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examples: cleanup code duplication in examples/sokol/04_multi_shader_glsl/rt_glsl.v, document gg.m4 (#20978)
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3 changed files with 173 additions and 459 deletions
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@ -1,22 +1,15 @@
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/**********************************************************************
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/**********************************************************************
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*
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* Sokol 3d cube multishader demo
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* Sokol 3d cube multishader demo
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*
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* Copyright (c) 2024 Dario Deledda. All rights reserved.
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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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* 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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* that can be found in the LICENSE file.
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*
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*
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* HOW TO COMPILE SHADERS:
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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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* 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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* 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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**********************************************************************/
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import gg
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import gg
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import gg.m4
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import gg.m4
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import gx
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// import math
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import sokol.sapp
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import sokol.sapp
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import sokol.gfx
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import sokol.gfx
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import sokol.sgl
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import sokol.sgl
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@ -29,27 +22,23 @@ import time
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fn C.rt_march_shader_desc(gfx.Backend) &gfx.ShaderDesc
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fn C.rt_march_shader_desc(gfx.Backend) &gfx.ShaderDesc
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fn C.rt_puppy_shader_desc(gfx.Backend) &gfx.ShaderDesc
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fn C.rt_puppy_shader_desc(gfx.Backend) &gfx.ShaderDesc
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const win_width = 800
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const start_ticks = time.ticks()
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const win_height = 800
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const bg_color = gx.white
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@[heap]
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struct App {
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struct App {
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mut:
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mut:
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gg &gg.Context = unsafe { nil }
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gg &gg.Context = unsafe { nil }
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texture gfx.Image
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texture gfx.Image
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sampler gfx.Sampler
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sampler gfx.Sampler
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init_flag bool
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init_flag bool
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frame_count int
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mouse_x int = 502
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mouse_x int = -1
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mouse_y int = 394
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mouse_y int = -1
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mouse_down bool
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mouse_down bool
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// glsl
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// glsl
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cube_pip_glsl gfx.Pipeline
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cube_pip_glsl gfx.Pipeline
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cube_bind gfx.Bindings
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cube_bind gfx.Bindings
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pipe map[string]gfx.Pipeline
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pipe map[string]gfx.Pipeline
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bind map[string]gfx.Bindings
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bind map[string]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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/******************************************************************************
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@ -60,45 +49,22 @@ fn create_texture(w int, h int, buf byteptr) (gfx.Image, gfx.Sampler) {
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mut img_desc := gfx.ImageDesc{
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mut img_desc := gfx.ImageDesc{
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width: w
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width: w
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height: h
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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: &u8(0)
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d3d11_texture: 0
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}
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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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img_desc.data.subimage[0][0] = gfx.Range{
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ptr: buf
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ptr: buf
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size: usize(sz)
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size: usize(sz)
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}
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}
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sg_img := gfx.make_image(&img_desc)
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sg_img := gfx.make_image(&img_desc)
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mut smp_desc := gfx.SamplerDesc{
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mut smp_desc := gfx.SamplerDesc{
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min_filter: .linear
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min_filter: .linear
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mag_filter: .linear
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mag_filter: .linear
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wrap_u: .clamp_to_edge
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wrap_u: .clamp_to_edge
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wrap_v: .clamp_to_edge
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wrap_v: .clamp_to_edge
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}
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}
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sg_smp := gfx.make_sampler(&smp_desc)
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sg_smp := gfx.make_sampler(&smp_desc)
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return sg_img, sg_smp
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return sg_img, sg_smp
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}
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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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/******************************************************************************
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* Draw functions
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* Draw functions
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******************************************************************************
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******************************************************************************
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@ -109,281 +75,108 @@ Cube vertex buffer with packed vertex formats for color and texture coords.
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to floating point formats in the vertex shader inputs.
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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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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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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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and WebGL2 / GLES2 does not support integer vertex shader inputs.
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*/
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*/
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struct Vertex_t {
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struct Vertex_t {
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x f32
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x f32
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y f32
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y f32
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z f32
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z f32
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color u32
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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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u f32
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v f32
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v f32
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}
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}
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// march shader init
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const vertices = cube_vertices()
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fn init_cube_glsl_m(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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fn cube_vertices() []Vertex_t {
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label: c'cube-vertices'
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// cube vertex buffer
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d := f32(1.0)
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c := u32(0xFF_FF_FF_FF) // white color RGBA8
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// vfmt off
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// 6 faces, each defined by 4 vertices:
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cube := [
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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},
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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},
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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},
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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},
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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},
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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},
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]
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// vfmt off
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return cube
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}
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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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fn (mut app App) init_glsl_shader(shader_name string, shader_desc &gfx.ShaderDesc, indices []u16) {
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mut vert_buffer_desc := gfx.BufferDesc{}
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unsafe { vmemset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc)) }
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vert_buffer_desc.label = c'cube-vertices'
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vert_buffer_desc.size = usize(vertices.len) * sizeof(Vertex_t)
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vert_buffer_desc.data = gfx.Range{
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vert_buffer_desc.data = gfx.Range{
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ptr: vertices.data
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ptr: vertices.data
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size: usize(vertices.len * int(sizeof(Vertex_t)))
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size: vert_buffer_desc.size
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}
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}
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vert_buffer_desc.@type = .vertexbuffer
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vert_buffer_desc.@type = .vertexbuffer
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vbuf := gfx.make_buffer(&vert_buffer_desc)
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vbuf := gfx.make_buffer(&vert_buffer_desc)
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// create an index buffer for the cube
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mut index_buffer_desc := gfx.BufferDesc{}
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// vfmt off
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unsafe { vmemset(&index_buffer_desc, 0, sizeof(index_buffer_desc)) }
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indices := [
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index_buffer_desc.label = c'cube-indices'
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u16(0), 1, 2, 0, 2, 3,
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index_buffer_desc.size = usize(indices.len) * sizeof(u16)
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6 , 5, 4, 7, 6, 4,
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8 , 9, 10, 8, 10, 11,
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/*
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u16(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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]
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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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index_buffer_desc.data = gfx.Range{
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ptr: indices.data
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ptr: indices.data
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size: usize(indices.len * int(sizeof(u16)))
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size: index_buffer_desc.size
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}
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}
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index_buffer_desc.@type = .indexbuffer
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index_buffer_desc.@type = .indexbuffer
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ibuf := gfx.make_buffer(&index_buffer_desc)
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ibuf := gfx.make_buffer(&index_buffer_desc)
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// create shader
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// create shader
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shader := gfx.make_shader(C.rt_march_shader_desc(C.sg_query_backend()))
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shader := gfx.make_shader(shader_desc)
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mut pipdesc := gfx.PipelineDesc{}
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mut pipdesc := gfx.PipelineDesc{}
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unsafe { vmemset(&pipdesc, 0, int(sizeof(pipdesc))) }
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unsafe { vmemset(&pipdesc, 0, sizeof(pipdesc)) }
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pipdesc.label = c'glsl_shader pipeline'
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pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
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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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// 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_m_pos].format = .float3 // x,y,z as f32
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pipdesc.layout.attrs[C.ATTR_vs_m_pos].format = .float3 // x,y,z as f32
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pipdesc.layout.attrs[C.ATTR_vs_m_color0].format = .ubyte4n // color as u32
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pipdesc.layout.attrs[C.ATTR_vs_m_color0].format = .ubyte4n // color as u32
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pipdesc.layout.attrs[C.ATTR_vs_m_texcoord0].format = .float2 // u,v as f32
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pipdesc.layout.attrs[C.ATTR_vs_m_texcoord0].format = .float2 // u,v as f32
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// pipdesc.layout.attrs[C.ATTR_vs_m_texcoord0].format = .short2n // u,v as u16
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// pipdesc.layout.attrs[C.ATTR_vs_m_texcoord0].format = .short2n // u,v as u16
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// vfmt on
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pipdesc.shader = shader
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pipdesc.shader = shader
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pipdesc.index_type = .uint16
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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 = 'glsl_shader pipeline'.str
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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
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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['march'] = bind
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app.pipe['march'] = gfx.make_pipeline(&pipdesc)
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println('GLSL March init DONE!')
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}
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// putty shader init
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fn init_cube_glsl_p(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},
|
|
||||||
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 off
|
|
||||||
|
|
||||||
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,
|
|
||||||
*/
|
|
||||||
u16(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(C.rt_puppy_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_p_pos, C.ATTR_vs_p_color0, C.ATTR_vs_p_texcoord0] are generated by sokol-shdc
|
|
||||||
pipdesc.layout.attrs[C.ATTR_vs_p_pos ].format = .float3 // x,y,z as f32
|
|
||||||
pipdesc.layout.attrs[C.ATTR_vs_p_color0 ].format = .ubyte4n // color as u32
|
|
||||||
pipdesc.layout.attrs[C.ATTR_vs_p_texcoord0].format = .float2 // u,v as f32
|
|
||||||
// pipdesc.layout.attrs[C.ATTR_vs_p_texcoord0].format = .short2n // u,v as u16
|
|
||||||
// vfmt on
|
|
||||||
|
|
||||||
pipdesc.shader = shader
|
|
||||||
pipdesc.index_type = .uint16
|
|
||||||
|
|
||||||
pipdesc.depth = gfx.DepthState{
|
pipdesc.depth = gfx.DepthState{
|
||||||
write_enabled: true
|
write_enabled: true
|
||||||
compare: .less_equal
|
compare: .less_equal
|
||||||
}
|
}
|
||||||
pipdesc.cull_mode = .back
|
pipdesc.cull_mode = .back
|
||||||
|
|
||||||
pipdesc.label = 'glsl_shader pipeline'.str
|
|
||||||
|
|
||||||
mut bind := gfx.Bindings{}
|
mut bind := gfx.Bindings{}
|
||||||
unsafe { vmemset(&bind, 0, int(sizeof(bind))) }
|
unsafe { vmemset(&bind, 0, sizeof(bind)) }
|
||||||
bind.vertex_buffers[0] = vbuf
|
bind.vertex_buffers[0] = vbuf
|
||||||
bind.index_buffer = ibuf
|
bind.index_buffer = ibuf
|
||||||
bind.fs.images[C.SLOT_tex] = app.texture
|
bind.fs.images[C.SLOT_tex] = app.texture
|
||||||
bind.fs.samplers[C.SLOT_smp] = app.sampler
|
bind.fs.samplers[C.SLOT_smp] = app.sampler
|
||||||
app.bind['puppy'] = bind
|
app.bind[shader_name] = bind
|
||||||
|
app.pipe[shader_name] = gfx.make_pipeline(&pipdesc)
|
||||||
app.pipe['puppy'] = gfx.make_pipeline(&pipdesc)
|
println('${@FN} for shader `${shader_name}` done.')
|
||||||
|
|
||||||
println('GLSL Puppy 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 {
|
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)
|
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,
|
view := m4.look_at(m4.vec4(0.0, 0, 6, 0), m4.vec4(0, 0, 0, 0), m4.vec4(0, 1, 0, 0))
|
||||||
0, 0))
|
|
||||||
view_proj := view * proj
|
view_proj := view * proj
|
||||||
|
|
||||||
rxm := m4.rotate(m4.rad(rx), vec4(f32(1), 0, 0, 0))
|
rxm := m4.rotate(m4.rad(rx), m4.vec4(1, 0, 0, 0))
|
||||||
rym := m4.rotate(m4.rad(ry), vec4(f32(0), 1, 0, 0))
|
rym := m4.rotate(m4.rad(ry), m4.vec4(0, 1, 0, 0))
|
||||||
|
|
||||||
model := rym * rxm
|
model := rym * rxm
|
||||||
scale_m := m4.scale(vec4(in_scale, in_scale, in_scale, 1))
|
scale_m := m4.scale(m4.vec4(in_scale, in_scale, in_scale, 1))
|
||||||
|
|
||||||
res := (scale_m * model) * view_proj
|
res := (scale_m * model) * view_proj
|
||||||
return res
|
return res
|
||||||
}
|
}
|
||||||
|
|
||||||
// march triangles draw
|
fn (app &App) draw_glsl_shader(shader_name string) {
|
||||||
fn draw_cube_glsl_m(app App) {
|
|
||||||
if app.init_flag == false {
|
|
||||||
return
|
|
||||||
}
|
|
||||||
|
|
||||||
ws := gg.window_size_real_pixels()
|
ws := gg.window_size_real_pixels()
|
||||||
ratio := f32(ws.width) / ws.height
|
ratio := f32(ws.width) / ws.height
|
||||||
dw := f32(ws.width / 2)
|
dw := f32(ws.width / 2)
|
||||||
|
@ -392,8 +185,9 @@ fn draw_cube_glsl_m(app App) {
|
||||||
rot := [f32(app.mouse_y), f32(app.mouse_x)]
|
rot := [f32(app.mouse_y), f32(app.mouse_x)]
|
||||||
tr_matrix := calc_tr_matrices(dw, dh, rot[0], rot[1], 2.3)
|
tr_matrix := calc_tr_matrices(dw, dh, rot[0], rot[1], 2.3)
|
||||||
|
|
||||||
gfx.apply_pipeline(app.pipe['march'])
|
// apply the pipeline and bindings
|
||||||
gfx.apply_bindings(app.bind['march'])
|
gfx.apply_pipeline(app.pipe[shader_name])
|
||||||
|
gfx.apply_bindings(app.bind[shader_name])
|
||||||
|
|
||||||
// Uniforms
|
// Uniforms
|
||||||
// *** vertex shadeer uniforms ***
|
// *** vertex shadeer uniforms ***
|
||||||
|
@ -406,8 +200,7 @@ fn draw_cube_glsl_m(app App) {
|
||||||
gfx.apply_uniforms(.vs, C.SLOT_vs_params_m, &vs_uniforms_range)
|
gfx.apply_uniforms(.vs, C.SLOT_vs_params_m, &vs_uniforms_range)
|
||||||
|
|
||||||
// *** fragment shader uniforms ***
|
// *** fragment shader uniforms ***
|
||||||
time_ticks := f32(time.ticks() - app.ticks) / 1000
|
time_ticks := f32(time.ticks() - start_ticks) / 1000
|
||||||
// vfmt off
|
|
||||||
mut tmp_fs_params := [
|
mut tmp_fs_params := [
|
||||||
f32(ws.width),
|
f32(ws.width),
|
||||||
ws.height * ratio, // x,y resolution to pass to FS
|
ws.height * ratio, // x,y resolution to pass to FS
|
||||||
|
@ -416,60 +209,7 @@ fn draw_cube_glsl_m(app App) {
|
||||||
// app.mouse_x, // mouse x
|
// app.mouse_x, // mouse x
|
||||||
// ws.height - app.mouse_y*2, // mouse y scaled
|
// ws.height - app.mouse_y*2, // mouse y scaled
|
||||||
time_ticks, // time as f32
|
time_ticks, // time as f32
|
||||||
app.frame_count, // frame count
|
f32(app.gg.frame), // 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_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)
|
|
||||||
}
|
|
||||||
|
|
||||||
// puppy triangles draw
|
|
||||||
fn draw_cube_glsl_p(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)
|
|
||||||
|
|
||||||
// apply the pipeline and bindings
|
|
||||||
gfx.apply_pipeline(app.pipe['puppy'])
|
|
||||||
gfx.apply_bindings(app.bind['puppy'])
|
|
||||||
|
|
||||||
// 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_p, &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
|
|
||||||
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,
|
||||||
0, // padding bytes , see "fs_params" struct paddings in rt_glsl.h
|
0, // padding bytes , see "fs_params" struct paddings in rt_glsl.h
|
||||||
]!
|
]!
|
||||||
|
@ -483,73 +223,37 @@ fn draw_cube_glsl_p(app App) {
|
||||||
gfx.draw(0, (3 * 2) * 3, 1)
|
gfx.draw(0, (3 * 2) * 3, 1)
|
||||||
}
|
}
|
||||||
|
|
||||||
fn draw_start_glsl(app App) {
|
fn (mut app App) frame() {
|
||||||
if app.init_flag == false {
|
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
|
return
|
||||||
}
|
}
|
||||||
|
|
||||||
ws := gg.window_size_real_pixels()
|
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)
|
gfx.apply_viewport(0, 0, ws.width, ws.height, true)
|
||||||
}
|
app.draw_glsl_shader('march')
|
||||||
|
app.draw_glsl_shader('puppy')
|
||||||
fn draw_end_glsl(app App) {
|
|
||||||
gfx.end_pass()
|
gfx.end_pass()
|
||||||
gfx.commit()
|
gfx.commit()
|
||||||
}
|
}
|
||||||
|
|
||||||
fn frame(mut app App) {
|
fn (mut app App) on_init() {
|
||||||
// clear
|
// set max vertices, but note, that for a large number of the same type of object it is better use the instances!!
|
||||||
mut color_action := gfx.ColorAttachmentAction{
|
gfx.setup(sapp.create_desc())
|
||||||
load_action: .clear
|
sgl.setup(sgl.Desc{max_vertices: 50 * 65536})
|
||||||
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
|
|
||||||
if app.frame_count % 1 == 1{
|
|
||||||
draw_cube_glsl_m(app)
|
|
||||||
} else {
|
|
||||||
draw_cube_glsl_p(app)
|
|
||||||
}
|
|
||||||
*/
|
|
||||||
draw_start_glsl(app)
|
|
||||||
draw_cube_glsl_m(app)
|
|
||||||
draw_cube_glsl_p(app)
|
|
||||||
draw_end_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
|
// create chessboard texture 256*256 RGBA
|
||||||
w := 256
|
w := 256
|
||||||
h := 256
|
h := 256
|
||||||
sz := w * h * 4
|
sz := w * h * 4
|
||||||
tmp_txt := unsafe { malloc(sz) }
|
tmp_txt := unsafe { malloc(sz) }
|
||||||
|
defer {
|
||||||
|
unsafe { free(tmp_txt) }
|
||||||
|
}
|
||||||
mut i := 0
|
mut i := 0
|
||||||
for i < sz {
|
for i < sz {
|
||||||
unsafe {
|
unsafe {
|
||||||
|
@ -557,40 +261,48 @@ fn my_init(mut app App) {
|
||||||
x := (i & 0xFF) >> 5 // 8 cell
|
x := (i & 0xFF) >> 5 // 8 cell
|
||||||
// upper left corner
|
// upper left corner
|
||||||
if x == 0 && y == 0 {
|
if x == 0 && y == 0 {
|
||||||
tmp_txt[i + 0] = u8(0xFF)
|
tmp_txt[i + 0] = 0xFF
|
||||||
tmp_txt[i + 1] = u8(0)
|
tmp_txt[i + 1] = 0
|
||||||
tmp_txt[i + 2] = u8(0)
|
tmp_txt[i + 2] = 0
|
||||||
tmp_txt[i + 3] = u8(0xFF)
|
tmp_txt[i + 3] = 0xFF
|
||||||
}
|
}
|
||||||
// low right corner
|
// low right corner
|
||||||
else if x == 7 && y == 7 {
|
else if x == 7 && y == 7 {
|
||||||
tmp_txt[i + 0] = u8(0)
|
tmp_txt[i + 0] = 0
|
||||||
tmp_txt[i + 1] = u8(0xFF)
|
tmp_txt[i + 1] = 0xFF
|
||||||
tmp_txt[i + 2] = u8(0)
|
tmp_txt[i + 2] = 0
|
||||||
tmp_txt[i + 3] = u8(0xFF)
|
tmp_txt[i + 3] = 0xFF
|
||||||
} else {
|
} else {
|
||||||
col := if ((x + y) & 1) == 1 { 0xFF } else { 128 }
|
col := if ((x + y) & 1) == 1 { u8(0xFF) } else { 128 }
|
||||||
tmp_txt[i + 0] = u8(col) // red
|
tmp_txt[i + 0] = col // red
|
||||||
tmp_txt[i + 1] = u8(col) // green
|
tmp_txt[i + 1] = col // green
|
||||||
tmp_txt[i + 2] = u8(col) // blue
|
tmp_txt[i + 2] = col // blue
|
||||||
tmp_txt[i + 3] = u8(0xFF) // alpha
|
tmp_txt[i + 3] = 0xFF // alpha
|
||||||
}
|
}
|
||||||
i += 4
|
i += 4
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
app.texture, app.sampler = create_texture(w, h, tmp_txt)
|
app.texture, app.sampler = create_texture(w, h, tmp_txt)
|
||||||
unsafe { free(tmp_txt) }
|
|
||||||
|
|
||||||
// glsl
|
// vfmt off
|
||||||
init_cube_glsl_m(mut app)
|
app.init_glsl_shader('march', C.rt_march_shader_desc(C.sg_query_backend()), [
|
||||||
init_cube_glsl_p(mut app)
|
u16(0), 1, 2, 0, 2, 3,
|
||||||
|
6, 5, 4, 7, 6, 4,
|
||||||
|
8, 9, 10, 8, 10, 11,
|
||||||
|
])
|
||||||
|
app.init_glsl_shader('puppy', 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
|
app.init_flag = true
|
||||||
}
|
}
|
||||||
|
|
||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* events handling
|
* events handling
|
||||||
******************************************************************************/
|
******************************************************************************/
|
||||||
fn my_event_manager(mut ev gg.Event, mut app App) {
|
fn (mut app App) on_event(ev &gg.Event, x voidptr) {
|
||||||
if ev.typ == .mouse_down {
|
if ev.typ == .mouse_down {
|
||||||
app.mouse_down = true
|
app.mouse_down = true
|
||||||
}
|
}
|
||||||
|
@ -608,21 +320,19 @@ fn my_event_manager(mut ev gg.Event, mut app App) {
|
||||||
app.mouse_y = int(touch_point.pos_y)
|
app.mouse_y = int(touch_point.pos_y)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
// eprintln('> app.mouse_x: ${app.mouse_x} | app.mouse_y: ${app.mouse_y}')
|
||||||
}
|
}
|
||||||
|
|
||||||
fn main() {
|
fn main() {
|
||||||
mut app := &App{}
|
mut app := &App{}
|
||||||
app.gg = gg.new_context(
|
app.gg = gg.new_context(
|
||||||
width: win_width
|
width: 800
|
||||||
height: win_height
|
height: 800
|
||||||
create_window: true
|
|
||||||
window_title: '3D Dual shader Cube - click and rotate with the mouse'
|
window_title: '3D Dual shader Cube - click and rotate with the mouse'
|
||||||
user_data: app
|
user_data: app
|
||||||
bg_color: bg_color
|
frame_fn: app.frame
|
||||||
frame_fn: frame
|
init_fn: app.on_init
|
||||||
init_fn: my_init
|
event_fn: app.on_event
|
||||||
event_fn: my_event_manager
|
|
||||||
)
|
)
|
||||||
app.ticks = time.ticks()
|
|
||||||
app.gg.run()
|
app.gg.run()
|
||||||
}
|
}
|
||||||
|
|
|
@ -61,7 +61,6 @@ mut:
|
||||||
texture gfx.Image
|
texture gfx.Image
|
||||||
sampler gfx.Sampler
|
sampler gfx.Sampler
|
||||||
init_flag bool
|
init_flag bool
|
||||||
frame_count int
|
|
||||||
mouse_x int = -1
|
mouse_x int = -1
|
||||||
mouse_y int = -1
|
mouse_y int = -1
|
||||||
scroll_y int
|
scroll_y int
|
||||||
|
@ -563,7 +562,6 @@ fn frame(mut app App) {
|
||||||
}
|
}
|
||||||
|
|
||||||
app.gg.end()
|
app.gg.end()
|
||||||
app.frame_count++
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// draw readable text
|
// draw readable text
|
||||||
|
|
|
@ -1,12 +1,8 @@
|
||||||
/**********************************************************************
|
/**********************************************************************
|
||||||
*
|
* Simple vector/matrix utility
|
||||||
* Simply vector/matrix utility
|
* Copyright (c) 2024 Dario Deledda. All rights reserved.
|
||||||
*
|
|
||||||
* Copyright (c) 2021 Dario Deledda. All rights reserved.
|
|
||||||
* Use of this source code is governed by an MIT license
|
* Use of this source code is governed by an MIT license
|
||||||
* that can be found in the LICENSE file.
|
* that can be found in the LICENSE file.
|
||||||
*
|
|
||||||
* TODO:
|
|
||||||
**********************************************************************/
|
**********************************************************************/
|
||||||
module m4
|
module m4
|
||||||
|
|
||||||
|
@ -17,24 +13,28 @@ pub mut:
|
||||||
e [4]f32
|
e [4]f32
|
||||||
}
|
}
|
||||||
|
|
||||||
/*********************************************************************
|
|
||||||
*
|
|
||||||
* Utility
|
|
||||||
*
|
|
||||||
*********************************************************************/
|
|
||||||
// str returns a `string` representation of `Vec4`.
|
// str returns a `string` representation of `Vec4`.
|
||||||
pub fn (x Vec4) str() string {
|
pub fn (x Vec4) str() string {
|
||||||
return '|${x.e[0]:-6.3},${x.e[1]:-6.3},${x.e[2]:-6.3},${x.e[3]:-6.3}|'
|
return '|${x.e[0]:-6.3},${x.e[1]:-6.3},${x.e[2]:-6.3},${x.e[3]:-6.3}|'
|
||||||
}
|
}
|
||||||
|
|
||||||
// create a Vec4 function passing x,y,z as parameters. w is set to 1
|
// vec3 creates a Vec4 value, passing x,y,z as parameters. The w element is set to 1
|
||||||
|
@[inline]
|
||||||
pub fn vec3(x f32, y f32, z f32) Vec4 {
|
pub fn vec3(x f32, y f32, z f32) Vec4 {
|
||||||
return Vec4{
|
return Vec4{
|
||||||
e: [x, y, z, 1]!
|
e: [x, y, z, 1]!
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Check if two vector are equal using module precision
|
// vec4 creates a Vec4 value, based on the x,y,z,w parameters
|
||||||
|
@[inline]
|
||||||
|
pub fn vec4(x f32, y f32, z f32, w f32) Vec4 {
|
||||||
|
return Vec4{
|
||||||
|
e: [x, y, z, w]!
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// is_equal checks if two vector are equal using the module precision (10e-7)
|
||||||
@[direct_array_access]
|
@[direct_array_access]
|
||||||
pub fn (x Vec4) is_equal(y Vec4) bool {
|
pub fn (x Vec4) is_equal(y Vec4) bool {
|
||||||
unsafe {
|
unsafe {
|
||||||
|
@ -47,45 +47,44 @@ pub fn (x Vec4) is_equal(y Vec4) bool {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Remove all the raw zeros
|
// clean returns a new vector, based on `x`, but with all the values < precision, set to 0
|
||||||
@[direct_array_access]
|
@[direct_array_access]
|
||||||
pub fn (a Vec4) clean() Vec4 {
|
pub fn (x Vec4) clean() Vec4 {
|
||||||
mut x := Vec4{}
|
mut n := x
|
||||||
for c, value in a.e {
|
for c, value in x.e {
|
||||||
if f32_abs(value) < precision {
|
if f32_abs(value) < precision {
|
||||||
x.e[c] = 0
|
n.e[c] = 0
|
||||||
} else {
|
|
||||||
x.e[c] = value
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return x
|
return n
|
||||||
}
|
}
|
||||||
|
|
||||||
// Set all elements to value
|
// copy sets all elements of `x` to `value`
|
||||||
pub fn (mut x Vec4) copy(value f32) {
|
pub fn (mut x Vec4) copy(value f32) {
|
||||||
x.e = [value, value, value, value]!
|
x.e = [value, value, value, value]!
|
||||||
}
|
}
|
||||||
|
|
||||||
// Scale the vector using a scalar
|
// mul_scalar returns the result of multiplying the vector `x`, by the scalar `value`
|
||||||
|
@[inline]
|
||||||
pub fn (x Vec4) mul_scalar(value f32) Vec4 {
|
pub fn (x Vec4) mul_scalar(value f32) Vec4 {
|
||||||
return Vec4{
|
return Vec4{
|
||||||
e: [x.e[0] * value, x.e[1] * value, x.e[2] * value, x.e[3] * value]!
|
e: [x.e[0] * value, x.e[1] * value, x.e[2] * value, x.e[3] * value]!
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Reciprocal of the vector
|
// inv returns the reciprocal of the vector `x`
|
||||||
pub fn (x Vec4) inv() Vec4 {
|
pub fn (x Vec4) inv() Vec4 {
|
||||||
return Vec4{
|
return Vec4{
|
||||||
e: [
|
e: [
|
||||||
if x.e[0] != 0 { 1.0 / x.e[0] } else { f32(0) },
|
if x.e[0] != 0 { 1.0 / x.e[0] } else { 0 },
|
||||||
if x.e[1] != 0 { 1.0 / x.e[1] } else { f32(0) },
|
if x.e[1] != 0 { 1.0 / x.e[1] } else { 0 },
|
||||||
if x.e[2] != 0 { 1.0 / x.e[2] } else { f32(0) },
|
if x.e[2] != 0 { 1.0 / x.e[2] } else { 0 },
|
||||||
if x.e[3] != 0 { 1.0 / x.e[3] } else { f32(0) },
|
if x.e[3] != 0 { 1.0 / x.e[3] } else { 0 },
|
||||||
]!
|
]!
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Normalize the vector
|
// normalize returns a normalized form of the vector `x`
|
||||||
pub fn (x Vec4) normalize() Vec4 {
|
pub fn (x Vec4) normalize() Vec4 {
|
||||||
m := x.mod()
|
m := x.mod()
|
||||||
if m == 0 {
|
if m == 0 {
|
||||||
|
@ -101,7 +100,7 @@ pub fn (x Vec4) normalize() Vec4 {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Normalize only xyz, w set to 0
|
// normalize3 returns a normalized form of the vector `x`, where the w element is set to 0
|
||||||
pub fn (x Vec4) normalize3() Vec4 {
|
pub fn (x Vec4) normalize3() Vec4 {
|
||||||
m := x.mod3()
|
m := x.mod3()
|
||||||
if m == 0 {
|
if m == 0 {
|
||||||
|
@ -117,22 +116,23 @@ pub fn (x Vec4) normalize3() Vec4 {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Module of the vector xyzw
|
// mod returns a module of the vector `x`
|
||||||
|
@[inline]
|
||||||
pub fn (x Vec4) mod() f32 {
|
pub fn (x Vec4) mod() f32 {
|
||||||
return f32(math.sqrt(x.e[0] * x.e[0] + x.e[1] * x.e[1] + x.e[2] * x.e[2] + x.e[3] * x.e[3]))
|
return math.sqrtf(x.e[0] * x.e[0] + x.e[1] * x.e[1] + x.e[2] * x.e[2] + x.e[3] * x.e[3])
|
||||||
}
|
}
|
||||||
|
|
||||||
// Module for 3d vector xyz, w ignored
|
// mod3 returns a module of the 3d vector `x`, ignoring the value of its w element
|
||||||
|
@[inline]
|
||||||
pub fn (x Vec4) mod3() f32 {
|
pub fn (x Vec4) mod3() f32 {
|
||||||
return f32(math.sqrt(x.e[0] * x.e[0] + x.e[1] * x.e[1] + x.e[2] * x.e[2]))
|
return math.sqrtf(x.e[0] * x.e[0] + x.e[1] * x.e[1] + x.e[2] * x.e[2])
|
||||||
}
|
}
|
||||||
|
|
||||||
/*********************************************************************
|
/*********************************************************************
|
||||||
*
|
|
||||||
* Math
|
* Math
|
||||||
*
|
|
||||||
*********************************************************************/
|
*********************************************************************/
|
||||||
// Return a zero vector
|
// zero_v4 returns a zero vector (all elements set to 0)
|
||||||
|
@[inline]
|
||||||
pub fn zero_v4() Vec4 {
|
pub fn zero_v4() Vec4 {
|
||||||
return Vec4{
|
return Vec4{
|
||||||
e: [
|
e: [
|
||||||
|
@ -144,7 +144,8 @@ pub fn zero_v4() Vec4 {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Return all one vector
|
// one_v4 returns a vector, where all elements are set to 1
|
||||||
|
@[inline]
|
||||||
pub fn one_v4() Vec4 {
|
pub fn one_v4() Vec4 {
|
||||||
return Vec4{
|
return Vec4{
|
||||||
e: [
|
e: [
|
||||||
|
@ -156,7 +157,7 @@ pub fn one_v4() Vec4 {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Return a blank vector
|
// blank_v4 returns a vector, where all elements are set to 0, except `w`, which is set to 1
|
||||||
pub fn blank_v4() Vec4 {
|
pub fn blank_v4() Vec4 {
|
||||||
return Vec4{
|
return Vec4{
|
||||||
e: [
|
e: [
|
||||||
|
@ -168,7 +169,8 @@ pub fn blank_v4() Vec4 {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Set all elements to value
|
// set_v4 returns a vector, where all elements are set to `value`
|
||||||
|
@[inline]
|
||||||
pub fn set_v4(value f32) Vec4 {
|
pub fn set_v4(value f32) Vec4 {
|
||||||
return Vec4{
|
return Vec4{
|
||||||
e: [
|
e: [
|
||||||
|
@ -180,17 +182,17 @@ pub fn set_v4(value f32) Vec4 {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Sum of all the elements
|
// sum returns a sum of all the elements
|
||||||
|
@[inline]
|
||||||
pub fn (x Vec4) sum() f32 {
|
pub fn (x Vec4) sum() f32 {
|
||||||
return x.e[0] + x.e[1] + x.e[2] + x.e[3]
|
return x.e[0] + x.e[1] + x.e[2] + x.e[3]
|
||||||
}
|
}
|
||||||
|
|
||||||
/*********************************************************************
|
/*********************************************************************
|
||||||
*
|
|
||||||
* Operators
|
* Operators
|
||||||
*
|
|
||||||
*********************************************************************/
|
*********************************************************************/
|
||||||
// Addition
|
// + returns `a` + `b` (corresponding elements are addded)
|
||||||
|
@[inline]
|
||||||
pub fn (a Vec4) + (b Vec4) Vec4 {
|
pub fn (a Vec4) + (b Vec4) Vec4 {
|
||||||
return Vec4{
|
return Vec4{
|
||||||
e: [
|
e: [
|
||||||
|
@ -202,7 +204,8 @@ pub fn (a Vec4) + (b Vec4) Vec4 {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Subtraction
|
// - returns `a` + `b` (corresponding elements are subtracted)
|
||||||
|
@[inline]
|
||||||
pub fn (a Vec4) - (b Vec4) Vec4 {
|
pub fn (a Vec4) - (b Vec4) Vec4 {
|
||||||
return Vec4{
|
return Vec4{
|
||||||
e: [
|
e: [
|
||||||
|
@ -214,12 +217,14 @@ pub fn (a Vec4) - (b Vec4) Vec4 {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Dot product
|
// * returns `a` * `b` (corresponding elements are multiplied, then summed), i.e. a dot product
|
||||||
|
@[inline]
|
||||||
pub fn (a Vec4) * (b Vec4) f32 {
|
pub fn (a Vec4) * (b Vec4) f32 {
|
||||||
return a.e[0] * b.e[0] + a.e[1] * b.e[1] + a.e[2] * b.e[2] + a.e[3] * b.e[3]
|
return a.e[0] * b.e[0] + a.e[1] * b.e[1] + a.e[2] * b.e[2] + a.e[3] * b.e[3]
|
||||||
}
|
}
|
||||||
|
|
||||||
// Cross product
|
// % returns a cross product of the vectors `a` and `b`
|
||||||
|
@[inline]
|
||||||
pub fn (a Vec4) % (b Vec4) Vec4 {
|
pub fn (a Vec4) % (b Vec4) Vec4 {
|
||||||
return Vec4{
|
return Vec4{
|
||||||
e: [
|
e: [
|
||||||
|
@ -231,7 +236,8 @@ pub fn (a Vec4) % (b Vec4) Vec4 {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Components multiplication
|
// mul_vec4 returns a vectore, where the corresponding `x` and `y` elements are multiplied
|
||||||
|
@[inline]
|
||||||
pub fn (x Vec4) mul_vec4(y Vec4) Vec4 {
|
pub fn (x Vec4) mul_vec4(y Vec4) Vec4 {
|
||||||
return Vec4{
|
return Vec4{
|
||||||
e: [
|
e: [
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue