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author | Indrajith K L | 2022-12-03 17:00:20 +0530 |
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committer | Indrajith K L | 2022-12-03 17:00:20 +0530 |
commit | f5c4671bfbad96bf346bd7e9a21fc4317b4959df (patch) | |
tree | 2764fc62da58f2ba8da7ed341643fc359873142f /v_windows/v/old/examples/sokol/03_march_tracing_glsl/rt_glsl.v | |
download | cli-tools-windows-master.tar.gz cli-tools-windows-master.tar.bz2 cli-tools-windows-master.zip |
Diffstat (limited to 'v_windows/v/old/examples/sokol/03_march_tracing_glsl/rt_glsl.v')
-rw-r--r-- | v_windows/v/old/examples/sokol/03_march_tracing_glsl/rt_glsl.v | 438 |
1 files changed, 438 insertions, 0 deletions
diff --git a/v_windows/v/old/examples/sokol/03_march_tracing_glsl/rt_glsl.v b/v_windows/v/old/examples/sokol/03_march_tracing_glsl/rt_glsl.v new file mode 100644 index 0000000..73a85a3 --- /dev/null +++ b/v_windows/v/old/examples/sokol/03_march_tracing_glsl/rt_glsl.v @@ -0,0 +1,438 @@ +/********************************************************************** +* +* Sokol 3d cube demo +* +* Copyright (c) 2021 Dario Deledda. All rights reserved. +* Use of this source code is governed by an MIT license +* that can be found in the LICENSE file. +* +* HOW TO COMPILE SHADERS: +* - download the sokol shader convertor tool from https://github.com/floooh/sokol-tools-bin +* +* - compile the .glsl shader with: +* linux : sokol-shdc --input rt_glsl.glsl --output rt_glsl.h --slang glsl330 +* windows: sokol-shdc.exe --input rt_glsl.glsl --output rt_glsl.h --slang glsl330 +* +* --slang parameter can be: +* - glsl330: desktop GL +* - glsl100: GLES2 / WebGL +* - glsl300es: GLES3 / WebGL2 +* - hlsl4: D3D11 +* - hlsl5: D3D11 +* - metal_macos: Metal on macOS +* - metal_ios: Metal on iOS device +* - metal_sim: Metal on iOS simulator +* - wgpu: WebGPU +* +* you can have multiple platforms at the same time passing parameters like this: --slang glsl330:hlsl5:metal_macos +* for further infos have a look at the sokol shader tool docs. +* +* TODO: +* - frame counter +**********************************************************************/ +import gg +import gg.m4 +import gx +// import math +import sokol.sapp +import sokol.gfx +import sokol.sgl +import time + +// GLSL Include and functions + +#flag -I @VMODROOT/. +#include "rt_glsl.h" #Please use sokol-shdc to generate the necessary rt_glsl.h file from rt_glsl.glsl (see the instructions at the top of this file) + +fn C.rt_shader_desc(gfx.Backend) &C.sg_shader_desc + +const ( + win_width = 800 + win_height = 800 + bg_color = gx.white +) + +struct App { +mut: + gg &gg.Context + texture C.sg_image + init_flag bool + frame_count int + + mouse_x int = -1 + mouse_y int = -1 + // glsl + cube_pip_glsl C.sg_pipeline + cube_bind C.sg_bindings + // time + ticks i64 +} + +/****************************************************************************** +* Texture functions +******************************************************************************/ +fn create_texture(w int, h int, buf &byte) C.sg_image { + sz := w * h * 4 + mut img_desc := C.sg_image_desc{ + width: w + height: h + num_mipmaps: 0 + min_filter: .linear + mag_filter: .linear + // usage: .dynamic + wrap_u: .clamp_to_edge + wrap_v: .clamp_to_edge + label: &byte(0) + d3d11_texture: 0 + } + // comment if .dynamic is enabled + img_desc.data.subimage[0][0] = C.sg_range{ + ptr: buf + size: size_t(sz) + } + + sg_img := C.sg_make_image(&img_desc) + return sg_img +} + +fn destroy_texture(sg_img C.sg_image) { + C.sg_destroy_image(sg_img) +} + +// Use only if usage: .dynamic is enabled +fn update_text_texture(sg_img C.sg_image, w int, h int, buf &byte) { + sz := w * h * 4 + mut tmp_sbc := C.sg_image_data{} + tmp_sbc.subimage[0][0] = C.sg_range{ + ptr: buf + size: size_t(sz) + } + C.sg_update_image(sg_img, &tmp_sbc) +} + +/****************************************************************************** +* Draw functions +****************************************************************************** +Cube vertex buffer with packed vertex formats for color and texture coords. + Note that a vertex format which must be portable across all + backends must only use the normalized integer formats + (BYTE4N, UBYTE4N, SHORT2N, SHORT4N), which can be converted + to floating point formats in the vertex shader inputs. + The reason is that D3D11 cannot convert from non-normalized + formats to floating point inputs (only to integer inputs), + and WebGL2 / GLES2 don't support integer vertex shader inputs. +*/ + +struct Vertex_t { + x f32 + y f32 + z f32 + color u32 + u f32 + v f32 + // u u16 // for compatibility with D3D11 + // v u16 // for compatibility with D3D11 +} + +fn init_cube_glsl(mut app App) { + // cube vertex buffer + // d := u16(32767) // for compatibility with D3D11, 32767 stand for 1 + d := f32(1.0) + c := u32(0xFFFFFF_FF) // color RGBA8 + vertices := [ + // Face 0 + Vertex_t{-1.0, -1.0, -1.0, c, 0, 0}, + Vertex_t{ 1.0, -1.0, -1.0, c, d, 0}, + Vertex_t{ 1.0, 1.0, -1.0, c, d, d}, + Vertex_t{-1.0, 1.0, -1.0, c, 0, d}, + // Face 1 + Vertex_t{-1.0, -1.0, 1.0, c, 0, 0}, + Vertex_t{ 1.0, -1.0, 1.0, c, d, 0}, + Vertex_t{ 1.0, 1.0, 1.0, c, d, d}, + Vertex_t{-1.0, 1.0, 1.0, c, 0, d}, + // Face 2 + Vertex_t{-1.0, -1.0, -1.0, c, 0, 0}, + Vertex_t{-1.0, 1.0, -1.0, c, d, 0}, + Vertex_t{-1.0, 1.0, 1.0, c, d, d}, + Vertex_t{-1.0, -1.0, 1.0, c, 0, d}, + // Face 3 + Vertex_t{ 1.0, -1.0, -1.0, c, 0, 0}, + Vertex_t{ 1.0, 1.0, -1.0, c, d, 0}, + Vertex_t{ 1.0, 1.0, 1.0, c, d, d}, + Vertex_t{ 1.0, -1.0, 1.0, c, 0, d}, + // Face 4 + Vertex_t{-1.0, -1.0, -1.0, c, 0, 0}, + Vertex_t{-1.0, -1.0, 1.0, c, d, 0}, + Vertex_t{ 1.0, -1.0, 1.0, c, d, d}, + Vertex_t{ 1.0, -1.0, -1.0, c, 0, d}, + // Face 5 + Vertex_t{-1.0, 1.0, -1.0, c, 0, 0}, + Vertex_t{-1.0, 1.0, 1.0, c, d, 0}, + Vertex_t{ 1.0, 1.0, 1.0, c, d, d}, + Vertex_t{ 1.0, 1.0, -1.0, c, 0, d}, + ] + + mut vert_buffer_desc := C.sg_buffer_desc{label: c'cube-vertices'} + unsafe { C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc)) } + + vert_buffer_desc.size = size_t(vertices.len * int(sizeof(Vertex_t))) + vert_buffer_desc.data = C.sg_range{ + ptr: vertices.data + size: size_t(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 + indices := [ + u16(0), 1, 2, 0, 2, 3, + 6, 5, 4, 7, 6, 4, + 8, 9, 10, 8, 10, 11, + 14, 13, 12, 15, 14, 12, + 16, 17, 18, 16, 18, 19, + 22, 21, 20, 23, 22, 20, + ] + + mut index_buffer_desc := C.sg_buffer_desc{label: c'cube-indices'} + unsafe {C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc))} + + index_buffer_desc.size = size_t(indices.len * int(sizeof(u16))) + index_buffer_desc.data = C.sg_range{ + ptr: indices.data + size: size_t(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_shader_desc(C.sg_query_backend())) + + mut pipdesc := C.sg_pipeline_desc{} + unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) } + pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t)) + + // the constants [C.ATTR_vs_pos, C.ATTR_vs_color0, C.ATTR_vs_texcoord0] are generated by sokol-shdc + pipdesc.layout.attrs[C.ATTR_vs_pos ].format = .float3 // x,y,z as f32 + pipdesc.layout.attrs[C.ATTR_vs_color0 ].format = .ubyte4n // color as u32 + pipdesc.layout.attrs[C.ATTR_vs_texcoord0].format = .float2 // u,v as f32 + // pipdesc.layout.attrs[C.ATTR_vs_texcoord0].format = .short2n // u,v as u16 + + pipdesc.shader = shader + pipdesc.index_type = .uint16 + + pipdesc.depth = C.sg_depth_state{ + write_enabled: true + compare: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL) + } + pipdesc.cull_mode = .back + + pipdesc.label = 'glsl_shader pipeline'.str + + app.cube_bind.vertex_buffers[0] = vbuf + app.cube_bind.index_buffer = ibuf + app.cube_bind.fs_images[C.SLOT_tex] = app.texture + app.cube_pip_glsl = gfx.make_pipeline(&pipdesc) + println('GLSL 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 { + 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, 0, 0)) + view_proj := view * proj + + rxm := m4.rotate(m4.rad(rx), vec4(f32(1), 0, 0, 0)) + rym := m4.rotate(m4.rad(ry), vec4(f32(0), 1, 0, 0)) + + model := rym * rxm + scale_m := m4.scale(vec4(in_scale, in_scale, in_scale, 1)) + + res := (scale_m * model) * view_proj + return res +} + +fn draw_cube_glsl(app App) { + if app.init_flag == false { + return + } + + ws := gg.window_size_real_pixels() + ratio := f32(ws.width) / ws.height + dw := f32(ws.width / 2) + dh := f32(ws.height / 2) + + // use the following commented lines to rotate the 3d glsl cube + // rot := [f32(app.mouse_y), f32(app.mouse_x)] + // calc_tr_matrices(dw, dh, rot[0], rot[1] ,2.3) + tr_matrix := calc_tr_matrices(dw, dh, 0, 0, 2.3) + gfx.apply_viewport(0, 0, ws.width, ws.height, true) + + // apply the pipline and bindings + gfx.apply_pipeline(app.cube_pip_glsl) + gfx.apply_bindings(app.cube_bind) + + // 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 := C.sg_range{ + ptr: &tr_matrix + size: size_t(4 * 16) + } + gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params, &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 + app.mouse_x, // mouse x + ws.height - app.mouse_y * 2, // mouse y scaled + time_ticks, // time as f32 + app.frame_count, // frame count + 0, + 0 // padding bytes , see "fs_params" struct paddings in rt_glsl.h + ]! + fs_uniforms_range := C.sg_range{ + ptr: unsafe { &tmp_fs_params } + size: size_t(sizeof(tmp_fs_params)) + } + gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params, &fs_uniforms_range) + + // 3 vertices for triangle * 2 triangles per face * 6 faces = 36 vertices to draw + gfx.draw(0, (3 * 2) * 6, 1) + gfx.end_pass() + gfx.commit() +} + +fn frame(mut app App) { + ws := gg.window_size_real_pixels() + + // clear + mut color_action := C.sg_color_attachment_action{ + action: gfx.Action(C.SG_ACTION_CLEAR) + value: C.sg_color{ + r: 0.0 + g: 0.0 + b: 0.0 + a: 1.0 + } + } + + mut pass_action := C.sg_pass_action{} + pass_action.colors[0] = color_action + gfx.begin_default_pass(&pass_action, ws.width, ws.height) + + // glsl cube + draw_cube_glsl(app) + app.frame_count++ +} + +/****************************************************************************** +* Init / Cleanup +******************************************************************************/ +fn my_init(mut app App) { + // set max vertices, + // for a large number of the same type of object it is better use the instances!! + desc := sapp.create_desc() + gfx.setup(&desc) + sgl_desc := C.sgl_desc_t{ + max_vertices: 50 * 65536 + } + sgl.setup(&sgl_desc) + + // create chessboard texture 256*256 RGBA + w := 256 + h := 256 + sz := w * h * 4 + tmp_txt := unsafe { malloc(sz) } + mut i := 0 + for i < sz { + unsafe { + y := (i >> 0x8) >> 5 // 8 cell + x := (i & 0xFF) >> 5 // 8 cell + // upper left corner + if x == 0 && y == 0 { + tmp_txt[i + 0] = byte(0xFF) + tmp_txt[i + 1] = byte(0) + tmp_txt[i + 2] = byte(0) + tmp_txt[i + 3] = byte(0xFF) + } + // low right corner + else if x == 7 && y == 7 { + tmp_txt[i + 0] = byte(0) + tmp_txt[i + 1] = byte(0xFF) + tmp_txt[i + 2] = byte(0) + tmp_txt[i + 3] = byte(0xFF) + } else { + col := if ((x + y) & 1) == 1 { 0xFF } else { 128 } + tmp_txt[i + 0] = byte(col) // red + tmp_txt[i + 1] = byte(col) // green + tmp_txt[i + 2] = byte(col) // blue + tmp_txt[i + 3] = byte(0xFF) // alpha + } + i += 4 + } + } + unsafe { + app.texture = create_texture(w, h, tmp_txt) + free(tmp_txt) + } + // glsl + init_cube_glsl(mut app) + app.init_flag = true +} + +fn cleanup(mut app App) { + gfx.shutdown() +} + +/****************************************************************************** +* events handling +******************************************************************************/ +fn my_event_manager(mut ev gg.Event, mut app App) { + if ev.typ == .mouse_move { + app.mouse_x = int(ev.mouse_x) + app.mouse_y = int(ev.mouse_y) + } + if ev.typ == .touches_began || ev.typ == .touches_moved { + if ev.num_touches > 0 { + touch_point := ev.touches[0] + app.mouse_x = int(touch_point.pos_x) + app.mouse_y = int(touch_point.pos_y) + } + } +} + +/****************************************************************************** +* Main +******************************************************************************/ +[console] // is needed for easier diagnostics on windows +fn main() { + // App init + mut app := &App{ + gg: 0 + } + + app.gg = gg.new_context( + width: win_width + height: win_height + create_window: true + window_title: '3D Ray Marching Cube' + user_data: app + bg_color: bg_color + frame_fn: frame + init_fn: my_init + cleanup_fn: cleanup + event_fn: my_event_manager + ) + + app.ticks = time.ticks() + app.gg.run() +} |