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+/**********************************************************************
+*
+* 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()
+}