// vtest build: misc-tooling // needs .h files that are produced by `v shader` /********************************************************************** * Sokol 3d cube multishader demo * Copyright (c) 2024 Dario Deledda. All rights reserved. * Use of this source code is governed by an MIT license * that can be found in the LICENSE file. * * HOW TO COMPILE SHADERS: * Run `v shader .` in this directory to compile the shaders. * For more info and help with shader compilation see `docs.md` and `v help shader`. **********************************************************************/ import gg import gg.m4 import sokol.sapp import sokol.gfx import sokol.sgl import time // GLSL Include and functions #include "@VMODROOT/rt_glsl_march.h" # It should be generated with `v shader .` (see the instructions at the top of this file) #include "@VMODROOT/rt_glsl_puppy.h" # It should be generated with `v shader .` (see the instructions at the top of this file) fn C.rt_march_shader_desc(gfx.Backend) &gfx.ShaderDesc fn C.rt_puppy_shader_desc(gfx.Backend) &gfx.ShaderDesc const start_ticks = time.ticks() @[heap] struct App { mut: gg &gg.Context = unsafe { nil } texture gfx.Image sampler gfx.Sampler init_flag bool mouse_x int = 502 mouse_y int = 394 mouse_down bool // glsl cube_pip_glsl gfx.Pipeline cube_bind gfx.Bindings pipe map[string]gfx.Pipeline bind map[string]gfx.Bindings } /****************************************************************************** * Texture functions ******************************************************************************/ fn create_texture(w int, h int, buf byteptr) (gfx.Image, gfx.Sampler) { sz := w * h * 4 mut img_desc := gfx.ImageDesc{ width: w height: h } img_desc.data.subimage[0][0] = gfx.Range{ ptr: buf size: usize(sz) } sg_img := gfx.make_image(&img_desc) mut smp_desc := gfx.SamplerDesc{ min_filter: .linear mag_filter: .linear wrap_u: .clamp_to_edge wrap_v: .clamp_to_edge } sg_smp := gfx.make_sampler(&smp_desc) return sg_img, sg_smp } /****************************************************************************** * Draw functions ****************************************************************************** Cube vertex buffer with packed vertex formats for color and texture coords. Note that a vertex format which must be portable across all backends must only use the normalized integer formats (BYTE4N, UBYTE4N, SHORT2N, SHORT4N), which can be converted to floating point formats in the vertex shader inputs. The reason is that D3D11 cannot convert from non-normalized formats to floating point inputs (only to integer inputs), and WebGL2 / GLES2 does not support integer vertex shader inputs. */ struct Vertex_t { x f32 y f32 z f32 color u32 u f32 v f32 } const vertices = cube_vertices() fn cube_vertices() []Vertex_t { // cube vertex buffer d := f32(1.0) c := u32(0xFF_FF_FF_FF) // white color RGBA8 // vfmt off // 6 faces, each defined by 4 vertices: cube := [ Vertex_t{-1.0, -1.0, -1.0, c, 0, 0}, Vertex_t{ 1.0, -1.0, -1.0, c, d, 0}, Vertex_t{ 1.0, 1.0, -1.0, c, d, d}, Vertex_t{-1.0, 1.0, -1.0, c, 0, d}, Vertex_t{-1.0, -1.0, 1.0, c, 0, 0}, Vertex_t{ 1.0, -1.0, 1.0, c, d, 0}, Vertex_t{ 1.0, 1.0, 1.0, c, d, d}, Vertex_t{-1.0, 1.0, 1.0, c, 0, d}, Vertex_t{-1.0, -1.0, -1.0, c, 0, 0}, Vertex_t{-1.0, 1.0, -1.0, c, d, 0}, Vertex_t{-1.0, 1.0, 1.0, c, d, d}, Vertex_t{-1.0, -1.0, 1.0, c, 0, d}, Vertex_t{ 1.0, -1.0, -1.0, c, 0, 0}, Vertex_t{ 1.0, 1.0, -1.0, c, d, 0}, Vertex_t{ 1.0, 1.0, 1.0, c, d, d}, Vertex_t{ 1.0, -1.0, 1.0, c, 0, d}, Vertex_t{-1.0, -1.0, -1.0, c, 0, 0}, Vertex_t{-1.0, -1.0, 1.0, c, d, 0}, Vertex_t{ 1.0, -1.0, 1.0, c, d, d}, Vertex_t{ 1.0, -1.0, -1.0, c, 0, d}, Vertex_t{-1.0, 1.0, -1.0, c, 0, 0}, Vertex_t{-1.0, 1.0, 1.0, c, d, 0}, Vertex_t{ 1.0, 1.0, 1.0, c, d, d}, Vertex_t{ 1.0, 1.0, -1.0, c, 0, d}, ] // vfmt off return cube } fn (mut app App) init_glsl_shader(shader_name string, shader_desc &gfx.ShaderDesc, indices []u16) { mut vert_buffer_desc := gfx.BufferDesc{} unsafe { vmemset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc)) } vert_buffer_desc.label = c'cube-vertices' vert_buffer_desc.size = usize(vertices.len) * sizeof(Vertex_t) vert_buffer_desc.data = gfx.Range{ ptr: vertices.data size: vert_buffer_desc.size } vert_buffer_desc.type = .vertexbuffer vbuf := gfx.make_buffer(&vert_buffer_desc) mut index_buffer_desc := gfx.BufferDesc{} unsafe { vmemset(&index_buffer_desc, 0, sizeof(index_buffer_desc)) } index_buffer_desc.label = c'cube-indices' index_buffer_desc.size = usize(indices.len) * sizeof(u16) index_buffer_desc.data = gfx.Range{ ptr: indices.data size: index_buffer_desc.size } index_buffer_desc.type = .indexbuffer ibuf := gfx.make_buffer(&index_buffer_desc) // create shader shader := gfx.make_shader(shader_desc) mut pipdesc := gfx.PipelineDesc{} unsafe { vmemset(&pipdesc, 0, sizeof(pipdesc)) } pipdesc.label = c'glsl_shader pipeline' pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t)) // the constants [C.ATTR_vs_m_pos, C.ATTR_vs_m_color0, C.ATTR_vs_m_texcoord0] are generated by sokol-shdc pipdesc.layout.attrs[C.ATTR_vs_m_pos].format = .float3 // x,y,z as f32 pipdesc.layout.attrs[C.ATTR_vs_m_color0].format = .ubyte4n // color as u32 pipdesc.layout.attrs[C.ATTR_vs_m_texcoord0].format = .float2 // u,v as f32 // pipdesc.layout.attrs[C.ATTR_vs_m_texcoord0].format = .short2n // u,v as u16 pipdesc.shader = shader pipdesc.index_type = .uint16 pipdesc.depth = gfx.DepthState{ write_enabled: true compare: .less_equal } pipdesc.cull_mode = .back mut bind := gfx.Bindings{} unsafe { vmemset(&bind, 0, sizeof(bind)) } bind.vertex_buffers[0] = vbuf bind.index_buffer = ibuf bind.fs.images[C.SLOT_tex] = app.texture bind.fs.samplers[C.SLOT_smp] = app.sampler app.bind[shader_name] = bind app.pipe[shader_name] = gfx.make_pipeline(&pipdesc) println('${@FN} for shader `${shader_name}` done.') } fn calc_tr_matrices(w f32, h f32, rx f32, ry f32, in_scale f32) m4.Mat4 { proj := m4.perspective(60, w / h, 0.01, 10.0) view := m4.look_at(m4.vec4(0.0, 0, 6, 0), m4.vec4(0, 0, 0, 0), m4.vec4(0, 1, 0, 0)) view_proj := view * proj rxm := m4.rotate(m4.rad(rx), m4.vec4(1, 0, 0, 0)) rym := m4.rotate(m4.rad(ry), m4.vec4(0, 1, 0, 0)) model := rym * rxm scale_m := m4.scale(m4.vec4(in_scale, in_scale, in_scale, 1)) res := (scale_m * model) * view_proj return res } fn (app &App) draw_glsl_shader(shader_name string) { ws := gg.window_size_real_pixels() ratio := f32(ws.width) / ws.height dw := f32(ws.width / 2) dh := f32(ws.height / 2) rot := [f32(app.mouse_y), f32(app.mouse_x)] tr_matrix := calc_tr_matrices(dw, dh, rot[0], rot[1], 2.3) // apply the pipeline and bindings gfx.apply_pipeline(app.pipe[shader_name]) gfx.apply_bindings(app.bind[shader_name]) // Uniforms // *** vertex shadeer uniforms *** // passing the view matrix as uniform // res is a 4x4 matrix of f32 thus: 4*16 byte of size vs_uniforms_range := gfx.Range{ ptr: &tr_matrix size: usize(4 * 16) } gfx.apply_uniforms(.vs, C.SLOT_vs_params_m, &vs_uniforms_range) // *** fragment shader uniforms *** time_ticks := f32(time.ticks() - start_ticks) / 1000 mut tmp_fs_params := [ f32(ws.width), ws.height * ratio, // x,y resolution to pass to FS 0, 0, // dont send mouse position // app.mouse_x, // mouse x // ws.height - app.mouse_y*2, // mouse y scaled time_ticks, // time as f32 f32(app.gg.frame), // frame count 0, 0, // padding bytes , see "fs_params" struct paddings in rt_glsl.h ]! fs_uniforms_range := gfx.Range{ ptr: unsafe { &tmp_fs_params } size: usize(sizeof(tmp_fs_params)) } gfx.apply_uniforms(.fs, C.SLOT_fs_params_p, &fs_uniforms_range) // 3 vertices for triangle * 2 triangles per face * 6 faces = 36 vertices to draw gfx.draw(0, (3 * 2) * 3, 1) } fn (mut app App) frame() { mut pass_action := gfx.PassAction{} pass_action.colors[0] = gfx.ColorAttachmentAction{ load_action: .clear clear_value: gfx.Color{b: 0.9} } gfx.begin_pass(sapp.create_default_pass(pass_action)) if !app.init_flag { return } ws := gg.window_size_real_pixels() gfx.apply_viewport(0, 0, ws.width, ws.height, true) app.draw_glsl_shader('march') app.draw_glsl_shader('puppy') gfx.end_pass() gfx.commit() } fn (mut app App) on_init() { // set max vertices, but note, that for a large number of the same type of object it is better use the instances!! gfx.setup(sapp.create_desc()) sgl.setup(sgl.Desc{max_vertices: 50 * 65536}) // create chessboard texture 256*256 RGBA w := 256 h := 256 sz := w * h * 4 tmp_txt := unsafe { malloc(sz) } defer { unsafe { free(tmp_txt) } } mut i := 0 for i < sz { unsafe { y := (i >> 0x8) >> 5 // 8 cell x := (i & 0xFF) >> 5 // 8 cell // upper left corner if x == 0 && y == 0 { tmp_txt[i + 0] = 0xFF tmp_txt[i + 1] = 0 tmp_txt[i + 2] = 0 tmp_txt[i + 3] = 0xFF } // low right corner else if x == 7 && y == 7 { tmp_txt[i + 0] = 0 tmp_txt[i + 1] = 0xFF tmp_txt[i + 2] = 0 tmp_txt[i + 3] = 0xFF } else { col := if ((x + y) & 1) == 1 { u8(0xFF) } else { 128 } tmp_txt[i + 0] = col // red tmp_txt[i + 1] = col // green tmp_txt[i + 2] = col // blue tmp_txt[i + 3] = 0xFF // alpha } i += 4 } } app.texture, app.sampler = create_texture(w, h, tmp_txt) // vfmt off app.init_glsl_shader('march', voidptr(C.rt_march_shader_desc(C.sg_query_backend())), [ u16(0), 1, 2, 0, 2, 3, 6, 5, 4, 7, 6, 4, 8, 9, 10, 8, 10, 11, ]) app.init_glsl_shader('puppy', voidptr(C.rt_puppy_shader_desc(C.sg_query_backend())), [ u16(14), 13, 12, 15, 14, 12, 16, 17, 18, 16, 18, 19, 22, 21, 20, 23, 22, 20, ]) // vfmt on app.init_flag = true } /****************************************************************************** * events handling ******************************************************************************/ fn (mut app App) on_event(ev &gg.Event, x voidptr) { if ev.typ == .mouse_down { app.mouse_down = true } if ev.typ == .mouse_up { app.mouse_down = false } if app.mouse_down == true && ev.typ == .mouse_move { app.mouse_x = int(ev.mouse_x) app.mouse_y = int(ev.mouse_y) } if ev.typ == .touches_began || ev.typ == .touches_moved { if ev.num_touches > 0 { touch_point := ev.touches[0] app.mouse_x = int(touch_point.pos_x) app.mouse_y = int(touch_point.pos_y) } } // eprintln('> app.mouse_x: ${app.mouse_x} | app.mouse_y: ${app.mouse_y}') } fn main() { mut app := &App{} app.gg = gg.new_context( width: 800 height: 800 window_title: '3D Dual shader Cube - click and rotate with the mouse' user_data: app frame_fn: app.frame init_fn: app.on_init event_fn: app.on_event ) app.gg.run() }