main
parent 2f48c9d51a
commit 435b0d0c7b

@ -6,6 +6,8 @@
#include "sokol_gfx.h"
#include "sokol_glue.h"
#include "quad-sapp.glsl.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
static struct {
sg_pass_action pass_action;
@ -13,18 +15,43 @@ static struct {
sg_bindings bind;
} state;
void init(void) {
sg_setup(&(sg_desc){
.context = sapp_sgcontext()
});
// load the image
state.bind.fs_images[SLOT_tex] = sg_alloc_image();
int png_width, png_height, num_channels;
const int desired_channels = 4;
stbi_uc* pixels = stbi_load(
"assets/merchant.png",
&png_width, &png_height,
&num_channels, 0);
if (pixels) {
sg_init_image(state.bind.fs_images[0], &(sg_image_desc){
.width = png_width,
.height = png_height,
.pixel_format = SG_PIXELFORMAT_RGBA8,
.min_filter = SG_FILTER_LINEAR,
.mag_filter = SG_FILTER_LINEAR,
.data.subimage[0][0] = {
.ptr = pixels,
.size = (size_t)(png_width * png_height * 4),
}
});
stbi_image_free(pixels);
}
/* a vertex buffer */
float vertices[] = {
// positions colors
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f,
// positions texcoords
-0.5f, 0.5f, 0.0f, 0.0f,
0.5f, 0.5f, 1.0f, 0.0f,
0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, -0.5f, 0.0f, 1.0f,
};
state.bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
.data = SG_RANGE(vertices),
@ -39,6 +66,7 @@ void init(void) {
.label = "quad-indices"
});
/* a shader (use separate shader sources here */
sg_shader shd = sg_make_shader(quad_shader_desc(sg_query_backend()));
@ -48,8 +76,8 @@ void init(void) {
.index_type = SG_INDEXTYPE_UINT16,
.layout = {
.attrs = {
[ATTR_vs_position].format = SG_VERTEXFORMAT_FLOAT3,
[ATTR_vs_color0].format = SG_VERTEXFORMAT_FLOAT4
[ATTR_vs_position].format = SG_VERTEXFORMAT_FLOAT2,
[ATTR_vs_texcoord0].format = SG_VERTEXFORMAT_FLOAT2,
}
},
.label = "quad-pipeline"
@ -92,7 +120,10 @@ sapp_desc sokol_main(int argc, char* argv[]) {
.width = 800,
.height = 600,
.gl_force_gles2 = true,
.window_title = "Quad (sokol-app)",
.window_title = "RPGPT",
.win32_console_attach = true,
.icon.sokol_default = true,
};
}

@ -13,8 +13,12 @@
Vertex shader: vs
Attribute slots:
ATTR_vs_position = 0
ATTR_vs_color0 = 1
ATTR_vs_texcoord0 = 1
Fragment shader: fs
Image 'tex':
Type: SG_IMAGETYPE_2D
Component Type: SG_SAMPLERTYPE_FLOAT
Bind slot: SLOT_tex = 0
Shader descriptor structs:
@ -27,13 +31,14 @@
.layout = {
.attrs = {
[ATTR_vs_position] = { ... },
[ATTR_vs_color0] = { ... },
[ATTR_vs_texcoord0] = { ... },
},
},
...});
Image bind slots, use as index in sg_bindings.vs_images[] or .fs_images[]
SLOT_tex = 0;
*/
#include <stdint.h>
@ -48,71 +53,77 @@
#endif
#endif
#define ATTR_vs_position (0)
#define ATTR_vs_color0 (1)
#define ATTR_vs_texcoord0 (1)
#define SLOT_tex (0)
/*
#version 330
layout(location = 0) in vec4 position;
out vec4 color;
layout(location = 1) in vec4 color0;
layout(location = 0) in vec2 position;
out vec2 uv;
layout(location = 1) in vec2 texcoord0;
void main()
{
gl_Position = position;
color = color0;
gl_Position = vec4(position, 0.0, 1.0);
uv = texcoord0;
}
*/
static const char vs_source_glsl330[173] = {
static const char vs_source_glsl330[189] = {
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};
/*
#version 330
uniform sampler2D tex;
layout(location = 0) out vec4 frag_color;
in vec4 color;
in vec2 uv;
void main()
{
frag_color = color;
frag_color = texture(tex, uv);
}
*/
static const char fs_source_glsl330[114] = {
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static const char fs_source_glsl330[146] = {
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};
/*
static float4 gl_Position;
static float4 position;
static float4 color;
static float4 color0;
static float2 position;
static float2 uv;
static float2 texcoord0;
struct SPIRV_Cross_Input
{
float4 position : TEXCOORD0;
float4 color0 : TEXCOORD1;
float2 position : TEXCOORD0;
float2 texcoord0 : TEXCOORD1;
};
struct SPIRV_Cross_Output
{
float4 color : TEXCOORD0;
float2 uv : TEXCOORD0;
float4 gl_Position : SV_Position;
};
@ -120,38 +131,38 @@ static const char fs_source_glsl330[114] = {
void vert_main()
{
#line 11 "quad.glsl"
gl_Position = position;
gl_Position = float4(position, 0.0f, 1.0f);
#line 12 "quad.glsl"
color = color0;
uv = texcoord0;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
position = stage_input.position;
color0 = stage_input.color0;
texcoord0 = stage_input.texcoord0;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.color = color;
stage_output.uv = uv;
return stage_output;
}
*/
static const char vs_source_hlsl5[708] = {
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};
/*
Texture2D<float4> tex : register(t0);
SamplerState _tex_sampler : register(s0);
static float4 frag_color;
static float4 color;
static float2 uv;
struct SPIRV_Cross_Input
{
float4 color : TEXCOORD0;
float2 uv : TEXCOORD0;
};
struct SPIRV_Cross_Output
@ -197,53 +212,59 @@ static const char vs_source_hlsl5[708] = {
float4 frag_color : SV_Target0;
};
#line 10 "quad.glsl"
#line 13 "quad.glsl"
void frag_main()
{
#line 10 "quad.glsl"
frag_color = color;
#line 13 "quad.glsl"
frag_color = tex.Sample(_tex_sampler, uv);
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
color = stage_input.color;
uv = stage_input.uv;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.frag_color = frag_color;
return stage_output;
}
*/
static const char fs_source_hlsl5[477] = {
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static const char fs_source_hlsl5[569] = {
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};
/*
#include <metal_stdlib>
@ -253,14 +274,14 @@ static const char fs_source_hlsl5[477] = {
struct main0_out
{
float4 color [[user(locn0)]];
float2 uv [[user(locn0)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float4 position [[attribute(0)]];
float4 color0 [[attribute(1)]];
float2 position [[attribute(0)]];
float2 texcoord0 [[attribute(1)]];
};
#line 11 "quad.glsl"
@ -268,29 +289,29 @@ static const char fs_source_hlsl5[477] = {
{
main0_out out = {};
#line 11 "quad.glsl"
out.gl_Position = in.position;
out.gl_Position = float4(in.position, 0.0, 1.0);
#line 12 "quad.glsl"
out.color = in.color0;
out.uv = in.texcoord0;
return out;
}
*/
static const char vs_source_metal_macos[482] = {
static const char vs_source_metal_macos[500] = {
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@ -301,12 +322,13 @@ static const char vs_source_metal_macos[482] = {
0x3d,0x20,0x7b,0x7d,0x3b,0x0a,0x23,0x6c,0x69,0x6e,0x65,0x20,0x31,0x31,0x20,0x22,
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0x7d,0x0a,0x0a,0x00,
};
/*
#include <metal_stdlib>
@ -321,20 +343,20 @@ static const char vs_source_metal_macos[482] = {
struct main0_in
{
float4 color [[user(locn0)]];
float2 uv [[user(locn0)]];
};
#line 10 "quad.glsl"
fragment main0_out main0(main0_in in [[stage_in]])
#line 13 "quad.glsl"
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[texture(0)]], sampler texSmplr [[sampler(0)]])
{
main0_out out = {};
#line 10 "quad.glsl"
out.frag_color = in.color;
#line 13 "quad.glsl"
out.frag_color = tex.sample(texSmplr, in.uv);
return out;
}
*/
static const char fs_source_metal_macos[357] = {
static const char fs_source_metal_macos[443] = {
0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f,
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@ -344,20 +366,25 @@ static const char fs_source_metal_macos[357] = {
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};
#if !defined(SOKOL_GFX_INCLUDED)
#error "Please include sokol_gfx.h before quad-sapp.glsl.h"
@ -369,11 +396,14 @@ static inline const sg_shader_desc* quad_shader_desc(sg_backend backend) {
if (!valid) {
valid = true;
desc.attrs[0].name = "position";
desc.attrs[1].name = "color0";
desc.attrs[1].name = "texcoord0";
desc.vs.source = vs_source_glsl330;
desc.vs.entry = "main";
desc.fs.source = fs_source_glsl330;
desc.fs.entry = "main";
desc.fs.images[0].name = "tex";
desc.fs.images[0].image_type = SG_IMAGETYPE_2D;
desc.fs.images[0].sampler_type = SG_SAMPLERTYPE_FLOAT;
desc.label = "quad_shader";
}
return &desc;
@ -393,6 +423,9 @@ static inline const sg_shader_desc* quad_shader_desc(sg_backend backend) {
desc.fs.source = fs_source_hlsl5;
desc.fs.d3d11_target = "ps_5_0";
desc.fs.entry = "main";
desc.fs.images[0].name = "tex";
desc.fs.images[0].image_type = SG_IMAGETYPE_2D;
desc.fs.images[0].sampler_type = SG_SAMPLERTYPE_FLOAT;
desc.label = "quad_shader";
}
return &desc;
@ -406,6 +439,9 @@ static inline const sg_shader_desc* quad_shader_desc(sg_backend backend) {
desc.vs.entry = "main0";
desc.fs.source = fs_source_metal_macos;
desc.fs.entry = "main0";
desc.fs.images[0].name = "tex";
desc.fs.images[0].image_type = SG_IMAGETYPE_2D;
desc.fs.images[0].sampler_type = SG_SAMPLERTYPE_FLOAT;
desc.label = "quad_shader";
}
return &desc;

@ -1,22 +1,25 @@
/* quad vertex shader */
@vs vs
in vec4 position;
in vec4 color0;
out vec4 color;
in vec2 position;
in vec2 texcoord0;
out vec2 uv;
void main() {
gl_Position = position;
color = color0;
gl_Position = vec4(position, 0.0, 1.0);
uv = texcoord0;
}
@end
/* quad fragment shader */
@fs fs
in vec4 color;
uniform sampler2D tex;
in vec2 uv;
out vec4 frag_color;
void main() {
frag_color = color;
frag_color = texture(tex, uv);
}
@end

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