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