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248 lines
7.1 KiB
C

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#define SOKOL_IMPL
#if defined(WIN32) || defined(_WIN32)
#define SOKOL_D3D11
#endif
#include "sokol_app.h"
#include "sokol_gfx.h"
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#include "sokol_time.h"
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#include "sokol_glue.h"
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#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include "HandMadeMath.h"
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#include <math.h>
sg_image load_image(const char *path) {
sg_image to_return = {0};
int png_width, png_height, num_channels;
const int desired_channels = 4;
stbi_uc* pixels = stbi_load(
path,
&png_width, &png_height,
&num_channels, 0);
assert(pixels);
to_return = sg_make_image(&(sg_image_desc){
.width = png_width,
.height = png_height,
.pixel_format = SG_PIXELFORMAT_RGBA8,
.min_filter = SG_FILTER_NEAREST,
.mag_filter = SG_FILTER_NEAREST,
.data.subimage[0][0] = {
.ptr = pixels,
.size = (size_t)(png_width * png_height * 4),
}
});
stbi_image_free(pixels);
return to_return;
}
#include "quad-sapp.glsl.h"
#include "assets.gen.c"
// so can be grep'd and removed
#define dbgprint(...) { printf("Debug | %s:%d | ", __FILE__, __LINE__); printf(__VA_ARGS__); }
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static struct {
sg_pass_action pass_action;
sg_pipeline pip;
sg_bindings bind;
} state;
void init(void) {
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stm_setup();
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sg_setup(&(sg_desc){
.context = sapp_sgcontext()
});
load_assets();
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state.bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
.usage = SG_USAGE_STREAM,
//.data = SG_RANGE(vertices),
.size = 1024,
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.label = "quad-vertices"
});
/* an index buffer with 2 triangles */
uint16_t indices[] = { 0, 1, 2, 0, 2, 3 };
state.bind.index_buffer = sg_make_buffer(&(sg_buffer_desc){
.type = SG_BUFFERTYPE_INDEXBUFFER,
.data = SG_RANGE(indices),
.label = "quad-indices"
});
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/* a shader (use separate shader sources here */
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sg_shader shd = sg_make_shader(quad_program_shader_desc(sg_query_backend()));
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/* a pipeline state object */
state.pip = sg_make_pipeline(&(sg_pipeline_desc){
.shader = shd,
.index_type = SG_INDEXTYPE_UINT16,
.layout = {
.attrs = {
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[ATTR_quad_vs_position].format = SG_VERTEXFORMAT_FLOAT2,
[ATTR_quad_vs_texcoord0].format = SG_VERTEXFORMAT_FLOAT2,
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}
},
.label = "quad-pipeline"
});
/* default pass action */
state.pass_action = (sg_pass_action) {
.colors[0] = { .action=SG_ACTION_CLEAR, .value={0.0f, 0.0f, 0.0f, 1.0f } }
};
}
typedef struct AABB {
HMM_Vec2 upper_left;
HMM_Vec2 lower_right;
} AABB;
typedef HMM_Vec4 Color;
Color col(float r, float g, float b, float a) {
return HMM_V4(r, g, b, a);
}
HMM_Vec2 screen_size() {
return HMM_V2((float)sapp_width(), (float)sapp_height());
}
// points must be of length 4, and be in the order: upper left, upper right, lower right, lower left
// the points are in pixels in screen space
void draw_quad_all_parameters(HMM_Vec2 *points, sg_image image, AABB image_region, Color tint) {
float new_vertices[ (2 + 2)*4 ];
HMM_Vec2 region_size = HMM_SubV2(image_region.lower_right, image_region.upper_left);
assert(region_size.X > 0.0);
assert(region_size.Y > 0.0);
HMM_Vec2 tex_coords[4] = {
HMM_AddV2(image_region.upper_left, HMM_V2(0.0, 0.0)),
HMM_AddV2(image_region.upper_left, HMM_V2(region_size.X, 0.0)),
HMM_AddV2(image_region.upper_left, HMM_V2(region_size.X, region_size.Y)),
HMM_AddV2(image_region.upper_left, HMM_V2(0.0, region_size.Y)),
};
// convert to uv space
sg_image_info info = sg_query_image_info(image);
for(int i = 0; i < 4; i++) {
tex_coords[i] = HMM_DivV2(tex_coords[i], HMM_V2((float)info.width, (float)info.height));
}
for(int i = 0; i < 4; i++) {
HMM_Vec2 zero_to_one = HMM_DivV2(points[i], screen_size());
HMM_Vec2 in_clip_space = HMM_SubV2(HMM_MulV2F(zero_to_one, 2.0), HMM_V2(1.0, 1.0));
new_vertices[i*4] = in_clip_space.X;
new_vertices[i*4 + 1] = in_clip_space.Y;
new_vertices[i*4 + 2] = tex_coords[i].X;
new_vertices[i*4 + 3] = tex_coords[i].Y;
}
state.bind.vertex_buffer_offsets[0] = sg_append_buffer(state.bind.vertex_buffers[0], &SG_RANGE(new_vertices));
quad_fs_params_t params = {0};
params.tint[0] = tint.R;
params.tint[1] = tint.G;
params.tint[2] = tint.B;
params.tint[3] = tint.A;
params.upper_left[0] = image_region.upper_left.X;
params.upper_left[1] = image_region.upper_left.Y;
params.lower_right[0] = image_region.lower_right.X;
params.lower_right[1] = image_region.lower_right.Y;
state.bind.fs_images[SLOT_quad_tex] = image;
sg_apply_bindings(&state.bind);
sg_apply_uniforms(SG_SHADERSTAGE_FS, SLOT_quad_fs_params, &SG_RANGE(params));
sg_draw(0, 6, 1);
}
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double time = 0.0;
uint64_t last_frame_time;
HMM_Vec2 mouse_pos; // in screen space
#ifdef DEVTOOLS
bool mouse_frozen = false;
#endif
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void frame(void) {
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// time
{
double dt = stm_sec(stm_diff(stm_now(), last_frame_time));
time += dt;
last_frame_time = stm_now();
}
/*HMM_Vec2 points[] = {
HMM_V2(-0.5f, 0.5f),
HMM_V2(0.5f, 0.5f),
HMM_V2(0.5f, -0.5f),
HMM_V2(-0.5f, -0.5f),
};*/
float size = 200.0;
HMM_Vec2 points[] = {
HMM_V2(0.0, 0.0),
HMM_V2(size, 0.0),
HMM_V2(size, -size),
HMM_V2(0.0, -size),
};
for(int i = 0; i < 4; i ++) {
points[i] = HMM_AddV2(points[i], mouse_pos);
}
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sg_begin_default_pass(&state.pass_action, sapp_width(), sapp_height());
sg_apply_pipeline(state.pip);
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int index = (int)floor(time/0.3);
sg_image_info info = sg_query_image_info(image_merchant);
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int cell_size = 110;
assert(info.width % cell_size == 0);
AABB region;
region.upper_left = HMM_V2( (float)((index % (info.width/cell_size)) * cell_size), 0.0);
region.lower_right = HMM_V2(region.upper_left.X + (float)cell_size, (float)cell_size);
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draw_quad_all_parameters(points, image_merchant, region, col(1.0, 1.0, 1.0, 1.0));
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sg_end_pass();
sg_commit();
}
void cleanup(void) {
sg_shutdown();
}
void event(const sapp_event *e) {
if(e->type == SAPP_EVENTTYPE_KEY_DOWN) {
if(e->key_code == SAPP_KEYCODE_ESCAPE) {
sapp_quit();
}
#ifdef DEVTOOLS
if(e->key_code == SAPP_KEYCODE_T) {
mouse_frozen = !mouse_frozen;
}
#endif
}
if(e->type == SAPP_EVENTTYPE_MOUSE_MOVE) {
bool ignore_movement = false;
#ifdef DEVTOOLS
if(mouse_frozen) ignore_movement = true;
#endif
if(!ignore_movement) mouse_pos = HMM_V2(e->mouse_x, (float)sapp_height() - e->mouse_y);
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}
}
sapp_desc sokol_main(int argc, char* argv[]) {
(void)argc; (void)argv;
return (sapp_desc){
.init_cb = init,
.frame_cb = frame,
.cleanup_cb = cleanup,
.event_cb = event,
.width = 800,
.height = 600,
.gl_force_gles2 = true,
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.window_title = "RPGPT",
.win32_console_attach = true,
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.icon.sokol_default = true,
};
}