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arraytex.c
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// #define SOKOL_GLCORE33
#define SOKOL_GLES3
// #define SOKOL_GLES2
#define SOKOL_IMPL
#include "main.h"
SDL_Window *window = NULL;
SDL_GLContext gl_ctx;
int active = 1;
typedef struct {
hmm_mat4 mvp;
hmm_vec2 offset0;
hmm_vec2 offset1;
hmm_vec2 offset2;
} params_t;
enum {
WIDTH = 800,
HEIGHT = 600,
IMG_LAYERS = 3,
IMG_WIDTH = 16,
IMG_HEIGHT = 16
};
#if __WINDOWS__
extern int __argc;
extern char **__argv;
int mainReal(int argc, char **argv);
// Based on Denis K response
// See: https://msdn.microsoft.com/library/dn727674.aspx
// This adds Windows specific entrypoint to clasic startpoint of your app:
// int __stdcall WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, char*, int nShowCmd)
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
return mainReal(__argc, __argv);
}
int mainReal(int argc, char **argv)
#else
int main(int argc, char **argv)
#endif
{
//compiles for me but doesn't run:
//GL version: OpenGL ES 3.0 Mesa 11.2.0
// array textures not supported by GL context
// nor does the webGL version work for me: https://floooh.github.io/sokol-html5/asmjs/arraytex-emsc.html
// maybe related: https://stackoverflow.com/questions/23539853/are-1d-textures-supported-in-webgl-yet
// yet the GFML demo works fine
Uint8 *keys;
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) < 0) {
printf("Unable to init SDL: %s\n", SDL_GetError());
return 1;
}
#ifdef SOKOL_GLES2
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#endif
#ifdef SOKOL_GLES3
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#endif // MOBILE //
#ifdef SOKOL_GLCORE33
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
#endif
SDL_GL_LoadLibrary( NULL );
printf(glGetString(GL_EXTENSIONS) );
window = SDL_CreateWindow(
"Sokol",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
WIDTH,
HEIGHT,
//SDL_WINDOW_OPENGL ||
SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN
);
/* Create our opengl context and attach it to our window */
gl_ctx = SDL_GL_CreateContext(window);
printf("GL version: %s", glGetString(GL_VERSION) );
/* This makes our buffer swap syncronized with the monitor's vertical refresh */
SDL_GL_SetSwapInterval(-1);
/* Clear our buffer with a red background */
glClearColor ( 1.0, 0.0, 0.0, 1.0 );
glClear ( GL_COLOR_BUFFER_BIT );
/* setup sokol_gfx */
sg_desc desc = {0};
sg_setup(&desc);
assert(sg_isvalid());
/* a 16x16 array texture with 3 layers and a checkerboard pattern */
static uint32_t pixels[IMG_LAYERS][IMG_HEIGHT][IMG_WIDTH];
for (int layer=0, even_odd=0; layer<IMG_LAYERS; layer++) {
for (int y = 0; y < IMG_HEIGHT; y++, even_odd++) {
for (int x = 0; x < IMG_WIDTH; x++, even_odd++) {
if (even_odd & 1) {
switch (layer) {
case 0: pixels[layer][y][x] = 0x000000FF; break;
case 1: pixels[layer][y][x] = 0x0000FF00; break;
case 2: pixels[layer][y][x] = 0x00FF0000; break;
}
}
else {
pixels[layer][y][x] = 0;
}
}
}
}
sg_image img = sg_make_image(&(sg_image_desc) {
.type = SG_IMAGETYPE_ARRAY,
.width = IMG_WIDTH,
.height = IMG_HEIGHT,
.layers = IMG_LAYERS,
.pixel_format = SG_PIXELFORMAT_RGBA8,
.min_filter = SG_FILTER_LINEAR,
.mag_filter = SG_FILTER_LINEAR,
.content.subimage[0][0] = {
.ptr = pixels,
.size = sizeof(pixels)
}
});
/* cube vertex buffer */
float vertices[] = {
/* pos uvs */
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f,
1.0f, -1.0f, -1.0f, 1.0f, 0.0f,
1.0f, 1.0f, -1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f,
1.0f, -1.0f, 1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f,
-1.0f, 1.0f, -1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 1.0f, 0.0f, 1.0f,
1.0f, -1.0f, -1.0f, 0.0f, 0.0f,
1.0f, 1.0f, -1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f, 0.0f, 1.0f,
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f,
-1.0f, -1.0f, 1.0f, 1.0f, 0.0f,
1.0f, -1.0f, 1.0f, 1.0f, 1.0f,
1.0f, -1.0f, -1.0f, 0.0f, 1.0f,
-1.0f, 1.0f, -1.0f, 0.0f, 0.0f,
-1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, -1.0f, 0.0f, 1.0f
};
sg_buffer vbuf = sg_make_buffer(&(sg_buffer_desc){
.size = sizeof(vertices),
.content = vertices,
});
/* create an index buffer for the cube */
uint16_t indices[] = {
0, 1, 2, 0, 2, 3,
6, 5, 4, 7, 6, 4,
8, 9, 10, 8, 10, 11,
14, 13, 12, 15, 14, 12,
16, 17, 18, 16, 18, 19,
22, 21, 20, 23, 22, 20
};
sg_buffer ibuf = sg_make_buffer(&(sg_buffer_desc){
.type = SG_BUFFERTYPE_INDEXBUFFER,
.size = sizeof(indices),
.content = indices,
});
/* shader to sample from array texture
sg_shader shd = sg_make_shader(&(sg_shader_desc){
.vs.uniform_blocks[0] = {
.size = sizeof(params_t),
.uniforms = {
[0] = { .name="mvp", .type=SG_UNIFORMTYPE_MAT4 },
[1] = { .name="offset0", .type=SG_UNIFORMTYPE_FLOAT2 },
[2] = { .name="offset1", .type=SG_UNIFORMTYPE_FLOAT2 },
[3] = { .name="offset2", .type=SG_UNIFORMTYPE_FLOAT2 }
}
},
.fs.images[0] = { .name="tex", .type=SG_IMAGETYPE_ARRAY },
.vs.source =
"#version 330\n"
"uniform mat4 mvp;\n"
"uniform vec2 offset0;\n"
"uniform vec2 offset1;\n"
"uniform vec2 offset2;\n"
"in vec4 position;\n"
"in vec2 texcoord0;\n"
"out vec3 uv0;\n"
"out vec3 uv1;\n"
"out vec3 uv2;\n"
"void main() {\n"
" gl_Position = mvp * position;\n"
" uv0 = vec3(texcoord0 + offset0, 0.0);\n"
" uv1 = vec3(texcoord0 + offset1, 1.0);\n"
" uv2 = vec3(texcoord0 + offset2, 2.0);\n"
"}\n",
.fs.source =
"#version 330\n"
"uniform sampler2DArray tex;\n"
"in vec3 uv0;\n"
"in vec3 uv1;\n"
"in vec3 uv2;\n"
"out vec4 frag_color;\n"
"void main() {\n"
" vec4 c0 = texture(tex, uv0);\n"
" vec4 c1 = texture(tex, uv1);\n"
" vec4 c2 = texture(tex, uv2);\n"
" frag_color = vec4(c0.xyz + c1.xyz + c2.xyz, 1.0);\n"
"}\n"
});
*/
sg_shader shd = sg_make_shader(&(sg_shader_desc){
.vs.uniform_blocks[0] = {
.size = sizeof(params_t),
.uniforms = {
[0] = { .name="mvp", .type=SG_UNIFORMTYPE_MAT4 },
[1] = { .name="offset0", .type=SG_UNIFORMTYPE_FLOAT2 },
[2] = { .name="offset1", .type=SG_UNIFORMTYPE_FLOAT2 },
[3] = { .name="offset2", .type=SG_UNIFORMTYPE_FLOAT2 }
}
},
.fs.images[0] = { .name="tex", .type=SG_IMAGETYPE_ARRAY },
.vs.source =
"#version 300 es\n"
"uniform mat4 mvp;\n"
"uniform vec2 offset0;\n"
"uniform vec2 offset1;\n"
"uniform vec2 offset2;\n"
"in vec4 position;\n"
"in vec2 texcoord0;\n"
"out vec3 uv0;\n"
"out vec3 uv1;\n"
"out vec3 uv2;\n"
"void main() {\n"
" gl_Position = mvp * position;\n"
" uv0 = vec3(texcoord0 + offset0, 0.0);\n"
" uv1 = vec3(texcoord0 + offset1, 1.0);\n"
" uv2 = vec3(texcoord0 + offset2, 2.0);\n"
"}\n",
.fs.source =
"#version 300 es\n"
"precision mediump float;\n"
"precision lowp sampler2DArray;\n"
"uniform sampler2DArray tex;\n"
"in vec3 uv0;\n"
"in vec3 uv1;\n"
"in vec3 uv2;\n"
"out vec4 frag_color;\n"
"void main() {\n"
" vec4 c0 = texture(tex, uv0);\n"
" vec4 c1 = texture(tex, uv1);\n"
" vec4 c2 = texture(tex, uv2);\n"
" frag_color = vec4(c0.xyz + c1.xyz + c2.xyz, 1.0);\n"
"}\n"
});
/* create pipeline object */
sg_pipeline pip = sg_make_pipeline(&(sg_pipeline_desc){
.vertex_layouts[0] = {
.stride = 20,
.attrs = {
[0] = { .name="position", .offset=0, .format=SG_VERTEXFORMAT_FLOAT3 },
[1] = { .name="texcoord0", .offset=12, .format=SG_VERTEXFORMAT_FLOAT2 }
}
},
.shader = shd,
.index_type = SG_INDEXTYPE_UINT16,
.depth_stencil = {
.depth_compare_func = SG_COMPAREFUNC_LESS_EQUAL,
.depth_write_enabled = true
},
.rasterizer.cull_mode = SG_CULLMODE_BACK
});
/* draw state */
sg_draw_state draw_state = {
.pipeline = pip,
.vertex_buffers[0] = vbuf,
.index_buffer = ibuf,
.fs_images[0] = img
};
/* default pass action */
sg_pass_action pass_action = {
.colors[0] = { .action=SG_ACTION_CLEAR, .val={0.0f, 0.0f, 0.0f, 1.0f} }
};
/* view-projection matrix */
hmm_mat4 proj = HMM_Perspective(60.0f, (float)WIDTH/(float)HEIGHT, 0.01f, 10.0f);
hmm_mat4 view = HMM_LookAt(HMM_Vec3(0.0f, 1.5f, 6.0f), HMM_Vec3(0.0f, 0.0f, 0.0f), HMM_Vec3(0.0f, 1.0f, 0.0f));
hmm_mat4 view_proj = HMM_MultiplyMat4(proj, view);
params_t vs_params;
float rx = 0.0f, ry = 0.0f;
int frame_index = 0;
SDL_Event sdl_event;
int cur_width, cur_height;
SDL_GetWindowSize(window, &cur_width, &cur_height);
const Uint8 *keyboard_state = SDL_GetKeyboardState(NULL);
/* draw loop */
while(active)
{
while( SDL_PollEvent( &sdl_event ) != 0 )
{
if( sdl_event.type == SDL_QUIT )
active = 0;
}
if ( keyboard_state[SDL_SCANCODE_ESCAPE ] || keyboard_state[SDL_QUIT ] )
{
active = 0;
}
/* rotated model matrix */
rx += 0.25f; ry += 0.5f;
hmm_mat4 rxm = HMM_Rotate(rx, HMM_Vec3(1.0f, 0.0f, 0.0f));
hmm_mat4 rym = HMM_Rotate(ry, HMM_Vec3(0.0f, 1.0f, 0.0f));
hmm_mat4 model = HMM_MultiplyMat4(rxm, rym);
/* model-view-projection matrix for vertex shader */
vs_params.mvp = HMM_MultiplyMat4(view_proj, model);
/* uv offsets */
float offset = (float)frame_index * 0.0001f;
vs_params.offset0 = HMM_Vec2(-offset, offset);
vs_params.offset1 = HMM_Vec2(offset, -offset);
vs_params.offset2 = HMM_Vec2(0.0f, 0.0f);
// int cur_width, cur_height;
//glfwGetFramebufferSize(w, &cur_width, &cur_height);
sg_begin_default_pass(&pass_action, cur_width, cur_height);
sg_apply_draw_state(&draw_state);
sg_apply_uniform_block(SG_SHADERSTAGE_VS, 0, &vs_params, sizeof(vs_params));
sg_draw(0, 36, 1);
sg_end_pass();
sg_commit();
//glfwSwapBuffers(w);
//glfwPollEvents();
frame_index++;
SDL_GL_SwapWindow(window);
// glfwSwapBuffers(w);
// glfwPollEvents();
}
/* cleanup */
//glfwTerminate();
sg_shutdown();
SDL_DestroyWindow(window);
SDL_Quit();
}