Circle that doesnt stretch

This commit is contained in:
nothke 2024-06-12 02:04:37 +02:00
parent 7c97adabbe
commit 27528c754c
4 changed files with 234 additions and 135 deletions

View File

@ -10,7 +10,8 @@ var pass_action: sg.PassAction = .{};
const state = struct {
var bind: sg.Bindings = .{};
var pip: sg.Pipeline = .{};
var vsParams: shader.FsParams = .{ .offset = .{ 0, 0, 0 } };
var vsParams: shader.VsParams = .{ .aspectRatio = 0.5 };
var fsParams: shader.FsParams = .{ .offset = .{ 0, 0, 0 } };
var indexCount: u16 = 0;
};
@ -24,7 +25,7 @@ export fn init() void {
std.log.info("Vertex buffers len: {}", .{state.bind.vertex_buffers.len});
const vertexCount = 8;
const vertexCount = 100;
const radius: f32 = 0.7;
const cX: f32 = 0;
@ -118,10 +119,13 @@ export fn frame() void {
col.g = @abs(@sin(timef()));
col.r = @abs(@cos(timef()));
state.vsParams.aspectRatio = sokol.app.heightf() / sokol.app.widthf();
sg.beginPass(.{ .action = pass_action, .swapchain = sokol.glue.swapchain() });
sg.applyPipeline(state.pip);
state.vsParams.offset[0] = col.r;
sg.applyUniforms(.FS, shader.SLOT_fs_params, sg.asRange(&state.vsParams));
state.fsParams.offset[0] = col.r;
sg.applyUniforms(.FS, shader.SLOT_fs_params, sg.asRange(&state.fsParams));
sg.applyUniforms(.VS, shader.SLOT_vs_params, sg.asRange(&state.vsParams));
sg.applyBindings(state.bind);
sg.draw(0, state.indexCount, 1);
sg.endPass();
@ -138,6 +142,7 @@ pub fn main() !void {
.cleanup_cb = cleanup,
.width = 800,
.height = 600,
.fullscreen = true,
.icon = .{ .sokol_default = true },
.window_title = "sokol hello",
.logger = .{ .func = sokol.log.func },

View File

@ -1,4 +1,8 @@
@vs vs
uniform vs_params {
float aspectRatio;
};
in vec4 position;
in vec4 color0;
@ -6,6 +10,7 @@ out vec4 color;
void main() {
gl_Position = position;
gl_Position.x *= aspectRatio;
color = color0;
}
@end

View File

@ -15,6 +15,9 @@ const sg = @import("sokol").gfx;
// Attributes:
// ATTR_vs_position => 0
// ATTR_vs_color0 => 1
// Uniform block 'vs_params':
// Zig struct: VsParams
// Bind slot: SLOT_vs_params => 0
// Fragment shader: fs
// Uniform block 'fs_params':
// Zig struct: FsParams
@ -22,7 +25,12 @@ const sg = @import("sokol").gfx;
//
pub const ATTR_vs_position = 0;
pub const ATTR_vs_color0 = 1;
pub const SLOT_vs_params = 0;
pub const SLOT_fs_params = 0;
pub const VsParams = extern struct {
aspectRatio: f32 align(16),
_pad_4: [12]u8 align(1) = undefined,
};
pub const FsParams = extern struct {
offset: [3]f32 align(16),
_pad_12: [4]u8 align(1) = undefined,
@ -30,6 +38,7 @@ pub const FsParams = extern struct {
//
// #version 410
//
// uniform vec4 vs_params[1];
// layout(location = 0) in vec4 position;
// layout(location = 0) out vec4 color;
// layout(location = 1) in vec4 color0;
@ -37,22 +46,27 @@ pub const FsParams = extern struct {
// void main()
// {
// gl_Position = position;
// gl_Position.x *= vs_params[0].x;
// color = color0;
// }
//
//
const vs_source_glsl410 = [194]u8 {
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const vs_source_glsl410 = [258]u8 {
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};
@ -86,6 +100,7 @@ const fs_source_glsl410 = [179]u8 {
//
// #version 300 es
//
// uniform vec4 vs_params[1];
// layout(location = 0) in vec4 position;
// out vec4 color;
// layout(location = 1) in vec4 color0;
@ -93,21 +108,26 @@ const fs_source_glsl410 = [179]u8 {
// void main()
// {
// gl_Position = position;
// gl_Position.x *= vs_params[0].x;
// color = color0;
// }
//
//
const vs_source_glsl300es = [176]u8 {
const vs_source_glsl300es = [240]u8 {
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};
@ -144,6 +164,12 @@ const fs_source_glsl300es = [225]u8 {
0x00,
};
//
// cbuffer vs_params : register(b0)
// {
// float _23_aspectRatio : packoffset(c0);
// };
//
//
// static float4 gl_Position;
// static float4 position;
// static float4 color;
@ -164,6 +190,7 @@ const fs_source_glsl300es = [225]u8 {
// void vert_main()
// {
// gl_Position = position;
// gl_Position.x *= _23_aspectRatio;
// color = color0;
// }
//
@ -178,48 +205,55 @@ const fs_source_glsl300es = [225]u8 {
// return stage_output;
// }
//
const vs_source_hlsl5 = [645]u8 {
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const vs_source_hlsl5 = [767]u8 {
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};
//
// cbuffer fs_params : register(b0)
@ -297,6 +331,11 @@ const fs_source_hlsl5 = [530]u8 {
//
// using namespace metal;
//
// struct vs_params
// {
// float aspectRatio;
// };
//
// struct main0_out
// {
// float4 color [[user(locn0)]];
@ -309,43 +348,52 @@ const fs_source_hlsl5 = [530]u8 {
// float4 color0 [[attribute(1)]];
// };
//
// vertex main0_out main0(main0_in in [[stage_in]])
// vertex main0_out main0(main0_in in [[stage_in]], constant vs_params& _23 [[buffer(0)]])
// {
// main0_out out = {};
// out.gl_Position = in.position;
// out.gl_Position.x *= _23.aspectRatio;
// out.color = in.color0;
// return out;
// }
//
//
const vs_source_metal_macos = [419]u8 {
const vs_source_metal_macos = [546]u8 {
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};
//
// #include <metal_stdlib>
@ -407,8 +455,15 @@ const fs_source_metal_macos = [411]u8 {
//
// diagnostic(off, derivative_uniformity);
//
// struct vs_params {
// /_ @offset(0) _/
// aspectRatio : f32,
// }
//
// var<private> position_1 : vec4f;
//
// @group(0) @binding(0) var<uniform> x_23 : vs_params;
//
// var<private> color : vec4f;
//
// var<private> color0 : vec4f;
@ -418,8 +473,11 @@ const fs_source_metal_macos = [411]u8 {
// fn main_1() {
// let x_18 : vec4f = position_1;
// gl_Position = x_18;
// let x_23 : vec4f = color0;
// color = x_23;
// let x_26 : f32 = x_23.aspectRatio;
// let x_30 : f32 = gl_Position.x;
// gl_Position.x = (x_30 * x_26);
// let x_35 : vec4f = color0;
// color = x_35;
// return;
// }
//
@ -439,46 +497,60 @@ const fs_source_metal_macos = [411]u8 {
// }
//
//
const vs_source_wgsl = [612]u8 {
const vs_source_wgsl = [832]u8 {
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};
//
// diagnostic(off, derivative_uniformity);
@ -559,6 +631,11 @@ pub fn triangleShaderDesc(backend: sg.Backend) sg.ShaderDesc {
desc.attrs[1].name = "color0";
desc.vs.source = &vs_source_glsl410;
desc.vs.entry = "main";
desc.vs.uniform_blocks[0].size = 16;
desc.vs.uniform_blocks[0].layout = .STD140;
desc.vs.uniform_blocks[0].uniforms[0].name = "vs_params";
desc.vs.uniform_blocks[0].uniforms[0].type = .FLOAT4;
desc.vs.uniform_blocks[0].uniforms[0].array_count = 1;
desc.fs.source = &fs_source_glsl410;
desc.fs.entry = "main";
desc.fs.uniform_blocks[0].size = 16;
@ -572,6 +649,11 @@ pub fn triangleShaderDesc(backend: sg.Backend) sg.ShaderDesc {
desc.attrs[1].name = "color0";
desc.vs.source = &vs_source_glsl300es;
desc.vs.entry = "main";
desc.vs.uniform_blocks[0].size = 16;
desc.vs.uniform_blocks[0].layout = .STD140;
desc.vs.uniform_blocks[0].uniforms[0].name = "vs_params";
desc.vs.uniform_blocks[0].uniforms[0].type = .FLOAT4;
desc.vs.uniform_blocks[0].uniforms[0].array_count = 1;
desc.fs.source = &fs_source_glsl300es;
desc.fs.entry = "main";
desc.fs.uniform_blocks[0].size = 16;
@ -588,6 +670,8 @@ pub fn triangleShaderDesc(backend: sg.Backend) sg.ShaderDesc {
desc.vs.source = &vs_source_hlsl5;
desc.vs.d3d11_target = "vs_5_0";
desc.vs.entry = "main";
desc.vs.uniform_blocks[0].size = 16;
desc.vs.uniform_blocks[0].layout = .STD140;
desc.fs.source = &fs_source_hlsl5;
desc.fs.d3d11_target = "ps_5_0";
desc.fs.entry = "main";
@ -597,6 +681,8 @@ pub fn triangleShaderDesc(backend: sg.Backend) sg.ShaderDesc {
.METAL_MACOS => {
desc.vs.source = &vs_source_metal_macos;
desc.vs.entry = "main0";
desc.vs.uniform_blocks[0].size = 16;
desc.vs.uniform_blocks[0].layout = .STD140;
desc.fs.source = &fs_source_metal_macos;
desc.fs.entry = "main0";
desc.fs.uniform_blocks[0].size = 16;
@ -605,6 +691,8 @@ pub fn triangleShaderDesc(backend: sg.Backend) sg.ShaderDesc {
.WGPU => {
desc.vs.source = &vs_source_wgsl;
desc.vs.entry = "main";
desc.vs.uniform_blocks[0].size = 16;
desc.vs.uniform_blocks[0].layout = .STD140;
desc.fs.source = &fs_source_wgsl;
desc.fs.entry = "main";
desc.fs.uniform_blocks[0].size = 16;

View File

@ -10,7 +10,8 @@ Today:
Draw a circle!:
✔ Draw indices instead of triangle elements @done(24-06-12 00:29)
☐ Quad
☐ Create a circle vertices
☐ Draw the circle
✔ Quad @done(24-06-12 00:40)
✔ Create a circle vertices @done(24-06-12 01:28)
✔ Draw the circle @done(24-06-12 01:28)
☐ Make the cirlce not stretch
☐ Make the circle move with uniforms