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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 multishader 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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* - frame counter
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**********************************************************************/
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import gg
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import gg.m4
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import math
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import sokol.gfx
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// import sokol.sgl
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import time
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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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const num_inst = 16384
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struct App {
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mut:
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gg &gg.Context = unsafe { nil }
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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 = 903
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mouse_y int = 638
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mouse_down bool
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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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pipe map[string]gfx.Pipeline
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bind map[string]gfx.Bindings
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// time
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ticks i64
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// instances
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inst_pos [num_inst]m4.Vec4
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// camera
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camera_x f32 = -8
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camera_z f32 = 47
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}
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/******************************************************************************
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* GLSL Include and functions
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******************************************************************************/
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#include "@VMODROOT/rt_glsl_instancing.h" # It should be generated with `v shader .` (see the instructions at the top of this file)
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fn C.instancing_shader_desc(gfx.Backend) &gfx.ShaderDesc
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/******************************************************************************
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* Texture functions
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******************************************************************************/
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fn create_texture(w int, h int, buf byteptr) (gfx.Image, gfx.Sampler) {
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sz := w * h * 4
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// vfmt off
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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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// min_filter: .linear
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// mag_filter: .linear
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//usage: .dynamic
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// wrap_u: .clamp_to_edge
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// wrap_v: .clamp_to_edge
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label: &char(unsafe { nil })
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d3d11_texture: 0
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}
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// vfmt on
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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 byteptr) {
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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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* Draw functions
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******************************************************************************
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Cube vertex buffer with packed vertex formats for color and texture coords.
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Note that a vertex format which must be portable across all
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backends must only use the normalized integer formats
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(BYTE4N, UBYTE4N, SHORT2N, SHORT4N), which can be converted
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to floating point formats in the vertex shader inputs.
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The reason is that D3D11 cannot convert from non-normalized
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formats to floating point inputs (only to integer inputs),
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and WebGL2 / GLES2 don't support integer vertex shader inputs.
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*/
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struct Vertex_t {
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x f32
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y f32
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z f32
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color u32
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// u u16 // for compatibility with D3D11
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// v u16 // for compatibility with D3D11
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u f32
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v f32
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}
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// march shader init
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fn init_cube_glsl_i(mut app App) {
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// cube vertex buffer
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// d := u16(32767) // for compatibility with D3D11, 32767 stand for 1
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d := f32(1.0)
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c := u32(0xFFFFFF_FF) // color RGBA8
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// 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},
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Vertex_t{ 1.0, -1.0, -1.0, c, 0, d},
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// Face 5
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Vertex_t{-1.0, 1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
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]
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// vfmt on
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mut vert_buffer_desc := gfx.BufferDesc{
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label: c'cube-vertices'
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}
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unsafe { vmemset(&vert_buffer_desc, 0, int(sizeof(vert_buffer_desc))) }
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vert_buffer_desc.size = usize(vertices.len * int(sizeof(Vertex_t)))
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vert_buffer_desc.data = gfx.Range{
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ptr: vertices.data
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size: usize(vertices.len * int(sizeof(Vertex_t)))
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}
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vert_buffer_desc.type = .vertexbuffer
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vbuf := gfx.make_buffer(&vert_buffer_desc)
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// create an instance buffer for the cube
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mut inst_buffer_desc := gfx.BufferDesc{
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label: c'instance-data'
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}
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unsafe { vmemset(&inst_buffer_desc, 0, int(sizeof(inst_buffer_desc))) }
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inst_buffer_desc.size = usize(num_inst * int(sizeof(m4.Vec4)))
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inst_buffer_desc.type = .vertexbuffer
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inst_buffer_desc.usage = .stream
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inst_buf := gfx.make_buffer(&inst_buffer_desc)
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// create an index buffer for the cube
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// vfmt off
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indices := [
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u16(0), 1, 2, 0, 2, 3,
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6, 5, 4, 7, 6, 4,
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8, 9, 10, 8, 10, 11,
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14, 13, 12, 15, 14, 12,
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16, 17, 18, 16, 18, 19,
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22, 21, 20, 23, 22, 20,
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]
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// vfmt on
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mut index_buffer_desc := gfx.BufferDesc{
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label: c'cube-indices'
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}
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unsafe { vmemset(&index_buffer_desc, 0, int(sizeof(index_buffer_desc))) }
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index_buffer_desc.size = usize(indices.len * int(sizeof(u16)))
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index_buffer_desc.data = gfx.Range{
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ptr: indices.data
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size: usize(indices.len * int(sizeof(u16)))
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}
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index_buffer_desc.type = .indexbuffer
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ibuf := gfx.make_buffer(&index_buffer_desc)
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// create shader
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shader := gfx.make_shader(voidptr(C.instancing_shader_desc(C.sg_query_backend())))
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mut pipdesc := gfx.PipelineDesc{}
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unsafe { vmemset(&pipdesc, 0, int(sizeof(pipdesc))) }
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pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
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// vfmt off
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// the constants [C.ATTR_vs_m_pos, C.ATTR_vs_m_color0, C.ATTR_vs_m_texcoord0] are generated by sokol-shdc
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pipdesc.layout.attrs[C.ATTR_vs_i_pos ].format = .float3 // x,y,z as f32
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pipdesc.layout.attrs[C.ATTR_vs_i_pos ].buffer_index = 0
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pipdesc.layout.attrs[C.ATTR_vs_i_color0 ].format = .ubyte4n // color as u32
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pipdesc.layout.attrs[C.ATTR_vs_i_pos ].buffer_index = 0
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pipdesc.layout.attrs[C.ATTR_vs_i_texcoord0].format = .float2 // u,v as f32
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pipdesc.layout.attrs[C.ATTR_vs_i_pos ].buffer_index = 0
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// instancing
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// the constant ATTR_vs_i_inst_pos is generated by sokol-shdc
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pipdesc.layout.buffers[1].stride = int(sizeof(m4.Vec4))
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pipdesc.layout.buffers[1].step_func = .per_instance // we will pass a single parameter for each instance!!
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pipdesc.layout.attrs[C.ATTR_vs_i_inst_pos ].format = .float4
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pipdesc.layout.attrs[C.ATTR_vs_i_inst_pos ].buffer_index = 1
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// vfmt on
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pipdesc.shader = shader
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pipdesc.index_type = .uint16
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pipdesc.depth = gfx.DepthState{
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write_enabled: true
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compare: .less_equal
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}
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pipdesc.cull_mode = .back
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pipdesc.label = c'glsl_shader pipeline'
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mut bind := gfx.Bindings{}
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unsafe { vmemset(&bind, 0, int(sizeof(bind))) }
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bind.vertex_buffers[0] = vbuf // vertex buffer
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bind.vertex_buffers[1] = inst_buf // instance buffer
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bind.index_buffer = ibuf
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bind.fs.images[C.SLOT_tex] = app.texture
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bind.fs.samplers[C.SLOT_smp] = app.sampler
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app.bind['inst'] = bind
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app.pipe['inst'] = gfx.make_pipeline(&pipdesc)
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println('GLSL March init DONE!')
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}
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fn calc_tr_matrices(w f32, h f32, rx f32, ry f32, in_scale f32) m4.Mat4 {
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// vfmt off
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proj := m4.perspective(60, w/h, 0.01, 4000.0)
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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]!})
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view_proj := view * proj
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rxm := m4.rotate(m4.rad(rx), m4.Vec4{e:[f32(1),0,0,0]!})
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rym := m4.rotate(m4.rad(ry), m4.Vec4{e:[f32(0),1,0,0]!})
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// vfmt on
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model := rym * rxm
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scale_m := m4.scale(m4.Vec4{ e: [in_scale, in_scale, in_scale, 1]! })
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res := (scale_m * model) * view_proj
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return res
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}
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// triangles draw
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fn draw_cube_glsl_i(mut app App) {
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if app.init_flag == false {
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return
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}
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ws := gg.window_size_real_pixels()
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// ratio := f32(ws.width) / ws.height
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dw := f32(ws.width / 2)
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dh := f32(ws.height / 2)
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rot := [f32(app.mouse_y), f32(app.mouse_x)]
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tr_matrix := calc_tr_matrices(dw, dh, rot[0], rot[1], 2.3)
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gfx.apply_pipeline(app.pipe['inst'])
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gfx.apply_bindings(app.bind['inst'])
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//***************
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// Instancing
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//***************
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// passing the instancing to the vs
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time_ticks := f32(time.ticks() - app.ticks) / 1000
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cube_size := 2
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sz := 128 // field size dimension
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cx := 64 // x center for the cubes
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cz := 64 // z center for the cubes
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// frame := (app.frame_count/4) % 100
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for index in 0 .. num_inst {
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x := f32(index % sz)
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z := f32(index / sz)
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// simply waves
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y := f32(math.cos((x + time_ticks) / 2.0) * math.sin(z / 2.0)) * 2
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// sombrero function
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// r := ((x-cx)*(x-cx)+(z-cz)*(z-cz))/(sz/2)
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// y := f32(math.sin(r+time_ticks)*4.0)
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spare_param := f32(index % 10)
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// vfmt off
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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]!}
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// vfmt on
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}
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range := gfx.Range{
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ptr: unsafe { &app.inst_pos }
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size: usize(num_inst * int(sizeof(m4.Vec4)))
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}
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gfx.update_buffer(app.bind['inst'].vertex_buffers[1], &range)
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// Uniforms
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// *** vertex shadeer uniforms ***
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// passing the view matrix as uniform
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// res is a 4x4 matrix of f32 thus: 4*16 byte of size
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vs_uniforms_range := gfx.Range{
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ptr: unsafe { &tr_matrix }
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size: usize(4 * 16)
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}
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gfx.apply_uniforms(.vs, C.SLOT_vs_params_i, &vs_uniforms_range)
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/*
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// *** fragment shader uniforms ***
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time_ticks := f32(time.ticks() - app.ticks) / 1000
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// vfmt off
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mut tmp_fs_params := [
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f32(ws.width), ws.height * ratio, // x,y resolution to pass to FS
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0,0, // dont send mouse position
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//app.mouse_x, // mouse x
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//ws.height - app.mouse_y*2, // mouse y scaled
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time_ticks, // time as f32
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app.frame_count, // frame count
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0,0 // padding bytes , see "fs_params" struct paddings in rt_glsl.h
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]!
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// vfmt on
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fs_uniforms_range := gfx.Range{
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ptr: unsafe { &tmp_fs_params }
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size: usize(sizeof(tmp_fs_params))
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}
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gfx.apply_uniforms(.fs, C.SLOT_fs_params, &fs_uniforms_range)
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*/
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// 3 vertices for triangle * 2 triangles per face * 6 faces = 36 vertices to draw for num_inst times
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gfx.draw(0, (3 * 2) * 6, num_inst)
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}
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fn draw_start_glsl(app App) {
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if app.init_flag == false {
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return
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}
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ws := gg.window_size_real_pixels()
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// ratio := f32(ws.width) / ws.height
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// dw := f32(ws.width / 2)
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// dh := f32(ws.height / 2)
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gfx.apply_viewport(0, 0, ws.width, ws.height, true)
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}
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fn draw_end_glsl(app App) {
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gfx.end_pass()
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gfx.commit()
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}
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fn frame(mut app App) {
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// clear
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mut color_action := gfx.ColorAttachmentAction{
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load_action: .clear
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clear_value: gfx.Color{
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r: 0.0
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g: 0.0
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b: 0.0
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a: 1.0
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}
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}
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mut pass_action := gfx.PassAction{}
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pass_action.colors[0] = color_action
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pass := gg.create_default_pass(pass_action)
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gfx.begin_pass(&pass)
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draw_start_glsl(app)
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draw_cube_glsl_i(mut app)
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draw_end_glsl(app)
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app.frame_count++
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||||
}
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||||
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||||
/******************************************************************************
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||||
* Init / Cleanup
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||||
******************************************************************************/
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||||
fn my_init(mut app App) {
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// create chessboard texture 256*256 RGBA
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w := 256
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||||
h := 256
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||||
sz := w * h * 4
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tmp_txt := unsafe { malloc(sz) }
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mut i := 0
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for i < sz {
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unsafe {
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y := (i >> 0x8) >> 5 // 8 cell
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x := (i & 0xFF) >> 5 // 8 cell
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||||
// upper left corner
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||||
if x == 0 && y == 0 {
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tmp_txt[i + 0] = u8(0xFF)
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||||
tmp_txt[i + 1] = u8(0)
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||||
tmp_txt[i + 2] = u8(0)
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||||
tmp_txt[i + 3] = u8(0xFF)
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||||
}
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||||
// low right corner
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||||
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.
Reference in new issue
Block a user