// Copyright(C) 2022 Lars Pontoppidan. All rights reserved. // Use of this source code is governed by an MIT license file distributed with this software package module main // Example shader triangle adapted to V from https://github.com/floooh/sokol-samples/blob/1f2ad36/sapp/triangle-sapp.c import sokol.sapp import sokol.gfx // Use `v shader` or `sokol-shdc` to generate the necessary `.h` file // Using `v shader -v .` in this directory will show some additional // info - and what you should include to make things work. #flag -I @VMODROOT/. #include "simple_shader.h" // simple_shader_desc is a C function declaration defined by // the `@program` entry in the `simple_shader.glsl` shader file. // When the shader is compiled this function name is generated // by the shader compiler for easier inclusion of universal shader code // in C (and V) code. fn C.simple_shader_desc(gfx.Backend) &gfx.ShaderDesc // Vertex_t makes it possible to model vertex buffer data // for use with the shader system struct Vertex_t { // Position x f32 y f32 z f32 // Color r f32 g f32 b f32 a f32 } fn main() { mut app := &App{ width: 800 height: 400 pass_action: gfx.create_clear_pass(0.0, 0.0, 0.0, 1.0) // This will create a black color as a default pass (window background color) } app.run() } struct App { pass_action gfx.PassAction mut: width int height int shader_pipeline gfx.Pipeline bind gfx.Bindings } fn (mut a App) run() { title := 'V Simple Shader Example' desc := sapp.Desc{ width: a.width height: a.height user_data: a init_userdata_cb: init frame_userdata_cb: frame window_title: title.str html5_canvas_name: title.str cleanup_userdata_cb: cleanup sample_count: 4 // Enables MSAA (Multisample anti-aliasing) x4 on rendered output, this can be omitted. } sapp.run(&desc) } fn init(user_data voidptr) { mut app := &App(user_data) mut desc := sapp.create_desc() gfx.setup(&desc) // `vertices` defines a vertex buffer with 3 vertices // with 3 position fields XYZ and 4 color components RGBA - // for drawing a multi-colored triangle. // // C code: // float vertices[] = { // // 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 // }; // // Array entries in the following V code is the equivalent // of the C code entry described above: vertices := [ Vertex_t{0.0, 0.5, 0.5, 1.0, 0.0, 0.0, 1.0}, Vertex_t{0.5, -0.5, 0.5, 0.0, 1.0, 0.0, 1.0}, Vertex_t{-0.5, -0.5, 0.5, 0.0, 0.0, 1.0, 1.0}, ] // Create a vertex buffer with the 3 vertices defined above. mut vertex_buffer_desc := gfx.BufferDesc{ label: c'triangle-vertices' } unsafe { vmemset(&vertex_buffer_desc, 0, int(sizeof(vertex_buffer_desc))) } vertex_buffer_desc.size = usize(vertices.len * int(sizeof(Vertex_t))) vertex_buffer_desc.data = gfx.Range{ ptr: vertices.data size: vertex_buffer_desc.size } app.bind.vertex_buffers[0] = gfx.make_buffer(&vertex_buffer_desc) // Create shader from the code-generated sg_shader_desc (gfx.ShaderDesc in V). // Note the function `C.simple_shader_desc()` (also defined above) - this is // the function that returns the compiled shader code/desciption we have // written in `simple_shader.glsl` and compiled with `v shader .` (`sokol-shdc`). shader := gfx.make_shader(C.simple_shader_desc(gfx.query_backend())) // Create a pipeline object (default render states are fine for triangle) mut pipeline_desc := gfx.PipelineDesc{} // This will zero the memory used to store the pipeline in. unsafe { vmemset(&pipeline_desc, 0, int(sizeof(pipeline_desc))) } // Populate the essential struct fields pipeline_desc.shader = shader // The vertex shader (`simple_shader.glsl`) takes 2 inputs: // ```glsl // in vec4 position; // in vec4 color0; // ``` // Also note the naming of the C.ATTR_* used as indices. // They are the prefixed versions of the names of the input variables in the shader code. // If they change in the shader code they will also change here. pipeline_desc.layout.attrs[C.ATTR_vs_position].format = .float3 // x,y,z as f32 pipeline_desc.layout.attrs[C.ATTR_vs_color0].format = .float4 // r, g, b, a as f32 // The .label is optional but can aid debugging sokol shader related issues // When things get complex - and you get tired :) pipeline_desc.label = c'triangle-pipeline' app.shader_pipeline = gfx.make_pipeline(&pipeline_desc) } fn cleanup(user_data voidptr) { gfx.shutdown() } fn frame(user_data voidptr) { mut app := &App(user_data) gfx.begin_default_pass(&app.pass_action, sapp.width(), sapp.height()) gfx.apply_pipeline(app.shader_pipeline) gfx.apply_bindings(&app.bind) gfx.draw(0, 3, 1) gfx.end_pass() gfx.commit() }