0.5)-abs(fract((p+0.5*w)*0.5)-0.5))/w;
// xor pattern
return 0.5 - 0.5*i.x*i.y;
}
vec3 render( in vec3 ro, in vec3 rd, in vec3 rdx, in vec3 rdy )
{
// background
vec3 col = vec3(0.7, 0.7, 0.9) - max(rd.y,0.0)*0.3;
// raycast scene
vec2 res = raycast(ro,rd);
float t = res.x;
float m = res.y;
if( m>-0.5 )
{
vec3 pos = ro + t*rd;
vec3 nor = (m<1.5) ? vec3(0.0,1.0,0.0) : calcNormal( pos );
vec3 ref = reflect( rd, nor );
// material
col = 0.2 + 0.2*sin( m*2.0 + vec3(0.0,1.0,2.0) );
float ks = 1.0;
if( m<1.5 )
{
// project pixel footprint into the plane
vec3 dpdx = ro.y*(rd/rd.y-rdx/rdx.y);
vec3 dpdy = ro.y*(rd/rd.y-rdy/rdy.y);
float f = checkersGradBox( 3.0*pos.xz, 3.0*dpdx.xz, 3.0*dpdy.xz );
col = 0.15 + f*vec3(0.05);
ks = 0.4;
}
// lighting
float occ = calcAO( pos, nor );
vec3 lin = vec3(0.0);
// sun
{
vec3 lig = normalize( vec3(-0.5, 0.4, -0.6) );
vec3 hal = normalize( lig-rd );
float dif = clamp( dot( nor, lig ), 0.0, 1.0 );
//if( dif>0.0001 )
dif *= calcSoftshadow( pos, lig, 0.02, 2.5 );
float spe = pow( clamp( dot( nor, hal ), 0.0, 1.0 ),16.0);
spe *= dif;
spe *= 0.04+0.96*pow(clamp(1.0-dot(hal,lig),0.0,1.0),5.0);
lin += col*2.20*dif*vec3(1.30,1.00,0.70);
lin += 5.00*spe*vec3(1.30,1.00,0.70)*ks;
}
// sky
{
float dif = sqrt(clamp( 0.5+0.5*nor.y, 0.0, 1.0 ));
dif *= occ;
float spe = smoothstep( -0.2, 0.2, ref.y );
spe *= dif;
spe *= 0.04+0.96*pow(clamp(1.0+dot(nor,rd),0.0,1.0), 5.0 );
//if( spe>0.001 )
spe *= calcSoftshadow( pos, ref, 0.02, 2.5 );
lin += col*0.60*dif*vec3(0.40,0.60,1.15);
lin += 2.00*spe*vec3(0.40,0.60,1.30)*ks;
}
// back
{
float dif = clamp( dot( nor, normalize(vec3(0.5,0.0,0.6))), 0.0, 1.0 )*clamp( 1.0-pos.y,0.0,1.0);
dif *= occ;
lin += col*0.55*dif*vec3(0.25,0.25,0.25);
}
// sss
{
float dif = pow(clamp(1.0+dot(nor,rd),0.0,1.0),2.0);
dif *= occ;
lin += col*0.25*dif*vec3(1.00,1.00,1.00);
}
col = lin;
col = mix( col, vec3(0.7,0.7,0.9), 1.0-exp( -0.0001*t*t*t ) );
}
return vec3( clamp(col,0.0,1.0) );
}
mat3 setCamera( in vec3 ro, in vec3 ta, float cr )
{
vec3 cw = normalize(ta-ro);
vec3 cp = vec3(sin(cr), cos(cr),0.0);
vec3 cu = normalize( cross(cw,cp) );
vec3 cv = ( cross(cu,cw) );
return mat3( cu, cv, cw );
}
vec4 mainImage( vec2 fragCoord )
{
vec2 mo = iMouse.xy/iResolution.xy;
float time = 32.0 + iTime*1.5;
// camera
vec3 ta = vec3( 0.5, -0.5, -0.6 );
vec3 ro = ta + vec3( 4.5*cos(0.1*time + 7.0*mo.x), 1.3 + 2.0*mo.y, 4.5*sin(0.1*time + 7.0*mo.x) );
// camera-to-world transformation
mat3 ca = setCamera( ro, ta, 0.0 );
vec3 tot = vec3(0.0);
#if AA>1
for( int m=ZERO; m<AA; m++ )
for( int n=ZERO; n<AA; n++ )
{
// pixel coordinates
vec2 o = vec2(float(m),float(n)) / float(AA) - 0.5;
vec2 p = (2.0*(fragCoord+o)-iResolution.xy)/iResolution.y;
#else
vec2 p = (2.0*fragCoord-iResolution.xy)/iResolution.y;
#endif
// focal length
const float fl = 2.5;
// ray direction
vec3 rd = ca * normalize( vec3(p,fl) );
// ray differentials
vec2 px = (2.0*(fragCoord+vec2(1.0,0.0))-iResolution.xy)/iResolution.y;
vec2 py = (2.0*(fragCoord+vec2(0.0,1.0))-iResolution.xy)/iResolution.y;
vec3 rdx = ca * normalize( vec3(px,fl) );
vec3 rdy = ca * normalize( vec3(py,fl) );
// render
vec3 col = render( ro, rd, rdx, rdy );
// gain
// col = col*3.0/(2.5+col);
// gamma
col = pow( col, vec3(0.4545) );
tot += col;
#if AA>1
}
tot /= float(AA*AA);
#endif
//fragColor = vec4( tot, 1.0 );
return vec4( tot, 1.0 );
}
//*********************************************************
// END Ray Marching
//*********************************************************
void main() {
vec4 c = color;
vec4 txt = texture(sampler2D(tex, smp), uv);
c = txt * c;
vec2 uv1 = uv * iResolution;
vec4 col_ray = mainImage(uv1);
// use this to mix the chessboart texture with the ray marching
//frag_color = clamp(c*iMouse.y/512.0,0.0,1.0) * col_ray ;
frag_color = c*0.00001 + col_ray ;
}
#pragma sokol @end
#pragma sokol @program rt vs fs
@@ -0,0 +1,424 @@
// vtest build: misc-tooling // needs .h files that are produced by `v shader`
/**********************************************************************
*
* 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:
* - frame counter
**********************************************************************/
import gg
import gg.m4
// import math
import sokol.sapp
import sokol.gfx
import sokol.sgl
import time
// GLSL Include and functions
#include "@VMODROOT/rt_glsl.h" # It should be generated with `v shader .` (see the instructions at the top of this file)
fn C.rt_shader_desc(gfx.Backend) &gfx.ShaderDesc
const win_width = 800
const win_height = 800
const bg_color = gg.white
struct App {
mut:
gg &gg.Context = unsafe { nil }
texture gfx.Image
sampler gfx.Sampler
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 &u8) (gfx.Image, gfx.Sampler) {
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: &char(unsafe { nil })
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)
mut smp_desc := gfx.SamplerDesc{
min_filter: .linear
mag_filter: .linear
wrap_u: .clamp_to_edge
wrap_v: .clamp_to_edge
}
sg_smp := gfx.make_sampler(&smp_desc)
return sg_img, sg_smp
}
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 &u8) {
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
******************************************************************************
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 f32
v f32
// u u16 // for compatibility with D3D11
// v u16 // for compatibility with D3D11
}
fn init_cube_glsl(mut app App) {
// 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},
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},
]
// vfmt on
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
vbuf := gfx.make_buffer(&vert_buffer_desc)
// 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,
]
// 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)))
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(voidptr(C.rt_shader_desc(C.sg_query_backend())))
mut pipdesc := gfx.PipelineDesc{}
unsafe { vmemset(&pipdesc, 0, int(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 by sokol-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 = c'glsl_shader pipeline'
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_bind.fs.samplers[C.SLOT_smp] = app.sampler
app.cube_pip_glsl = gfx.make_pipeline(&pipdesc)
println('GLSL init DONE!')
}
@[inline]
fn vec4(x f32, y f32, z f32, w f32) m4.Vec4 {
return m4.Vec4{
e: [x, y, z, w]!
}
}
fn calc_tr_matrices(w f32, h f32, rx f32, ry f32, in_scale f32) m4.Mat4 {
proj := m4.perspective(60, w / h, 0.01, 10.0)
view := m4.look_at(vec4(f32(0.0), 0, 6, 0), vec4(f32(0), 0, 0, 0), vec4(f32(0), 1, 0, 0))
view_proj := view * proj
rxm := m4.rotate(m4.rad(rx), vec4(f32(1), 0, 0, 0))
rym := m4.rotate(m4.rad(ry), vec4(f32(0), 1, 0, 0))
model := rym * rxm
scale_m := m4.scale(vec4(in_scale, in_scale, in_scale, 1))
res := (scale_m * model) * view_proj
return res
}
fn draw_cube_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)
// use the following commented lines to rotate the 3d glsl cube
// rot := [f32(app.mouse_y), f32(app.mouse_x)]
// calc_tr_matrices(dw, dh, rot[0], rot[1] ,2.3)
tr_matrix := calc_tr_matrices(dw, dh, 0, 0, 2.3)
gfx.apply_viewport(0, 0, ws.width, ws.height, true)
// apply the pipeline and bindings
gfx.apply_pipeline(app.cube_pip_glsl)
gfx.apply_bindings(app.cube_bind)
// Uniforms
// *** vertex shader 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(.vs, C.SLOT_vs_params, &vs_uniforms_range)
// *** fragment shader uniforms ***
time_ticks := f32(time.ticks() - app.ticks) / 1000
mut tmp_fs_params := [
f32(ws.width),
ws.height * ratio, // x,y resolution to pass to FS
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
]!
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
gfx.draw(0, (3 * 2) * 6, 1)
gfx.end_pass()
gfx.commit()
}
fn frame(mut app App) {
// clear
mut color_action := gfx.ColorAttachmentAction{
load_action: .clear
clear_value: gfx.Color{
r: 0.0
g: 0.0
b: 0.0
a: 1.0
}
}
mut pass_action := gfx.PassAction{}
pass_action.colors[0] = color_action
pass := sapp.create_default_pass(pass_action)
gfx.begin_pass(&pass)
// 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 := sgl.Desc{
max_vertices: 50 * 65536
}
sgl.setup(&sgl_desc)
// 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 + 0] = u8(0xFF)
tmp_txt[i + 1] = u8(0)
tmp_txt[i + 2] = u8(0)
tmp_txt[i + 3] = u8(0xFF)
}
// low right corner
else if x == 7 && y == 7 {
tmp_txt[i + 0] = u8(0)
tmp_txt[i + 1] = u8(0xFF)
tmp_txt[i + 2] = u8(0)
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 + 3] = u8(0xFF) // alpha
}
i += 4
}
}
unsafe {
app.texture, app.sampler = create_texture(w, h, tmp_txt)
free(tmp_txt)
}
// glsl
init_cube_glsl(mut app)
app.init_flag = true
}
/******************************************************************************
* events handling
******************************************************************************/
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)
}
}
}
fn main() {
mut app := &App{}
app.gg = gg.new_context(
width: win_width
height: win_height
create_window: true
window_title: '3D Ray Marching Cube'
user_data: app
bg_color: bg_color
frame_fn: frame
init_fn: my_init
event_fn: my_event_manager
)
app.ticks = time.ticks()
app.gg.run()
}
Whitespace-only changes.
@@ -0,0 +1,339 @@
// vtest build: misc-tooling // needs .h files that are produced by `v shader`
/**********************************************************************
* Sokol 3d cube multishader demo
* Copyright (c) 2024 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`.
**********************************************************************/
import gg
import gg.m4
import sokol.sapp
import sokol.gfx
import sokol.sgl
import time
// GLSL Include and functions
#include "@VMODROOT/rt_glsl_march.h" # It should be generated with `v shader .` (see the instructions at the top of this file)
#include "@VMODROOT/rt_glsl_puppy.h" # It should be generated with `v shader .` (see the instructions at the top of this file)
fn C.rt_march_shader_desc(gfx.Backend) &gfx.ShaderDesc
fn C.rt_puppy_shader_desc(gfx.Backend) &gfx.ShaderDesc
const start_ticks = time.ticks()
@[heap]
struct App {
mut:
gg &gg.Context = unsafe { nil }
texture gfx.Image
sampler gfx.Sampler
init_flag bool
mouse_x int = 502
mouse_y int = 394
mouse_down bool
// glsl
cube_pip_glsl gfx.Pipeline
cube_bind gfx.Bindings
pipe map[string]gfx.Pipeline
bind map[string]gfx.Bindings
}
/******************************************************************************
* Texture functions
******************************************************************************/
fn create_texture(w int, h int, buf byteptr) (gfx.Image, gfx.Sampler) {
sz := w * h * 4
mut img_desc := gfx.ImageDesc{
width: w
height: h
}
img_desc.data.subimage[0][0] = gfx.Range{
ptr: buf
size: usize(sz)
}
sg_img := gfx.make_image(&img_desc)
mut smp_desc := gfx.SamplerDesc{
min_filter: .linear
mag_filter: .linear
wrap_u: .clamp_to_edge
wrap_v: .clamp_to_edge
}
sg_smp := gfx.make_sampler(&smp_desc)
return sg_img, sg_smp
}
/******************************************************************************
* Draw functions
******************************************************************************
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 does not support integer vertex shader inputs.
*/
struct Vertex_t {
x f32
y f32
z f32
color u32
u f32
v f32
}
const vertices = cube_vertices()
fn cube_vertices() []Vertex_t {
// cube vertex buffer
d := f32(1.0)
c := u32(0xFF_FF_FF_FF) // white color RGBA8
// vfmt off
// 6 faces, each defined by 4 vertices:
cube := [
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},
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},
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},
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},
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},
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},
]
// vfmt off
return cube
}
fn (mut app App) init_glsl_shader(shader_name string, shader_desc &gfx.ShaderDesc, indices []u16) {
mut vert_buffer_desc := gfx.BufferDesc{}
unsafe { vmemset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc)) }
vert_buffer_desc.label = c'cube-vertices'
vert_buffer_desc.size = usize(vertices.len) * sizeof(Vertex_t)
vert_buffer_desc.data = gfx.Range{
ptr: vertices.data
size: vert_buffer_desc.size
}
vert_buffer_desc.type = .vertexbuffer
vbuf := gfx.make_buffer(&vert_buffer_desc)
mut index_buffer_desc := gfx.BufferDesc{}
unsafe { vmemset(&index_buffer_desc, 0, sizeof(index_buffer_desc)) }
index_buffer_desc.label = c'cube-indices'
index_buffer_desc.size = usize(indices.len) * sizeof(u16)
index_buffer_desc.data = gfx.Range{
ptr: indices.data
size: index_buffer_desc.size
}
index_buffer_desc.type = .indexbuffer
ibuf := gfx.make_buffer(&index_buffer_desc)
// create shader
shader := gfx.make_shader(shader_desc)
mut pipdesc := gfx.PipelineDesc{}
unsafe { vmemset(&pipdesc, 0, sizeof(pipdesc)) }
pipdesc.label = c'glsl_shader pipeline'
pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
// 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_m_pos].format = .float3 // x,y,z as f32
pipdesc.layout.attrs[C.ATTR_vs_m_color0].format = .ubyte4n // color as u32
pipdesc.layout.attrs[C.ATTR_vs_m_texcoord0].format = .float2 // u,v as f32
// pipdesc.layout.attrs[C.ATTR_vs_m_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
mut bind := gfx.Bindings{}
unsafe { vmemset(&bind, 0, sizeof(bind)) }
bind.vertex_buffers[0] = vbuf
bind.index_buffer = ibuf
bind.fs.images[C.SLOT_tex] = app.texture
bind.fs.samplers[C.SLOT_smp] = app.sampler
app.bind[shader_name] = bind
app.pipe[shader_name] = gfx.make_pipeline(&pipdesc)
println('${@FN} for shader `${shader_name}` done.')
}
fn calc_tr_matrices(w f32, h f32, rx f32, ry f32, in_scale f32) m4.Mat4 {
proj := m4.perspective(60, w / h, 0.01, 10.0)
view := m4.look_at(m4.vec4(0.0, 0, 6, 0), m4.vec4(0, 0, 0, 0), m4.vec4(0, 1, 0, 0))
view_proj := view * proj
rxm := m4.rotate(m4.rad(rx), m4.vec4(1, 0, 0, 0))
rym := m4.rotate(m4.rad(ry), m4.vec4(0, 1, 0, 0))
model := rym * rxm
scale_m := m4.scale(m4.vec4(in_scale, in_scale, in_scale, 1))
res := (scale_m * model) * view_proj
return res
}
fn (app &App) draw_glsl_shader(shader_name string) {
ws := gg.window_size_real_pixels()
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)]
tr_matrix := calc_tr_matrices(dw, dh, rot[0], rot[1], 2.3)
// apply the pipeline and bindings
gfx.apply_pipeline(app.pipe[shader_name])
gfx.apply_bindings(app.bind[shader_name])
// Uniforms
// *** vertex shadeer 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(.vs, C.SLOT_vs_params_m, &vs_uniforms_range)
// *** fragment shader uniforms ***
time_ticks := f32(time.ticks() - start_ticks) / 1000
mut tmp_fs_params := [
f32(ws.width),
ws.height * ratio, // x,y resolution to pass to FS
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
f32(app.gg.frame), // frame count
0,
0, // padding bytes , see "fs_params" struct paddings in rt_glsl.h
]!
fs_uniforms_range := gfx.Range{
ptr: unsafe { &tmp_fs_params }
size: usize(sizeof(tmp_fs_params))
}
gfx.apply_uniforms(.fs, C.SLOT_fs_params_p, &fs_uniforms_range)
// 3 vertices for triangle * 2 triangles per face * 6 faces = 36 vertices to draw
gfx.draw(0, (3 * 2) * 3, 1)
}
fn (mut app App) frame() {
mut pass_action := gfx.PassAction{}
pass_action.colors[0] = gfx.ColorAttachmentAction{
load_action: .clear
clear_value: gfx.Color{b: 0.9}
}
gfx.begin_pass(sapp.create_default_pass(pass_action))
if !app.init_flag {
return
}
ws := gg.window_size_real_pixels()
gfx.apply_viewport(0, 0, ws.width, ws.height, true)
app.draw_glsl_shader('march')
app.draw_glsl_shader('puppy')
gfx.end_pass()
gfx.commit()
}
fn (mut app App) on_init() {
// set max vertices, but note, that for a large number of the same type of object it is better use the instances!!
gfx.setup(sapp.create_desc())
sgl.setup(sgl.Desc{max_vertices: 50 * 65536})
// create chessboard texture 256*256 RGBA
w := 256
h := 256
sz := w * h * 4
tmp_txt := unsafe { malloc(sz) }
defer {
unsafe { free(tmp_txt) }
}
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 + 0] = 0xFF
tmp_txt[i + 1] = 0
tmp_txt[i + 2] = 0
tmp_txt[i + 3] = 0xFF
}
// low right corner
else if x == 7 && y == 7 {
tmp_txt[i + 0] = 0
tmp_txt[i + 1] = 0xFF
tmp_txt[i + 2] = 0
tmp_txt[i + 3] = 0xFF
} else {
col := if ((x + y) & 1) == 1 { u8(0xFF) } else { 128 }
tmp_txt[i + 0] = col // red
tmp_txt[i + 1] = col // green
tmp_txt[i + 2] = col // blue
tmp_txt[i + 3] = 0xFF // alpha
}
i += 4
}
}
app.texture, app.sampler = create_texture(w, h, tmp_txt)
// vfmt off
app.init_glsl_shader('march', voidptr(C.rt_march_shader_desc(C.sg_query_backend())), [
u16(0), 1, 2, 0, 2, 3,
6, 5, 4, 7, 6, 4,
8, 9, 10, 8, 10, 11,
])
app.init_glsl_shader('puppy', voidptr(C.rt_puppy_shader_desc(C.sg_query_backend())), [
u16(14), 13, 12, 15, 14, 12,
16, 17, 18, 16, 18, 19,
22, 21, 20, 23, 22, 20,
])
// vfmt on
app.init_flag = true
}
/******************************************************************************
* events handling
******************************************************************************/
fn (mut app App) on_event(ev &gg.Event, x voidptr) {
if ev.typ == .mouse_down {
app.mouse_down = true
}
if ev.typ == .mouse_up {
app.mouse_down = false
}
if app.mouse_down == true && 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)
}
}
// eprintln('> app.mouse_x: ${app.mouse_x} | app.mouse_y: ${app.mouse_y}')
}
fn main() {
mut app := &App{}
app.gg = gg.new_context(
width: 800
height: 800
window_title: '3D Dual shader Cube - click and rotate with the mouse'
user_data: app
frame_fn: app.frame
init_fn: app.on_init
event_fn: app.on_event
)
app.gg.run()
}
@@ -0,0 +1,697 @@
//------------------------------------------------------------------------------
// Shader code for texcube-sapp sample.
//
// NOTE: This source file also uses the '#pragma sokol' form of the
// custom tags.
//------------------------------------------------------------------------------
//#pragma sokol @ctype mat4 hmm_mat4
#pragma sokol @vs vs_m
uniform vs_params_m {
mat4 mvp;
};
in vec4 pos;
in vec4 color0;
in vec2 texcoord0;
out vec4 color;
out vec2 uv;
void main() {
gl_Position = mvp * pos;
color = color0;
uv = texcoord0;
}
#pragma sokol @end
#pragma sokol @fs fs_m
uniform texture2D tex;
uniform sampler smp;
uniform fs_params_m {
vec2 iResolution;
vec2 iMouse;
float iTime;
float iFrame;
};
in vec4 color;
in vec2 uv;
out vec4 frag_color;
// change to 0 to 4 to increment the AntiAliasing,
// increase AA will SLOW the rendering!!
#define AA 1
//*********************************************************
// Ray Marching
// original code from: https://www.shadertoy.com/view/Xds3zN
//*********************************************************
// The MIT License
// Copyright © 2013 Inigo Quilez
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
// A list of useful distance function to simple primitives. All
// these functions (except for ellipsoid) return an exact
// euclidean distance, meaning they produce a better SDF than
// what you'd get if you were constructing them from boolean
// operations.
//
// More info here:
//
// https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
//------------------------------------------------------------------
float dot2( in vec2 v ) { return dot(v,v); }
float dot2( in vec3 v ) { return dot(v,v); }
float ndot( in vec2 a, in vec2 b ) { return a.x*b.x - a.y*b.y; }
float sdPlane( vec3 p )
{
return p.y;
}
float sdSphere( vec3 p, float s )
{
return length(p)-s;
}
float sdBox( vec3 p, vec3 b )
{
vec3 d = abs(p) - b;
return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0));
}
float sdBoundingBox( vec3 p, vec3 b, float e )
{
p = abs(p )-b;
vec3 q = abs(p+e)-e;
return min(min(
length(max(vec3(p.x,q.y,q.z),0.0))+min(max(p.x,max(q.y,q.z)),0.0),
length(max(vec3(q.x,p.y,q.z),0.0))+min(max(q.x,max(p.y,q.z)),0.0)),
length(max(vec3(q.x,q.y,p.z),0.0))+min(max(q.x,max(q.y,p.z)),0.0));
}
float sdEllipsoid( in vec3 p, in vec3 r ) // approximated
{
float k0 = length(p/r);
float k1 = length(p/(r*r));
return k0*(k0-1.0)/k1;
}
float sdTorus( vec3 p, vec2 t )
{
return length( vec2(length(p.xz)-t.x,p.y) )-t.y;
}
float sdCappedTorus(in vec3 p, in vec2 sc, in float ra, in float rb)
{
p.x = abs(p.x);
float k = (sc.y*p.x>sc.x*p.y) ? dot(p.xy,sc) : length(p.xy);
return sqrt( dot(p,p) + ra*ra - 2.0*ra*k ) - rb;
}
float sdHexPrism( vec3 p, vec2 h )
{
vec3 q = abs(p);
const vec3 k = vec3(-0.8660254, 0.5, 0.57735);
p = abs(p);
p.xy -= 2.0*min(dot(k.xy, p.xy), 0.0)*k.xy;
vec2 d = vec2(
length(p.xy - vec2(clamp(p.x, -k.z*h.x, k.z*h.x), h.x))*sign(p.y - h.x),
p.z-h.y );
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
}
float sdOctogonPrism( in vec3 p, in float r, float h )
{
const vec3 k = vec3(-0.9238795325, // sqrt(2+sqrt(2))/2
0.3826834323, // sqrt(2-sqrt(2))/2
0.4142135623 ); // sqrt(2)-1
// reflections
p = abs(p);
p.xy -= 2.0*min(dot(vec2( k.x,k.y),p.xy),0.0)*vec2( k.x,k.y);
p.xy -= 2.0*min(dot(vec2(-k.x,k.y),p.xy),0.0)*vec2(-k.x,k.y);
// polygon side
p.xy -= vec2(clamp(p.x, -k.z*r, k.z*r), r);
vec2 d = vec2( length(p.xy)*sign(p.y), p.z-h );
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
}
float sdCapsule( vec3 p, vec3 a, vec3 b, float r )
{
vec3 pa = p-a, ba = b-a;
float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
return length( pa - ba*h ) - r;
}
float sdRoundCone( in vec3 p, in float r1, float r2, float h )
{
vec2 q = vec2( length(p.xz), p.y );
float b = (r1-r2)/h;
float a = sqrt(1.0-b*b);
float k = dot(q,vec2(-b,a));
if( k < 0.0 ) return length(q) - r1;
if( k > a*h ) return length(q-vec2(0.0,h)) - r2;
return dot(q, vec2(a,b) ) - r1;
}
float sdRoundCone(vec3 p, vec3 a, vec3 b, float r1, float r2)
{
// sampling independent computations (only depend on shape)
vec3 ba = b - a;
float l2 = dot(ba,ba);
float rr = r1 - r2;
float a2 = l2 - rr*rr;
float il2 = 1.0/l2;
// sampling dependent computations
vec3 pa = p - a;
float y = dot(pa,ba);
float z = y - l2;
float x2 = dot2( pa*l2 - ba*y );
float y2 = y*y*l2;
float z2 = z*z*l2;
// single square root!
float k = sign(rr)*rr*rr*x2;
if( sign(z)*a2*z2 > k ) return sqrt(x2 + z2) *il2 - r2;
if( sign(y)*a2*y2 < k ) return sqrt(x2 + y2) *il2 - r1;
return (sqrt(x2*a2*il2)+y*rr)*il2 - r1;
}
float sdTriPrism( vec3 p, vec2 h )
{
const float k = sqrt(3.0);
h.x *= 0.5*k;
p.xy /= h.x;
p.x = abs(p.x) - 1.0;
p.y = p.y + 1.0/k;
if( p.x+k*p.y>0.0 ) p.xy=vec2(p.x-k*p.y,-k*p.x-p.y)/2.0;
p.x -= clamp( p.x, -2.0, 0.0 );
float d1 = length(p.xy)*sign(-p.y)*h.x;
float d2 = abs(p.z)-h.y;
return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
}
// vertical
float sdCylinder( vec3 p, vec2 h )
{
vec2 d = abs(vec2(length(p.xz),p.y)) - h;
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
}
// arbitrary orientation
float sdCylinder(vec3 p, vec3 a, vec3 b, float r)
{
vec3 pa = p - a;
vec3 ba = b - a;
float baba = dot(ba,ba);
float paba = dot(pa,ba);
float x = length(pa*baba-ba*paba) - r*baba;
float y = abs(paba-baba*0.5)-baba*0.5;
float x2 = x*x;
float y2 = y*y*baba;
float d = (max(x,y)<0.0)?-min(x2,y2):(((x>0.0)?x2:0.0)+((y>0.0)?y2:0.0));
return sign(d)*sqrt(abs(d))/baba;
}
// vertical
float sdCone( in vec3 p, in vec2 c, float h )
{
vec2 q = h*vec2(c.x,-c.y)/c.y;
vec2 w = vec2( length(p.xz), p.y );
vec2 a = w - q*clamp( dot(w,q)/dot(q,q), 0.0, 1.0 );
vec2 b = w - q*vec2( clamp( w.x/q.x, 0.0, 1.0 ), 1.0 );
float k = sign( q.y );
float d = min(dot( a, a ),dot(b, b));
float s = max( k*(w.x*q.y-w.y*q.x),k*(w.y-q.y) );
return sqrt(d)*sign(s);
}
float sdCappedCone( in vec3 p, in float h, in float r1, in float r2 )
{
vec2 q = vec2( length(p.xz), p.y );
vec2 k1 = vec2(r2,h);
vec2 k2 = vec2(r2-r1,2.0*h);
vec2 ca = vec2(q.x-min(q.x,(q.y < 0.0)?r1:r2), abs(q.y)-h);
vec2 cb = q - k1 + k2*clamp( dot(k1-q,k2)/dot2(k2), 0.0, 1.0 );
float s = (cb.x < 0.0 && ca.y < 0.0) ? -1.0 : 1.0;
return s*sqrt( min(dot2(ca),dot2(cb)) );
}
float sdCappedCone(vec3 p, vec3 a, vec3 b, float ra, float rb)
{
float rba = rb-ra;
float baba = dot(b-a,b-a);
float papa = dot(p-a,p-a);
float paba = dot(p-a,b-a)/baba;
float x = sqrt( papa - paba*paba*baba );
float cax = max(0.0,x-((paba<0.5)?ra:rb));
float cay = abs(paba-0.5)-0.5;
float k = rba*rba + baba;
float f = clamp( (rba*(x-ra)+paba*baba)/k, 0.0, 1.0 );
float cbx = x-ra - f*rba;
float cby = paba - f;
float s = (cbx < 0.0 && cay < 0.0) ? -1.0 : 1.0;
return s*sqrt( min(cax*cax + cay*cay*baba,
cbx*cbx + cby*cby*baba) );
}
// c is the sin/cos of the desired cone angle
float sdSolidAngle(vec3 pos, vec2 c, float ra)
{
vec2 p = vec2( length(pos.xz), pos.y );
float l = length(p) - ra;
float m = length(p - c*clamp(dot(p,c),0.0,ra) );
return max(l,m*sign(c.y*p.x-c.x*p.y));
}
float sdOctahedron(vec3 p, float s)
{
p = abs(p);
float m = p.x + p.y + p.z - s;
// exact distance
#if 0
vec3 o = min(3.0*p - m, 0.0);
o = max(6.0*p - m*2.0 - o*3.0 + (o.x+o.y+o.z), 0.0);
return length(p - s*o/(o.x+o.y+o.z));
#endif
// exact distance
#if 1
vec3 q;
if( 3.0*p.x < m ) q = p.xyz;
else if( 3.0*p.y < m ) q = p.yzx;
else if( 3.0*p.z < m ) q = p.zxy;
else return m*0.57735027;
float k = clamp(0.5*(q.z-q.y+s),0.0,s);
return length(vec3(q.x,q.y-s+k,q.z-k));
#endif
// bound, not exact
#if 0
return m*0.57735027;
#endif
}
float sdPyramid( in vec3 p, in float h )
{
float m2 = h*h + 0.25;
// symmetry
p.xz = abs(p.xz);
p.xz = (p.z>p.x) ? p.zx : p.xz;
p.xz -= 0.5;
// project into face plane (2D)
vec3 q = vec3( p.z, h*p.y - 0.5*p.x, h*p.x + 0.5*p.y);
float s = max(-q.x,0.0);
float t = clamp( (q.y-0.5*p.z)/(m2+0.25), 0.0, 1.0 );
float a = m2*(q.x+s)*(q.x+s) + q.y*q.y;
float b = m2*(q.x+0.5*t)*(q.x+0.5*t) + (q.y-m2*t)*(q.y-m2*t);
float d2 = min(q.y,-q.x*m2-q.y*0.5) > 0.0 ? 0.0 : min(a,b);
// recover 3D and scale, and add sign
return sqrt( (d2+q.z*q.z)/m2 ) * sign(max(q.z,-p.y));
}
// la,lb=semi axis, h=height, ra=corner
float sdRhombus(vec3 p, float la, float lb, float h, float ra)
{
p = abs(p);
vec2 b = vec2(la,lb);
float f = clamp( (ndot(b,b-2.0*p.xz))/dot(b,b), -1.0, 1.0 );
vec2 q = vec2(length(p.xz-0.5*b*vec2(1.0-f,1.0+f))*sign(p.x*b.y+p.z*b.x-b.x*b.y)-ra, p.y-h);
return min(max(q.x,q.y),0.0) + length(max(q,0.0));
}
//------------------------------------------------------------------
vec2 opU( vec2 d1, vec2 d2 )
{
return (d1.x<d2.x) ? d1 : d2;
}
//------------------------------------------------------------------
#define ZERO (min(int(iFrame),0))
//------------------------------------------------------------------
vec2 map( in vec3 pos )
{
vec2 res = vec2( 1e10, 0.0 );
{
res = opU( res, vec2( sdSphere( pos-vec3(-2.0,0.25, 0.0), 0.25 ), 26.9 ) );
}
// bounding box
if( sdBox( pos-vec3(0.0,0.3,-1.0),vec3(0.35,0.3,2.5) )<res.x )
{
// more primitives
res = opU( res, vec2( sdBoundingBox( pos-vec3( 0.0,0.25, 0.0), vec3(0.3,0.25,0.2), 0.025 ), 16.9 ) );
res = opU( res, vec2( sdTorus( (pos-vec3( 0.0,0.30, 1.0)).xzy, vec2(0.25,0.05) ), 25.0 ) );
res = opU( res, vec2( sdCone( pos-vec3( 0.0,0.45,-1.0), vec2(0.6,0.8),0.45 ), 55.0 ) );
res = opU( res, vec2( sdCappedCone( pos-vec3( 0.0,0.25,-2.0), 0.25, 0.25, 0.1 ), 13.67 ) );
res = opU( res, vec2( sdSolidAngle( pos-vec3( 0.0,0.00,-3.0), vec2(3,4)/5.0, 0.4 ), 49.13 ) );
}
// bounding box
if( sdBox( pos-vec3(1.0,0.3,-1.0),vec3(0.35,0.3,2.5) )<res.x )
{
// more primitives
res = opU( res, vec2( sdCappedTorus((pos-vec3( 1.0,0.30, 1.0))*vec3(1,-1,1), vec2(0.866025,-0.5), 0.25, 0.05), 8.5) );
res = opU( res, vec2( sdBox( pos-vec3( 1.0,0.25, 0.0), vec3(0.3,0.25,0.1) ), 3.0 ) );
res = opU( res, vec2( sdCapsule( pos-vec3( 1.0,0.00,-1.0),vec3(-0.1,0.1,-0.1), vec3(0.2,0.4,0.2), 0.1 ), 31.9 ) );
res = opU( res, vec2( sdCylinder( pos-vec3( 1.0,0.25,-2.0), vec2(0.15,0.25) ), 8.0 ) );
res = opU( res, vec2( sdHexPrism( pos-vec3( 1.0,0.2,-3.0), vec2(0.2,0.05) ), 18.4 ) );
}
// bounding box
if( sdBox( pos-vec3(-1.0,0.35,-1.0),vec3(0.35,0.35,2.5))<res.x )
{
// more primitives
res = opU( res, vec2( sdPyramid( pos-vec3(-1.0,-0.6,-3.0), 1.0 ), 13.56 ) );
res = opU( res, vec2( sdOctahedron( pos-vec3(-1.0,0.15,-2.0), 0.35 ), 23.56 ) );
res = opU( res, vec2( sdTriPrism( pos-vec3(-1.0,0.15,-1.0), vec2(0.3,0.05) ),43.5 ) );
res = opU( res, vec2( sdEllipsoid( pos-vec3(-1.0,0.25, 0.0), vec3(0.2, 0.25, 0.05) ), 43.17 ) );
res = opU( res, vec2( sdRhombus( (pos-vec3(-1.0,0.34, 1.0)).xzy, 0.15, 0.25, 0.04, 0.08 ),17.0 ) );
}
// bounding box
if( sdBox( pos-vec3(2.0,0.3,-1.0),vec3(0.35,0.3,2.5) )<res.x )
{
// more primitives
res = opU( res, vec2( sdOctogonPrism(pos-vec3( 2.0,0.2,-3.0), 0.2, 0.05), 51.8 ) );
res = opU( res, vec2( sdCylinder( pos-vec3( 2.0,0.15,-2.0), vec3(0.1,-0.1,0.0), vec3(-0.2,0.35,0.1), 0.08), 31.2 ) );
res = opU( res, vec2( sdCappedCone( pos-vec3( 2.0,0.10,-1.0), vec3(0.1,0.0,0.0), vec3(-0.2,0.40,0.1), 0.15, 0.05), 46.1 ) );
res = opU( res, vec2( sdRoundCone( pos-vec3( 2.0,0.15, 0.0), vec3(0.1,0.0,0.0), vec3(-0.1,0.35,0.1), 0.15, 0.05), 51.7 ) );
res = opU( res, vec2( sdRoundCone( pos-vec3( 2.0,0.20, 1.0), 0.2, 0.1, 0.3 ), 37.0 ) );
}
return res;
}
// http://iquilezles.org/www/articles/boxfunctions/boxfunctions.htm
vec2 iBox( in vec3 ro, in vec3 rd, in vec3 rad )
{
vec3 m = 1.0/rd;
vec3 n = m*ro;
vec3 k = abs(m)*rad;
vec3 t1 = -n - k;
vec3 t2 = -n + k;
return vec2( max( max( t1.x, t1.y ), t1.z ),
min( min( t2.x, t2.y ), t2.z ) );
}
vec2 raycast( in vec3 ro, in vec3 rd )
{
vec2 res = vec2(-1.0,-1.0);
float tmin = 1.0;
float tmax = 20.0;
// raytrace floor plane
float tp1 = (0.0-ro.y)/rd.y;
if( tp1>0.0 )
{
tmax = min( tmax, tp1 );
res = vec2( tp1, 1.0 );
}
//else return res;
// raymarch primitives
vec2 tb = iBox( ro-vec3(0.0,0.4,-0.5), rd, vec3(2.5,0.41,3.0) );
if( tb.x<tb.y && tb.y>0.0 && tb.x<tmax)
{
//return vec2(tb.x,2.0);
tmin = max(tb.x,tmin);
tmax = min(tb.y,tmax);
float t = tmin;
for( int i=0; i<70 && t<tmax; i++ )
{
vec2 h = map( ro+rd*t );
if( abs(h.x)<(0.0001*t) )
{
res = vec2(t,h.y);
break;
}
t += h.x;
}
}
return res;
}
// http://iquilezles.org/www/articles/rmshadows/rmshadows.htm
float calcSoftshadow( in vec3 ro, in vec3 rd, in float mint, in float tmax )
{
// bounding volume
float tp = (0.8-ro.y)/rd.y; if( tp>0.0 ) tmax = min( tmax, tp );
float res = 1.0;
float t = mint;
for( int i=ZERO; i<24; i++ )
{
float h = map( ro + rd*t ).x;
float s = clamp(8.0*h/t,0.0,1.0);
res = min( res, s*s*(3.0-2.0*s) );
t += clamp( h, 0.02, 0.2 );
if( res<0.004 || t>tmax ) break;
}
return clamp( res, 0.0, 1.0 );
}
// http://iquilezles.org/www/articles/normalsSDF/normalsSDF.htm
vec3 calcNormal( in vec3 pos )
{
#if 0
vec2 e = vec2(1.0,-1.0)*0.5773*0.0005;
return normalize( e.xyy*map( pos + e.xyy ).x +
e.yyx*map( pos + e.yyx ).x +
e.yxy*map( pos + e.yxy ).x +
e.xxx*map( pos + e.xxx ).x );
#else
// inspired by tdhooper and klems - a way to prevent the compiler from inlining map() 4 times
vec3 n = vec3(0.0);
for( int i=ZERO; i<4; i++ )
{
vec3 e = 0.5773*(2.0*vec3((((i+3)>>1)&1),((i>>1)&1),(i&1))-1.0);
n += e*map(pos+0.0005*e).x;
//if( n.x+n.y+n.z>100.0 ) break;
}
return normalize(n);
#endif
}
float calcAO( in vec3 pos, in vec3 nor )
{
float occ = 0.0;
float sca = 1.0;
for( int i=ZERO; i<5; i++ )
{
float h = 0.01 + 0.12*float(i)/4.0;
float d = map( pos + h*nor ).x;
occ += (h-d)*sca;
sca *= 0.95;
if( occ>0.35 ) break;
}
return clamp( 1.0 - 3.0*occ, 0.0, 1.0 ) * (0.5+0.5*nor.y);
}
// http://iquilezles.org/www/articles/checkerfiltering/checkerfiltering.htm
float checkersGradBox( in vec2 p, in vec2 dpdx, in vec2 dpdy )
{
// filter kernel
vec2 w = abs(dpdx)+abs(dpdy) + 0.001;
// analytical integral (box filter)
vec2 i = 2.0*(abs(fract((p-0.5*w)*0.5)-0.5)-abs(fract((p+0.5*w)*0.5)-0.5))/w;
// xor pattern
return 0.5 - 0.5*i.x*i.y;
}
vec3 render( in vec3 ro, in vec3 rd, in vec3 rdx, in vec3 rdy )
{
// background
vec3 col = vec3(0.7, 0.7, 0.9) - max(rd.y,0.0)*0.3;
// raycast scene
vec2 res = raycast(ro,rd);
float t = res.x;
float m = res.y;
if( m>-0.5 )
{
vec3 pos = ro + t*rd;
vec3 nor = (m<1.5) ? vec3(0.0,1.0,0.0) : calcNormal( pos );
vec3 ref = reflect( rd, nor );
// material
col = 0.2 + 0.2*sin( m*2.0 + vec3(0.0,1.0,2.0) );
float ks = 1.0;
if( m<1.5 )
{
// project pixel footprint into the plane
vec3 dpdx = ro.y*(rd/rd.y-rdx/rdx.y);
vec3 dpdy = ro.y*(rd/rd.y-rdy/rdy.y);
float f = checkersGradBox( 3.0*pos.xz, 3.0*dpdx.xz, 3.0*dpdy.xz );
col = 0.15 + f*vec3(0.05);
ks = 0.4;
}
// lighting
float occ = calcAO( pos, nor );
vec3 lin = vec3(0.0);
// sun
{
vec3 lig = normalize( vec3(-0.5, 0.4, -0.6) );
vec3 hal = normalize( lig-rd );
float dif = clamp( dot( nor, lig ), 0.0, 1.0 );
//if( dif>0.0001 )
dif *= calcSoftshadow( pos, lig, 0.02, 2.5 );
float spe = pow( clamp( dot( nor, hal ), 0.0, 1.0 ),16.0);
spe *= dif;
spe *= 0.04+0.96*pow(clamp(1.0-dot(hal,lig),0.0,1.0),5.0);
lin += col*2.20*dif*vec3(1.30,1.00,0.70);
lin += 5.00*spe*vec3(1.30,1.00,0.70)*ks;
}
// sky
{
float dif = sqrt(clamp( 0.5+0.5*nor.y, 0.0, 1.0 ));
dif *= occ;
float spe = smoothstep( -0.2, 0.2, ref.y );
spe *= dif;
spe *= 0.04+0.96*pow(clamp(1.0+dot(nor,rd),0.0,1.0), 5.0 );
//if( spe>0.001 )
spe *= calcSoftshadow( pos, ref, 0.02, 2.5 );
lin += col*0.60*dif*vec3(0.40,0.60,1.15);
lin += 2.00*spe*vec3(0.40,0.60,1.30)*ks;
}
// back
{
float dif = clamp( dot( nor, normalize(vec3(0.5,0.0,0.6))), 0.0, 1.0 )*clamp( 1.0-pos.y,0.0,1.0);
dif *= occ;
lin += col*0.55*dif*vec3(0.25,0.25,0.25);
}
// sss
{
float dif = pow(clamp(1.0+dot(nor,rd),0.0,1.0),2.0);
dif *= occ;
lin += col*0.25*dif*vec3(1.00,1.00,1.00);
}
col = lin;
col = mix( col, vec3(0.7,0.7,0.9), 1.0-exp( -0.0001*t*t*t ) );
}
return vec3( clamp(col,0.0,1.0) );
}
mat3 setCamera( in vec3 ro, in vec3 ta, float cr )
{
vec3 cw = normalize(ta-ro);
vec3 cp = vec3(sin(cr), cos(cr),0.0);
vec3 cu = normalize( cross(cw,cp) );
vec3 cv = ( cross(cu,cw) );
return mat3( cu, cv, cw );
}
vec4 mainImage( vec2 fragCoord )
{
vec2 mo = iMouse.xy/iResolution.xy;
float time = 32.0 + iTime*1.5;
// camera
vec3 ta = vec3( 0.5, -0.5, -0.6 );
vec3 ro = ta + vec3( 4.5*cos(0.1*time + 7.0*mo.x), 1.3 + 2.0*mo.y, 4.5*sin(0.1*time + 7.0*mo.x) );
// camera-to-world transformation
mat3 ca = setCamera( ro, ta, 0.0 );
vec3 tot = vec3(0.0);
#if AA>1
for( int m=ZERO; m<AA; m++ )
for( int n=ZERO; n<AA; n++ )
{
// pixel coordinates
vec2 o = vec2(float(m),float(n)) / float(AA) - 0.5;
vec2 p = (2.0*(fragCoord+o)-iResolution.xy)/iResolution.y;
#else
vec2 p = (2.0*fragCoord-iResolution.xy)/iResolution.y;
#endif
// focal length
const float fl = 2.5;
// ray direction
vec3 rd = ca * normalize( vec3(p,fl) );
// ray differentials
vec2 px = (2.0*(fragCoord+vec2(1.0,0.0))-iResolution.xy)/iResolution.y;
vec2 py = (2.0*(fragCoord+vec2(0.0,1.0))-iResolution.xy)/iResolution.y;
vec3 rdx = ca * normalize( vec3(px,fl) );
vec3 rdy = ca * normalize( vec3(py,fl) );
// render
vec3 col = render( ro, rd, rdx, rdy );
// gain
// col = col*3.0/(2.5+col);
// gamma
col = pow( col, vec3(0.4545) );
tot += col;
#if AA>1
}
tot /= float(AA*AA);
#endif
//fragColor = vec4( tot, 1.0 );
return vec4( tot, 1.0 );
}
//*********************************************************
// END Ray Marching
//*********************************************************
void main() {
vec4 c = color;
vec4 txt = texture(sampler2D(tex, smp), uv);
c = txt * c;
vec2 uv1 = uv * iResolution;
vec4 col_ray = mainImage(uv1);
// use this to mix the chessboart texture with the ray marching
//frag_color = clamp(c*iMouse.y/512.0,0.0,1.0) * col_ray ;
frag_color = c*0.00001 + col_ray ;
}
#pragma sokol @end
#pragma sokol @program rt_march vs_m fs_m
@@ -0,0 +1,570 @@
//------------------------------------------------------------------------------
// Shader code for texcube-sapp sample.
//
// NOTE: This source file also uses the '#pragma sokol' form of the
// custom tags.
//------------------------------------------------------------------------------
//#pragma sokol @ctype mat4 hmm_mat4
#pragma sokol @vs vs_p
uniform vs_params_p {
mat4 mvp;
};
in vec4 pos;
in vec4 color0;
in vec2 texcoord0;
out vec4 color;
out vec2 uv;
void main() {
gl_Position = mvp * pos;
color = color0;
uv = texcoord0;
}
#pragma sokol @end
#pragma sokol @fs fs_p
uniform texture2D tex;
uniform sampler smp;
uniform fs_params_p {
vec2 iResolution;
vec2 iMouse;
float iTime;
float iFrame;
};
in vec4 color;
in vec2 uv;
out vec4 frag_color;
// change to 0 to 4 to increment the AntiAliasing,
// increase AA will SLOW the rendering!!
#define AA 1
//*********************************************************
// Ray Marching
// original code from: https://www.shadertoy.com/view/Xds3zN
//*********************************************************
// Created by inigo quilez - iq/2019
// I share this piece (art and code) here in Shadertoy and through its Public API, only for educational purposes.
// You cannot use, share or host this piece or modifications of it as part of your own commercial or non-commercial product, website or project.
// You can share a link to it or an unmodified screenshot of it provided you attribute "by Inigo Quilez, @iquilezles and iquilezles.org".
// If you are a teacher, lecturer, educator or similar and these conditions are too restrictive for your needs, please contact me and we'll work it out.
// An animation test - a happy and blobby creature
// jumping and looking around. It gets off-model very
// often, but it looks good enough I think.
//
// Making-of with math/shader/art explanations (6 hours
// long): https://www.youtube.com/watch?v=Cfe5UQ-1L9Q
//
// Video capture: https://www.youtube.com/watch?v=s_UOFo2IULQ
//
// Buy a metal print here: https://www.redbubble.com/i/metal-print/Happy-Jumping-by-InigoQuilez/43594745.0JXQP
//------------------------------------------------------------------
// http://iquilezles.org/www/articles/smin/smin.htm
float smin( float a, float b, float k )
{
float h = max(k-abs(a-b),0.0);
return min(a, b) - h*h*0.25/k;
}
// http://iquilezles.org/www/articles/smin/smin.htm
vec2 smin( vec2 a, vec2 b, float k )
{
float h = clamp( 0.5+0.5*(b.x-a.x)/k, 0.0, 1.0 );
return mix( b, a, h ) - k*h*(1.0-h);
}
// http://iquilezles.org/www/articles/smin/smin.htm
float smax( float a, float b, float k )
{
float h = max(k-abs(a-b),0.0);
return max(a, b) + h*h*0.25/k;
}
// http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
float sdSphere( vec3 p, float s )
{
return length(p)-s;
}
// http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
float sdEllipsoid( in vec3 p, in vec3 r ) // approximated
{
float k0 = length(p/r);
float k1 = length(p/(r*r));
return k0*(k0-1.0)/k1;
}
vec2 sdStick(vec3 p, vec3 a, vec3 b, float r1, float r2) // approximated
{
vec3 pa = p-a, ba = b-a;
float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
return vec2( length( pa - ba*h ) - mix(r1,r2,h*h*(3.0-2.0*h)), h );
}
// http://iquilezles.org/www/articles/smin/smin.htm
vec4 opU( vec4 d1, vec4 d2 )
{
return (d1.x<d2.x) ? d1 : d2;
}
//------------------------------------------------------------------
#define ZERO (min(int(iFrame),0))
//------------------------------------------------------------------
float href;
float hsha;
vec4 map( in vec3 pos, float atime )
{
hsha = 1.0;
float t1 = fract(atime);
float t4 = abs(fract(atime*0.5)-0.5)/0.5;
float p = 4.0*t1*(1.0-t1);
float pp = 4.0*(1.0-2.0*t1); // derivative of p
vec3 cen = vec3( 0.5*(-1.0 + 2.0*t4),
pow(p,2.0-p) + 0.1,
floor(atime) + pow(t1,0.7) -1.0 );
// body
vec2 uu = normalize(vec2( 1.0, -pp ));
vec2 vv = vec2(-uu.y, uu.x);
float sy = 0.5 + 0.5*p;
float compress = 1.0-smoothstep(0.0,0.4,p);
sy = sy*(1.0-compress) + compress;
float sz = 1.0/sy;
vec3 q = pos - cen;
float rot = -0.25*(-1.0 + 2.0*t4);
float rc = cos(rot);
float rs = sin(rot);
q.xy = mat2x2(rc,rs,-rs,rc)*q.xy;
vec3 r = q;
href = q.y;
q.yz = vec2( dot(uu,q.yz), dot(vv,q.yz) );
vec4 res = vec4( sdEllipsoid( q, vec3(0.25, 0.25*sy, 0.25*sz) ), 2.0, 0.0, 1.0 );
if( res.x-1.0 < pos.y ) // bounding volume
{
float t2 = fract(atime+0.8);
float p2 = 0.5-0.5*cos(6.2831*t2);
r.z += 0.05-0.2*p2;
r.y += 0.2*sy-0.2;
vec3 sq = vec3( abs(r.x), r.yz );
// head
vec3 h = r;
float hr = sin(0.791*atime);
hr = 0.7*sign(hr)*smoothstep(0.5,0.7,abs(hr));
h.xz = mat2x2(cos(hr),sin(hr),-sin(hr),cos(hr))*h.xz;
vec3 hq = vec3( abs(h.x), h.yz );
float d = sdEllipsoid( h-vec3(0.0,0.20,0.02), vec3(0.08,0.2,0.15) );
float d2 = sdEllipsoid( h-vec3(0.0,0.21,-0.1), vec3(0.20,0.2,0.20) );
d = smin( d, d2, 0.1 );
res.x = smin( res.x, d, 0.1 );
// belly wrinkles
{
float yy = r.y-0.02-2.5*r.x*r.x;
res.x += 0.001*sin(yy*120.0)*(1.0-smoothstep(0.0,0.1,abs(yy)));
}
// arms
{
vec2 arms = sdStick( sq, vec3(0.18-0.06*hr*sign(r.x),0.2,-0.05), vec3(0.3+0.1*p2,-0.2+0.3*p2,-0.15), 0.03, 0.06 );
res.xz = smin( res.xz, arms, 0.01+0.04*(1.0-arms.y)*(1.0-arms.y)*(1.0-arms.y) );
}
// ears
{
float t3 = fract(atime+0.9);
float p3 = 4.0*t3*(1.0-t3);
vec2 ear = sdStick( hq, vec3(0.15,0.32,-0.05), vec3(0.2+0.05*p3,0.2+0.2*p3,-0.07), 0.01, 0.04 );
res.xz = smin( res.xz, ear, 0.01 );
}
// mouth
{
d = sdEllipsoid( h-vec3(0.0,0.15+4.0*hq.x*hq.x,0.15), vec3(0.1,0.04,0.2) );
res.w = 0.3+0.7*clamp( d*150.0,0.0,1.0);
res.x = smax( res.x, -d, 0.03 );
}
// legs
{
float t6 = cos(6.2831*(atime*0.5+0.25));
float ccc = cos(1.57*t6*sign(r.x));
float sss = sin(1.57*t6*sign(r.x));
vec3 base = vec3(0.12,-0.07,-0.1); base.y -= 0.1/sy;
vec2 legs = sdStick( sq, base, base + vec3(0.2,-ccc,sss)*0.2, 0.04, 0.07 );
res.xz = smin( res.xz, legs, 0.07 );
}
// eye
{
float blink = pow(0.5+0.5*sin(2.1*iTime),20.0);
float eyeball = sdSphere(hq-vec3(0.08,0.27,0.06),0.065+0.02*blink);
res.x = smin( res.x, eyeball, 0.03 );
vec3 cq = hq-vec3(0.1,0.34,0.08);
cq.xy = mat2x2(0.8,0.6,-0.6,0.8)*cq.xy;
d = sdEllipsoid( cq, vec3(0.06,0.03,0.03) );
res.x = smin( res.x, d, 0.03 );
float eo = 1.0-0.5*smoothstep(0.01,0.04,length((hq.xy-vec2(0.095,0.285))*vec2(1.0,1.1)));
res = opU( res, vec4(sdSphere(hq-vec3(0.08,0.28,0.08),0.060),3.0,0.0,eo));
res = opU( res, vec4(sdSphere(hq-vec3(0.075,0.28,0.102),0.0395),4.0,0.0,1.0));
}
}
// ground
float fh = -0.1 - 0.05*(sin(pos.x*2.0)+sin(pos.z*2.0));
float t5f = fract(atime+0.05);
float t5i = floor(atime+0.05);
float bt4 = abs(fract(t5i*0.5)-0.5)/0.5;
vec2 bcen = vec2( 0.5*(-1.0+2.0*bt4),t5i+pow(t5f,0.7)-1.0 );
float k = length(pos.xz-bcen);
float tt = t5f*15.0-6.2831 - k*3.0;
fh -= 0.1*exp(-k*k)*sin(tt)*exp(-max(tt,0.0)/2.0)*smoothstep(0.0,0.01,t5f);
float d = pos.y - fh;
// bubbles
{
vec3 vp = vec3( mod(abs(pos.x),3.0)-1.5,pos.y,mod(pos.z+1.5,3.0)-1.5);
vec2 id = vec2( floor(pos.x/3.0), floor((pos.z+1.5)/3.0) );
float fid = id.x*11.1 + id.y*31.7;
float fy = fract(fid*1.312+atime*0.1);
float y = -1.0+4.0*fy;
vec3 rad = vec3(0.7,1.0+0.5*sin(fid),0.7);
rad -= 0.1*(sin(pos.x*3.0)+sin(pos.y*4.0)+sin(pos.z*5.0));
float siz = 4.0*fy*(1.0-fy);
float d2 = sdEllipsoid( vp-vec3(0.5,y,0.0), siz*rad );
d2 -= 0.03*smoothstep(-1.0,1.0,sin(18.0*pos.x)+sin(18.0*pos.y)+sin(18.0*pos.z));
d2 *= 0.6;
d2 = min(d2,2.0);
d = smin( d, d2, 0.32 );
if( d<res.x ) { res = vec4(d,1.0,0.0,1.0); hsha=sqrt(siz); }
}
// candy
{
float fs = 5.0;
vec3 qos = fs*vec3(pos.x, pos.y-fh, pos.z );
vec2 id = vec2( floor(qos.x+0.5), floor(qos.z+0.5) );
vec3 vp = vec3( fract(qos.x+0.5)-0.5,qos.y,fract(qos.z+0.5)-0.5);
vp.xz += 0.1*cos( id.x*130.143 + id.y*120.372 + vec2(0.0,2.0) );
float den = sin(id.x*0.1+sin(id.y*0.091))+sin(id.y*0.1);
float fid = id.x*0.143 + id.y*0.372;
float ra = smoothstep(0.0,0.1,den*0.1+fract(fid)-0.95);
d = sdSphere( vp, 0.35*ra )/fs;
if( d<res.x ) res = vec4(d,5.0,qos.y,1.0);
}
return res;
}
vec4 raycast( in vec3 ro, in vec3 rd, float time )
{
vec4 res = vec4(-1.0,-1.0,0.0,1.0);
float tmin = 0.5;
float tmax = 20.0;
#if 1
// raytrace bounding plane
float tp = (3.5-ro.y)/rd.y;
if( tp>0.0 ) tmax = min( tmax, tp );
#endif
// raymarch scene
float t = tmin;
for( int i=0; i<256 && t<tmax; i++ )
{
vec4 h = map( ro+rd*t, time );
if( abs(h.x)<(0.0005*t) )
{
res = vec4(t,h.yzw);
break;
}
t += h.x;
}
return res;
}
// http://iquilezles.org/www/articles/rmshadows/rmshadows.htm
float calcSoftshadow( in vec3 ro, in vec3 rd, float time )
{
float res = 1.0;
float tmax = 12.0;
#if 1
float tp = (3.5-ro.y)/rd.y; // raytrace bounding plane
if( tp>0.0 ) tmax = min( tmax, tp );
#endif
float t = 0.02;
for( int i=0; i<50; i++ )
{
float h = map( ro + rd*t, time ).x;
res = min( res, mix(1.0,16.0*h/t, hsha) );
t += clamp( h, 0.05, 0.40 );
if( res<0.005 || t>tmax ) break;
}
return clamp( res, 0.0, 1.0 );
}
// http://iquilezles.org/www/articles/normalsSDF/normalsSDF.htm
vec3 calcNormal( in vec3 pos, float time )
{
#if 0
vec2 e = vec2(1.0,-1.0)*0.5773*0.001;
return normalize( e.xyy*map( pos + e.xyy, time ).x +
e.yyx*map( pos + e.yyx, time ).x +
e.yxy*map( pos + e.yxy, time ).x +
e.xxx*map( pos + e.xxx, time ).x );
#else
// inspired by tdhooper and klems - a way to prevent the compiler from inlining map() 4 times
vec3 n = vec3(0.0);
for( int i=ZERO; i<4; i++ )
{
vec3 e = 0.5773*(2.0*vec3((((i+3)>>1)&1),((i>>1)&1),(i&1))-1.0);
n += e*map(pos+0.001*e,time).x;
}
return normalize(n);
#endif
}
float calcOcclusion( in vec3 pos, in vec3 nor, float time )
{
float occ = 0.0;
float sca = 1.0;
for( int i=ZERO; i<5; i++ )
{
float h = 0.01 + 0.11*float(i)/4.0;
vec3 opos = pos + h*nor;
float d = map( opos, time ).x;
occ += (h-d)*sca;
sca *= 0.95;
}
return clamp( 1.0 - 2.0*occ, 0.0, 1.0 );
}
vec3 render( in vec3 ro, in vec3 rd, float time )
{
// sky dome
vec3 col = vec3(0.5, 0.8, 0.9) - max(rd.y,0.0)*0.5;
// sky clouds
vec2 uv = 1.5*rd.xz/rd.y;
float cl = 1.0*(sin(uv.x)+sin(uv.y)); uv *= mat2(0.8,0.6,-0.6,0.8)*2.1;
cl += 0.5*(sin(uv.x)+sin(uv.y));
col += 0.1*(-1.0+2.0*smoothstep(-0.1,0.1,cl-0.4));
// sky horizon
col = mix( col, vec3(0.5, 0.7, .9), exp(-10.0*max(rd.y,0.0)) );
// scene geometry
vec4 res = raycast(ro,rd, time);
if( res.y>-0.5 )
{
float t = res.x;
vec3 pos = ro + t*rd;
vec3 nor = calcNormal( pos, time );
vec3 ref = reflect( rd, nor );
float focc = res.w;
// material
col = vec3(0.2);
float ks = 1.0;
if( res.y>4.5 ) // candy
{
col = vec3(0.14,0.048,0.0);
vec2 id = floor(5.0*pos.xz+0.5);
col += 0.036*cos((id.x*11.1+id.y*37.341) + vec3(0.0,1.0,2.0) );
col = max(col,0.0);
focc = clamp(4.0*res.z,0.0,1.0);
}
else if( res.y>3.5 ) // eyeball
{
col = vec3(0.0);
}
else if( res.y>2.5 ) // iris
{
col = vec3(0.4);
}
else if( res.y>1.5 ) // body
{
col = mix(vec3(0.144,0.09,0.0036),vec3(0.36,0.1,0.04),res.z*res.z);
col = mix(col,vec3(0.14,0.09,0.06)*2.0, (1.0-res.z)*smoothstep(-0.15, 0.15, -href));
}
else // terrain
{
// base green
col = vec3(0.05,0.09,0.02);
float f = 0.2*(-1.0+2.0*smoothstep(-0.2,0.2,sin(18.0*pos.x)+sin(18.0*pos.y)+sin(18.0*pos.z)));
col += f*vec3(0.06,0.06,0.02);
ks = 0.5 + pos.y*0.15;
// footprints
vec2 mp = vec2(pos.x-0.5*(mod(floor(pos.z+0.5),2.0)*2.0-1.0), fract(pos.z+0.5)-0.5 );
float mark = 1.0-smoothstep(0.1, 0.5, length(mp));
mark *= smoothstep(0.0, 0.1, floor(time) - floor(pos.z+0.5) );
col *= mix( vec3(1.0), vec3(0.5,0.5,0.4), mark );
ks *= 1.0-0.5*mark;
}
// lighting (sun, sky, bounce, back, sss)
float occ = calcOcclusion( pos, nor, time )*focc;
float fre = clamp(1.0+dot(nor,rd),0.0,1.0);
vec3 sun_lig = normalize( vec3(0.6, 0.35, 0.5) );
float sun_dif = clamp(dot( nor, sun_lig ), 0.0, 1.0 );
vec3 sun_hal = normalize( sun_lig-rd );
float sun_sha = calcSoftshadow( pos, sun_lig, time );
float sun_spe = ks*pow(clamp(dot(nor,sun_hal),0.0,1.0),8.0)*sun_dif*(0.04+0.96*pow(clamp(1.0+dot(sun_hal,rd),0.0,1.0),5.0));
float sky_dif = sqrt(clamp( 0.5+0.5*nor.y, 0.0, 1.0 ));
float sky_spe = ks*smoothstep( 0.0, 0.5, ref.y )*(0.04+0.96*pow(fre,4.0));
float bou_dif = sqrt(clamp( 0.1-0.9*nor.y, 0.0, 1.0 ))*clamp(1.0-0.1*pos.y,0.0,1.0);
float bac_dif = clamp(0.1+0.9*dot( nor, normalize(vec3(-sun_lig.x,0.0,-sun_lig.z))), 0.0, 1.0 );
float sss_dif = fre*sky_dif*(0.25+0.75*sun_dif*sun_sha);
vec3 lin = vec3(0.0);
lin += sun_dif*vec3(8.10,6.00,4.20)*vec3(sun_sha,sun_sha*sun_sha*0.5+0.5*sun_sha,sun_sha*sun_sha);
lin += sky_dif*vec3(0.50,0.70,1.00)*occ;
lin += bou_dif*vec3(0.20,0.70,0.10)*occ;
lin += bac_dif*vec3(0.45,0.35,0.25)*occ;
lin += sss_dif*vec3(3.25,2.75,2.50)*occ;
col = col*lin;
col += sun_spe*vec3(9.90,8.10,6.30)*sun_sha;
col += sky_spe*vec3(0.20,0.30,0.65)*occ*occ;
col = pow(col,vec3(0.8,0.9,1.0) );
// fog
col = mix( col, vec3(0.5,0.7,0.9), 1.0-exp( -0.0001*t*t*t ) );
}
return col;
}
mat3 setCamera( in vec3 ro, in vec3 ta, float cr )
{
vec3 cw = normalize(ta-ro);
vec3 cp = vec3(sin(cr), cos(cr),0.0);
vec3 cu = normalize( cross(cw,cp) );
vec3 cv = ( cross(cu,cw) );
return mat3( cu, cv, cw );
}
//void mainImage( out vec4 fragColor, in vec2 fragCoord )
vec4 mainImage( vec2 fragCoord )
{
vec3 tot = vec3(0.0);
#if AA>1
for( int m=ZERO; m<AA; m++ )
for( int n=ZERO; n<AA; n++ )
{
// pixel coordinates
vec2 o = vec2(float(m),float(n)) / float(AA) - 0.5;
vec2 p = (-iResolution.xy + 2.0*(fragCoord+o))/iResolution.y;
// time coordinate (motion blurred, shutter=0.5)
float d = 0.5+0.5*sin(fragCoord.x*147.0)*sin(fragCoord.y*131.0);
float time = iTime - 0.5*(1.0/24.0)*(float(m*AA+n)+d)/float(AA*AA);
#else
vec2 p = (-iResolution.xy + 2.0*fragCoord)/iResolution.y;
float time = iTime;
#endif
time += -2.6;
time *= 0.9;
// camera
float cl = sin(0.5*time);
float an = 1.57 + 0.7*sin(0.15*time);
vec3 ta = vec3( 0.0, 0.65, -0.6+time*1.0 - 0.4*cl);
vec3 ro = ta + vec3( 1.3*cos(an), -0.250, 1.3*sin(an) );
float ti = fract(time-0.15);
ti = 4.0*ti*(1.0-ti);
ta.y += 0.15*ti*ti*(3.0-2.0*ti)*smoothstep(0.4,0.9,cl);
// camera bounce
float t4 = abs(fract(time*0.5)-0.5)/0.5;
float bou = -1.0 + 2.0*t4;
ro += 0.06*sin(time*12.0+vec3(0.0,2.0,4.0))*smoothstep( 0.85, 1.0, abs(bou) );
// camera-to-world rotation
mat3 ca = setCamera( ro, ta, 0.0 );
// ray direction
vec3 rd = ca * normalize( vec3(p,1.8) );
// render
vec3 col = render( ro, rd, time );
// color grading
col = col*vec3(1.11,0.89,0.79);
// compress
col = 1.35*col/(1.0+col);
// gamma
col = pow( col, vec3(0.4545) );
tot += col;
#if AA>1
}
tot /= float(AA*AA);
#endif
// s-surve
tot = clamp(tot,0.0,1.0);
tot = tot*tot*(3.0-2.0*tot);
// vignetting
vec2 q = fragCoord/iResolution.xy;
tot *= 0.5 + 0.5*pow(16.0*q.x*q.y*(1.0-q.x)*(1.0-q.y),0.25);
// output
//fragColor = vec4( tot, 1.0 );
return vec4( tot, 1.0 );
}
//*********************************************************
// END Ray Marching
//*********************************************************
void main() {
vec4 c = color;
vec4 txt = texture(sampler2D(tex, smp), uv);
c = txt * c;
vec2 uv1 = uv * iResolution;
vec4 col_ray = mainImage(uv1);
// use this to mix the chessboart texture with the ray marching
//frag_color = clamp(c*iMouse.y/512.0,0.0,1.0) * col_ray ;
frag_color = c*0.00001 + col_ray ;
}
#pragma sokol @end
#pragma sokol @program rt_puppy vs_p fs_p
Whitespace-only changes.
@@ -0,0 +1,511 @@
// vtest build: misc-tooling // needs .h files that are produced by `v shader`
/**********************************************************************
*
* Sokol 3d cube multishader 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:
* - frame counter
**********************************************************************/
import gg
import gg.m4
import math
import sokol.gfx
// import sokol.sgl
import time
const win_width = 800
const win_height = 800
const bg_color = gg.white
const num_inst = 16384
struct App {
mut:
gg &gg.Context = unsafe { nil }
texture gfx.Image
sampler gfx.Sampler
init_flag bool
frame_count int
mouse_x int = 903
mouse_y int = 638
mouse_down bool
// glsl
cube_pip_glsl gfx.Pipeline
cube_bind gfx.Bindings
pipe map[string]gfx.Pipeline
bind map[string]gfx.Bindings
// time
ticks i64
// instances
inst_pos [num_inst]m4.Vec4
// camera
camera_x f32 = -8
camera_z f32 = 47
}
/******************************************************************************
* GLSL Include and functions
******************************************************************************/
#include "@VMODROOT/rt_glsl_instancing.h" # It 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, gfx.Sampler) {
sz := w * h * 4
// vfmt off
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: &char(unsafe { nil })
d3d11_texture: 0
}
// vfmt on
// 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)
mut smp_desc := gfx.SamplerDesc{
min_filter: .linear
mag_filter: .linear
wrap_u: .clamp_to_edge
wrap_v: .clamp_to_edge
}
sg_smp := gfx.make_sampler(&smp_desc)
return sg_img, sg_smp
}
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) {
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
******************************************************************************
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 // 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
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},
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},
]
// vfmt on
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
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))) }
inst_buffer_desc.size = usize(num_inst * int(sizeof(m4.Vec4)))
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
// 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,
]
// 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)))
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(voidptr(C.instancing_shader_desc(C.sg_query_backend())))
mut pipdesc := gfx.PipelineDesc{}
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
pipdesc.layout.attrs[C.ATTR_vs_i_color0 ].format = .ubyte4n // color as u32
pipdesc.layout.attrs[C.ATTR_vs_i_pos ].buffer_index = 0
pipdesc.layout.attrs[C.ATTR_vs_i_texcoord0].format = .float2 // u,v as f32
pipdesc.layout.attrs[C.ATTR_vs_i_pos ].buffer_index = 0
// instancing
// the constant ATTR_vs_i_inst_pos is generated by sokol-shdc
pipdesc.layout.buffers[1].stride = int(sizeof(m4.Vec4))
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
pipdesc.depth = gfx.DepthState{
write_enabled: true
compare: .less_equal
}
pipdesc.cull_mode = .back
pipdesc.label = c'glsl_shader pipeline'
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
bind.fs.images[C.SLOT_tex] = app.texture
bind.fs.samplers[C.SLOT_smp] = app.sampler
app.bind['inst'] = bind
app.pipe['inst'] = gfx.make_pipeline(&pipdesc)
println('GLSL March init DONE!')
}
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]! })
res := (scale_m * model) * view_proj
return res
}
// triangles draw
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)
dh := f32(ws.height / 2)
rot := [f32(app.mouse_y), f32(app.mouse_x)]
tr_matrix := calc_tr_matrices(dw, dh, rot[0], rot[1], 2.3)
gfx.apply_pipeline(app.pipe['inst'])
gfx.apply_bindings(app.bind['inst'])
//***************
// Instancing
//***************
// passing the instancing to the vs
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 {
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
// sombrero function
// 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)
// Uniforms
// *** vertex shadeer 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: unsafe { &tr_matrix }
size: usize(4 * 16)
}
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
//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
]!
// 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) {
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)
gfx.apply_viewport(0, 0, ws.width, ws.height, true)
}
fn draw_end_glsl(app App) {
gfx.end_pass()
gfx.commit()
}
fn frame(mut app App) {
// clear
mut color_action := gfx.ColorAttachmentAction{
load_action: .clear
clear_value: gfx.Color{
r: 0.0
g: 0.0
b: 0.0
a: 1.0
}
}
mut pass_action := gfx.PassAction{}
pass_action.colors[0] = color_action
pass := gg.create_default_pass(pass_action)
gfx.begin_pass(&pass)
draw_start_glsl(app)
draw_cube_glsl_i(mut app)
draw_end_glsl(app)
app.frame_count++
}
/******************************************************************************
* Init / Cleanup
******************************************************************************/
fn my_init(mut app App) {
// 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 + 0] = u8(0xFF)
tmp_txt[i + 1] = u8(0)
tmp_txt[i + 2] = u8(0)
tmp_txt[i + 3] = u8(0xFF)
}
// low right corner
else if x == 7 && y == 7 {
tmp_txt[i + 0] = u8(0)
tmp_txt[i + 1] = u8(0xFF)
tmp_txt[i + 2] = u8(0)
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 + 3] = u8(0xFF) // alpha
}
i += 4
}
}
unsafe {
app.texture, app.sampler = create_texture(w, h, tmp_txt)
free(tmp_txt)
}
// glsl
init_cube_glsl_i(mut app)
app.init_flag = true
}
/******************************************************************************
* events handling
******************************************************************************/
fn my_event_manager(mut ev gg.Event, mut app App) {
if ev.typ == .mouse_down {
app.mouse_down = true
}
if ev.typ == .mouse_up {
app.mouse_down = false
}
if app.mouse_down == true && 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)
}
}
// keyboard
if ev.typ == .key_down {
step := f32(1.0)
match ev.key_code {
.w { app.camera_z += step }
.s { app.camera_z -= step }
.a { app.camera_x -= step }
.d { app.camera_x += step }
else {}
}
}
eprintln('>> app.camera_x: ${app.camera_x} , app.camera_z: ${app.camera_z}, app.mouse_x: ${app.mouse_x}, app.mouse_y: ${app.mouse_y}')
}
fn main() {
mut app := &App{}
// vfmt off
app.gg = gg.new_context(
width: win_width
height: win_height
create_window: true
window_title: 'Instancing Cube'
user_data: app
bg_color: bg_color
frame_fn: frame
init_fn: my_init
event_fn: my_event_manager
)
// vfmt on
app.ticks = time.ticks()
app.gg.run()
}
@@ -0,0 +1,65 @@
//------------------------------------------------------------------------------
// Shader code for texcube-sapp sample.
//
// NOTE: This source file also uses the '#pragma sokol' form of the
// custom tags.
//------------------------------------------------------------------------------
//#pragma sokol @ctype mat4 hmm_mat4
#pragma sokol @vs vs_i
uniform vs_params_i {
mat4 mvp;
};
in vec4 pos;
in vec4 color0;
in vec2 texcoord0;
in vec4 inst_pos;
out vec4 color;
out vec4 color_inst;
out vec2 uv;
const vec4 palette[10] = vec4[10](
vec4(1,0,0,1),
vec4(0,1,0,1),
vec4(0,0,1,1),
vec4(1,1,0,1),
vec4(0,1,1,1),
vec4(1,1,1,1),
vec4(0,0,0,1),
vec4(0.2,0.2,0.2,1),
vec4(0.3,0.3,0.3,1),
vec4(0.9,0.9,0.9,1)
);
void main() {
vec4 delta_pos = vec4(inst_pos.xyz,0);
float w = inst_pos.w;
color_inst = palette[int(w)];
gl_Position = mvp * (pos + delta_pos);
color = color0;
uv = texcoord0/4;
}
#pragma sokol @end
#pragma sokol @fs fs_i
uniform texture2D tex;
uniform sampler smp;
in vec4 color;
in vec4 color_inst;
in vec2 uv;
out vec4 frag_color;
void main() {
vec4 c = color;
vec4 txt = texture(sampler2D(tex, smp), uv);
c = txt * c * color_inst;
frag_color = c ;
}
#pragma sokol @end
#pragma sokol @program instancing vs_i fs_i
Whitespace-only changes.
@@ -0,0 +1,26 @@
# Blender MTL File: 'None'
# Material Count: 2
newmtl Material.001
Ns 96.078443
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd apple.png
newmtl Material.002
Ns 96.078443
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd apple.png
Binary file not shown.

After

Width:  |  Height:  |  Size: 34 KiB

@@ -0,0 +1,12 @@
# Blender MTL File: 'donut.blend'
# Material Count: 1
newmtl Material.001
Ns 225.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.259059 0.005681 0.342383
Ni 1.450000
d 0.800000
illum 9
@@ -0,0 +1,20 @@
# Blender MTL File: 'v-logo.blend'
# Material Count: 2
newmtl Material.001
Ns 96.078431
Ka 0.2 0.2 0.2
Kd 0.365 0.529 0.749
Ks 0.85 0.85 0.85
Ke 0 0 0
Ni 1
d 1
illum 1
newmtl Material.002
Ns 96.078431
Ka 0.1 0.1 0.1
Kd 0.325 0.42 0.541
Ks 0.85 0.85 0.85
Ke 0 0 0
Ni 1
d 1
illum 1
@@ -0,0 +1,109 @@
//#pragma sokol @ctype mat4 hmm_mat4
#pragma sokol @vs vs
uniform vs_params {
mat4 u_MVMatrix; // A constant representing the combined model/view matrix.
mat4 u_MVPMatrix; // A constant representing the combined model/view/projection matrix.
mat4 u_NMatrix; // A constant representing the Normal Matrix
};
in vec4 a_Position; // Per-vertex position information we will pass in.
in vec3 a_Normal; // Per-vertex normal information we will pass in.
//in vec4 a_Color; // Per-vertex color information we will pass in.
in vec2 a_Texcoord0;
out vec3 v_Position; // This will be passed into the fragment shader.
//out vec4 v_Color; // This will be passed into the fragment shader.
out vec3 v_Normal; // This will be passed into the fragment shader.
out vec3 v_Normal1;
out vec2 uv; // This will be passed into the fragment shader.
// The entry point for our vertex shader.
void main()
{
// Transform the vertex into eye space.
v_Position = vec3(u_MVMatrix * a_Position);
// Pass through the color.
//v_Color = a_Color;
// calc eye space normal
v_Normal = vec3(u_NMatrix * vec4(a_Normal, 1.0));
// texture coord
uv = a_Texcoord0;
v_Normal1 = normalize(vec3(u_MVMatrix * vec4(a_Normal, 1.0)));
// gl_Position is a special variable used to store the final position.
// Multiply the vertex by the matrix to get the final point in normalized screen coordinates.
gl_Position = u_MVPMatrix * a_Position;
}
#pragma sokol @end
#pragma sokol @fs fs
//precision mediump float; // Set the default precision to medium. We don't need as high of a precision in the fragment shader
uniform texture2D tex;
uniform sampler smp;
uniform fs_params {
vec4 u_LightPos; // The position of the light in eye space.
vec4 ambientColor;
vec4 diffuseColor;
vec4 specularColor;
};
in vec3 v_Position; // Interpolated position for this fragment.
//in vec4 v_Color; // This is the color from the vertex shader interpolated across the triangle per fragment.
in vec3 v_Normal; // Interpolated normal for this fragment.
in vec3 v_Normal1;
in vec2 uv;
out vec4 frag_color;
vec3 lightDirection = -u_LightPos.xyz;// vec3(0.0, -0.5, 0.5);
//const vec4 ambientColor = vec4(0.094, 0.0, 0.0, 1.0);
//const vec4 diffuseColor = vec4(0.5, 0.0, 0.0, 1.0);
//const vec4 specularColor = vec4(1.0, 1.0, 1.0, 1.0);
//const float shininess = 10.0;
const vec4 lightColor = vec4(1.0, 1.0, 1.0, 1.0);
vec3 phongBRDF(vec3 lightDir, vec3 viewDir, vec3 normal, vec3 phongDiffuseCol, vec3 phongSpecularCol, float phongShininess) {
vec3 color = phongDiffuseCol;
vec3 reflectDir = reflect(-lightDir, normal);
float specDot = max(dot(reflectDir, viewDir), 0.0);
color += pow(specDot, phongShininess) * phongSpecularCol;
return color;
}
vec4 getPhong(in vec4 diffuseColor) {
vec3 lightDir = normalize(-lightDirection);
vec3 viewDir = normalize(-v_Position);
vec3 n = normalize(v_Normal);
vec3 luminance = ambientColor.rgb * 0.5;
float illuminance = dot(lightDir, n);
if(illuminance > 0.0) {
// we save specular shiness in specularColor.a
vec3 brdf = phongBRDF(lightDir, viewDir, n, diffuseColor.rgb, specularColor.rgb, specularColor.a * 1000);
luminance += brdf * illuminance * lightColor.rgb;
}
vec4 outColor = vec4(luminance,1.0);
return outColor;
}
// The entry point for our fragment shader.
void main()
{
vec4 txt = texture(sampler2D(tex, smp), uv);
// Directional light
float directional = dot(normalize(v_Normal1), normalize(vec3(0,0.5,1))) ;
directional = directional * 0.15;
// Multiply the color by the diffuse illumination level to get final output color.
frag_color = vec4(clamp(directional + txt.rgb * getPhong(diffuseColor).rgb,0,1), txt.a * diffuseColor.a);
}
#pragma sokol @end
#pragma sokol @program gouraud vs fs
@@ -0,0 +1,597 @@
module obj
/**********************************************************************
*
* .obj loader
*
* 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.
*
* TODO:
**********************************************************************/
import gg.m4
import strconv
enum F_state {
start
first
ints
decimals
exp_start
exp_sign
exp_int
}
// read a int from a string
fn get_int(s string, start_index int) (int, int) {
mut i := start_index
mut res := 0
mut sgn := 1
mut state := F_state.start
for true {
if i >= s.len {
break
}
c := s[i]
if state == .start {
match c {
`+` {
i++
state = .ints
continue
}
`-` {
sgn = -1
i++
state = .ints
continue
}
`0`...`9` {
state = .ints
}
` `, `\t` {
i++
continue
}
else { // no number found
break
}
}
}
if state == .ints {
match c {
`0`...`9` {
// println("${res} => ${(int(c) - 48)}")
res = res * 10 + (int(c) - 48)
i++
continue
}
else {
break
}
}
}
}
// println("---")
return res * sgn, i
}
// reas a float number from a string
fn get_float(s string, start_index int) (f64, int) {
mut i1 := start_index //+ 1
for i1 < s.len && s[i1] in [` `, `\t`] {
i1++
}
mut i := i1
for i < s.len {
if s[i] in [` `, `\t`] {
break
}
i++
}
// println(" get_float: (${start_index},${i}) [${s[start_index..i]}]")
// f_res := strconv.atof_quick(s[start_index..i])
f_res := strconv.atof_quick(s[i1..i])
return f_res, i
}
// read 3 f32 in sequence from a string
fn parse_3f(row string, start_index int) m4.Vec4 {
// println(row)
mut i := start_index //+ 1
mut f1 := f64(0)
mut f2 := f64(0)
f0, mut p := get_float(row, i)
// print("Here f0: ${f0} ${p} ")
f1, p = get_float(row, p + 1)
// print("Here f1: ${f1} ${p} ")
f2, p = get_float(row, p + 1)
// print("Here f2: ${f2} ${p} ")
return m4.Vec4{
e: [f32(f0), f32(f1), f32(f2), 1]!
}
}
// reas a sequence of f32 from a string
fn (mut m ObjPart) parse_floats(row string, start_index int) m4.Vec4 {
mut i := start_index //+ 1
mut res_f := f64(0)
mut res := m4.Vec4{
e: [f32(0), 0, 0, 1]!
}
mut c := 0
for true {
res_f, i = get_float(row, i)
unsafe {
res.e[c] = f32(res_f)
}
c++
i++
if i >= row.len {
break
}
}
return res
}
// read and manage all the faes from an .obj file data
fn (mut p Part) parse_faces(row string, start_index int, obj_part ObjPart) {
mut i := start_index + 1
mut res := [][3]int{}
mut v := 0
mut t := 0
mut n := 0
// println("row: ${row[i..]}")
for true {
t = 0
n = 0
if i >= row.len {
break
}
mut c := row[i]
if (c > `9` || c < `0`) && c != `-` {
i++
continue
}
v, i = get_int(row, i)
if i < row.len && row[i] == `/` {
if row[i + 1] != `/` {
t, i = get_int(row, i + 1)
if i < row.len && row[i] == `/` {
n, i = get_int(row, i + 1)
}
} else {
i++
n, i = get_int(row, i + 1)
}
}
// manage negative indexes
// NOTE: not well suporeted now
if v < 0 {
// println("${obj_part.v.len} ${obj_part.v.len-c}")
v = obj_part.v.len - v + 1
// exit(0)
}
if n < 0 {
n = obj_part.vn.len - n + 1
}
if t < 0 {
t = obj_part.vt.len - t + 1
}
res << [v - 1, n - 1, t - 1]!
}
// println("ok res: ${res}")
// println(p.faces.len)
p.faces << res
}
// parse the obj file, if single_material is true it use only one default material
pub fn (mut obj_part ObjPart) parse_obj_buffer(rows []string, single_material bool) {
mut mat_count := 0
mut row_count := 0
default_part := Part{
name: 'default part'
}
obj_part.part << default_part
// println("OBJ file has ${rows.len} rows")
for c, row in rows {
// println("${c} ${row}")
mut i := 0
row_count++
for true {
if i >= row.len {
break
}
match row[i] {
`s` {
break
}
`m` {
if row[i..i + 6] == 'mtllib' {
obj_part.material_file = row[i + 7..].trim_space()
obj_part.load_materials()
}
break
}
`o`, `g` {
mut part := Part{}
part.name = row[i + 1..].trim_space()
obj_part.part << part
mat_count = 0
break
}
`u` {
if single_material == false && row[i..i + 6] == 'usemtl' {
material := row[i + 7..].trim_space()
// println("material: ${material}")
// manage multiple materials in an part
if obj_part.part[obj_part.part.len - 1].material.len > 0 {
mat_count++
mut part := Part{}
if mat_count > 1 {
li := obj_part.part[obj_part.part.len - 1].name.last_index('_m') or {
obj_part.part[obj_part.part.len - 1].name.len - 1
}
part.name = obj_part.part[obj_part.part.len - 1].name[..li] +
'_m${mat_count:02}'
} else {
part.name = obj_part.part[obj_part.part.len - 1].name + '_m01'
}
obj_part.part << part
}
obj_part.part[obj_part.part.len - 1].material = material
}
break
}
`v` {
i++
match row[i] {
// normals
`n` {
obj_part.vn << parse_3f(row, i + 2)
// println("Vertex line: ${c}")
break
}
// parameters uvw
`p` {
obj_part.vp << parse_3f(row, i + 2)
// println("Vertex line: ${obj_part.vp.len}")
break
}
// texture uvw
`t` {
obj_part.vt << obj_part.parse_floats(row, i + 2)
// println("Vertex line: ${c}")
break
}
else {
obj_part.v << parse_3f(row, i + 1)
// println("${row} => ${obj_part.v[obj_part.v.len-1]}")
break
}
}
}
`f` {
// println("${c} ${row}")
obj_part.part[obj_part.part.len - 1].parse_faces(row, i, obj_part)
// println(obj_part.part[obj_part.part.len - 1].faces.len)
// println("Faces line: ${c}")
break
}
// end of the line, comments
`\n`, `#` {
break
}
else {}
}
i++
}
// if c == 2 { break }
if c % 100000 == 0 && c > 0 {
println('${c} rows parsed')
}
}
println('${row_count} .obj Rows parsed')
// remove default part if empty
if obj_part.part.len > 1 && obj_part.part[0].faces.len == 0 {
obj_part.part = obj_part.part[1..]
}
}
// load the materials if found the .mtl file
fn (mut obj_part ObjPart) load_materials() {
rows := read_lines_from_file(obj_part.material_file)
println('Material file [${obj_part.material_file}] ${rows.len} Rows.')
for row in rows {
// println("${row}")
mut i := 0
for true {
if i >= row.len {
break
}
match row[i] {
`n` {
if row[i..i + 6] == 'newmtl' {
name := row[i + 6..].trim_space()
mut mat := Material{
name: name
}
obj_part.mat << mat
break
}
}
`K` {
if row[i + 1] !in [`a`, `d`, `e`, `s`] {
break
}
k_name := row[i..i + 2]
i += 3
value := parse_3f(row, i)
obj_part.mat[obj_part.mat.len - 1].ks[k_name] = value
break
}
`N` {
n_name := row[i..i + 2]
i += 3
value, _ := get_float(row, i)
obj_part.mat[obj_part.mat.len - 1].ns[n_name] = f32(value)
break
}
`m` {
if row[i..i + 4] == 'map_' {
name := row[i..i + 6]
if (i + 7) < row.len {
file_name := row[i + 7..].trim_space()
obj_part.mat[obj_part.mat.len - 1].maps[name] = file_name
}
break
}
}
// transparency
`d` {
if row[i + 1] == ` ` {
value, _ := get_float(row, i + 2)
obj_part.mat[obj_part.mat.len - 1].ns['Tr'] = f32(value)
}
}
`T` {
if row[i + 1] == `r` {
value, _ := get_float(row, i + 3)
obj_part.mat[obj_part.mat.len - 1].ns['Tr'] = f32(1.0 - value)
}
}
// end of the line, comments
`\n`, `#` {
break
}
` `, `\t` {
i++
continue
}
else {
break
}
}
i++
}
}
// create map material name => material index
for i, m in obj_part.mat {
if m.name !in obj_part.mat_map {
obj_part.mat_map[m.name] = i
}
}
println('Material Loading Done!')
}
//==============================================================================
// Sokol data
//==============================================================================
// vertex data struct
pub struct Vertex_pnct {
pub mut:
x f32 // position
y f32
z f32
nx f32 // normal
ny f32
nz f32
// color u32 = 0xFFFFFFFF // color
u f32 // uv
v f32
// u u16 // for compatibility with D3D11
// v u16 // for compatibility with D3D11
}
// struct used to pass the data to the sokol calls
pub struct Skl_buffer {
pub mut:
vbuf []Vertex_pnct
ibuf []u32
n_vertex u32
}
// transforms data from .obj format to buffer ready to be used in the render
pub fn (mut obj_part ObjPart) get_buffer(in_part_list []int) Skl_buffer {
// in_part := 0
mut v_count_index := 0
mut out_buf := Skl_buffer{}
mut cache := map[string]int{}
mut cache_hit := 0
// has_normals := obj_part.vn.len > 0
// has_uvs := obj_part.vt.len > 0
for in_part in in_part_list {
part := obj_part.part[in_part]
for fc, face in part.faces {
// println("${fc} ${face}")
// default 3 faces
mut v_seq := [0, 1, 2]
if face.len == 4 {
v_seq = [0, 1, 2, 0, 2, 3]
}
// if big faces => use the fan of triangles as solution
// Note: this trick doesn't work with concave faces
if face.len > 4 {
v_seq = []
mut i := 1
for i < (face.len - 1) {
v_seq << 0
v_seq << i
v_seq << (i + 1)
i++
}
// println("BIG FACES! ${fc} ${face.len} v_seq:${v_seq.len}")
}
// no vertex index, generate normals
if face[0][1] == -1 && face.len >= 3 {
mut v_count := 0
v0 := face[v_count + 0][0]
v1 := face[v_count + 1][0]
v2 := face[v_count + 2][0]
vec0 := obj_part.v[v2] - obj_part.v[v1]
vec1 := obj_part.v[v0] - obj_part.v[v1]
tmp_normal := vec0 % vec1
for v_count < face.len {
obj_part.vn << tmp_normal
obj_part.part[in_part].faces[fc][v_count][1] = obj_part.vn.len - 1
v_count++
}
}
for vertex_index in v_seq {
// position
if vertex_index >= face.len {
continue
}
v_index := face[vertex_index][0] // vertex index
n_index := face[vertex_index][1] // normal index
t_index := face[vertex_index][2] // uv texture index
key := '${v_index}_${n_index}_${t_index}'
if key !in cache {
cache[key] = v_count_index
mut pnct := Vertex_pnct{
x: obj_part.v[v_index].e[0]
y: obj_part.v[v_index].e[1]
z: obj_part.v[v_index].e[2]
}
// normal
if n_index >= 0 {
pnct.nx = obj_part.vn[n_index].e[0]
pnct.ny = obj_part.vn[n_index].e[1]
pnct.nz = obj_part.vn[n_index].e[2]
}
// texture uv
if t_index >= 0 {
pnct.u = obj_part.vt[t_index].e[0]
pnct.v = obj_part.vt[t_index].e[1]
}
out_buf.vbuf << pnct
out_buf.ibuf << u32(v_count_index)
v_count_index++
} else {
// println("Cache used! ${key}")
out_buf.ibuf << u32(cache[key])
cache_hit++
}
}
}
}
/*
println("------------")
for c1, x1 in out_buf.vbuf[..10] {
println("${c1} ${x1}")
}
println(out_buf.ibuf[..10])
*/
// println("vbuf size: ${out_buf.vbuf.len} ibuf size: ${out_buf.ibuf.len} Cache hit: ${cache_hit}")
out_buf.n_vertex = u32(out_buf.ibuf.len)
return out_buf
}
//==============================================================================
// Utility
//==============================================================================
// print on the console the summary of the .obj model loaded
pub fn (obj_part ObjPart) summary() {
println('---- Stats ----')
println('vertices: ${obj_part.v.len}')
println('normals : ${obj_part.vn.len}')
println('uv : ${obj_part.vt.len}')
println('parts : ${obj_part.part.len}')
// Parts
println('---- Parts ----')
for c, x in obj_part.part {
println('${c:3} [${x.name:-16}] mat:[${x.material:-10}] ${x.faces.len:7} faces')
}
// Materials
println('---- Materials ----')
println('Material dict: ${obj_part.mat_map.keys()}')
for c, mat in obj_part.mat {
println('${c:3} [${mat.name:-16}]')
for k, v in mat.ks {
print('${k} = ${v}')
}
for k, v in mat.ns {
println('${k} = ${v}')
}
for k, v in mat.maps {
println('${k} = ${v}')
}
}
}
// debug test function, do not remove.
pub fn tst() {
/*
//fname := "capsule.obj"
//fname := "Forklift.obj"
fname := "cube.obj"
//fname := "Orange Robot 3D ObjPart.obj"
mut obj := ObjPart{}
buf := os.read_lines(fname) or { panic(err.msg) }
obj.parse_obj_buffer(buf)
obj.summary()
*/
/*
a :="f 7048 7070 7071 7072 7073 7074 7075 7076 7077 7078 7079 7080 7003"
mut f1 := 0
mut f2 := 0
f0,mut p := get_int(a,1)
f1, p = get_int(a,p)
f2, p = get_int(a,p)
println("res: ${f0} ${f1} ${f2}")
*/
/*
a :="v -0 0.107769 -0.755914"
println("${parse_3f(a,1)}")
*/
/*
ort := m4.ortho(0,300,0,200,0,0)
println(ort)
a := m4.vec3(0,0,0)
println("a: ${a}")
res := m4.mul_vec(ort, a)
println("res:\n${res}")
*/
s := 'K 1 1 1'
r := strconv.atof_quick(s[1..s.len - 1])
println(r)
}
@@ -0,0 +1,305 @@
/**********************************************************************
*
* .obj loader
*
* 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.
*
* TODO:
**********************************************************************/
module obj
import sokol.gfx
import gg.m4
import math
import stbi
/******************************************************************************
* Texture functions
******************************************************************************/
pub fn create_texture(w int, h int, buf &u8) (gfx.Image, gfx.Sampler) {
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: &char(unsafe { nil })
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)
mut smp_desc := gfx.SamplerDesc{
min_filter: .linear
mag_filter: .linear
wrap_u: .clamp_to_edge
wrap_v: .clamp_to_edge
}
sg_smp := gfx.make_sampler(&smp_desc)
return sg_img, sg_smp
}
pub fn destroy_texture(sg_img gfx.Image) {
gfx.destroy_image(sg_img)
}
pub fn load_texture(file_name string) (gfx.Image, gfx.Sampler) {
buffer := read_bytes_from_file(file_name)
stbi.set_flip_vertically_on_load(true)
img := stbi.load_from_memory(buffer.data, buffer.len) or {
eprintln('Texture file: [${file_name}] ERROR!')
exit(0)
}
sg_img, sg_smp := create_texture(int(img.width), int(img.height), img.data)
img.free()
return sg_img, sg_smp
}
/******************************************************************************
* Pipeline
******************************************************************************/
pub fn (mut obj_part ObjPart) create_pipeline(in_part []int, shader gfx.Shader, texture gfx.Image, sampler gfx.Sampler) Render_data {
mut res := Render_data{}
obj_buf := obj_part.get_buffer(in_part)
res.n_vert = obj_buf.n_vertex
res.material = obj_part.part[in_part[0]].material
// vertex buffer
mut vert_buffer_desc := gfx.BufferDesc{}
unsafe { vmemset(&vert_buffer_desc, 0, int(sizeof(vert_buffer_desc))) }
vert_buffer_desc.size = usize(obj_buf.vbuf.len * int(sizeof(Vertex_pnct)))
vert_buffer_desc.data = gfx.Range{
ptr: obj_buf.vbuf.data
size: usize(obj_buf.vbuf.len * int(sizeof(Vertex_pnct)))
}
vert_buffer_desc.type = .vertexbuffer
vert_buffer_desc.label = &char('vertbuf_part_${in_part:03}'.str)
vbuf := gfx.make_buffer(&vert_buffer_desc)
// index buffer
mut index_buffer_desc := gfx.BufferDesc{}
unsafe { vmemset(&index_buffer_desc, 0, int(sizeof(index_buffer_desc))) }
index_buffer_desc.size = usize(obj_buf.ibuf.len * int(sizeof(u32)))
index_buffer_desc.data = gfx.Range{
ptr: obj_buf.ibuf.data
size: usize(obj_buf.ibuf.len * int(sizeof(u32)))
}
index_buffer_desc.type = .indexbuffer
index_buffer_desc.label = &char('indbuf_part_${in_part:03}'.str)
ibuf := gfx.make_buffer(&index_buffer_desc)
mut pipdesc := gfx.PipelineDesc{}
unsafe { vmemset(&pipdesc, 0, int(sizeof(pipdesc))) }
pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_pnct))
// the constants [C.ATTR_vs_a_Position, C.ATTR_vs_a_Color, C.ATTR_vs_a_Texcoord0] are generated by sokol-shdc
pipdesc.layout.attrs[C.ATTR_vs_a_Position].format = .float3 // x,y,z as f32
pipdesc.layout.attrs[C.ATTR_vs_a_Normal].format = .float3 // x,y,z as f32
// pipdesc.layout.attrs[C.ATTR_vs_a_Color].format = .ubyte4n // color as u32
pipdesc.layout.attrs[C.ATTR_vs_a_Texcoord0].format = .float2 // u,v as f32
// pipdesc.layout.attrs[C.ATTR_vs_a_Texcoord0].format = .short2n // u,v as u16
pipdesc.index_type = .uint32
color_state := gfx.ColorTargetState{
blend: gfx.BlendState{
enabled: true
src_factor_rgb: .src_alpha
dst_factor_rgb: .one_minus_src_alpha
}
}
pipdesc.colors[0] = color_state
pipdesc.depth = gfx.DepthState{
write_enabled: true
compare: .less_equal
}
pipdesc.cull_mode = .front
pipdesc.label = &char('pip_part_${in_part:03}'.str)
// shader
pipdesc.shader = shader
res.bind.vertex_buffers[0] = vbuf
res.bind.index_buffer = ibuf
res.bind.fs.images[C.SLOT_tex] = texture
res.bind.fs.samplers[C.SLOT_smp] = sampler
res.pipeline = gfx.make_pipeline(&pipdesc)
// println('Buffers part [${in_part}] init done!')
return res
}
/******************************************************************************
* Render functions
******************************************************************************/
// aggregate all the part by materials
pub fn (mut obj_part ObjPart) init_render_data(texture gfx.Image, sampler gfx.Sampler) {
// create shader
// One shader for all the model
shader := gfx.make_shader(voidptr(C.gouraud_shader_desc(gfx.query_backend())))
mut part_dict := map[string][]int{}
for i, p in obj_part.part {
if p.faces.len > 0 {
part_dict[p.material] << i
}
}
obj_part.rend_data.clear()
// println("Material dict: ${obj_part.mat_map.keys()}")
for k, v in part_dict {
// println("${k} => Parts ${v}")
mut txt := texture
mut smp := sampler
if k in obj_part.mat_map {
mat_map := obj_part.mat[obj_part.mat_map[k]]
if 'map_Kd' in mat_map.maps {
file_name := mat_map.maps['map_Kd']
if file_name in obj_part.texture {
txt = obj_part.texture[file_name]
// println("Texture [${file_name}] => from CACHE")
} else {
txt, smp = load_texture(file_name)
obj_part.texture[file_name] = txt
obj_part.sampler[file_name] = smp
// println("Texture [${file_name}] => LOADED")
}
}
}
// key := obj_part.texture.keys()[0]
// obj_part.rend_data << obj_part.create_pipeline(v, shader, obj_part.texture[key])
obj_part.rend_data << obj_part.create_pipeline(v, shader, txt, smp)
}
// println("Texture array len: ${obj_part.texture.len}")
// println("Calc bounding box.")
obj_part.calc_bbox()
println('init_render_data DONE!')
}
pub fn (obj_part ObjPart) bind_and_draw(rend_data_index int, in_data Shader_data) u32 {
// apply the pipeline and bindings
mut part_render_data := obj_part.rend_data[rend_data_index]
// pass light position
mut tmp_fs_params := Tmp_fs_param{}
tmp_fs_params.light = in_data.fs_data.light
if part_render_data.material in obj_part.mat_map {
mat_index := obj_part.mat_map[part_render_data.material]
mat := obj_part.mat[mat_index]
// ambient
tmp_fs_params.ka = in_data.fs_data.ka
if 'Ka' in mat.ks {
tmp_fs_params.ka = mat.ks['Ka']
}
// specular
tmp_fs_params.ks = in_data.fs_data.ks
if 'Ks' in mat.ks {
tmp_fs_params.ks = mat.ks['Ks']
}
// specular exponent Ns
if 'Ns' in mat.ns {
tmp_fs_params.ks.e[3] = mat.ns['Ns'] / 1000.0
} else {
// default value is 10
tmp_fs_params.ks.e[3] = f32(10) / 1000.0
}
// diffuse
tmp_fs_params.kd = in_data.fs_data.kd
if 'Kd' in mat.ks {
tmp_fs_params.kd = mat.ks['Kd']
}
// alpha/transparency
if 'Tr' in mat.ns {
tmp_fs_params.kd.e[3] = mat.ns['Tr']
}
}
gfx.apply_pipeline(part_render_data.pipeline)
gfx.apply_bindings(part_render_data.bind)
vs_uniforms_range := gfx.Range{
ptr: in_data.vs_data
size: usize(in_data.vs_len)
}
fs_uniforms_range := gfx.Range{
ptr: unsafe { &tmp_fs_params }
size: usize(in_data.fs_len)
}
gfx.apply_uniforms(.vs, C.SLOT_vs_params, &vs_uniforms_range)
gfx.apply_uniforms(.fs, C.SLOT_fs_params, &fs_uniforms_range)
gfx.draw(0, int(part_render_data.n_vert), 1)
return part_render_data.n_vert
}
pub fn (obj_part ObjPart) bind_and_draw_all(in_data Shader_data) u32 {
mut n_vert := u32(0)
// println("Parts: ${obj_part.rend_data.len}")
for i, _ in obj_part.rend_data {
n_vert += obj_part.bind_and_draw(i, in_data)
}
return n_vert
}
pub fn (mut obj_part ObjPart) calc_bbox() {
obj_part.max = m4.Vec4{
e: [f32(-math.max_f32), -math.max_f32, -math.max_f32, 0]!
}
obj_part.min = m4.Vec4{
e: [f32(math.max_f32), math.max_f32, math.max_f32, 0]!
}
for v in obj_part.v {
if v.e[0] > obj_part.max.e[0] {
obj_part.max.e[0] = v.e[0]
}
if v.e[1] > obj_part.max.e[1] {
obj_part.max.e[1] = v.e[1]
}
if v.e[2] > obj_part.max.e[2] {
obj_part.max.e[2] = v.e[2]
}
if v.e[0] < obj_part.min.e[0] {
obj_part.min.e[0] = v.e[0]
}
if v.e[1] < obj_part.min.e[1] {
obj_part.min.e[1] = v.e[1]
}
if v.e[2] < obj_part.min.e[2] {
obj_part.min.e[2] = v.e[2]
}
}
val1 := obj_part.max.mod3()
val2 := obj_part.min.mod3()
if val1 > val2 {
obj_part.radius = f32(val1)
} else {
obj_part.radius = f32(val2)
}
// println("BBox: ${obj_part.min} <=> ${obj_part.max}\nRadius: ${obj_part.radius}")
}
@@ -0,0 +1,106 @@
/**********************************************************************
*
* .obj loader
*
* 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.
*
* TODO:
**********************************************************************/
module obj
import gg.m4
import sokol.gfx
// part struct maintaining the face indices
pub struct Part {
pub mut:
faces [][][3]int // v n t index order, if -1 not available
name string
material string
}
// material struct, all Ks and Ns are stored as maps of string
pub struct Material {
pub mut:
name string
ks map[string]m4.Vec4
ns map[string]f32
maps map[string]string
}
// render data used for the rendering
pub struct Render_data {
pub mut:
pipeline gfx.Pipeline
bind gfx.Bindings
n_vert u32
material string
}
// base object parts struct
pub struct ObjPart {
pub mut:
v []m4.Vec4 // position
vn []m4.Vec4 // normals
vp []m4.Vec4 // vertex params
vt []m4.Vec4 // textures
name string
part []Part // parts of the ObjPart
mat []Material // list of the materials of the ObjPart
mat_map map[string]int // mapping material name to its material index
texture map[string]gfx.Image // GPU loaded texture map
sampler map[string]gfx.Sampler // GPU loaded sampler
material_file string // .mtl file name for the .obj
rend_data []Render_data // render data used for the rendering
t_m m4.Mat4 = m4.unit_m4() // transform matrix for this ObjPart
// child []ObjPart
// stats
min m4.Vec4 // min 3d position in the ObjPart
max m4.Vec4 // max 3d position in the ObjPart
radius f32 // bounding circle radius of the ObjPart
}
// used in to pass the matrices to the shader
pub struct Mats {
pub mut:
mv m4.Mat4
mvp m4.Mat4
nm m4.Mat4
}
// data passed to the vertex shader
pub struct Tmp_vs_param {
pub mut:
mv m4.Mat4
mvp m4.Mat4
nm m4.Mat4
}
// data passed to the pixel shader
pub struct Tmp_fs_param {
pub mut:
light m4.Vec4
ka m4.Vec4 = m4.Vec4{
e: [f32(0.1), 0.0, 0.0, 1.0]!
}
kd m4.Vec4 = m4.Vec4{
e: [f32(0.5), 0.5, 0.5, 1.0]!
}
ks m4.Vec4 = m4.Vec4{
e: [f32(1.0), 1.0, 1.0, 1.0]!
}
}
// shader data for the rendering
pub struct Shader_data {
pub mut:
vs_data &Tmp_vs_param = unsafe { nil }
vs_len int
fs_data &Tmp_fs_param = unsafe { nil }
fs_len int
}
@@ -0,0 +1,24 @@
module obj
import os
import os.asset
// read a file as single lines
pub fn read_lines_from_file(file_path string) []string {
if os.exists(file_path) {
return os.read_lines(file_path) or { [] }
}
return read_bytes_from_file(file_path).bytestr().split_into_lines()
}
// read a file as []u8
pub fn read_bytes_from_file(file_path string) []u8 {
if os.exists(file_path) {
return os.read_bytes(file_path) or { [] }
}
mpath := 'models/${file_path}'
return asset.read_bytes('assets', mpath) or {
eprintln('Model file NOT FOUND: `${mpath}`')
exit(0)
}
}
@@ -0,0 +1,308 @@
// vtest build: misc-tooling // needs .h files that are produced by `v shader`
/**********************************************************************
*
* .obj viewer
*
* 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.
*
* Example .obj model of V from SurmanPP
*
* 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`.
*
* ALTERNATIVE .OBJ MODELS:
* you can load alternative models putting them in the "assets/model" folder with or without their .mtl file.
* use the program help for further instructions.
*
* TODO:
* - frame counter
**********************************************************************/
import gg
import gg.m4
import math
import sokol.sapp
import sokol.gfx
import sokol.sgl
import time
import os
import obj
// GLSL Include and functions
#include "@VMODROOT/gouraud.h" # It should be generated with `v shader .` (see the instructions at the top of this file)
fn C.gouraud_shader_desc(gfx.Backend) &gfx.ShaderDesc
const win_width = 600
const win_height = 600
const bg_color = gg.white
struct App {
mut:
gg &gg.Context = unsafe { nil }
texture gfx.Image
sampler gfx.Sampler
init_flag bool
frame_count int
mouse_x int = -1
mouse_y int = -1
scroll_y int // mouse wheel value
// time
ticks i64
// model
obj_part &obj.ObjPart = unsafe { nil }
n_vertex u32
// init parameters
file_name string
single_material_flag bool
}
/******************************************************************************
* Draw functions
******************************************************************************/
@[inline]
fn vec4(x f32, y f32, z f32, w f32) m4.Vec4 {
return m4.Vec4{
e: [x, y, z, w]!
}
}
fn calc_matrices(w f32, h f32, rx f32, ry f32, in_scale f32, pos m4.Vec4) obj.Mats {
proj := m4.perspective(60, w / h, 0.01, 100.0) // set far plane to 100 fro the zoom function
view := m4.look_at(vec4(f32(0.0), 0, 6, 0), vec4(f32(0), 0, 0, 0), vec4(f32(0), 1, 0, 0))
view_proj := view * proj
rxm := m4.rotate(m4.rad(rx), vec4(f32(1), 0, 0, 0))
rym := m4.rotate(m4.rad(ry), vec4(f32(0), 1, 0, 0))
model_pos := m4.unit_m4().translate(pos)
model_m := (rym * rxm) * model_pos
scale_m := m4.scale(vec4(in_scale, in_scale, in_scale, 1))
mv := scale_m * model_m // model view
nm := mv.inverse().transpose() // normal matrix
mvp := mv * view_proj // model view projection
return obj.Mats{
mv: mv
mvp: mvp
nm: nm
}
}
fn draw_model(app App, model_pos m4.Vec4) u32 {
if app.init_flag == false {
return 0
}
ws := gg.window_size_real_pixels()
dw := ws.width / 2
dh := ws.height / 2
mut scale := f32(1)
if app.obj_part.radius > 1 {
scale = 1 / (app.obj_part.radius)
} else {
scale = app.obj_part.radius
}
scale *= 3
// *** vertex shader uniforms ***
rot := [f32(app.mouse_y), f32(app.mouse_x)]
mut zoom_scale := scale + f32(app.scroll_y) / (app.obj_part.radius * 4)
mats := calc_matrices(dw, dh, rot[0], rot[1], zoom_scale, model_pos)
mut tmp_vs_param := obj.Tmp_vs_param{
mv: mats.mv
mvp: mats.mvp
nm: mats.nm
}
// *** fragment shader uniforms ***
time_ticks := f32(time.ticks() - app.ticks) / 1000
radius_light := f32(app.obj_part.radius)
x_light := f32(math.cos(time_ticks) * radius_light)
z_light := f32(math.sin(time_ticks) * radius_light)
mut tmp_fs_params := obj.Tmp_fs_param{}
tmp_fs_params.light = m4.vec3(x_light, radius_light, z_light)
sd := obj.Shader_data{
vs_data: unsafe { &tmp_vs_param }
vs_len: int(sizeof(tmp_vs_param))
fs_data: unsafe { &tmp_fs_params }
fs_len: int(sizeof(tmp_fs_params))
}
return app.obj_part.bind_and_draw_all(sd)
}
fn frame(mut app App) {
// clear
mut color_action := gfx.ColorAttachmentAction{
load_action: .clear
clear_value: gfx.Color{
r: 0.0
g: 0.0
b: 0.0
a: 1.0
}
}
mut pass_action := gfx.PassAction{}
pass_action.colors[0] = color_action
pass := sapp.create_default_pass(pass_action)
gfx.begin_pass(&pass)
// render the data
draw_start_glsl(app)
draw_model(app, m4.Vec4{})
// uncomment if you want a raw benchmark mode
/*
mut n_vertex_drawn := u32(0)
n_x_obj := 20
for x in 0..n_x_obj {
for z in 0..30 {
for y in 0..4 {
n_vertex_drawn += draw_model(app, m4.Vec4{e:[f32((x-(n_x_obj>>1))*3),-3 + y*3,f32(-6*z),1]!})
}
}
}
*/
draw_end_glsl(app)
// println("v:${n_vertex_drawn}")
app.frame_count++
}
fn draw_start_glsl(app App) {
if app.init_flag == false {
return
}
ws := gg.window_size_real_pixels()
gfx.apply_viewport(0, 0, ws.width, ws.height, true)
}
fn draw_end_glsl(app App) {
gfx.end_pass()
gfx.commit()
}
/******************************************************************************
* Init / Cleanup
******************************************************************************/
fn my_init(mut app App) {
mut object := &obj.ObjPart{}
obj_file_lines := obj.read_lines_from_file(app.file_name)
object.parse_obj_buffer(obj_file_lines, app.single_material_flag)
object.summary()
app.obj_part = object
// 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 := sgl.Desc{
max_vertices: 128 * 65536
}
sgl.setup(&sgl_desc)
// 1x1 pixel white, default texture
unsafe {
tmp_txt := malloc(4)
tmp_txt[0] = u8(0xFF)
tmp_txt[1] = u8(0xFF)
tmp_txt[2] = u8(0xFF)
tmp_txt[3] = u8(0xFF)
app.texture, app.sampler = obj.create_texture(1, 1, tmp_txt)
free(tmp_txt)
}
// glsl
app.obj_part.init_render_data(app.texture, app.sampler)
app.init_flag = true
}
fn cleanup(mut app App) {
/*
for _, mat in app.obj_part.texture {
obj.destroy_texture(mat)
}
*/
}
/******************************************************************************
* events handling
******************************************************************************/
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.scroll_y != 0 {
app.scroll_y += int(ev.scroll_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)
}
}
}
fn main() {
/*
obj.tst()
exit(0)
*/
// App init
mut app := &App{}
// app.file_name = 'v.obj' // default object is the v logo
app.file_name = 'utahTeapot.obj' // default object is the v logo
app.single_material_flag = false
$if !android {
if os.args.len > 3 || (os.args.len >= 2 && os.args[1] in ['-h', '--help', '\\?', '-?']) {
eprintln('Usage:\nshow_obj [file_name:string] [single_material_flag:(true|false)]\n')
eprintln('file_name : name of the .obj file.')
eprintln(' If no file name is passed the default V logo will be showed.')
eprintln(' Try one of the .obj files in the "assets/models/" folder.')
eprintln("single_material_flag: if true the viewer use for all the model's parts the default material")
exit(0)
}
if os.args.len >= 2 {
app.file_name = os.args[1]
}
if os.args.len >= 3 {
app.single_material_flag = os.args[2].bool()
}
println('Loading model: ${app.file_name}')
println('Using single material: ${app.single_material_flag}')
}
app.gg = gg.new_context(
width: win_width
height: win_height
create_window: true
window_title: 'V Wavefront OBJ viewer - Use the mouse wheel to zoom'
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()
}
Whitespace-only changes.
@@ -0,0 +1 @@
simple_shader.h
@@ -0,0 +1,36 @@
// The following defines a vertex shader main function
@vs vs
in vec4 position;
in vec4 color0;
out vec4 color;
// You can add more functions here
void main() {
gl_Position = position;
color = color0;
}
@end
// The following defines a fragment shader main function
@fs fs
in vec4 color;
out vec4 frag_color;
// You can add more functions here
void main() {
frag_color = color;
}
@end
// The value after `@program` and before `vs fs` decide a part of the name
// of the C function you need to define in V. The value entered is suffixed `_shader_desc`
// in the generated C code. Thus the name for this becomes: `simple_shader_desc`.
// In V it's signature then need to be defined as:
// `fn C.simple_shader_desc(gfx.Backend) &gfx.ShaderDesc`. See `simple_shader.v` for the define.
//
// Running `v shader -v .` in this dir will also show you brief information
// about how to use the compiled shader.
@program simple vs fs
@@ -0,0 +1,156 @@
// Copyright(C) 2022 Lars Pontoppidan. All rights reserved.
// Use of this source code is governed by an MIT license file distributed with this software package
// vtest build: misc-tooling // needs .h files that are produced by `v shader`
module main
// Example shader triangle adapted to V from https://github.com/floooh/sokol-samples/blob/1f2ad36/sapp/triangle-sapp.c
import sokol.sapp
import sokol.gfx
// Use `v shader` or `sokol-shdc` to generate the necessary `.h` file
// Using `v shader -v .` in this directory will show some additional
// info - and what you should include to make things work.
#include "@VMODROOT/simple_shader.h" # It should be generated with `v shader .`
// simple_shader_desc is a C function declaration defined by
// the `@program` entry in the `simple_shader.glsl` shader file.
// When the shader is compiled this function name is generated
// by the shader compiler for easier inclusion of universal shader code
// in C (and V) code.
fn C.simple_shader_desc(gfx.Backend) &gfx.ShaderDesc
// Vertex_t makes it possible to model vertex buffer data
// for use with the shader system
struct Vertex_t {
// Position
x f32
y f32
z f32
// Color
r f32
g f32
b f32
a f32
}
fn main() {
mut app := &App{
width: 800
height: 400
pass_action: gfx.create_clear_pass_action(0.0, 0.0, 0.0, 1.0) // This will create a black color as a default pass (window background color)
}
app.run()
}
struct App {
pass_action gfx.PassAction
mut:
width int
height int
shader_pipeline gfx.Pipeline
bind gfx.Bindings
}
fn (mut a App) run() {
title := 'V Simple Shader Example'
desc := sapp.Desc{
width: a.width
height: a.height
user_data: a
init_userdata_cb: init
frame_userdata_cb: frame
window_title: &char(title.str)
cleanup_userdata_cb: cleanup
sample_count: 4 // Enables MSAA (Multisample anti-aliasing) x4 on rendered output, this can be omitted.
}
sapp.run(&desc)
}
fn init(user_data voidptr) {
mut app := unsafe { &App(user_data) }
mut desc := sapp.create_desc()
gfx.setup(&desc)
// `vertices` defines a vertex buffer with 3 vertices
// with 3 position fields XYZ and 4 color components RGBA -
// for drawing a multi-colored triangle.
//
// C code:
// float vertices[] = {
// // Positions // Colors
// 0.0, 0.5, 0.5, 1.0, 0.0, 0.0, 1.0,
// 0.5, -0.5, 0.5, 0.0, 1.0, 0.0, 1.0,
// -0.5, -0.5, 0.5, 0.0, 0.0, 1.0, 1.0
// };
//
// Array entries in the following V code is the equivalent
// of the C code entry described above:
vertices := [
Vertex_t{0.0, 0.5, 0.5, 1.0, 0.0, 0.0, 1.0},
Vertex_t{0.5, -0.5, 0.5, 0.0, 1.0, 0.0, 1.0},
Vertex_t{-0.5, -0.5, 0.5, 0.0, 0.0, 1.0, 1.0},
]
// Create a vertex buffer with the 3 vertices defined above.
mut vertex_buffer_desc := gfx.BufferDesc{
label: c'triangle-vertices'
}
unsafe { vmemset(&vertex_buffer_desc, 0, int(sizeof(vertex_buffer_desc))) }
vertex_buffer_desc.size = usize(vertices.len * int(sizeof(Vertex_t)))
vertex_buffer_desc.data = gfx.Range{
ptr: vertices.data
size: vertex_buffer_desc.size
}
app.bind.vertex_buffers[0] = gfx.make_buffer(&vertex_buffer_desc)
// Create shader from the code-generated sg_shader_desc (gfx.ShaderDesc in V).
// Note the function `C.simple_shader_desc()` (also defined above) - this is
// the function that returns the compiled shader code/desciption we have
// written in `simple_shader.glsl` and compiled with `v shader .` (`sokol-shdc`).
shader := gfx.make_shader(voidptr(C.simple_shader_desc(gfx.query_backend())))
// Create a pipeline object (default render states are fine for triangle)
mut pipeline_desc := gfx.PipelineDesc{}
// This will zero the memory used to store the pipeline in.
unsafe { vmemset(&pipeline_desc, 0, int(sizeof(pipeline_desc))) }
// Populate the essential struct fields
pipeline_desc.shader = shader
// The vertex shader (`simple_shader.glsl`) takes 2 inputs:
// ```glsl
// in vec4 position;
// in vec4 color0;
// ```
// Also note the naming of the C.ATTR_* used as indices.
// They are the prefixed versions of the names of the input variables in the shader code.
// If they change in the shader code they will also change here.
pipeline_desc.layout.attrs[C.ATTR_vs_position].format = .float3 // x,y,z as f32
pipeline_desc.layout.attrs[C.ATTR_vs_color0].format = .float4 // r, g, b, a as f32
// The .label is optional but can aid debugging sokol shader related issues
// When things get complex - and you get tired :)
pipeline_desc.label = c'triangle-pipeline'
app.shader_pipeline = gfx.make_pipeline(&pipeline_desc)
}
fn cleanup(user_data voidptr) {
gfx.shutdown()
}
fn frame(user_data voidptr) {
mut app := unsafe { &App(user_data) }
pass := sapp.create_default_pass(app.pass_action)
gfx.begin_pass(&pass)
gfx.apply_pipeline(app.shader_pipeline)
gfx.apply_bindings(&app.bind)
gfx.draw(0, 3, 1)
gfx.end_pass()
gfx.commit()
}
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sdf-sapp.c
sdf.h
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//------------------------------------------------------------------------------
// Signed-distance-field raymarching shaders, see:
// https://iquilezles.org/articles/mandelbulb
// https://www.shadertoy.com/view/ltfSWn
//------------------------------------------------------------------------------
//--- vertex shader
@vs vs
uniform vs_params {
float aspect;
float time;
};
in vec4 position;
out vec2 pos;
out vec3 eye;
out vec3 up;
out vec3 right;
out vec3 fwd;
// compute eye position (orbit around center)
vec3 eye_pos(float time, vec3 center) {
return center + vec3(sin(time * 0.05) * 3.0, sin(time * 0.1) * 2.0, cos(time * 0.05) * 3.0);
}
// a lookat function
void lookat(vec3 eye, vec3 center, vec3 up, out vec3 out_fwd, out vec3 out_right, out vec3 out_up) {
out_fwd = normalize(center - eye);
out_right = normalize(cross(out_fwd, up));
out_up = cross(out_right, out_fwd);
}
void main() {
gl_Position = position;
pos.x = position.x * aspect;
pos.y = position.y;
const vec3 center = vec3(0.0, 0.0, 0.0);
const vec3 up_vec = vec3(0.0, 1.0, 0.0);
eye = eye_pos(time * 5, center);
lookat(eye, center, up_vec, fwd, right, up);
}
@end
//--- fragment shader
@fs fs
in vec2 pos;
in vec3 eye;
in vec3 up;
in vec3 right;
in vec3 fwd;
out vec4 frag_color;
float sd_sphere(vec3 p, float s) {
return length(p) - s;
}
float sd_mandelbulb(vec3 p, out vec4 res_color) {
vec3 w = p;
float m = dot(w,w);
vec4 trap = vec4(abs(w),m);
float dz = 1.0;
for( int i=0; i<4; i++ ) {
float m2 = m*m;
float m4 = m2*m2;
dz = 8.0*sqrt(m4*m2*m)*dz + 1.0;
float x = w.x; float x2 = x*x; float x4 = x2*x2;
float y = w.y; float y2 = y*y; float y4 = y2*y2;
float z = w.z; float z2 = z*z; float z4 = z2*z2;
float k3 = x2 + z2;
float k2 = inversesqrt( k3*k3*k3*k3*k3*k3*k3 );
float k1 = x4 + y4 + z4 - 6.0*y2*z2 - 6.0*x2*y2 + 2.0*z2*x2;
float k4 = x2 - y2 + z2;
w.x = p.x + 64.0*x*y*z*(x2-z2)*k4*(x4-6.0*x2*z2+z4)*k1*k2;
w.y = p.y + -16.0*y2*k3*k4*k4 + k1*k1;
w.z = p.z + -8.0*y*k4*(x4*x4 - 28.0*x4*x2*z2 + 70.0*x4*z4 - 28.0*x2*z2*z4 + z4*z4)*k1*k2;
trap = min( trap, vec4(abs(w),m) );
m = dot(w,w);
if( m > 256.0 ) {
break;
}
}
res_color = vec4(m,trap.yzw);
return 0.25*log(m)*sqrt(m)/dz;
}
float d_scene(vec3 p, out vec4 res_color) {
float d = sd_sphere(p, 1.1);
if (d < 0.1) {
d = sd_mandelbulb(p, res_color);
}
else {
res_color = vec4(0.0);
}
return d;
}
// surface normal estimation
vec3 surface_normal(vec3 p, float dp) {
const float eps = 0.001;
const vec2 d = vec2(eps, 0);
vec4 tra;
float x = d_scene(p + d.xyy, tra) - dp;
float y = d_scene(p + d.yxy, tra) - dp;
float z = d_scene(p + d.yyx, tra) - dp;
return normalize(vec3(x, y, z));
}
vec3 calc_color(vec3 ro, vec3 rd, float t, vec4 tra) {
const vec3 light1 = vec3( 0.577, 0.577, -0.577);
const vec3 light2 = vec3(-0.707, 0.000, 0.707);
vec3 pos = ro + rd * t;
vec3 nrm = surface_normal(pos, t);
vec3 hal = normalize(light1 - rd);
float occ = clamp(0.05 * log(tra.x), 0.0, 1.0);
float fac = clamp(1.0 + dot(rd, nrm), 0.0, 1.0);
// sun
float dif1 = clamp(dot( light1, nrm), 0.0, 1.0);
float spe1 = pow(clamp(dot(nrm, hal), 0.0, 1.0), 32.0 )*dif1*(0.04+0.96*pow(clamp(1.0-dot(hal,light1),0.0,1.0),5.0));
// bounce
float dif2 = clamp( 0.5 + 0.5*dot( light2, nrm ), 0.0, 1.0 )*occ;
// sky
float dif3 = (0.7+0.3*nrm.y)*(0.2+0.8*occ);
vec3 col = vec3(0.01);
col = mix(col, vec3(0.10,0.20,0.30), clamp(tra.y,0.0,1.0) );
col = mix(col, vec3(0.02,0.10,0.30), clamp(tra.z*tra.z,0.0,1.0) );
col = mix(col, vec3(0.30,0.10,0.02), clamp(pow(tra.w,6.0),0.0,1.0) );
vec3 lin = vec3(0.0);
lin += 7.0*vec3(1.50,1.10,0.70)*dif1;
lin += 4.0*vec3(0.25,0.20,0.15)*dif2;
lin += 1.5*vec3(0.10,0.20,0.30)*dif3;
lin += 2.5*vec3(0.35,0.30,0.25)*(0.05+0.95*occ); // ambient
lin += 4.0*fac*occ; // fake SSS
col *= lin;
col = pow( col, vec3(0.7,0.9,1.0)); // fake SSS
col += spe1*15.0;
// gamma
col = sqrt(col);
return col;
}
void main() {
const float epsilon = 0.001;
const float focal_length = 1.8;
vec3 ray_origin = eye + fwd * focal_length + right * pos.x + up * pos.y;
vec3 ray_direction = normalize(ray_origin - eye);
vec4 tra;
vec4 color = vec4(0.10,0.20,0.30,1.0);
float t = 0.0;
for (int i = 0; i < 96; i++) {
vec3 p = ray_origin + ray_direction * t;
float d = d_scene(p, tra);
if (d < epsilon) {
color.xyz = calc_color(p, ray_direction, d, tra);
break;
}
else {
color.xyz += vec3(0.003, 0.001, 0.0) * i;
}
if (t > 3) {
break;
}
t += d;
}
frag_color = color;
}
@end
@program sdf vs fs
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// A Signed Distance Field rendering demo, ported from https://github.com/floooh/sokol-samples/blob/master/sapp/sdf-sapp.c
// which in turn is based on https://iquilezles.org/articles/mandelbulb/ and https://www.shadertoy.com/view/ltfSWn
// vtest build: misc-tooling // needs .h files that are produced by `v shader`
import sokol.sapp
import sokol.gfx
#include "@VMODROOT/sdf.h" # It should be generated with `v shader .`
fn C.sdf_shader_desc(gfx.Backend) &gfx.ShaderDesc
@[packed]
struct C.vs_params_t {
mut:
aspect f32
time f32
}
struct State {
mut:
pip gfx.Pipeline
bind gfx.Bindings
paction gfx.PassAction
params C.vs_params_t
}
fn init(mut state State) {
gfx.setup(sapp.create_desc())
fsq_verts := [f32(-1.0), -3.0, 3.0, 1.0, -1.0, 1.0]!
state.bind.vertex_buffers[0] = gfx.make_buffer(gfx.BufferDesc{
label: c'fsq vertices'
data: gfx.Range{&fsq_verts[0], sizeof(fsq_verts)}
})
mut pipeline := gfx.PipelineDesc{}
pipeline.layout.attrs[C.ATTR_vs_position].format = .float2
pipeline.shader = gfx.make_shader(voidptr(C.sdf_shader_desc(gfx.query_backend())))
state.pip = gfx.make_pipeline(&pipeline)
// No need to clear the window, since the shader will overwrite the whole framebuffer
state.paction.colors[0].load_action = .dontcare
}
fn frame(mut state State) {
w, h := sapp.width(), sapp.height()
state.params.time += f32(sapp.frame_duration())
state.params.aspect = f32(w) / f32(h)
gfx.begin_pass(sapp.create_default_pass(state.paction))
gfx.apply_pipeline(state.pip)
gfx.apply_bindings(state.bind)
gfx.apply_uniforms(.vs, C.SLOT_vs_params, gfx.Range{&state.params, sizeof(state.params)})
gfx.draw(0, 3, 1)
gfx.end_pass()
gfx.commit()
}
fn main() {
sapp.run(sapp.Desc{
window_title: c'SDF Rendering'
width: 512
height: 512
frame_userdata_cb: frame
init_userdata_cb: init
cleanup_cb: gfx.shutdown
icon: sapp.IconDesc{
sokol_default: true
}
user_data: &State{}
})
}
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// This example shows how to clear your window on each frame, with a different color, using a Sokol pass.
// It is ported from https://github.com/floooh/sokol-samples/blob/master/sapp/clear-sapp.c .
import sokol.gfx
import sokol.sapp
fn frame(mut action gfx.PassAction) {
g := f32(action.colors[0].clear_value.g + 0.01)
action.colors[0].clear_value.g = if g > 1.0 { 0 } else { g }
gfx.begin_pass(sapp.create_default_pass(action))
gfx.end_pass()
gfx.commit()
}
fn main() {
action := gfx.create_clear_pass_action(1.0, 0, 0, 1.0)
sapp.run(
window_title: c'Clear (sokol app)'
width: 400
height: 300
init_cb: || gfx.setup(sapp.create_desc())
cleanup_cb: || gfx.shutdown()
frame_userdata_cb: frame
user_data: &action
)
}
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// vtest build: !solaris
import sokol.sapp
import sokol.gfx
import sokol.sgl
struct AppState {
pass_action gfx.PassAction
}
fn main() {
state := &AppState{
pass_action: gfx.create_clear_pass_action(0.1, 0.1, 0.1, 1.0)
}
title := 'Sokol Drawing Template'
desc := sapp.Desc{
width: 640
height: 480
user_data: state
init_userdata_cb: init
frame_userdata_cb: frame
window_title: &char(title.str)
}
sapp.run(&desc)
}
fn init(_user_data voidptr) {
desc := sapp.create_desc() // gfx.Desc{
gfx.setup(&desc)
sgl_desc := sgl.Desc{}
sgl.setup(&sgl_desc)
}
fn frame(state &AppState) {
// println('frame')
draw()
pass := sapp.create_default_pass(state.pass_action)
gfx.begin_pass(&pass)
sgl.draw()
gfx.end_pass()
gfx.commit()
}
fn draw() {
// first, reset and setup ortho projection
sgl.defaults()
sgl.matrix_mode_projection()
sgl.ortho(0.0, f32(sapp.width()), f32(sapp.height()), 0.0, -1.0, 1.0)
sgl.c4b(255, 0, 0, 128)
draw_hollow_rect(220, 140, 200, 200)
sgl.c4b(25, 150, 255, 128)
draw_filled_rect(270, 190, 100, 100)
// line(0, 0, 500, 500)
}
fn draw_hollow_rect(x f32, y f32, w f32, h f32) {
sgl.begin_line_strip()
sgl.v2f(x, y)
sgl.v2f(x + w, y)
sgl.v2f(x + w, y + h)
sgl.v2f(x, y + h)
sgl.v2f(x, y)
sgl.end()
}
fn draw_filled_rect(x f32, y f32, w f32, h f32) {
sgl.begin_quads()
sgl.v2f(x, y)
sgl.v2f(x + w, y)
sgl.v2f(x + w, y + h)
sgl.v2f(x, y + h)
sgl.end()
}
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// vtest build: !solaris
import sokol.sapp
import sokol.gfx
import sokol.sgl
import fontstash
import sokol.sfons
import os
struct AppState {
mut:
pass_action gfx.PassAction
font_context &fontstash.Context
font_normal int
}
fn main() {
state := &AppState{
pass_action: gfx.create_clear_pass_action(0.3, 0.3, 0.32, 1.0)
font_context: unsafe { nil } // &fontstash.Context(0)
}
title := 'V Metal/GL Text Rendering'
desc := sapp.Desc{
user_data: state
init_userdata_cb: init
frame_userdata_cb: frame
window_title: &char(title.str)
}
sapp.run(&desc)
}
fn init(mut state AppState) {
desc := sapp.create_desc()
gfx.setup(&desc)
s := &sgl.Desc{}
sgl.setup(s)
state.font_context = sfons.create(512, 512, 1)
// or use DroidSerif-Regular.ttf
if bytes := os.read_bytes(os.resource_abs_path(os.join_path('..', 'assets', 'fonts',
'RobotoMono-Regular.ttf')))
{
println('loaded font: ${bytes.len}')
state.font_normal = state.font_context.add_font_mem('sans', bytes.clone(), true)
}
}
fn frame(mut state AppState) {
state.render_font()
pass := sapp.create_default_pass(state.pass_action)
gfx.begin_pass(&pass)
sgl.draw()
gfx.end_pass()
gfx.commit()
}
fn (state &AppState) render_font() {
mut sx := f32(0.0)
mut sy := f32(0.0)
mut dx := f32(0.0)
mut dy := f32(0.0)
lh := f32(0.0)
white := sfons.rgba(255, 255, 255, 255)
black := sfons.rgba(0, 0, 0, 255)
brown := sfons.rgba(192, 128, 0, 128)
blue := sfons.rgba(0, 192, 255, 255)
font_context := state.font_context
font_context.clear_state()
sgl.defaults()
sgl.matrix_mode_projection()
sgl.ortho(0.0, f32(sapp.width()), f32(sapp.height()), 0.0, -1.0, 1.0)
sx = 0
sy = 50
dx = sx
dy = sy
font_context.set_font(state.font_normal)
font_context.set_size(100.0)
ascender := f32(0.0)
descender := f32(0.0)
font_context.vert_metrics(&ascender, &descender, &lh)
dx = sx
dy += lh
font_context.set_color(white)
dx = font_context.draw_text(dx, dy, 'The quick ')
font_context.set_font(state.font_normal)
font_context.set_size(48.0)
font_context.set_color(brown)
dx = font_context.draw_text(dx, dy, 'brown ')
font_context.set_font(state.font_normal)
font_context.set_size(24.0)
font_context.set_color(white)
dx = font_context.draw_text(dx, dy, 'fox ')
dx = sx
dy += lh * 1.2
font_context.set_size(20.0)
font_context.set_font(state.font_normal)
font_context.set_color(blue)
font_context.draw_text(dx, dy,
'Now is the time for all good men to come to the aid of the party.')
dx = 300
dy = 350
font_context.set_alignment(.left | .baseline)
font_context.set_size(60.0)
font_context.set_font(state.font_normal)
font_context.set_color(white)
font_context.set_spacing(5.0)
font_context.set_blur(6.0)
font_context.draw_text(dx, dy, 'Blurry...')
dx = 300
dy += 50.0
font_context.set_size(28.0)
font_context.set_font(state.font_normal)
font_context.set_color(white)
font_context.set_spacing(0.0)
font_context.set_blur(3.0)
font_context.draw_text(dx, dy + 2, 'DROP SHADOW')
font_context.set_color(black)
font_context.set_blur(0)
font_context.draw_text(dx, dy, 'DROP SHADOW')
font_context.set_size(18.0)
font_context.set_font(state.font_normal)
font_context.set_color(white)
dx = 50
dy = 350
line(f32(dx - 10), f32(dy), f32(dx + 250), f32(dy))
font_context.set_alignment(.left | .top)
dx = font_context.draw_text(dx, dy, 'Top')
dx += 10
font_context.set_alignment(.left | .middle)
dx = font_context.draw_text(dx, dy, 'Middle')
dx += 10
font_context.set_alignment(.left | .baseline)
dx = font_context.draw_text(dx, dy, 'Baseline')
dx += 10
font_context.set_alignment(.left | .bottom)
font_context.draw_text(dx, dy, 'Bottom')
dx = 150
dy = 400
line(f32(dx), f32(dy - 30), f32(dx), f32(dy + 80.0))
font_context.set_alignment(.left | .baseline)
font_context.draw_text(dx, dy, 'Left')
dy += 30
font_context.set_alignment(.center | .baseline)
font_context.draw_text(dx, dy, 'Center')
dy += 30
font_context.set_alignment(.right | .baseline)
font_context.draw_text(dx, dy, 'Right')
sfons.flush(font_context)
}
fn line(sx f32, sy f32, ex f32, ey f32) {
sgl.begin_lines()
sgl.c4b(255, 255, 0, 128)
sgl.v2f(sx, sy)
sgl.v2f(ex, ey)
sgl.end()
}
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import sokol.sapp
import sokol.gfx
import sokol.sgl
import fontstash
import sokol.sfons
import os
const text = '
Once upon a midnight dreary, while I pondered, weak and weary,
Over many a quaint and curious volume of forgotten lore—
While I nodded, nearly napping, suddenly there came a tapping,
As of some one gently rapping, rapping at my chamber door.
“’Tis some visitor,” I muttered, “tapping at my chamber door—
Only this and nothing more.”
Ah, distinctly I remember it was in the bleak December;
And each separate dying ember wrought its ghost upon the floor.
Eagerly I wished the morrow;—vainly I had sought to borrow
From my books surcease of sorrow—sorrow for the lost Lenore—
For the rare and radiant maiden whom the angels name Lenore—
Nameless here for evermore.
And the silken, sad, uncertain rustling of each purple curtain
Thrilled me—filled me with fantastic terrors never felt before;
So that now, to still the beating of my heart, I stood repeating
“’Tis some visitor entreating entrance at my chamber door—
Some late visitor entreating entrance at my chamber door;—
This it is and nothing more.”
Presently my soul grew stronger; hesitating then no longer,
“Sir,” said I, “or Madam, truly your forgiveness I implore;
But the fact is I was napping, and so gently you came rapping,
And so faintly you came tapping, tapping at my chamber door,
That I scarce was sure I heard you”—here I opened wide the door;—
Darkness there and nothing more.
Deep into that darkness peering, long I stood there wondering, fearing,
Doubting, dreaming dreams no mortal ever dared to dream before;
But the silence was unbroken, and the stillness gave no token,
And the only word there spoken was the whispered word, “Lenore?”
This I whispered, and an echo murmured back the word, “Lenore!”—
Merely this and nothing more.
Back into the chamber turning, all my soul within me burning,
Soon again I heard a tapping somewhat louder than before.
“Surely,” said I, “surely that is something at my window lattice;
Let me see, then, what thereat is, and this mystery explore—
Let my heart be still a moment and this mystery explore;—
’Tis the wind and nothing more!”
'
const lines = text.split('\n')
struct AppState {
mut:
pass_action gfx.PassAction
fons &fontstash.Context = unsafe { nil }
font_normal int
inited bool
}
fn main() {
mut color_action := gfx.ColorAttachmentAction{
load_action: .clear
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
state := &AppState{
pass_action: pass_action
fons: unsafe { nil } // &fontstash.Context(0)
}
title := 'V Metal/GL Text Rendering'
desc := sapp.Desc{
user_data: state
init_userdata_cb: init
frame_userdata_cb: frame
window_title: &char(title.str)
width: 600
height: 700
high_dpi: true
}
sapp.run(&desc)
}
fn init(mut state AppState) {
desc := sapp.create_desc()
gfx.setup(&desc)
s := &sgl.Desc{}
sgl.setup(s)
state.fons = sfons.create(512, 512, 1)
// or use DroidSerif-Regular.ttf
if bytes := os.read_bytes(os.resource_abs_path(os.join_path('..', 'assets', 'fonts',
'RobotoMono-Regular.ttf')))
{
println('loaded font: ${bytes.len}')
state.font_normal = state.fons.add_font_mem('sans', bytes.clone(), true)
}
}
fn frame(mut state AppState) {
state.render_font()
pass := sapp.create_default_pass(state.pass_action)
gfx.begin_pass(&pass)
sgl.draw()
gfx.end_pass()
gfx.commit()
}
const black = sfons.rgba(0, 0, 0, 255)
fn (mut state AppState) render_font() {
lh := 30
mut dy := lh
mut fons := state.fons
if !state.inited {
fons.clear_state()
sgl.defaults()
sgl.matrix_mode_projection()
sgl.ortho(0.0, f32(sapp.width()), f32(sapp.height()), 0.0, -1.0, 1.0)
fons.set_font(state.font_normal)
fons.set_size(100.0)
fons.set_color(black)
fons.set_font(state.font_normal)
fons.set_size(35.0)
state.inited = true
}
for line in lines {
fons.draw_text(40, dy, line)
dy += lh
}
sfons.flush(fons)
}
@@ -0,0 +1,21 @@
MIT License
Copyright (c) 2019 Lars Pontoppidan
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
@@ -0,0 +1,12 @@
// Copyright(C) 2019 Lars Pontoppidan. All rights reserved.
// Use of this source code is governed by an MIT license file distributed with this software package
module particle
// * Color
pub struct Color {
mut:
r u8
g u8
b u8
a u8
}
@@ -0,0 +1,79 @@
// Copyright(C) 2019 Lars Pontoppidan. All rights reserved.
// Use of this source code is governed by an MIT license file distributed with this software package
module particle
import math.vec
import sokol.sgl
const default_life_time = 1000
const default_v_color = Color{93, 136, 193, 255}
// * Module public
pub fn new(location vec.Vec2[f64]) &Particle {
p := &Particle{
location: location
velocity: vec.Vec2[f64]{0, 0}
acceleration: vec.Vec2[f64]{0, 0}
color: default_v_color
life_time: default_life_time
life_time_init: default_life_time
}
return p
}
fn remap(v f64, min f64, max f64, new_min f64, new_max f64) f64 {
return (((v - min) * (new_max - new_min)) / (max - min)) + new_min
}
// Particle
pub struct Particle {
pub mut:
location vec.Vec2[f64]
velocity vec.Vec2[f64]
acceleration vec.Vec2[f64]
color Color
life_time f64
life_time_init f64
}
pub fn (mut p Particle) update(dt f64) {
mut acc := p.acceleration
acc.multiply_scalar(dt)
p.velocity = p.velocity.add(acc)
p.location = p.location.add(p.velocity)
lt := p.life_time - (1000 * dt)
if lt > 0 {
p.life_time = lt
p.color.r = p.color.r - 1 // u8(remap(p.life_time,0.0,p.life_time_init,0,p.color.r))
p.color.g = p.color.g - 1 // u8(remap(p.life_time,0.0,p.life_time_init,0,p.color.g))
p.color.b = p.color.b - 1 // u8(remap(p.life_time,0.0,p.life_time_init,0,p.color.b))
p.color.a = u8(int(remap(p.life_time, 0.0, p.life_time_init, 0, 255))) - 10
} else {
p.life_time = 0
}
}
pub fn (p Particle) is_dead() bool {
return p.life_time <= 0.0
}
pub fn (p Particle) draw() {
l := p.location
sgl.c4b(p.color.r, p.color.g, p.color.b, p.color.a)
lx := f32(l.x)
ly := f32(l.y)
sgl.v2f(lx, ly)
sgl.v2f(lx + 2, ly)
sgl.v2f(lx + 2, ly + 2)
sgl.v2f(lx, ly + 2)
}
pub fn (mut p Particle) reset() {
p.location.zero()
p.acceleration.zero()
p.velocity.zero()
// p.color = Color{93, 136, 193, 255}
p.color = default_v_color
p.life_time = default_life_time
p.life_time_init = p.life_time
}
@@ -0,0 +1,120 @@
// Copyright(C) 2019 Lars Pontoppidan. All rights reserved.
// Use of this source code is governed by an MIT license file distributed with this software package
module particle
import math.vec
import rand
import sokol.sgl
pub struct SystemConfig {
pub:
pool int
}
pub struct System {
pub:
width int
height int
mut:
pool []&Particle
bin []&Particle
}
pub fn (mut s System) init(sc SystemConfig) {
unsafe { s.pool.flags.set(.noslices | .noshrink) }
unsafe { s.bin.flags.set(.noslices | .noshrink) }
for i := 0; i < sc.pool; i++ {
p := new(vec.Vec2[f64]{f32(s.width) * 0.5, f32(s.height) * 0.5})
s.bin << p
}
}
pub fn (mut s System) update(dt f64) {
mut p := &Particle(unsafe { nil })
mut moved := 0
for i := 0; i < s.pool.len; i++ {
p = s.pool[i]
p.update(dt)
if p.is_dead() {
s.bin << p
s.pool.delete(i)
moved++
}
}
if moved != 0 {
$if trace_moves_spool_to_sbin ? {
eprintln('${moved:4} particles s.pool -> s.bin')
}
}
}
pub fn (s System) draw() {
sgl.begin_quads()
for p in s.pool {
p.draw()
}
sgl.end()
}
pub fn (mut s System) reset() {
for i in 0 .. s.pool.len {
mut p := s.pool[i]
p.reset()
p.life_time = 0
}
for i in 0 .. s.bin.len {
mut p := s.pool[i]
p.reset()
p.life_time = 0
}
}
pub fn (mut s System) explode(x f32, y f32) {
mut reserve := 500
center := vec.Vec2[f64]{x, y}
mut p := &Particle(unsafe { nil })
mut moved := 0
for i := 0; i < s.bin.len && reserve > 0; i++ {
p = s.bin[i]
p.reset()
p.location.from(center)
p.acceleration = vec.Vec2[f64]{rand.f32_in_range(-0.5, 0.5) or { -0.5 }, rand.f32_in_range(-0.5, 0.5) or {
-0.5
}}
p.velocity = vec.Vec2[f64]{rand.f32_in_range(-0.5, 0.5) or { -0.5 }, rand.f32_in_range(-0.5, 0.5) or {
-0.5
}}
p.life_time = rand.f64_in_range(500, 2000) or { 500 }
s.pool << p
s.bin.delete(i)
moved++
reserve--
}
if moved != 0 {
$if trace_moves_sbin_to_spool ? {
eprintln('${moved:4} particles s.bin -> s.pool')
}
}
}
pub fn (mut s System) free() {
for p in s.pool {
if unsafe { p == 0 } {
print(ptr_str(p) + ' ouch')
continue
}
unsafe { free(p) }
}
s.pool.clear()
for p in s.bin {
if unsafe { p == 0 } {
print(ptr_str(p) + ' ouch')
continue
}
unsafe {
// println('Freeing from bin')
free(p)
}
}
s.bin.clear()
}
@@ -0,0 +1,149 @@
// Copyright(C) 2019 Lars Pontoppidan. All rights reserved.
// Use of this source code is governed by an MIT license file distributed with this software package
module main
import time
import sokol.sapp
import sokol.gfx
import sokol.sgl
import particle
fn main() {
mut app := &App{
width: 800
height: 400
pass_action: gfx.create_clear_pass_action(0.1, 0.1, 0.1, 1.0)
}
app.init()
app.run()
}
struct App {
pass_action gfx.PassAction
mut:
width int
height int
frame i64
last i64
ps particle.System
alpha_pip sgl.Pipeline
}
fn (mut a App) init() {
a.frame = 0
a.last = time.ticks()
a.ps = particle.System{
width: a.width
height: a.height
}
a.ps.init(particle.SystemConfig{
pool: 20000
})
}
fn (mut a App) cleanup() {
unsafe {
a.ps.free()
}
}
fn (mut a App) run() {
title := 'V Particle Example'
desc := sapp.Desc{
width: a.width
height: a.height
user_data: a
init_userdata_cb: init
frame_userdata_cb: frame
event_userdata_cb: event
window_title: &char(title.str)
cleanup_userdata_cb: cleanup
}
sapp.run(&desc)
}
fn (a App) draw() {
sgl.load_pipeline(a.alpha_pip)
a.ps.draw()
}
fn init(mut app App) {
desc := sapp.create_desc()
gfx.setup(&desc)
sgl_desc := sgl.Desc{
max_vertices: 50 * 65536
}
sgl.setup(&sgl_desc)
mut pipdesc := gfx.PipelineDesc{}
unsafe { vmemset(&pipdesc, 0, int(sizeof(pipdesc))) }
color_state := gfx.ColorTargetState{
blend: gfx.BlendState{
enabled: true
src_factor_rgb: .src_alpha
dst_factor_rgb: .one_minus_src_alpha
}
}
pipdesc.colors[0] = color_state
app.alpha_pip = sgl.make_pipeline(&pipdesc)
}
fn cleanup(mut app App) {
app.cleanup()
gfx.shutdown()
}
fn frame(mut app App) {
app.width = sapp.width()
app.height = sapp.height()
t := time.ticks()
dt := f64(t - app.last) / 1000.0
app.ps.update(dt)
draw(app)
pass := sapp.create_default_pass(app.pass_action)
gfx.begin_pass(&pass)
sgl.default_pipeline()
sgl.draw()
gfx.end_pass()
gfx.commit()
app.frame++
app.last = t
}
fn event(ev &sapp.Event, mut app App) {
if ev.type == .mouse_move {
app.ps.explode(ev.mouse_x, ev.mouse_y)
}
if ev.type == .mouse_up || ev.type == .mouse_down {
if ev.mouse_button == .left {
is_pressed := ev.type == .mouse_down
if is_pressed {
app.ps.explode(ev.mouse_x, ev.mouse_y)
}
}
}
if ev.type == .key_up || ev.type == .key_down {
if ev.key_code == .r {
is_pressed := ev.type == .key_down
if is_pressed {
app.ps.reset()
}
}
}
if ev.type == .touches_began || ev.type == .touches_moved {
if ev.num_touches > 0 {
touch_point := ev.touches[0]
app.ps.explode(touch_point.pos_x, touch_point.pos_y)
}
}
}
fn draw(a &App) {
sgl.defaults()
sgl.matrix_mode_projection()
sgl.ortho(0, f32(sapp.width()), f32(sapp.height()), 0.0, -1.0, 1.0)
sgl.push_matrix()
a.draw()
sgl.pop_matrix()
}
+59
View File
@@ -0,0 +1,59 @@
// vtest build: !openbsd
import gg
import sokol.audio
struct AppState {
mut:
frame_0 int // offset of the current audio frames, relative to the start of the music
frames [2048]f32 // a copy of the last rendered audio frames
gg &gg.Context = unsafe { nil } // used for drawing
}
fn my_audio_stream_callback(mut soundbuffer &f32, num_frames int, num_channels int, mut acontext AppState) {
for frame := 0; frame < num_frames; frame++ {
t := int(f32(acontext.frame_0 + frame) * 0.245)
// "Techno" by Gabriel Miceli
y := (t * (((t / 10 | 0) ^ ((t / 10 | 0) - 1280)) % 11) / 2 & 127) +
(t * (((t / 640 | 0) ^ ((t / 640 | 0) - 2)) % 13) / 2 & 127)
for ch := 0; ch < num_channels; ch++ {
idx := frame * num_channels + ch
a := f32(y - 127) / 255.0
soundbuffer[idx] = a
acontext.frames[idx & 2047] = a
}
}
acontext.frame_0 += num_frames
}
fn graphics_frame(mut state AppState) {
ws := gg.window_size()
center_y := f32(ws.height / 2)
state.gg.begin()
for x in 0 .. 1024 {
vx := ws.width * f32(x) / 1024.0
vy := center_y * 3.0 / 4.0 * (state.frames[2 * x] + state.frames[2 * x + 1])
color := gg.Color{f(state, x), f(state, x + 300), f(state, x + 700), 255}
state.gg.draw_line(vx, center_y, vx, center_y + vy, color)
}
state.gg.end()
}
fn f(state &AppState, idx int) u8 {
return u8(127 + state.frames[(int(state.gg.frame) + idx) & 2047] * 128)
}
fn main() {
println('Based on the ByteBeat formula from: https://www.youtube.com/watch?v=V4GfkFbDojc \n "Techno" by Gabriel Miceli')
mut state := &AppState{}
audio.setup(stream_userdata_cb: my_audio_stream_callback, user_data: state)
defer { audio.shutdown() }
state.gg = gg.new_context(
bg_color: gg.Color{50, 50, 50, 255}
width: 800
height: 600
window_title: 'ByteBeat Music'
frame_fn: graphics_frame
user_data: state
)
state.gg.run()
}
+138
View File
@@ -0,0 +1,138 @@
// vtest build: !openbsd
import os
import time
import sokol.audio
import encoding.vorbis
fn main() {
unbuffer_stdout()
if os.args.len < 2 {
eprintln('Usage: ogg_player file.ogg ...')
play_sounds([os.resource_abs_path('pickup.ogg')])!
exit(1)
}
play_sounds(os.args[1..])!
}
fn play_sounds(files []string) ! {
mut player := Player{
decoder: unsafe { nil }
}
player.init()
for f in files {
if !os.exists(f) || os.is_dir(f) {
eprintln('skipping "${f}" (does not exist)')
continue
}
fext := os.file_ext(f).to_lower()
if fext != '.ogg' {
eprintln('skipping "${f}" (not an .ogg file)')
continue
}
player.play_ogg_file(f)!
}
player.stop()
}
struct Player {
mut:
channels int
sample_rate int
pos int
finished bool
push_slack_ms int = 5
stream_rate u32
stream_channels int
stream_len_samples u32
stream_len_seconds f32
xerror vorbis.VorbisErrorCode
allocator C.stb_vorbis_alloc = C.stb_vorbis_alloc{
alloc_buffer: 0
alloc_buffer_length_in_bytes: 0
}
decoder &C.stb_vorbis // TODO: cgen error with -cstrict -gcc, when this is = unsafe { nil } here
}
fn (mut p Player) init() {
audio.setup()
p.sample_rate = audio.sample_rate()
p.channels = audio.channels()
alloc_size := 200 * 1024
p.allocator = C.stb_vorbis_alloc{
alloc_buffer: unsafe { &char(vcalloc(alloc_size)) }
alloc_buffer_length_in_bytes: alloc_size
}
}
fn (mut p Player) stop() {
p.free()
audio.shutdown()
}
fn (mut p Player) free() {
p.finished = false
p.pos = 0
p.close_decoder()
unsafe { free(p.allocator.alloc_buffer) }
unsafe {
p.allocator.alloc_buffer = nil
}
}
fn (mut p Player) close_decoder() {
if !isnil(p.decoder) {
C.stb_vorbis_close(p.decoder)
}
}
fn (mut p Player) play_ogg_file(fpath string) ! {
p.close_decoder()
p.pos = 0
p.xerror = .no_error
p.decoder = C.stb_vorbis_open_filename(&char(fpath.str), voidptr(&p.xerror), &p.allocator)
if isnil(p.decoder) || p.xerror != .no_error {
return error('could not open ogg file: ${fpath}, xerror: ${p.xerror}')
}
info := C.stb_vorbis_get_info(p.decoder)
p.stream_rate = info.sample_rate
p.stream_channels = info.channels
p.stream_len_samples = C.stb_vorbis_stream_length_in_samples(p.decoder)
p.stream_len_seconds = C.stb_vorbis_stream_length_in_seconds(p.decoder)
p.finished = false
if !(p.channels == p.stream_channels && p.sample_rate == p.stream_rate) {
audio.shutdown()
audio.setup(
num_channels: p.stream_channels
sample_rate: int(p.stream_rate)
)
p.sample_rate = audio.sample_rate()
p.channels = audio.channels()
}
println('> play_ogg_file: rate: ${p.sample_rate:5}, channels: ${p.channels:1} | stream rate: ${p.stream_rate:5}, channels: ${p.stream_channels:1}, samples: ${p.stream_len_samples:8} | seconds: ${p.stream_len_seconds:7.3f} | ${fpath}')
frames := [16384]f32{}
pframes := unsafe { &frames[0] }
for !p.finished {
mut delay := p.push_slack_ms
expected_frames := audio.expect()
if expected_frames > 0 {
mut decoded_frames := 0
for decoded_frames < expected_frames {
samples := C.stb_vorbis_get_samples_float_interleaved(p.decoder, p.channels,
pframes, 1024)
if samples == 0 {
p.finished = true
break
}
written_frames := audio.push(pframes, samples)
decoded_frames += written_frames
p.pos += samples
}
delay = (1_000 * decoded_frames) / p.sample_rate
}
print('\r position: ${p.pos:9} / ${p.stream_len_samples:-9} samples | ${p.pos * p.stream_len_seconds / p.stream_len_samples:7.3f} / ${p.stream_len_seconds:-7.3f} seconds')
time.sleep(int_max(p.push_slack_ms, delay - p.push_slack_ms) * time.millisecond)
}
println('')
}
Binary file not shown.
@@ -0,0 +1,37 @@
// vtest build: !openbsd
// This program illustrates how to use sokol.audio in a simple console app, *without a gui*.
// See melody.v for an example of how it can be integrated into a graphics app.
import time
import sokol.audio
fn audio_callback(mut soundbuffer &f32, num_frames int, num_channels int, mut frame_0 &i32) {
for frame := 0; frame < num_frames; frame++ {
t := i32(f32(*frame_0 + frame) * 0.245)
y := (t * (((t / 10 | 0) ^ ((t / 10 | 0) - 1280)) % 11) / 2 & 127) +
(t * (((t / 640 | 0) ^ ((t / 640 | 0) - 2)) % 13) / 2 & 127)
for ch := 0; ch < num_channels; ch++ {
idx := frame * num_channels + ch
a := f32(y - 127) / 255.0
soundbuffer[idx] = a
}
}
frame_0 += num_frames
}
// The example uses \r, to show a simple progress bar, while the music is playing.
// That works best, if the output is not buffered at all.
unbuffer_stdout()
println('The ByteBeat formula used in this example is from https://www.youtube.com/watch?v=V4GfkFbDojc , "Techno" by Gabriel Miceli')
mut frame_0 := i32(0) // offset of the current audio frames, relative to the start of the music
audio.setup(stream_userdata_cb: audio_callback, user_data: &frame_0) // our state/user_data can be just a simple integer
for t in 0 .. 600 {
print('\r> t: ${t:5}s , frame_0: ${frame_0:10} samples')
time.sleep(1 * time.second)
}
println('\nGood bye.')
audio.shutdown()
@@ -0,0 +1,116 @@
// vtest build: !openbsd
import time
import math
import term
import sokol.audio
struct Note {
mut:
phase f32
freq f32
amplitude f32
}
struct App {
mut:
notes shared []Note
}
fn main() {
println('Press the keys (a, s, d, f, g, h, j, k) to play notes. Press ESC to quit.')
mut app := &App{
notes: []Note{len: 32}
}
audio.setup(
stream_userdata_cb: audio_callback
user_data: app
)
defer { audio.shutdown() }
term.enable_echo(false)
defer { term.enable_echo(true) }
for {
key := term.key_pressed(blocking: false)
app.handle_key(key) or { break }
time.sleep(5 * time.millisecond)
}
}
const c_2_pi = 2 * math.pi
const c_phase_step_per_freq = c_2_pi / 44100.0
const c_note_start_amplitude = 0.33
const c_note_decay = 0.3 / 44100.0
fn (mut app App) handle_key(key i64) ? {
if key == -1 {
return
}
mut freq := f32(0.0)
match key {
27 { return none }
` ` { app.silence() }
`a` { freq = 261.63 }
`s` { freq = 293.66 }
`d` { freq = 329.63 }
`f` { freq = 349.23 }
`g` { freq = 392.00 }
`h` { freq = 440.00 }
`j` { freq = 493.88 }
`k` { freq = 523.25 }
else {}
}
if freq > 0 {
app.play(freq, c_note_start_amplitude)
}
}
fn (mut app App) play(freq f32, volume f32) {
lock app.notes {
for mut note in app.notes {
note.amplitude -= 0.2
}
for mut note in app.notes {
if note.amplitude <= 0 {
note = Note{
phase: 0.0
freq: freq
amplitude: volume
}
break
}
}
}
}
fn (mut app App) silence() {
lock app.notes {
for mut note in app.notes {
note.amplitude = 0
}
}
}
fn audio_callback(mut soundbuffer &f32, num_frames int, num_channels int, mut app App) {
lock app.notes {
for frame in 0 .. num_frames {
mut sample := f32(0.0)
for mut note in app.notes {
if note.amplitude <= 0 {
continue
}
sample += note.amplitude * math.sinf(note.phase)
sample += note.amplitude * math.sinf(note.phase * 2.718)
sample += note.amplitude * math.sinf(note.phase * 3.141)
note.phase += note.freq * c_phase_step_per_freq
for note.phase >= c_2_pi {
note.phase -= c_2_pi
}
note.amplitude -= c_note_decay
}
for ch in 0 .. num_channels {
soundbuffer[frame * num_channels + ch] = sample
}
}
}
}
@@ -0,0 +1,68 @@
// vtest build: !openbsd && !sanitize-memory-clang // Fails compilation with: `ld: /lib/x86_64-linux-gnu/libpthread.so.0: error adding symbols: DSO missing from command line`
// import log
import math
import time
import sokol.audio
fn main() {
args := arguments()
freq := args[1] or { '417' }.int()
amplitude := args[2] or { '0.5' }.f32()
dump(freq)
dump(amplitude)
audio.setup(num_channels: 1)
sample_rate := dump(audio.sample_rate())
dump(audio.buffer_frames())
dump(audio.expect())
// create an array of frames, filled with the desired pure sine tone:
mut frames := []f32{len: sample_rate * 2} // 2 seconds
for i in 0 .. frames.len {
t := f32(i) / f32(sample_rate)
frames[i] = amplitude * math.sinf(f32(freq) * t * (2 * math.pi))
}
// play the sound by continuosly pushing samples from the generated
// array of sound frames, when there is need for more:
mut fpos := 0
for {
expected_frames := audio.expect()
if expected_frames > 0 {
written_frames := audio.push(unsafe { &frames[fpos] }, expected_frames)
fpos += written_frames
// log.info('> pushing done ... fpos: ${fpos:6} | expected_frames: ${expected_frames:6} | written: ${written:6}')
if fpos > frames.len - 2 * written_frames {
// log.info('> fpos too large: ${fpos}')
fpos = find_loop_position(fpos, frames)
// log.info('> fpos looped back to start: ${fpos}')
}
}
time.sleep(50 * time.millisecond)
}
audio.shutdown()
}
fn find_loop_position(fpos int, frames []f32) int {
return find_matching_position(frames, fpos, 0.01, 2) or {
find_matching_position(frames, fpos, 0.05, 2) or {
find_matching_position(frames, fpos, 0.1, 2) or { 0 }
}
}
}
@[direct_array_access]
fn find_matching_position(frames []f32, fpos int, tol f32, d int) ?int {
if fpos - d < 0 || fpos + d >= frames.len {
return none
}
p1, p2, p3 := frames[fpos - d], frames[fpos], frames[fpos + d]
for i in 2 .. fpos / 2 {
np1, np2, np3 := frames[i - d], frames[i], frames[i + d]
if math.tolerance(np1, p1, tol) && math.tolerance(np2, p2, tol)
&& math.tolerance(np3, p3, tol) {
return i
}
}
return none
}
@@ -0,0 +1,38 @@
// vtest build: !openbsd && !sanitize-memory-clang // Fails compilation with: `ld: /lib/x86_64-linux-gnu/libpthread.so.0: error adding symbols: DSO missing from command line`
import time
import math
import sokol.audio
const sw = time.new_stopwatch()
const sw_start_ms = sw.elapsed().milliseconds()
@[inline]
fn sintone(periods int, frame int, num_frames int) f32 {
return math.sinf(f32(periods) * (2 * math.pi) * f32(frame) / f32(num_frames))
}
fn my_audio_stream_callback(mut soundbuffer &f32, num_frames int, num_channels int) {
ms := sw.elapsed().milliseconds() - sw_start_ms
for frame := 0; frame < num_frames; frame++ {
for ch := 0; ch < num_channels; ch++ {
idx := frame * num_channels + ch
if ms < 250 {
soundbuffer[idx] = 0.5 * sintone(20, frame, num_frames)
} else if ms < 300 {
soundbuffer[idx] = 0.5 * sintone(25, frame, num_frames)
} else if ms < 1500 {
soundbuffer[idx] *= sintone(22, frame, num_frames)
} else {
soundbuffer[idx] = 0.5 * sintone(25, frame, num_frames)
}
}
}
}
fn main() {
audio.setup(
stream_cb: my_audio_stream_callback
)
time.sleep(2000 * time.millisecond)
audio.shutdown()
}
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@@ -0,0 +1,211 @@
// vtest build: !openbsd
import os
import time
import sokol.audio
struct Player {
mut:
sample_rate int
samples []f32
pos int
finished bool
}
fn main() {
if os.args.len < 2 {
eprintln('Usage: play_wav file1.wav file2.wav ...')
play_sounds([os.resource_abs_path('uhoh.wav')])!
exit(1)
}
play_sounds(os.args[1..])!
}
fn play_sounds(files []string) ! {
mut player := Player{}
player.init()
for f in files {
if !os.exists(f) || os.is_dir(f) {
eprintln('skipping "${f}" (does not exist)')
continue
}
fext := os.file_ext(f).to_lower()
if fext != '.wav' {
eprintln('skipping "${f}" (not a .wav file)')
continue
}
player.play_wav_file(f)!
}
player.stop()
}
//
fn audio_player_callback(mut buffer &f32, num_frames int, num_channels int, mut p Player) {
ntotal := num_channels * num_frames
unsafe { vmemset(buffer, 0, ntotal * 4) }
if p.finished {
return
}
nremaining := p.samples.len - p.pos
nsamples := if nremaining < ntotal { nremaining } else { ntotal }
if nsamples <= 0 {
p.finished = true
return
}
unsafe { vmemcpy(buffer, &p.samples[p.pos], nsamples * 4) }
p.pos += nsamples
}
fn (mut p Player) init() {
audio.setup(
num_channels: 1
stream_userdata_cb: audio_player_callback
user_data: p
sample_rate: 44100
)
p.sample_rate = audio.sample_rate()
}
fn (mut p Player) stop() {
audio.shutdown()
p.free()
}
fn (mut p Player) play_wav_file(fpath string) ! {
println('> play_wav_file: ${fpath}')
samples := read_wav_file_samples(fpath)!
p.finished = true
p.samples << samples
p.finished = false
for !p.finished {
time.sleep(16 * time.millisecond)
}
p.free()
}
fn (mut p Player) free() {
p.finished = false
p.samples = []f32{}
p.pos = 0
}
// The read_wav_file_samples function below is based on the following sources:
// http://www-mmsp.ece.mcgill.ca/Documents/AudioFormats/WAVE/WAVE.html
// http://www.lightlink.com/tjweber/StripWav/WAVE.html
// http://www.lightlink.com/tjweber/StripWav/Canon.html
// https://tools.ietf.org/html/draft-ema-vpim-wav-00
// Note: > The chunks MAY appear in any order except that the Format chunk
// > MUST be placed before the Sound data chunk (but not necessarily
// > contiguous to the Sound data chunk).
struct RIFFHeader {
riff [4]u8
file_size u32
form_type [4]u8
}
struct RIFFChunkHeader {
chunk_type [4]u8
chunk_size u32
chunk_data voidptr
}
struct RIFFFormat {
format_tag u16 // PCM = 1; Values other than 1 indicate some form of compression.
nchannels u16 // Nc ; 1 = mono ; 2 = stereo
sample_rate u32 // F
avg_bytes_per_second u32 // F * M*Nc
nblock_align u16 // M*Nc
bits_per_sample u16 // 8 * M
cbsize u16 // Size of the extension: 22
valid_bits_per_sample u16 // at most 8*M
channel_mask u32 // Speaker position mask
sub_format [16]u8 // GUID
}
fn read_wav_file_samples(fpath string) ![]f32 {
mut res := []f32{}
// eprintln('> read_wav_file_samples: ${fpath} -------------------------------------------------')
mut bytes := os.read_bytes(fpath)!
mut pbytes := &u8(bytes.data)
mut offset := u32(0)
rh := unsafe { &RIFFHeader(pbytes) }
// eprintln('rh: ${rh}')
if rh.riff != [u8(`R`), `I`, `F`, `F`]! {
return error('WAV should start with `RIFF`')
}
if rh.form_type != [u8(`W`), `A`, `V`, `E`]! {
return error('WAV should have `WAVE` form type')
}
if rh.file_size + 8 != bytes.len {
return error('WAV should have valid length')
}
offset += sizeof(RIFFHeader)
mut rf := &RIFFFormat(unsafe { nil })
for {
if offset >= bytes.len {
break
}
//
ch := unsafe { &RIFFChunkHeader(pbytes + offset) }
offset += 8 + ch.chunk_size
// eprintln('ch: ${ch}')
// eprintln('p: ${pbytes} | offset: ${offset} | bytes.len: ${bytes.len}')
// ////////
if ch.chunk_type == [u8(`L`), `I`, `S`, `T`]! {
continue
}
//
if ch.chunk_type == [u8(`i`), `d`, `3`, ` `]! {
continue
}
//
if ch.chunk_type == [u8(`f`), `m`, `t`, ` `]! {
// eprintln('`fmt ` chunk')
rf = unsafe { &RIFFFormat(&ch.chunk_data) }
// eprintln('fmt riff format: ${rf}')
if rf.format_tag != 1 {
return error('only PCM encoded WAVs are supported')
}
if rf.nchannels < 1 || rf.nchannels > 2 {
return error('only mono or stereo WAVs are supported')
}
if rf.bits_per_sample !in [u16(8), 16] {
return error('only 8 or 16 bits per sample WAVs are supported')
}
continue
}
//
if ch.chunk_type == [u8(`d`), `a`, `t`, `a`]! {
if unsafe { rf == 0 } {
return error('`data` chunk should be after `fmt ` chunk')
}
// eprintln('`fmt ` chunk: ${rf}\n`data` chunk: ${ch}')
mut doffset := 0
mut dp := unsafe { &u8(&ch.chunk_data) }
for doffset < ch.chunk_size {
for c := 0; c < rf.nchannels; c++ {
mut x := f32(0.0)
mut step := 0
ppos := unsafe { dp + doffset }
if rf.bits_per_sample == 8 {
d8 := unsafe { &u8(ppos) }
x = (f32(*d8) - 128) / 128.0
step = 1
doffset++
}
if rf.bits_per_sample == 16 {
d16 := unsafe { &i16(ppos) }
x = f32(*d16) / 32768.0
step = 2
}
doffset += step
if doffset < ch.chunk_size {
for _ in 0 .. (44100 / rf.sample_rate) {
res << x
}
}
}
}
}
}
return res
}