#define SOKOL_IMPL #if defined(WIN32) || defined(_WIN32) #define SOKOL_D3D11 #endif #include "sokol_app.h" #include "sokol_gfx.h" #include "sokol_time.h" #include "sokol_glue.h" #include "quad-sapp.glsl.h" #define STB_IMAGE_IMPLEMENTATION #include "stb_image.h" #include "HandMadeMath.h" #include // so can be grep'd and removed #define dbgprint(...) { printf("Debug | %s:%d | ", __FILE__, __LINE__); printf(__VA_ARGS__); } static struct { sg_pass_action pass_action; sg_pipeline pip; sg_bindings bind; } state; void init(void) { stm_setup(); sg_setup(&(sg_desc){ .context = sapp_sgcontext() }); // load the image state.bind.fs_images[SLOT_quad_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_NEAREST, .mag_filter = SG_FILTER_NEAREST, .data.subimage[0][0] = { .ptr = pixels, .size = (size_t)(png_width * png_height * 4), } }); stbi_image_free(pixels); } state.bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){ .usage = SG_USAGE_STREAM, //.data = SG_RANGE(vertices), .size = 1024, .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" }); /* a shader (use separate shader sources here */ sg_shader shd = sg_make_shader(quad_program_shader_desc(sg_query_backend())); /* a pipeline state object */ state.pip = sg_make_pipeline(&(sg_pipeline_desc){ .shader = shd, .index_type = SG_INDEXTYPE_UINT16, .layout = { .attrs = { [ATTR_quad_vs_position].format = SG_VERTEXFORMAT_FLOAT2, [ATTR_quad_vs_texcoord0].format = SG_VERTEXFORMAT_FLOAT2, } }, .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); } // points must be of length 4, and be in the order: upper left, upper right, lower right, lower left void draw_quad_tint_region(HMM_Vec2 *points, AABB image_region, Color tint) { float new_vertices[ (2 + 2)*4 ]; HMM_Vec2 tex_coords[4] = { HMM_V2(0.0, 0.0), HMM_V2(1.0, 0.0), HMM_V2(1.0, 1.0), HMM_V2(0.0, 1.0), }; for(int i = 0; i < 4; i++) { new_vertices[i*4] = points[i].X; new_vertices[i*4 + 1] = points[i].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; sg_apply_uniforms(SG_SHADERSTAGE_FS, SLOT_quad_fs_params, &SG_RANGE(params)); sg_draw(0, 6, 1); } double time = 0.0; uint64_t last_frame_time; void frame(void) { // 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), }; sg_begin_default_pass(&state.pass_action, sapp_width(), sapp_height()); sg_apply_pipeline(state.pip); sg_apply_bindings(&state.bind); int index = (int)floor(time/0.3); 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 = {0.0, 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; draw_quad_tint_region(points, (AABB){HMM_V2(params.upper_left[0], params.upper_left[1]), HMM_V2(params.lower_right[0], params.lower_right[1])}, col(1.0, 1.0, 1.0, 1.0)); 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(); } } } 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, .window_title = "RPGPT", .win32_console_attach = true, .icon.sokol_default = true, }; }