Initial project import

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// 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.