280 lines
9.2 KiB
Plaintext
280 lines
9.2 KiB
Plaintext
#import "modules/std.sx";
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#import "modules/sdl3.sx";
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#import "modules/opengl.sx";
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#import "modules/math";
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WIDTH :f32: 800;
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HEIGHT :f32: 600;
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vec4 :: (x: f32, y: f32, z: f32, w: f32) -> Vector(4, f32) {
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.[x, y, z, w];
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}
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// ---- Matrix44: column-major 4×4 matrix ----
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Matrix44 :: union {
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data: [16]f32;
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struct { c0, c1, c2, c3: Vector(4, f32); };
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}
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mat4_multiply :: (a: *Matrix44, b: *Matrix44) -> Matrix44 {
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out : Matrix44 = ---;
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out.c0 = a.c0 * b.c0.x + a.c1 * b.c0.y + a.c2 * b.c0.z + a.c3 * b.c0.w;
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out.c1 = a.c0 * b.c1.x + a.c1 * b.c1.y + a.c2 * b.c1.z + a.c3 * b.c1.w;
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out.c2 = a.c0 * b.c2.x + a.c1 * b.c2.y + a.c2 * b.c2.z + a.c3 * b.c2.w;
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out.c3 = a.c0 * b.c3.x + a.c1 * b.c3.y + a.c2 * b.c3.z + a.c3 * b.c3.w;
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out;
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}
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multiply :: ufcs mat4_multiply;
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mat4_perspective :: (fov: f32, aspect: f32, near: f32, far: f32) -> Matrix44 {
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half := fov / 2.0;
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f := cos(half) / sin(half);
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m : Matrix44 = ---;
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m.c0 = vec4(f / aspect, 0.0, 0.0, 0.0);
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m.c1 = vec4(0.0, f, 0.0, 0.0);
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m.c2 = vec4(0.0, 0.0, (far + near) / (near - far), -1.0);
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m.c3 = vec4(0.0, 0.0, (2.0 * far * near) / (near - far), 0.0);
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m;
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}
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mat4_rotate_y :: (angle: f32) -> Matrix44 {
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c := cos(angle);
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s := sin(angle);
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m : Matrix44 = ---;
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m.c0 = vec4(c, 0.0, 0.0 - s, 0.0);
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m.c1 = vec4(0.0, 1.0, 0.0, 0.0);
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m.c2 = vec4(s, 0.0, c, 0.0);
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m.c3 = vec4(0.0, 0.0, 0.0, 1.0);
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m;
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}
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mat4_rotate_x :: (angle: f32) -> Matrix44 {
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c := cos(angle);
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s := sin(angle);
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m : Matrix44 = ---;
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m.c0 = vec4(1.0, 0.0, 0.0, 0.0);
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m.c1 = vec4(0.0, c, s, 0.0);
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m.c2 = vec4(0.0, 0.0 - s, c, 0.0);
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m.c3 = vec4(0.0, 0.0, 0.0, 1.0);
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m;
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}
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mat4_translate :: (tx: f32, ty: f32, tz: f32) -> Matrix44 {
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m : Matrix44 = ---;
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m.c0 = vec4(1.0, 0.0, 0.0, 0.0);
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m.c1 = vec4(0.0, 1.0, 0.0, 0.0);
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m.c2 = vec4(0.0, 0.0, 1.0, 0.0);
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m.c3 = vec4(tx, ty, tz, 1.0);
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m;
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}
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// ---- Main ----
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main :: () {
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SDL_Init(SDL_INIT_VIDEO);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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window := SDL_CreateWindow("sx GL cube", xx WIDTH, xx HEIGHT, SDL_WINDOW_OPENGL);
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gl_ctx := SDL_GL_CreateContext(window);
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SDL_GL_MakeCurrent(window, gl_ctx);
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SDL_GL_SetSwapInterval(1);
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load_gl(SDL_GL_GetProcAddress);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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print("create program: {}\n{}\n", VERT_SHADER_SRC, FRAG_SHADER_SRC);
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program := create_program(VERT_SHADER_SRC, FRAG_SHADER_SRC);
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glUseProgram(program);
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mvp_loc : s32 = glGetUniformLocation(program, "uMVP");
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light_loc : s32 = glGetUniformLocation(program, "uLightDir");
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wire_loc : s32 = glGetUniformLocation(program, "uWire");
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// Cube vertices: pos(vec4 w=1) + normal(vec4 w=0), 36 vertices × 2 vec4s = 72
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vertices : []Vector(4, f32) = .[
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// Front face (z = +0.5)
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.[-0.5, -0.5, 0.5, 1.0], vec4( 0.0, 0.0, 1.0, 0.0),
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vec4( 0.5, -0.5, 0.5, 1.0), vec4( 0.0, 0.0, 1.0, 0.0),
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vec4( 0.5, 0.5, 0.5, 1.0), vec4( 0.0, 0.0, 1.0, 0.0),
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vec4(-0.5, -0.5, 0.5, 1.0), vec4( 0.0, 0.0, 1.0, 0.0),
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vec4( 0.5, 0.5, 0.5, 1.0), vec4( 0.0, 0.0, 1.0, 0.0),
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vec4(-0.5, 0.5, 0.5, 1.0), vec4( 0.0, 0.0, 1.0, 0.0),
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// Back face (z = -0.5)
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vec4( 0.5, -0.5, -0.5, 1.0), vec4( 0.0, 0.0, -1.0, 0.0),
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vec4(-0.5, -0.5, -0.5, 1.0), vec4( 0.0, 0.0, -1.0, 0.0),
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vec4(-0.5, 0.5, -0.5, 1.0), vec4( 0.0, 0.0, -1.0, 0.0),
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vec4( 0.5, -0.5, -0.5, 1.0), vec4( 0.0, 0.0, -1.0, 0.0),
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vec4(-0.5, 0.5, -0.5, 1.0), vec4( 0.0, 0.0, -1.0, 0.0),
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vec4( 0.5, 0.5, -0.5, 1.0), vec4( 0.0, 0.0, -1.0, 0.0),
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// Top face (y = +0.5)
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vec4(-0.5, 0.5, 0.5, 1.0), vec4( 0.0, 1.0, 0.0, 0.0),
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vec4( 0.5, 0.5, 0.5, 1.0), vec4( 0.0, 1.0, 0.0, 0.0),
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vec4( 0.5, 0.5, -0.5, 1.0), vec4( 0.0, 1.0, 0.0, 0.0),
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vec4(-0.5, 0.5, 0.5, 1.0), vec4( 0.0, 1.0, 0.0, 0.0),
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vec4( 0.5, 0.5, -0.5, 1.0), vec4( 0.0, 1.0, 0.0, 0.0),
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vec4(-0.5, 0.5, -0.5, 1.0), vec4( 0.0, 1.0, 0.0, 0.0),
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// Bottom face (y = -0.5)
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vec4(-0.5, -0.5, -0.5, 1.0), vec4( 0.0, -1.0, 0.0, 0.0),
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vec4( 0.5, -0.5, -0.5, 1.0), vec4( 0.0, -1.0, 0.0, 0.0),
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vec4( 0.5, -0.5, 0.5, 1.0), vec4( 0.0, -1.0, 0.0, 0.0),
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vec4(-0.5, -0.5, -0.5, 1.0), vec4( 0.0, -1.0, 0.0, 0.0),
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vec4( 0.5, -0.5, 0.5, 1.0), vec4( 0.0, -1.0, 0.0, 0.0),
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vec4(-0.5, -0.5, 0.5, 1.0), vec4( 0.0, -1.0, 0.0, 0.0),
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// Right face (x = +0.5)
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vec4( 0.5, -0.5, 0.5, 1.0), vec4( 1.0, 0.0, 0.0, 0.0),
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vec4( 0.5, -0.5, -0.5, 1.0), vec4( 1.0, 0.0, 0.0, 0.0),
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vec4( 0.5, 0.5, -0.5, 1.0), vec4( 1.0, 0.0, 0.0, 0.0),
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vec4( 0.5, -0.5, 0.5, 1.0), vec4( 1.0, 0.0, 0.0, 0.0),
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vec4( 0.5, 0.5, -0.5, 1.0), vec4( 1.0, 0.0, 0.0, 0.0),
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vec4( 0.5, 0.5, 0.5, 1.0), vec4( 1.0, 0.0, 0.0, 0.0),
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// Left face (x = -0.5)
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vec4(-0.5, -0.5, -0.5, 1.0), vec4(-1.0, 0.0, 0.0, 0.0),
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vec4(-0.5, -0.5, 0.5, 1.0), vec4(-1.0, 0.0, 0.0, 0.0),
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vec4(-0.5, 0.5, 0.5, 1.0), vec4(-1.0, 0.0, 0.0, 0.0),
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vec4(-0.5, -0.5, -0.5, 1.0), vec4(-1.0, 0.0, 0.0, 0.0),
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vec4(-0.5, 0.5, 0.5, 1.0), vec4(-1.0, 0.0, 0.0, 0.0),
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vec4(-0.5, 0.5, -0.5, 1.0), vec4(-1.0, 0.0, 0.0, 0.0)
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];
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// Create VAO and VBO
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vao : u32 = 0;
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vbo : u32 = 0;
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glGenVertexArrays(1, vao);
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glGenBuffers(1, vbo);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, 1152, vertices.ptr, GL_STATIC_DRAW);
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// Position attribute (location 0): 3 floats, stride 32 bytes, offset 0
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glVertexAttribPointer(0, 3, GL_FLOAT, 0, 32, xx 0);
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glEnableVertexAttribArray(0);
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// Normal attribute (location 1): 3 floats, stride 32 bytes, offset 16
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glVertexAttribPointer(1, 3, GL_FLOAT, 0, 32, xx 16);
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glEnableVertexAttribArray(1);
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// Set light direction
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glUniform3f(light_loc, 0.5, 0.7, 1.0);
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glUniform1f(wire_loc, 0.0);
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// Render loop
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running := true;
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event : SDL_Event = .none;
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while running {
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while SDL_PollEvent(event) {
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if event == {
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case .quit: running = false;
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case .key_up: (e) {
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if e.key == {
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case .escape: running = false;
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//case .
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}
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}
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case .window_exposed: (e) {
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}
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case .key_down: (e) {
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k : u32 = xx e.key;
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print("ts={} wid={} sc={} key={}\n",
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e.timestamp, e.window_id, e.scancode, k);
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}
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}
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}
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// Compute rotation angle from time
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ticks := SDL_GetTicks();
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ms : f32 = xx ticks;
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angle := ms * 0.001;
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// Build matrices
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proj := mat4_perspective(PI / 4.0, WIDTH / HEIGHT, 0.1, 100.0);
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view := mat4_translate(0.0, 0.0, -3.0);
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rot_y := mat4_rotate_y(angle);
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rot_x := mat4_rotate_x(angle * 0.7);
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model := mat4_multiply(rot_y, rot_x);
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vm := mat4_multiply(view, model);
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mvp := mat4_multiply(proj, vm);
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glUniformMatrix4fv(mvp_loc, 1, 0, mvp.data);
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glClearColor(0.1, 0.1, 0.15, 1.0);
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glClear(GL_COLOR_BUFFER_BIT + GL_DEPTH_BUFFER_BIT);
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// Solid pass
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glUniform1f(wire_loc, 0.0);
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glBindVertexArray(vao);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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// Wireframe overlay
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glDepthFunc(GL_LEQUAL);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glLineWidth(2.0);
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glUniform1f(wire_loc, 1.0);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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// Restore
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glDepthFunc(GL_LESS);
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glUniform1f(wire_loc, 0.0);
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SDL_GL_SwapWindow(window);
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}
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SDL_GL_DestroyContext(gl_ctx);
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SDL_DestroyWindow(window);
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SDL_Quit();
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}
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VERT_SHADER_SRC : string = #string GLSL
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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uniform mat4 uMVP;
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out vec3 vNormal;
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out vec3 vPos;
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void main() {
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gl_Position = uMVP * vec4(aPos, 1.0);
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vNormal = aNormal;
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vPos = aPos;
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}
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GLSL;
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FRAG_SHADER_SRC : string = #string GLSL
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#version 330 core
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in vec3 vNormal;
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in vec3 vPos;
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out vec4 FragColor;
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uniform vec3 uLightDir;
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uniform float uWire;
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void main() {
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if (uWire > 0.5) {
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FragColor = vec4(0.05, 0.05, 0.05, 1.0);
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return;
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}
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vec3 n = normalize(vNormal);
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vec3 l = normalize(uLightDir);
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float diff = max(dot(n, l), 0.15);
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float cx = floor(vPos.x * 2.0 + 0.001);
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float cy = floor(vPos.y * 2.0 + 0.001);
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float cz = floor(vPos.z * 2.0 + 0.001);
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float check = mod(cx + cy + cz, 2.0);
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vec3 col1 = vec3(0.9, 0.5, 0.2);
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vec3 col2 = vec3(0.2, 0.6, 0.9);
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vec3 base = mix(col1, col2, check);
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FragColor = vec4(base * diff, 1.0);
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}
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GLSL; |