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11 Commits

Author SHA1 Message Date
nothke
af559317fb Added readme 2024-06-12 12:24:26 +02:00
nothke
27528c754c Circle that doesnt stretch 2024-06-12 02:04:37 +02:00
nothke
7c97adabbe Colorful circle 2024-06-12 01:26:06 +02:00
nothke
64c94fd1b8 Circle! (black and 8 sided) 2024-06-12 01:18:22 +02:00
nothke
5ecc42ab89 Drawing a quad 2024-06-12 00:43:10 +02:00
nothke
d8f5c9bb61 Stream: Now doing indexed rendering 2024-06-12 00:29:16 +02:00
nothke
c4c104538b 2 triangles with different uniforms 2024-06-11 23:42:03 +02:00
nothke
114cc1b057 Two triangles with changing uniforms 2024-06-11 20:46:57 +02:00
nothke
d268a6e8f6 Merge branch 'uniforms' 2024-06-11 20:43:57 +02:00
nothke
e2a9053866 Uniforms and compiling shaders with a script 2024-06-11 20:43:41 +02:00
nothke
b4fc2b48d5 Two triangles 2024-06-11 15:03:05 +02:00
6 changed files with 812 additions and 9 deletions

1
compile_shaders.bat Normal file
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@ -0,0 +1 @@
sokol-shdc -i src/shaders/triangle.glsl -o src/shaders/triangle2.glsl.zig -l glsl410:metal_macos:hlsl5:glsl300es:wgsl -f sokol_zig

3
readme.md Normal file
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@ -0,0 +1,3 @@
A little learning playground of [sokol](https://github.com/floooh/sokol) in [zig](https://ziglang.org/). Started on the gamejam at Decentrala, 9th June 2024.
To build, you need to have zig master. Then just `zig build run` and that should be it!

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@ -3,13 +3,16 @@ const sokol = @import("sokol");
const sg = sokol.gfx;
const shader = @import("shaders/triangle.glsl.zig");
const shader = @import("shaders/triangle2.glsl.zig");
var pass_action: sg.PassAction = .{};
const state = struct {
var bind: sg.Bindings = .{};
var pip: sg.Pipeline = .{};
var vsParams: shader.VsParams = .{ .aspectRatio = 0.5 };
var fsParams: shader.FsParams = .{ .offset = .{ 0, 0, 0 } };
var indexCount: u16 = 0;
};
export fn init() void {
@ -22,16 +25,75 @@ export fn init() void {
std.log.info("Vertex buffers len: {}", .{state.bind.vertex_buffers.len});
const vertexCount = 100;
const radius: f32 = 0.7;
const cX: f32 = 0;
const cY: f32 = 0;
const attributesCount = 7;
var triangleVerts = std.mem.zeroes([vertexCount * attributesCount]f32);
const angleDiff: f32 = 1 / @as(f32, @floatFromInt(vertexCount));
var pcg = std.Random.Pcg.init(123);
const rand = pcg.random();
for (0..vertexCount) |i| {
const pi: f32 = @floatCast(std.math.pi);
const angle: f32 = @as(f32, @floatFromInt(i)) * angleDiff * pi * 2;
const x = radius * @cos(angle) + cX;
const y = radius * @sin(angle) + cY;
const si = i * attributesCount;
triangleVerts[si + 0] = x;
triangleVerts[si + 1] = y;
triangleVerts[si + 2] = 0.5;
triangleVerts[si + 3] = rand.float(f32);
triangleVerts[si + 4] = rand.float(f32);
triangleVerts[si + 5] = rand.float(f32);
triangleVerts[si + 6] = 1;
}
// var triangleVerts = [_]f32{
// // positions colors
// 0.0, 0.5, 0.5, 1.0, 0.0, 0.0, 1.0,
// 0.5, -0.5, 0.5, 0.0, 1.0, 0.0, 1.0,
// -0.5, -0.5, 0.5, 0.0, 0.0, 1.0, 1.0,
// 0.7, 0.5, 0.5, 0.0, 1.0, 0.0, 1.0,
// };
state.bind.vertex_buffers[0] = sg.makeBuffer(.{
.data = sg.asRange(&[_]f32{
// positions colors
0.0, 0.5, 0.5, 1.0, 0.0, 0.0, 1.0,
0.5, -0.5, 0.5, 0.0, 1.0, 0.0, 1.0,
-0.5, -0.5, 0.5, 0.0, 0.0, 1.0, 1.0,
}),
.data = sg.asRange(&triangleVerts),
});
const trisCount = vertexCount - 2;
var indexBuffer: [trisCount * 3]u16 = undefined;
state.indexCount = indexBuffer.len;
// const indexBuffer = [_]u16{
// 0, 1, 2,
// 0, 2, 3,
// };
for (0..trisCount) |tri| {
const triu: u16 = @intCast(tri);
indexBuffer[tri * 3 + 0] = 0;
indexBuffer[tri * 3 + 1] = triu + 1;
indexBuffer[tri * 3 + 2] = triu + 2;
}
state.bind.index_buffer = sg.makeBuffer(.{
.type = .INDEXBUFFER,
.data = sg.asRange(&indexBuffer),
});
var pip_desc: sg.PipelineDesc = .{
.index_type = .UINT16,
.shader = sg.makeShader(shader.triangleShaderDesc(sg.queryBackend())),
};
@ -57,11 +119,17 @@ 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.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, 3, 1);
sg.draw(0, state.indexCount, 1);
sg.endPass();
sg.commit();
}
@ -74,6 +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;
@ -6,16 +10,21 @@ out vec4 color;
void main() {
gl_Position = position;
gl_Position.x *= aspectRatio;
color = color0;
}
@end
@fs fs
uniform fs_params {
vec3 offset;
};
in vec4 color;
out vec4 frag_color;
void main() {
frag_color = color;
frag_color = color * offset.r;
}
@end

View File

@ -0,0 +1,704 @@
const sg = @import("sokol").gfx;
//
// #version:1# (machine generated, don't edit!)
//
// Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
//
// Cmdline:
// sokol-shdc -i src/shaders/triangle.glsl -o src/shaders/triangle2.glsl.zig -l glsl410:metal_macos:hlsl5:glsl300es:wgsl -f sokol_zig
//
// Overview:
// =========
// Shader program: 'triangle':
// Get shader desc: shd.triangleShaderDesc(sg.queryBackend());
// Vertex shader: vs
// 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
// Bind slot: SLOT_fs_params => 0
//
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,
};
//
// #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;
//
// void main()
// {
// gl_Position = position;
// gl_Position.x *= vs_params[0].x;
// color = color0;
// }
//
//
const vs_source_glsl410 = [258]u8 {
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};
//
// #version 410
//
// uniform vec4 fs_params[1];
// layout(location = 0) out vec4 frag_color;
// layout(location = 0) in vec4 color;
//
// void main()
// {
// frag_color = color * fs_params[0].x;
// }
//
//
const fs_source_glsl410 = [179]u8 {
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};
//
// #version 300 es
//
// uniform vec4 vs_params[1];
// layout(location = 0) in vec4 position;
// out vec4 color;
// layout(location = 1) in vec4 color0;
//
// void main()
// {
// gl_Position = position;
// gl_Position.x *= vs_params[0].x;
// color = color0;
// }
//
//
const vs_source_glsl300es = [240]u8 {
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};
//
// #version 300 es
// precision mediump float;
// precision highp int;
//
// uniform highp vec4 fs_params[1];
// layout(location = 0) out highp vec4 frag_color;
// in highp vec4 color;
//
// void main()
// {
// frag_color = color * fs_params[0].x;
// }
//
//
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};
//
// cbuffer vs_params : register(b0)
// {
// float _23_aspectRatio : packoffset(c0);
// };
//
//
// static float4 gl_Position;
// static float4 position;
// static float4 color;
// static float4 color0;
//
// struct SPIRV_Cross_Input
// {
// float4 position : TEXCOORD0;
// float4 color0 : TEXCOORD1;
// };
//
// struct SPIRV_Cross_Output
// {
// float4 color : TEXCOORD0;
// float4 gl_Position : SV_Position;
// };
//
// void vert_main()
// {
// gl_Position = position;
// gl_Position.x *= _23_aspectRatio;
// color = color0;
// }
//
// SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
// {
// position = stage_input.position;
// color0 = stage_input.color0;
// vert_main();
// SPIRV_Cross_Output stage_output;
// stage_output.gl_Position = gl_Position;
// stage_output.color = color;
// return stage_output;
// }
//
const vs_source_hlsl5 = [767]u8 {
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};
//
// cbuffer fs_params : register(b0)
// {
// float3 _16_offset : packoffset(c0);
// };
//
//
// static float4 frag_color;
// static float4 color;
//
// struct SPIRV_Cross_Input
// {
// float4 color : TEXCOORD0;
// };
//
// struct SPIRV_Cross_Output
// {
// float4 frag_color : SV_Target0;
// };
//
// void frag_main()
// {
// frag_color = color * _16_offset.x;
// }
//
// SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
// {
// color = stage_input.color;
// frag_main();
// SPIRV_Cross_Output stage_output;
// stage_output.frag_color = frag_color;
// return stage_output;
// }
//
const fs_source_hlsl5 = [530]u8 {
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};
//
// #include <metal_stdlib>
// #include <simd/simd.h>
//
// using namespace metal;
//
// struct vs_params
// {
// float aspectRatio;
// };
//
// struct main0_out
// {
// float4 color [[user(locn0)]];
// float4 gl_Position [[position]];
// };
//
// struct main0_in
// {
// float4 position [[attribute(0)]];
// float4 color0 [[attribute(1)]];
// };
//
// 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 = [546]u8 {
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};
//
// #include <metal_stdlib>
// #include <simd/simd.h>
//
// using namespace metal;
//
// struct fs_params
// {
// float3 offset;
// };
//
// struct main0_out
// {
// float4 frag_color [[color(0)]];
// };
//
// struct main0_in
// {
// float4 color [[user(locn0)]];
// };
//
// fragment main0_out main0(main0_in in [[stage_in]], constant fs_params& _16 [[buffer(0)]])
// {
// main0_out out = {};
// out.frag_color = in.color * _16.offset.x;
// return out;
// }
//
//
const fs_source_metal_macos = [411]u8 {
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};
//
// 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;
//
// var<private> gl_Position : vec4f;
//
// fn main_1() {
// let x_18 : vec4f = position_1;
// gl_Position = x_18;
// 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;
// }
//
// struct main_out {
// @builtin(position)
// gl_Position : vec4f,
// @location(0)
// color_1 : vec4f,
// }
//
// @vertex
// fn main(@location(0) position_1_param : vec4f, @location(1) color0_param : vec4f) -> main_out {
// position_1 = position_1_param;
// color0 = color0_param;
// main_1();
// return main_out(gl_Position, color);
// }
//
//
const vs_source_wgsl = [832]u8 {
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};
//
// diagnostic(off, derivative_uniformity);
//
// struct fs_params {
// /_ @offset(0) _/
// offset : vec3f,
// }
//
// var<private> frag_color : vec4f;
//
// var<private> color : vec4f;
//
// @group(0) @binding(4) var<uniform> x_16 : fs_params;
//
// fn main_1() {
// let x_12 : vec4f = color;
// let x_23 : f32 = x_16.offset.x;
// frag_color = (x_12 * x_23);
// return;
// }
//
// struct main_out {
// @location(0)
// frag_color_1 : vec4f,
// }
//
// @fragment
// fn main(@location(0) color_param : vec4f) -> main_out {
// color = color_param;
// main_1();
// return main_out(frag_color);
// }
//
//
const fs_source_wgsl = [532]u8 {
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0x7d,0x0a,0x0a,0x00,
};
pub fn triangleShaderDesc(backend: sg.Backend) sg.ShaderDesc {
var desc: sg.ShaderDesc = .{};
desc.label = "triangle_shader";
switch (backend) {
.GLCORE => {
desc.attrs[0].name = "position";
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;
desc.fs.uniform_blocks[0].layout = .STD140;
desc.fs.uniform_blocks[0].uniforms[0].name = "fs_params";
desc.fs.uniform_blocks[0].uniforms[0].type = .FLOAT4;
desc.fs.uniform_blocks[0].uniforms[0].array_count = 1;
},
.GLES3 => {
desc.attrs[0].name = "position";
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;
desc.fs.uniform_blocks[0].layout = .STD140;
desc.fs.uniform_blocks[0].uniforms[0].name = "fs_params";
desc.fs.uniform_blocks[0].uniforms[0].type = .FLOAT4;
desc.fs.uniform_blocks[0].uniforms[0].array_count = 1;
},
.D3D11 => {
desc.attrs[0].sem_name = "TEXCOORD";
desc.attrs[0].sem_index = 0;
desc.attrs[1].sem_name = "TEXCOORD";
desc.attrs[1].sem_index = 1;
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";
desc.fs.uniform_blocks[0].size = 16;
desc.fs.uniform_blocks[0].layout = .STD140;
},
.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;
desc.fs.uniform_blocks[0].layout = .STD140;
},
.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;
desc.fs.uniform_blocks[0].layout = .STD140;
},
else => {},
}
return desc;
}

17
todo.todo Normal file
View File

@ -0,0 +1,17 @@
What are we doing here?:
☐ using sokol in zig
☐ part of a gamejam
Today:
☐ Guide through the code
Draw a circle!:
✔ Draw indices instead of triangle elements @done(24-06-12 00:29)
✔ 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