1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
package main
import "core:fmt"
import "core:math"
import gpu "../.."
import app "../../app"
import particles "../../particles"
MAX_TORCHES :: 4
MAX_COLUMNS :: 6
SHADOW_Y :: f32(0.006)
torch_positions := [MAX_TORCHES]gpu.Vec3{
{-3, 5.0, -3},
{ 3, 5.0, -3},
{-3, 5.0, 3},
{ 3, 5.0, 3},
}
column_positions := [MAX_COLUMNS]gpu.Vec3{
{-3, 0, -3},
{ 3, 0, -3},
{-3, 0, 3},
{ 3, 0, 3},
{-1, 0, 0},
{ 1, 0, 0},
}
frame_material :: proc(frame: ^gpu.Frame, color: gpu.Color, roughness: f32 = 0.7) -> gpu.Material_Handle {
return gpu.add_mesh_material(frame, {
color = color,
roughness = roughness,
reflectance = 0.35,
})
}
clamp01 :: proc(v: f32) -> f32 {
return max(0, min(1, v))
}
draw_column_shadow :: proc(frame: ^gpu.Frame, column: gpu.Vec3, flickers: [MAX_TORCHES]f32, sort_key: u64) {
best_index := -1
best_power: f32
for light, i in torch_positions {
dx := column.x - light.x
dz := column.z - light.z
dist := math.sqrt(dx * dx + dz * dz)
if dist < 0.001 {
continue
}
reach := clamp01(1 - dist / 8.0)
power := reach * flickers[i]
if power > best_power {
best_power = power
best_index = i
}
}
if best_index < 0 {
return
}
light := torch_positions[best_index]
dx := column.x - light.x
dz := column.z - light.z
dist := math.sqrt(dx * dx + dz * dz)
if dist < 0.001 {
return
}
dir_x := dx / dist
dir_z := dz / dist
right_x := -dir_z
right_z := dir_x
strength := clamp01(best_power / 2.4)
near_len: f32 = 0.18
far_len := 1.0 + 2.4 * strength
near_width := 0.34 + 0.22 * strength
far_width := 0.52 + 0.42 * strength
alpha := 0.08 + 0.18 * strength
start_x := column.x + dir_x * near_len
start_z := column.z + dir_z * near_len
end_x := column.x + dir_x * far_len
end_z := column.z + dir_z * far_len
_ = gpu.draw_quad_3d_frame(frame, {
corners = {
{start_x - right_x * near_width, SHADOW_Y, start_z - right_z * near_width},
{start_x + right_x * near_width, SHADOW_Y, start_z + right_z * near_width},
{end_x + right_x * far_width, SHADOW_Y, end_z + right_z * far_width},
{end_x - right_x * far_width, SHADOW_Y, end_z - right_z * far_width},
},
normal = {0, 1, 0},
color = {0, 0, 0, alpha},
sort_key = sort_key,
order = .Sortable,
})
}
main :: proc() {
state, ok := app.init_window(1024, 768, "GPU - Torches & Point Lights")
if !ok {
return
}
defer app.shutdown(&state)
camera := gpu.default_camera_3d()
camera.position = {6, 5, 8}
camera.target = {0, 1, 0}
fire_config := particles.default_config_3d()
fire_config.max_particles = 200
fire_config.emission_rate = 60
fire_config.direction = {0, 1, 0}
fire_config.gravity = {0, 2.0, 0}
fire_config.speed = {0.8, 2.0}
fire_config.spread = 25
fire_config.start_color = {1.0, 0.7, 0.1, 0.9}
fire_config.end_color = {0.8, 0.1, 0.0, 0.0}
fire_config.start_size = 0.35
fire_config.end_size = 0.05
fire_config.lifetime = {0.4, 1.0}
fire_systems: [MAX_TORCHES]particles.System_3D
for i in 0..<MAX_TORCHES {
system, system_ok := particles.init_3d(fire_config, u32(2463534242 + i * 101))
if !system_ok {
return
}
fire_systems[i] = system
}
defer for i in 0..<MAX_TORCHES {
particles.destroy_3d(&fire_systems[i])
}
time: f32 = 0
flickers: [MAX_TORCHES]f32
for !app.window_should_close(&state) {
dt := app.get_frame_time(&state)
time += dt
app.update_camera(&state, &camera, .ORBITAL)
for i in 0..<MAX_TORCHES {
flickers[i] = 1.5 + 0.6 * math.sin(time * 8.0 + f32(i) * 1.7) + 0.25 * math.sin(time * 13.0 + f32(i) * 3.1)
particles.update_3d(&fire_systems[i], torch_positions[i], dt)
}
frame := app.begin_frame(&state, {0.02, 0.02, 0.04, 1.0})
gpu.set_camera_3d(&frame, camera)
gpu.set_ambient_light_frame(&frame, {0.035, 0.028, 0.03, 1})
for i in 0..<MAX_TORCHES {
_ = gpu.add_light_frame(&frame, gpu.create_point_light(torch_positions[i], {1.0, 0.48, 0.12, 1}, flickers[i], 8.0))
}
ground_mat := frame_material(&frame, {0.42, 0.34, 0.28, 1.0}, 0.85)
column_mat := frame_material(&frame, {0.48, 0.43, 0.40, 1.0}, 0.75)
grid_mat := frame_material(&frame, {0.22, 0.20, 0.18, 1.0}, 0.9)
_ = gpu.draw_plane_frame(&frame, {center = {0, -0.01, 0}, size = {20, 20}, material = ground_mat})
for pos in column_positions {
_ = gpu.draw_cube_frame(&frame, {center = {pos.x, 2.5, pos.z}, size = {0.4, 5.0, 0.4}, material = column_mat})
}
_ = gpu.draw_grid_frame(&frame, {slices = 20, spacing = 1, material = grid_mat})
for pos, i in column_positions {
draw_column_shadow(&frame, pos, flickers, 100 + u64(i))
}
for i in 0..<MAX_TORCHES {
particles.draw_3d(&frame, &fire_systems[i])
}
fps_text := fmt.tprintf("FPS: %d", app.get_fps(&state))
_ = gpu.draw_rect(&frame, {x = 5, y = 5, width = 80, height = 20, color = {0, 0, 0, 0.5}, sort_key = 10_000})
gpu.draw_text_frame(&frame, {text = fps_text, x = 10, y = 9, color = gpu.WHITE, scale = 2, sort_key = 10_001})
_ = app.submit_frame(&state, &frame)
if app.is_key_pressed(&state, .Escape) {
break
}
}
}