| 1 | #include "sokol.h" | 
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| 2 |  | 
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| 3 | static struct | 
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| 4 | { | 
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| 5 | sg_draw_state draw_state; | 
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| 6 | int fb_width; | 
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| 7 | int fb_height; | 
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| 8 | int fb_aspect_scale_x; | 
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| 9 | int fb_aspect_scale_y; | 
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| 10 |  | 
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| 11 | bool integer_scale; | 
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| 12 | bool portrait_top_align; | 
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| 13 | } sokol_gfx; | 
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| 14 |  | 
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| 15 | #if defined(SOKOL_GLCORE33) | 
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| 16 | static const char* gfx_vs_src = | 
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| 17 | "#version 330\n" | 
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| 18 | "in vec2 in_pos;\n" | 
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| 19 | "in vec2 in_uv;\n" | 
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| 20 | "out vec2 uv;\n" | 
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| 21 | "void main() {\n" | 
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| 22 | "  gl_Position = vec4(in_pos*2.0-1.0, 0.5, 1.0);\n" | 
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| 23 | "  uv = in_uv;\n" | 
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| 24 | "}\n"; | 
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| 25 | static const char* gfx_fs_src = | 
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| 26 | "#version 330\n" | 
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| 27 | "uniform sampler2D tex;\n" | 
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| 28 | "in vec2 uv;\n" | 
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| 29 | "out vec4 frag_color;\n" | 
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| 30 | "void main() {\n" | 
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| 31 | "  frag_color = texture(tex, uv);\n" | 
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| 32 | "}\n"; | 
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| 33 | #elif defined(SOKOL_GLES2) | 
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| 34 | static const char* gfx_vs_src = | 
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| 35 | "attribute vec2 in_pos;\n" | 
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| 36 | "attribute vec2 in_uv;\n" | 
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| 37 | "varying vec2 uv;\n" | 
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| 38 | "void main() {\n" | 
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| 39 | "  gl_Position = vec4(in_pos*2.0-1.0, 0.5, 1.0);\n" | 
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| 40 | "  uv = in_uv;\n" | 
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| 41 | "}\n"; | 
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| 42 | static const char* gfx_fs_src = | 
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| 43 | "precision mediump float;\n" | 
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| 44 | "uniform sampler2D tex;" | 
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| 45 | "varying vec2 uv;\n" | 
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| 46 | "void main() {\n" | 
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| 47 | "  gl_FragColor = texture2D(tex, uv);\n" | 
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| 48 | "}\n"; | 
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| 49 | #elif defined(SOKOL_METAL) | 
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| 50 | static const char* gfx_vs_src = | 
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| 51 | "#include <metal_stdlib>\n" | 
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| 52 | "using namespace metal;\n" | 
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| 53 | "struct vs_in {\n" | 
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| 54 | "  float2 pos [[attribute(0)]];\n" | 
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| 55 | "  float2 uv [[attribute(1)]];\n" | 
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| 56 | "};\n" | 
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| 57 | "struct vs_out {\n" | 
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| 58 | "  float4 pos [[position]];\n" | 
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| 59 | "  float2 uv;\n" | 
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| 60 | "};\n" | 
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| 61 | "vertex vs_out _main(vs_in in [[stage_in]]) {\n" | 
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| 62 | "  vs_out out;\n" | 
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| 63 | "  out.pos = float4(in.pos*2.0-1.0, 0.5, 1.0);\n" | 
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| 64 | "  out.uv = in.uv;\n" | 
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| 65 | "  return out;\n" | 
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| 66 | "}\n"; | 
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| 67 | static const char* gfx_fs_src = | 
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| 68 | "#include <metal_stdlib>\n" | 
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| 69 | "using namespace metal;\n" | 
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| 70 | "struct fs_in {\n" | 
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| 71 | "  float2 uv;\n" | 
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| 72 | "};\n" | 
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| 73 | "fragment float4 _main(fs_in in [[stage_in]], texture2d<float> tex [[texture(0)]], sampler smp [[sampler(0)]]) {\n" | 
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| 74 | "  return tex.sample(smp, in.uv);\n" | 
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| 75 | "}\n"; | 
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| 76 | #elif defined(SOKOL_D3D11) | 
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| 77 | static const char* gfx_vs_src = | 
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| 78 | "struct vs_in {\n" | 
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| 79 | "  float2 pos: POS;\n" | 
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| 80 | "  float2 uv:  UV;\n" | 
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| 81 | "};\n" | 
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| 82 | "struct vs_out {\n" | 
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| 83 | "  float2 uv: TEXCOORD0;\n" | 
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| 84 | "  float4 pos: SV_Position;\n" | 
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| 85 | "};\n" | 
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| 86 | "vs_out main(vs_in inp) {\n" | 
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| 87 | "  vs_out outp;\n" | 
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| 88 | "  outp.pos = float4(inp.pos*2.0-1.0, 0.5, 1.0);\n" | 
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| 89 | "  outp.uv = inp.uv;\n" | 
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| 90 | "  return outp;\n" | 
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| 91 | "}\n"; | 
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| 92 | static const char* gfx_fs_src = | 
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| 93 | "Texture2D<float4> tex: register(t0);\n" | 
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| 94 | "sampler smp: register(s0);\n" | 
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| 95 | "float4 main(float2 uv: TEXCOORD0): SV_Target0 {\n" | 
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| 96 | "  return tex.Sample(smp, uv);\n" | 
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| 97 | "}\n"; | 
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| 98 | #endif | 
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| 99 |  | 
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| 100 | void sokol_gfx_init(int w, int h, int sx, int sy, bool integer_scale, bool portrait_top_align) { | 
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| 101 | sokol_gfx.fb_width = w; | 
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| 102 | sokol_gfx.fb_height = h; | 
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| 103 | sokol_gfx.fb_aspect_scale_x = sx; | 
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| 104 | sokol_gfx.fb_aspect_scale_y = sy; | 
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| 105 | sokol_gfx.integer_scale = integer_scale; | 
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| 106 | sokol_gfx.portrait_top_align = portrait_top_align; | 
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| 107 |  | 
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| 108 | sg_setup(&(sg_desc){ | 
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| 109 | .mtl_device = sapp_metal_get_device(), | 
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| 110 | .mtl_renderpass_descriptor_cb = sapp_metal_get_renderpass_descriptor, | 
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| 111 | .mtl_drawable_cb = sapp_metal_get_drawable, | 
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| 112 | .d3d11_device = sapp_d3d11_get_device(), | 
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| 113 | .d3d11_device_context = sapp_d3d11_get_device_context(), | 
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| 114 | .d3d11_render_target_view_cb = sapp_d3d11_get_render_target_view, | 
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| 115 | .d3d11_depth_stencil_view_cb = sapp_d3d11_get_depth_stencil_view | 
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| 116 | }); | 
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| 117 |  | 
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| 118 | /* the vertex buffer representing screen rectangle */ | 
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| 119 | float verts[] = { | 
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| 120 | 0.0f, 0.0f, 0.0f, 1.0f, | 
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| 121 | 1.0f, 0.0f, 1.0f, 1.0f, | 
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| 122 | 0.0f, 1.0f, 0.0f, 0.0f, | 
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| 123 | 1.0f, 1.0f,  1.0f, 0.0f | 
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| 124 | }; | 
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| 125 | sokol_gfx.draw_state.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){ | 
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| 126 | .size = sizeof(verts), | 
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| 127 | .content = verts, | 
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| 128 | }); | 
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| 129 |  | 
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| 130 | /* a shader to render a textured quad */ | 
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| 131 | sg_shader fsq_shd = sg_make_shader(&(sg_shader_desc){ | 
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| 132 | .fs.images = { | 
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| 133 | [0] = { .name= "tex", .type=SG_IMAGETYPE_2D }, | 
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| 134 | }, | 
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| 135 | .vs.source = gfx_vs_src, | 
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| 136 | .fs.source = gfx_fs_src, | 
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| 137 | }); | 
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| 138 |  | 
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| 139 | /* a pipeline-state-object for rendering */ | 
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| 140 | sg_pipeline_desc pip_desc = { | 
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| 141 | .layout = { | 
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| 142 | .attrs[0] = { .name= "in_pos", .sem_name= "POS", .format=SG_VERTEXFORMAT_FLOAT2 }, | 
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| 143 | .attrs[1] = { .name= "in_uv", .sem_name= "UV", .format=SG_VERTEXFORMAT_FLOAT2 } | 
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| 144 | }, | 
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| 145 | .shader = fsq_shd, | 
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| 146 | .primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP | 
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| 147 | }; | 
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| 148 | sokol_gfx.draw_state.pipeline = sg_make_pipeline(&pip_desc); | 
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| 149 |  | 
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| 150 | /* a texture with the pixel data */ | 
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| 151 | sokol_gfx.draw_state.fs_images[0] = sg_make_image(&(sg_image_desc){ | 
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| 152 | .width = sokol_gfx.fb_width, | 
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| 153 | .height = sokol_gfx.fb_height, | 
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| 154 | .pixel_format = SG_PIXELFORMAT_RGBA8, | 
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| 155 | .usage = SG_USAGE_STREAM, | 
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| 156 | .min_filter = SG_FILTER_NEAREST, | 
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| 157 | .mag_filter = SG_FILTER_NEAREST, | 
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| 158 | .wrap_u = SG_WRAP_CLAMP_TO_EDGE, | 
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| 159 | .wrap_v = SG_WRAP_CLAMP_TO_EDGE | 
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| 160 | }); | 
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| 161 | } | 
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| 162 |  | 
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| 163 | static const sg_pass_action gfx_draw_pass_action = { | 
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| 164 | .colors[0] = { .action = SG_ACTION_CLEAR, .val = { 0.05f, 0.05f, 0.05f, 1.0f } } | 
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| 165 | }; | 
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| 166 |  | 
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| 167 | void sokol_calc_viewport(int* x, int* y, int* w, int* h) | 
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| 168 | { | 
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| 169 | int vp_x = 0, vp_y = 0, vp_w = sapp_width(), vp_h = sapp_height(); | 
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| 170 |  | 
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| 171 | if (vp_w * sokol_gfx.fb_height < vp_h * sokol_gfx.fb_width) | 
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| 172 | { | 
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| 173 | int discreteWidth = vp_w - (sokol_gfx.integer_scale ? vp_w % sokol_gfx.fb_width : 0); | 
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| 174 | int discreteHeight = sokol_gfx.fb_height * discreteWidth / sokol_gfx.fb_width; | 
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| 175 |  | 
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| 176 | vp_x = (vp_w - discreteWidth) / 2; | 
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| 177 | vp_y = sokol_gfx.portrait_top_align && vp_w < vp_h | 
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| 178 | ? 0 | 
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| 179 | : (vp_h - discreteHeight) / 2; | 
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| 180 |  | 
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| 181 | vp_w = discreteWidth; | 
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| 182 | vp_h = discreteHeight; | 
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| 183 | } | 
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| 184 | else | 
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| 185 | { | 
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| 186 | int discreteHeight = vp_h - (sokol_gfx.integer_scale ? vp_h % sokol_gfx.fb_height : 0); | 
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| 187 | int discreteWidth = sokol_gfx.fb_width * discreteHeight / sokol_gfx.fb_height; | 
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| 188 |  | 
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| 189 | vp_x = (vp_w - discreteWidth) / 2; | 
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| 190 | vp_y = (vp_h - discreteHeight) / 2; | 
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| 191 |  | 
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| 192 | vp_w = discreteWidth; | 
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| 193 | vp_h = discreteHeight; | 
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| 194 | } | 
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| 195 |  | 
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| 196 | *x = vp_x; | 
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| 197 | *y = vp_y; | 
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| 198 | *w = vp_w; | 
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| 199 | *h = vp_h; | 
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| 200 | } | 
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| 201 |  | 
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| 202 |  | 
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| 203 | static void apply_viewport(void) { | 
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| 204 |  | 
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| 205 | int vp_x, vp_y, vp_w, vp_h; | 
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| 206 | sokol_calc_viewport(&vp_x, &vp_y, &vp_w, &vp_h); | 
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| 207 |  | 
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| 208 | sg_apply_viewport(vp_x, vp_y, vp_w, vp_h, true); | 
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| 209 | } | 
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| 210 |  | 
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| 211 | void sokol_gfx_draw(const uint32_t* ptr) { | 
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| 212 |  | 
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| 213 | /* copy pixel data into the source texture */ | 
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| 214 | sg_update_image(sokol_gfx.draw_state.fs_images[0], &(sg_image_content){ | 
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| 215 | .subimage[0][0] = { | 
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| 216 | .ptr = ptr, | 
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| 217 | .size = sokol_gfx.fb_width*sokol_gfx.fb_height*sizeof ptr[0] | 
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| 218 | } | 
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| 219 | }); | 
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| 220 |  | 
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| 221 | /* draw to the screen */ | 
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| 222 | sg_begin_default_pass(&gfx_draw_pass_action, sapp_width(), sapp_height()); | 
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| 223 | apply_viewport(); | 
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| 224 | sg_apply_draw_state(&sokol_gfx.draw_state); | 
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| 225 | sg_draw(0, 4, 1); | 
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| 226 | sg_end_pass(); | 
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| 227 | sg_commit(); | 
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| 228 | } | 
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| 229 |  | 
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