Initial project import
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//------------------------------------------------------------------------------
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// Shader code for texcube-sapp sample.
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//
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// NOTE: This source file also uses the '#pragma sokol' form of the
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// custom tags.
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//------------------------------------------------------------------------------
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//#pragma sokol @ctype mat4 my_mat4
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#pragma sokol @vs vs
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uniform vs_params {
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mat4 mvp;
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};
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in vec4 pos;
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in vec4 color0;
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in vec2 texcoord0;
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out vec4 color;
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out vec2 uv;
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void main() {
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gl_Position = mvp * pos;
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color = color0;
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uv = texcoord0;
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}
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#pragma sokol @end
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#pragma sokol @fs fs
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uniform texture2D tex;
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uniform sampler smp;
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uniform fs_params {
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vec2 text_res;
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float iTime;
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};
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in vec4 color;
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in vec2 uv;
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out vec4 frag_color;
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//*********************************************************
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// RAY TRACE
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// original code from: https://www.shadertoy.com/view/ldS3DW
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//*********************************************************
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float sphere(vec3 ray, vec3 dir, vec3 center, float radius)
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{
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vec3 rc = ray-center;
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float c = dot(rc, rc) - (radius*radius);
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float b = dot(dir, rc);
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float d = b*b - c;
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float t = -b - sqrt(abs(d));
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float st = step(0.0, min(t,d));
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return mix(-1.0, t, st);
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}
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vec3 background(float t, vec3 rd)
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{
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vec3 light = normalize(vec3(sin(t), 0.6, cos(t)));
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float sun = max(0.0, dot(rd, light));
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float sky = max(0.0, dot(rd, vec3(0.0, 1.0, 0.0)));
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float ground = max(0.0, -dot(rd, vec3(0.0, 1.0, 0.0)));
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return (pow(sun, 256.0)+0.2*pow(sun, 2.0))*vec3(2.0, 1.6, 1.0) +
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pow(ground, 0.5)*vec3(0.4, 0.3, 0.2) +
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pow(sky, 1.0)*vec3(0.5, 0.6, 0.7);
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}
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vec4 mainImage(vec2 fragCoord)
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{
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vec2 uv = (fragCoord-vec2(0.4,0.4))*2.0;
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//vec2 uv = (-1.0 + 2.0*fc.xy / text_res.xy) * vec2(text_res.x/text_res.y, 1.0);
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vec3 ro = vec3(0.0, 0.0, -3.0);
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vec3 rd = normalize(vec3(uv, 1.0));
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vec3 p = vec3(0.0, 0.0, 0.0);
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float t = sphere(ro, rd, p, 1.0);
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vec3 nml = normalize(p - (ro+rd*t));
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vec3 bgCol = background(iTime, rd);
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rd = reflect(rd, nml);
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vec3 col = background(iTime, rd) * vec3(0.9, 0.8, 1.0);
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vec4 fragColor = vec4( mix(bgCol, col, step(0.0, t)), 1.0 );
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return fragColor;
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}
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//*********************************************************
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//*********************************************************
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void main() {
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vec4 c = color;
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vec4 txt = texture(sampler2D(tex, smp), uv/4.0);
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c = txt * c;
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vec4 col_ray = mainImage(uv);
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float txt_mix = mod(iTime,5);
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frag_color = c*txt_mix*0.1 + col_ray ;
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}
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#pragma sokol @end
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#pragma sokol @program cube vs fs
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@@ -0,0 +1,626 @@
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// vtest build: misc-tooling // needs .h files that are produced by `v shader`
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/**********************************************************************
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*
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* Sokol 3d cube demo
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*
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* Copyright (c) 2021 Dario Deledda. All rights reserved.
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* Use of this source code is governed by an MIT license
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* that can be found in the LICENSE file.
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*
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* HOW TO COMPILE SHADERS:
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* Run `v shader .` in this directory to compile the shaders.
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* For more info and help with shader compilation see `docs.md` and `v help shader`.
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*
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* TODO:
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* - add instancing
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**********************************************************************/
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import gg
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// import math
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import sokol.sapp
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import sokol.gfx
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import sokol.sgl
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import time
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import gg.m4
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// GLSL Include and functions
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#include "@VMODROOT/cube_glsl.h" # It should be generated with `v shader .` (see the instructions at the top of this file)
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fn C.cube_shader_desc(gfx.Backend) &gfx.ShaderDesc
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const win_width = 800
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const win_height = 800
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const bg_color = gg.white
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struct App {
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mut:
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gg &gg.Context = unsafe { nil }
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pip_3d sgl.Pipeline
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texture gfx.Image
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sampler gfx.Sampler
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init_flag bool
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frame_count int
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mouse_x int = -1
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mouse_y int = -1
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// glsl
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cube_pip_glsl gfx.Pipeline
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cube_bind gfx.Bindings
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// time
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ticks i64
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}
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/******************************************************************************
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*
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* Texture functions
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*
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******************************************************************************/
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fn create_texture(w int, h int, buf &u8) (gfx.Image, gfx.Sampler) {
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sz := w * h * 4
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mut img_desc := gfx.ImageDesc{
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width: w
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height: h
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num_mipmaps: 0
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// usage: .dynamic
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label: &char(unsafe { nil })
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d3d11_texture: 0
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}
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// comment if .dynamic is enabled
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img_desc.data.subimage[0][0] = gfx.Range{
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ptr: buf
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size: usize(sz)
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}
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sg_img := gfx.make_image(&img_desc)
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mut smp_desc := gfx.SamplerDesc{
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min_filter: .linear
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mag_filter: .linear
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wrap_u: .clamp_to_edge
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wrap_v: .clamp_to_edge
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}
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sg_smp := gfx.make_sampler(&smp_desc)
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return sg_img, sg_smp
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}
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fn destroy_texture(sg_img gfx.Image) {
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gfx.destroy_image(sg_img)
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}
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// Use only if usage: .dynamic is enabled
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fn update_text_texture(sg_img gfx.Image, w int, h int, buf &u8) {
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sz := w * h * 4
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mut tmp_sbc := gfx.ImageData{}
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tmp_sbc.subimage[0][0] = gfx.Range{
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ptr: buf
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size: usize(sz)
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}
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gfx.update_image(sg_img, &tmp_sbc)
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}
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/******************************************************************************
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*
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* Draw functions
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*
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******************************************************************************/
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fn draw_triangle() {
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sgl.defaults()
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sgl.begin_triangles()
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{
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// vfmt off
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sgl.v2f_c3b( 0.0, 0.5, 255, 0 , 0 )
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sgl.v2f_c3b(-0.5, -0.5, 0, 0 , 255)
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sgl.v2f_c3b( 0.5, -0.5, 0, 255, 0 )
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// vfmt on
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}
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sgl.end()
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}
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// vertex specification for a cube with colored sides and texture coords
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fn cube() {
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sgl.begin_quads()
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{
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// vfmt off
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sgl.c3f(1.0, 0.0, 0.0) // edge color
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// edge coordinates
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// x,y,z, texture cord: u,v
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sgl.v3f_t2f(-1.0, 1.0, -1.0, -1.0, 1.0)
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sgl.v3f_t2f( 1.0, 1.0, -1.0, 1.0, 1.0)
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sgl.v3f_t2f( 1.0, -1.0, -1.0, 1.0, -1.0)
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sgl.v3f_t2f(-1.0, -1.0, -1.0, -1.0, -1.0)
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sgl.c3f(0.0, 1.0, 0.0)
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sgl.v3f_t2f(-1.0, -1.0, 1.0, -1.0, 1.0)
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sgl.v3f_t2f( 1.0, -1.0, 1.0, 1.0, 1.0)
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sgl.v3f_t2f( 1.0, 1.0, 1.0, 1.0, -1.0)
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sgl.v3f_t2f(-1.0, 1.0, 1.0, -1.0, -1.0)
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sgl.c3f(0.0, 0.0, 1.0)
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sgl.v3f_t2f(-1.0, -1.0, 1.0, -1.0, 1.0)
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sgl.v3f_t2f(-1.0, 1.0, 1.0, 1.0, 1.0)
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sgl.v3f_t2f(-1.0, 1.0, -1.0, 1.0, -1.0)
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sgl.v3f_t2f(-1.0, -1.0, -1.0, -1.0, -1.0)
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sgl.c3f(1.0, 0.5, 0.0)
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sgl.v3f_t2f(1.0, -1.0, 1.0, -1.0, 1.0)
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sgl.v3f_t2f(1.0, -1.0, -1.0, 1.0, 1.0)
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sgl.v3f_t2f(1.0, 1.0, -1.0, 1.0, -1.0)
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sgl.v3f_t2f(1.0, 1.0, 1.0, -1.0, -1.0)
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sgl.c3f(0.0, 0.5, 1.0)
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sgl.v3f_t2f( 1.0, -1.0, -1.0, -1.0, 1.0)
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sgl.v3f_t2f( 1.0, -1.0, 1.0, 1.0, 1.0)
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sgl.v3f_t2f(-1.0, -1.0, 1.0, 1.0, -1.0)
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sgl.v3f_t2f(-1.0, -1.0, -1.0, -1.0, -1.0)
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sgl.c3f(1.0, 0.0, 0.5)
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sgl.v3f_t2f(-1.0, 1.0, -1.0, -1.0, 1.0)
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sgl.v3f_t2f(-1.0, 1.0, 1.0, 1.0, 1.0)
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sgl.v3f_t2f( 1.0, 1.0, 1.0, 1.0, -1.0)
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sgl.v3f_t2f( 1.0, 1.0, -1.0, -1.0, -1.0)
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// vfmt on
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}
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sgl.end()
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}
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fn draw_cubes(app App) {
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rot := [f32(1.0) * (app.frame_count % 360), 0.5 * f32(app.frame_count % 360)]
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// rot := [f32(app.mouse_x), f32(app.mouse_y)]
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sgl.defaults()
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sgl.load_pipeline(app.pip_3d)
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sgl.matrix_mode_projection()
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sgl.perspective(sgl.rad(45.0), 1.0, 0.1, 100.0)
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sgl.matrix_mode_modelview()
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sgl.translate(0.0, 0.0, -12.0)
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sgl.rotate(sgl.rad(rot[0]), 1.0, 0.0, 0.0)
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sgl.rotate(sgl.rad(rot[1]), 0.0, 1.0, 0.0)
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cube()
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sgl.push_matrix()
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{
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sgl.translate(0.0, 0.0, 3.0)
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sgl.scale(0.5, 0.5, 0.5)
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sgl.rotate(-2.0 * sgl.rad(rot[0]), 1.0, 0.0, 0.0)
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sgl.rotate(-2.0 * sgl.rad(rot[1]), 0.0, 1.0, 0.0)
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cube()
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sgl.push_matrix()
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{
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sgl.translate(0.0, 0.0, 3.0)
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sgl.scale(0.5, 0.5, 0.5)
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// vfmt off
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sgl.rotate(-3.0 * sgl.rad(2 * rot[0]), 1.0, 0.0, 0.0)
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sgl.rotate( 3.0 * sgl.rad(2 * rot[1]), 0.0, 0.0, 1.0)
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// vfmt on
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cube()
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}
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sgl.pop_matrix()
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}
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sgl.pop_matrix()
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}
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fn cube_texture(r f32, g f32, b f32) {
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sgl.begin_quads()
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{
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sgl.c3f(r, g, b) // edge color
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// edge coord
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// x,y,z, texture cord: u,v
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// vfmt off
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sgl.v3f_t2f(-1.0, 1.0, -1.0, 0.0 , 0.25)
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sgl.v3f_t2f( 1.0, 1.0, -1.0, 0.25, 0.25)
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sgl.v3f_t2f( 1.0, -1.0, -1.0, 0.25, 0.0 )
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sgl.v3f_t2f(-1.0, -1.0, -1.0, 0.0 , 0.0 )
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sgl.c3f(r, g, b)
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sgl.v3f_t2f(-1.0, -1.0, 1.0, 0.0 , 0.25)
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sgl.v3f_t2f( 1.0, -1.0, 1.0, 0.25, 0.25)
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sgl.v3f_t2f( 1.0, 1.0, 1.0, 0.25, 0.0 )
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sgl.v3f_t2f(-1.0, 1.0, 1.0, 0.0 , 0.0 )
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sgl.c3f(r, g, b)
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sgl.v3f_t2f(-1.0, -1.0, 1.0, 0.0 , 0.25)
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sgl.v3f_t2f(-1.0, 1.0, 1.0, 0.25, 0.25)
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sgl.v3f_t2f(-1.0, 1.0, -1.0, 0.25, 0.0 )
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sgl.v3f_t2f(-1.0, -1.0, -1.0, 0.0 , 0.0 )
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sgl.c3f(r, g, b)
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sgl.v3f_t2f(1.0, -1.0, 1.0, 0.0 , 0.25)
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sgl.v3f_t2f(1.0, -1.0, -1.0, 0.25, 0.25)
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sgl.v3f_t2f(1.0, 1.0, -1.0, 0.25, 0.0 )
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sgl.v3f_t2f(1.0, 1.0, 1.0, 0.0 , 0.0 )
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sgl.c3f(r, g, b)
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sgl.v3f_t2f( 1.0, -1.0, -1.0, 0.0 , 0.25)
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sgl.v3f_t2f( 1.0, -1.0, 1.0, 0.25, 0.25)
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sgl.v3f_t2f(-1.0, -1.0, 1.0, 0.25, 0.0 )
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sgl.v3f_t2f(-1.0, -1.0, -1.0, 0.0 , 0.0 )
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sgl.c3f(r, g, b)
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sgl.v3f_t2f(-1.0, 1.0, -1.0, 0.0 , 0.25)
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sgl.v3f_t2f(-1.0, 1.0, 1.0, 0.25, 0.25)
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sgl.v3f_t2f( 1.0, 1.0, 1.0, 0.25, 0.0 )
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sgl.v3f_t2f( 1.0, 1.0, -1.0, 0.0 , 0.0 )
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// vfmt on
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}
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sgl.end()
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}
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/*
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Cube vertex buffer with packed vertex formats for color and texture coords.
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Note that a vertex format which must be portable across all
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backends must only use the normalized integer formats
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(BYTE4N, UBYTE4N, SHORT2N, SHORT4N), which can be converted
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to floating point formats in the vertex shader inputs.
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The reason is that D3D11 cannot convert from non-normalized
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formats to floating point inputs (only to integer inputs),
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and WebGL2 / GLES2 don't support integer vertex shader inputs.
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*/
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struct Vertex_t {
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x f32
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y f32
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z f32
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color u32
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// u u16
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// v u16
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u f32
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v f32
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}
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fn init_cube_glsl(mut app App) {
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// cube vertex buffer
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// d := u16(32767/8) // for compatibility with D3D11, 32767 stand for 1
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d := f32(1.0) // 0.05)
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c := u32(0xFFFFFF_FF) // color RGBA8
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// vfmt off
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vertices := [
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// Face 0
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{ 1.0, -1.0, -1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, -1.0, c, d, d},
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Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
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// Face 1
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Vertex_t{-1.0, -1.0, 1.0, c, 0, 0},
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Vertex_t{ 1.0, -1.0, 1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
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// Face 2
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{-1.0, 1.0, 1.0, c, d, d},
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Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
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// Face 3
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Vertex_t{ 1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{ 1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, -1.0, 1.0, c, 0, d},
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// Face 4
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||||
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
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Vertex_t{ 1.0, -1.0, 1.0, c, d, d},
|
||||
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.
Reference in new issue
Block a user