main
parent 435b0d0c7b
commit 6af9aa71a8

3
.gitignore vendored

@ -1,3 +1,6 @@
# debugging config
desktop.rdbg
# Prerequisites # Prerequisites
*.d *.d

@ -3,7 +3,7 @@
@REM https://learn.microsoft.com/en-us/cpp/build/reference/compiler-options-listed-by-category?view=msvc-170 @REM https://learn.microsoft.com/en-us/cpp/build/reference/compiler-options-listed-by-category?view=msvc-170
call shadergen.bat || goto :error call shadergen.bat || goto :error
cl /Ithirdparty /W3 /WX main.c || goto :error cl /Ithirdparty /W3 /Zi /WX main.c || goto :error
goto :EOF goto :EOF
:error :error

@ -4,11 +4,14 @@
#endif #endif
#include "sokol_app.h" #include "sokol_app.h"
#include "sokol_gfx.h" #include "sokol_gfx.h"
#include "sokol_time.h"
#include "sokol_glue.h" #include "sokol_glue.h"
#include "quad-sapp.glsl.h" #include "quad-sapp.glsl.h"
#define STB_IMAGE_IMPLEMENTATION #define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h" #include "stb_image.h"
#include <math.h>
static struct { static struct {
sg_pass_action pass_action; sg_pass_action pass_action;
sg_pipeline pip; sg_pipeline pip;
@ -16,14 +19,14 @@ static struct {
} state; } state;
void init(void) { void init(void) {
stm_setup();
sg_setup(&(sg_desc){ sg_setup(&(sg_desc){
.context = sapp_sgcontext() .context = sapp_sgcontext()
}); });
// load the image // load the image
state.bind.fs_images[SLOT_tex] = sg_alloc_image(); state.bind.fs_images[SLOT_quad_tex] = sg_alloc_image();
int png_width, png_height, num_channels; int png_width, png_height, num_channels;
const int desired_channels = 4; const int desired_channels = 4;
stbi_uc* pixels = stbi_load( stbi_uc* pixels = stbi_load(
@ -35,8 +38,8 @@ void init(void) {
.width = png_width, .width = png_width,
.height = png_height, .height = png_height,
.pixel_format = SG_PIXELFORMAT_RGBA8, .pixel_format = SG_PIXELFORMAT_RGBA8,
.min_filter = SG_FILTER_LINEAR, .min_filter = SG_FILTER_NEAREST,
.mag_filter = SG_FILTER_LINEAR, .mag_filter = SG_FILTER_NEAREST,
.data.subimage[0][0] = { .data.subimage[0][0] = {
.ptr = pixels, .ptr = pixels,
.size = (size_t)(png_width * png_height * 4), .size = (size_t)(png_width * png_height * 4),
@ -68,7 +71,7 @@ void init(void) {
/* a shader (use separate shader sources here */ /* a shader (use separate shader sources here */
sg_shader shd = sg_make_shader(quad_shader_desc(sg_query_backend())); sg_shader shd = sg_make_shader(quad_program_shader_desc(sg_query_backend()));
/* a pipeline state object */ /* a pipeline state object */
state.pip = sg_make_pipeline(&(sg_pipeline_desc){ state.pip = sg_make_pipeline(&(sg_pipeline_desc){
@ -76,8 +79,8 @@ void init(void) {
.index_type = SG_INDEXTYPE_UINT16, .index_type = SG_INDEXTYPE_UINT16,
.layout = { .layout = {
.attrs = { .attrs = {
[ATTR_vs_position].format = SG_VERTEXFORMAT_FLOAT2, [ATTR_quad_vs_position].format = SG_VERTEXFORMAT_FLOAT2,
[ATTR_vs_texcoord0].format = SG_VERTEXFORMAT_FLOAT2, [ATTR_quad_vs_texcoord0].format = SG_VERTEXFORMAT_FLOAT2,
} }
}, },
.label = "quad-pipeline" .label = "quad-pipeline"
@ -89,10 +92,44 @@ void init(void) {
}; };
} }
double time = 0.0;
uint64_t last_frame_time;
void frame(void) { void frame(void) {
// time
{
double dt = stm_sec(stm_diff(stm_now(), last_frame_time));
time += dt;
last_frame_time = stm_now();
}
sg_begin_default_pass(&state.pass_action, sapp_width(), sapp_height()); sg_begin_default_pass(&state.pass_action, sapp_width(), sapp_height());
sg_apply_pipeline(state.pip); sg_apply_pipeline(state.pip);
sg_apply_bindings(&state.bind); sg_apply_bindings(&state.bind);
int index = (int)floor(time/0.3);
// need to compute upper_left and lower_right still or nothing will display
sg_image img = state.bind.fs_images[0];
sg_image_info info = sg_query_image_info(img);
quad_fs_params_t params = {
.tint = {1.0, 1.0, 1.0, 1.0},
.upper_left = {0.5, 0.0},
.lower_right = {1.0, 1.0},
};
int cell_size = 110;
assert(info.width % cell_size == 0);
int upper_left = (index % (info.width/cell_size)) * cell_size;
params.upper_left[0] = (float)upper_left;
params.lower_right[0] = params.upper_left[0] + (float)cell_size;
params.lower_right[1] = (float)cell_size;
// transform from pixels to uv space
params.upper_left[0] /= (float)info.width;
params.lower_right[0] /= (float)info.width;
params.upper_left[1] /= (float)info.height;
params.lower_right[1] /= (float)info.height;
sg_apply_uniforms(SG_SHADERSTAGE_FS, SLOT_quad_fs_params, &SG_RANGE(params));
sg_draw(0, 6, 1); sg_draw(0, 6, 1);
sg_end_pass(); sg_end_pass();
sg_commit(); sg_commit();

@ -8,37 +8,49 @@
Overview: Overview:
Shader program 'quad': Shader program 'program':
Get shader desc: quad_shader_desc(sg_query_backend()); Get shader desc: quad_program_shader_desc(sg_query_backend());
Vertex shader: vs Vertex shader: vs
Attribute slots: Attribute slots:
ATTR_vs_position = 0 ATTR_quad_vs_position = 0
ATTR_vs_texcoord0 = 1 ATTR_quad_vs_texcoord0 = 1
Fragment shader: fs Fragment shader: fs
Uniform block 'fs_params':
C struct: quad_fs_params_t
Bind slot: SLOT_quad_fs_params = 0
Image 'tex': Image 'tex':
Type: SG_IMAGETYPE_2D Type: SG_IMAGETYPE_2D
Component Type: SG_SAMPLERTYPE_FLOAT Component Type: SG_SAMPLERTYPE_FLOAT
Bind slot: SLOT_tex = 0 Bind slot: SLOT_quad_tex = 0
Shader descriptor structs: Shader descriptor structs:
sg_shader quad = sg_make_shader(quad_shader_desc(sg_query_backend())); sg_shader program = sg_make_shader(quad_program_shader_desc(sg_query_backend()));
Vertex attribute locations for vertex shader 'vs': Vertex attribute locations for vertex shader 'vs':
sg_pipeline pip = sg_make_pipeline(&(sg_pipeline_desc){ sg_pipeline pip = sg_make_pipeline(&(sg_pipeline_desc){
.layout = { .layout = {
.attrs = { .attrs = {
[ATTR_vs_position] = { ... }, [ATTR_quad_vs_position] = { ... },
[ATTR_vs_texcoord0] = { ... }, [ATTR_quad_vs_texcoord0] = { ... },
}, },
}, },
...}); ...});
Image bind slots, use as index in sg_bindings.vs_images[] or .fs_images[] Image bind slots, use as index in sg_bindings.vs_images[] or .fs_images[]
SLOT_tex = 0; SLOT_quad_tex = 0;
Bind slot and C-struct for uniform block 'fs_params':
quad_fs_params_t fs_params = {
.tint = ...;
.upper_left = ...;
.lower_right = ...;
};
sg_apply_uniforms(SG_SHADERSTAGE_[VS|FS], SLOT_quad_fs_params, &SG_RANGE(fs_params));
*/ */
#include <stdint.h> #include <stdint.h>
@ -52,9 +64,17 @@
#define SOKOL_SHDC_ALIGN(a) __attribute__((aligned(a))) #define SOKOL_SHDC_ALIGN(a) __attribute__((aligned(a)))
#endif #endif
#endif #endif
#define ATTR_vs_position (0) #define ATTR_quad_vs_position (0)
#define ATTR_vs_texcoord0 (1) #define ATTR_quad_vs_texcoord0 (1)
#define SLOT_tex (0) #define SLOT_quad_tex (0)
#define SLOT_quad_fs_params (0)
#pragma pack(push,1)
SOKOL_SHDC_ALIGN(16) typedef struct quad_fs_params_t {
float tint[4];
float upper_left[2];
float lower_right[2];
} quad_fs_params_t;
#pragma pack(pop)
/* /*
#version 330 #version 330
@ -69,7 +89,7 @@
} }
*/ */
static const char vs_source_glsl330[189] = { static const char quad_vs_source_glsl330[189] = {
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@ -86,28 +106,37 @@ static const char vs_source_glsl330[189] = {
/* /*
#version 330 #version 330
uniform vec4 fs_params[2];
uniform sampler2D tex; uniform sampler2D tex;
layout(location = 0) out vec4 frag_color;
in vec2 uv; in vec2 uv;
layout(location = 0) out vec4 frag_color;
void main() void main()
{ {
frag_color = texture(tex, uv); frag_color = texture(tex, vec2(mix(fs_params[1].x, fs_params[1].z, uv.x), mix(fs_params[1].y, fs_params[1].w, uv.y))) * fs_params[0];
} }
*/ */
static const char fs_source_glsl330[146] = { static const char quad_fs_source_glsl330[276] = {
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}; };
/* /*
static float4 gl_Position; static float4 gl_Position;
@ -147,7 +176,7 @@ static const char fs_source_glsl330[146] = {
return stage_output; return stage_output;
} }
*/ */
static const char vs_source_hlsl5[728] = { static const char quad_vs_source_hlsl5[728] = {
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@ -196,11 +225,18 @@ static const char vs_source_hlsl5[728] = {
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}; };
/* /*
cbuffer fs_params : register(b0)
{
float4 _15_tint : packoffset(c0);
float2 _15_upper_left : packoffset(c1);
float2 _15_lower_right : packoffset(c1.z);
};
Texture2D<float4> tex : register(t0); Texture2D<float4> tex : register(t0);
SamplerState _tex_sampler : register(s0); SamplerState _tex_sampler : register(s0);
static float4 frag_color;
static float2 uv; static float2 uv;
static float4 frag_color;
struct SPIRV_Cross_Input struct SPIRV_Cross_Input
{ {
@ -212,11 +248,12 @@ static const char vs_source_hlsl5[728] = {
float4 frag_color : SV_Target0; float4 frag_color : SV_Target0;
}; };
#line 13 "quad.glsl" #line 18 "quad.glsl"
void frag_main() void frag_main()
{ {
#line 13 "quad.glsl" #line 18 "quad.glsl"
frag_color = tex.Sample(_tex_sampler, uv); #line 19 "quad.glsl"
frag_color = tex.Sample(_tex_sampler, float2(lerp(_15_upper_left.x, _15_lower_right.x, uv.x), lerp(_15_upper_left.y, _15_lower_right.y, uv.y))) * _15_tint;
} }
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
@ -228,43 +265,62 @@ static const char vs_source_hlsl5[728] = {
return stage_output; return stage_output;
} }
*/ */
static const char fs_source_hlsl5[569] = { static const char quad_fs_source_hlsl5[871] = {
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}; };
/* /*
#include <metal_stdlib> #include <metal_stdlib>
@ -296,7 +352,7 @@ static const char fs_source_hlsl5[569] = {
} }
*/ */
static const char vs_source_metal_macos[500] = { static const char quad_vs_source_metal_macos[500] = {
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@ -336,6 +392,13 @@ static const char vs_source_metal_macos[500] = {
using namespace metal; using namespace metal;
struct fs_params
{
float4 tint;
float2 upper_left;
float2 lower_right;
};
struct main0_out struct main0_out
{ {
float4 frag_color [[color(0)]]; float4 frag_color [[color(0)]];
@ -346,50 +409,68 @@ static const char vs_source_metal_macos[500] = {
float2 uv [[user(locn0)]]; float2 uv [[user(locn0)]];
}; };
#line 13 "quad.glsl" #line 18 "quad.glsl"
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[texture(0)]], sampler texSmplr [[sampler(0)]]) fragment main0_out main0(main0_in in [[stage_in]], constant fs_params& _15 [[buffer(0)]], texture2d<float> tex [[texture(0)]], sampler texSmplr [[sampler(0)]])
{ {
main0_out out = {}; main0_out out = {};
#line 13 "quad.glsl" #line 18 "quad.glsl"
out.frag_color = tex.sample(texSmplr, in.uv); #line 19 "quad.glsl"
out.frag_color = tex.sample(texSmplr, float2(mix(_15.upper_left.x, _15.lower_right.x, in.uv.x), mix(_15.upper_left.y, _15.lower_right.y, in.uv.y))) * _15.tint;
return out; return out;
} }
*/ */
static const char fs_source_metal_macos[443] = { static const char quad_fs_source_metal_macos[704] = {
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}; };
#if !defined(SOKOL_GFX_INCLUDED) #if !defined(SOKOL_GFX_INCLUDED)
#error "Please include sokol_gfx.h before quad-sapp.glsl.h" #error "Please include sokol_gfx.h before quad-sapp.glsl.h"
#endif #endif
static inline const sg_shader_desc* quad_shader_desc(sg_backend backend) { static inline const sg_shader_desc* quad_program_shader_desc(sg_backend backend) {
if (backend == SG_BACKEND_GLCORE33) { if (backend == SG_BACKEND_GLCORE33) {
static sg_shader_desc desc; static sg_shader_desc desc;
static bool valid; static bool valid;
@ -397,14 +478,19 @@ static inline const sg_shader_desc* quad_shader_desc(sg_backend backend) {
valid = true; valid = true;
desc.attrs[0].name = "position"; desc.attrs[0].name = "position";
desc.attrs[1].name = "texcoord0"; desc.attrs[1].name = "texcoord0";
desc.vs.source = vs_source_glsl330; desc.vs.source = quad_vs_source_glsl330;
desc.vs.entry = "main"; desc.vs.entry = "main";
desc.fs.source = fs_source_glsl330; desc.fs.source = quad_fs_source_glsl330;
desc.fs.entry = "main"; desc.fs.entry = "main";
desc.fs.uniform_blocks[0].size = 32;
desc.fs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140;
desc.fs.uniform_blocks[0].uniforms[0].name = "fs_params";
desc.fs.uniform_blocks[0].uniforms[0].type = SG_UNIFORMTYPE_FLOAT4;
desc.fs.uniform_blocks[0].uniforms[0].array_count = 2;
desc.fs.images[0].name = "tex"; desc.fs.images[0].name = "tex";
desc.fs.images[0].image_type = SG_IMAGETYPE_2D; desc.fs.images[0].image_type = SG_IMAGETYPE_2D;
desc.fs.images[0].sampler_type = SG_SAMPLERTYPE_FLOAT; desc.fs.images[0].sampler_type = SG_SAMPLERTYPE_FLOAT;
desc.label = "quad_shader"; desc.label = "quad_program_shader";
} }
return &desc; return &desc;
} }
@ -417,16 +503,18 @@ static inline const sg_shader_desc* quad_shader_desc(sg_backend backend) {
desc.attrs[0].sem_index = 0; desc.attrs[0].sem_index = 0;
desc.attrs[1].sem_name = "TEXCOORD"; desc.attrs[1].sem_name = "TEXCOORD";
desc.attrs[1].sem_index = 1; desc.attrs[1].sem_index = 1;
desc.vs.source = vs_source_hlsl5; desc.vs.source = quad_vs_source_hlsl5;
desc.vs.d3d11_target = "vs_5_0"; desc.vs.d3d11_target = "vs_5_0";
desc.vs.entry = "main"; desc.vs.entry = "main";
desc.fs.source = fs_source_hlsl5; desc.fs.source = quad_fs_source_hlsl5;
desc.fs.d3d11_target = "ps_5_0"; desc.fs.d3d11_target = "ps_5_0";
desc.fs.entry = "main"; desc.fs.entry = "main";
desc.fs.uniform_blocks[0].size = 32;
desc.fs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140;
desc.fs.images[0].name = "tex"; desc.fs.images[0].name = "tex";
desc.fs.images[0].image_type = SG_IMAGETYPE_2D; desc.fs.images[0].image_type = SG_IMAGETYPE_2D;
desc.fs.images[0].sampler_type = SG_SAMPLERTYPE_FLOAT; desc.fs.images[0].sampler_type = SG_SAMPLERTYPE_FLOAT;
desc.label = "quad_shader"; desc.label = "quad_program_shader";
} }
return &desc; return &desc;
} }
@ -435,14 +523,16 @@ static inline const sg_shader_desc* quad_shader_desc(sg_backend backend) {
static bool valid; static bool valid;
if (!valid) { if (!valid) {
valid = true; valid = true;
desc.vs.source = vs_source_metal_macos; desc.vs.source = quad_vs_source_metal_macos;
desc.vs.entry = "main0"; desc.vs.entry = "main0";
desc.fs.source = fs_source_metal_macos; desc.fs.source = quad_fs_source_metal_macos;
desc.fs.entry = "main0"; desc.fs.entry = "main0";
desc.fs.uniform_blocks[0].size = 32;
desc.fs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140;
desc.fs.images[0].name = "tex"; desc.fs.images[0].name = "tex";
desc.fs.images[0].image_type = SG_IMAGETYPE_2D; desc.fs.images[0].image_type = SG_IMAGETYPE_2D;
desc.fs.images[0].sampler_type = SG_SAMPLERTYPE_FLOAT; desc.fs.images[0].sampler_type = SG_SAMPLERTYPE_FLOAT;
desc.label = "quad_shader"; desc.label = "quad_program_shader";
} }
return &desc; return &desc;
} }

@ -1,4 +1,5 @@
/* quad vertex shader */ @module quad
@vs vs @vs vs
in vec2 position; in vec2 position;
in vec2 texcoord0; in vec2 texcoord0;
@ -10,18 +11,22 @@ void main() {
} }
@end @end
/* quad fragment shader */
@fs fs @fs fs
uniform sampler2D tex; uniform sampler2D tex;
uniform fs_params {
vec4 tint;
vec2 upper_left;
vec2 lower_right;
};
in vec2 uv; in vec2 uv;
out vec4 frag_color; out vec4 frag_color;
void main() { void main() {
frag_color = texture(tex, uv); vec2 actual_position = vec2(mix(upper_left.x, lower_right.x, uv.x), mix(upper_left.y, lower_right.y, uv.y));
frag_color = texture(tex, actual_position) * tint;
} }
@end @end
/* quad shader program */ @program program vs fs
@program quad vs fs

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