From 435b0d0c7b93ed0a3d453939d04b1d888124e16a Mon Sep 17 00:00:00 2001 From: Cameron Reikes Date: Thu, 9 Feb 2023 13:49:12 -0800 Subject: [PATCH] Image --- main.c | 47 +++++-- quad-sapp.glsl.h | 334 ++++++++++++++++++++++++++--------------------- quad.glsl | 17 ++- 3 files changed, 234 insertions(+), 164 deletions(-) diff --git a/main.c b/main.c index 6feec1f..bd5310e 100644 --- a/main.c +++ b/main.c @@ -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, }; } diff --git a/quad-sapp.glsl.h b/quad-sapp.glsl.h index 94d865d..530d87c 100644 --- a/quad-sapp.glsl.h +++ b/quad-sapp.glsl.h @@ -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 @@ -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] = { 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x33,0x33,0x30,0x0a,0x0a,0x6c,0x61, 0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20, - 0x30,0x29,0x20,0x69,0x6e,0x20,0x76,0x65,0x63,0x34,0x20,0x70,0x6f,0x73,0x69,0x74, - 0x69,0x6f,0x6e,0x3b,0x0a,0x6f,0x75,0x74,0x20,0x76,0x65,0x63,0x34,0x20,0x63,0x6f, - 0x6c,0x6f,0x72,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61, - 0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x31,0x29,0x20,0x69,0x6e,0x20,0x76,0x65,0x63, - 0x34,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x30,0x3b,0x0a,0x0a,0x76,0x6f,0x69,0x64,0x20, + 0x30,0x29,0x20,0x69,0x6e,0x20,0x76,0x65,0x63,0x32,0x20,0x70,0x6f,0x73,0x69,0x74, + 0x69,0x6f,0x6e,0x3b,0x0a,0x6f,0x75,0x74,0x20,0x76,0x65,0x63,0x32,0x20,0x75,0x76, + 0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f, + 0x6e,0x20,0x3d,0x20,0x31,0x29,0x20,0x69,0x6e,0x20,0x76,0x65,0x63,0x32,0x20,0x74, + 0x65,0x78,0x63,0x6f,0x6f,0x72,0x64,0x30,0x3b,0x0a,0x0a,0x76,0x6f,0x69,0x64,0x20, 0x6d,0x61,0x69,0x6e,0x28,0x29,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x67,0x6c,0x5f, - 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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] = { +static const char vs_source_hlsl5[728] = { 0x73,0x74,0x61,0x74,0x69,0x63,0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x20,0x67,0x6c, 0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x3b,0x0a,0x73,0x74,0x61,0x74,0x69, - 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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] = { - 0x73,0x74,0x61,0x74,0x69,0x63,0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x20,0x66,0x72, - 0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x73,0x74,0x61,0x74,0x69,0x63, - 0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x0a, - 0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x53,0x50,0x49,0x52,0x56,0x5f,0x43,0x72,0x6f, - 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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] = { 0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f, 0x73,0x74,0x64,0x6c,0x69,0x62,0x3e,0x0a,0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65, 0x20,0x3c,0x73,0x69,0x6d,0x64,0x2f,0x73,0x69,0x6d,0x64,0x2e,0x68,0x3e,0x0a,0x0a, 0x75,0x73,0x69,0x6e,0x67,0x20,0x6e,0x61,0x6d,0x65,0x73,0x70,0x61,0x63,0x65,0x20, 0x6d,0x65,0x74,0x61,0x6c,0x3b,0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x6d, 0x61,0x69,0x6e,0x30,0x5f,0x6f,0x75,0x74,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66, - 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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 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, 0x73,0x74,0x64,0x6c,0x69,0x62,0x3e,0x0a,0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65, 0x20,0x3c,0x73,0x69,0x6d,0x64,0x2f,0x73,0x69,0x6d,0x64,0x2e,0x68,0x3e,0x0a,0x0a, @@ -344,20 +366,25 @@ static const char fs_source_metal_macos[357] = { 0x6c,0x6f,0x61,0x74,0x34,0x20,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72, 0x20,0x5b,0x5b,0x63,0x6f,0x6c,0x6f,0x72,0x28,0x30,0x29,0x5d,0x5d,0x3b,0x0a,0x7d, 0x3b,0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x6d,0x61,0x69,0x6e,0x30,0x5f, - 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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; diff --git a/quad.glsl b/quad.glsl index 6825079..809e2ba 100644 --- a/quad.glsl +++ b/quad.glsl @@ -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