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|
//------------------------------------------------------------------------------
// offscreen.zig
//
// Render to an offscreen rendertarget texture, and use this texture
// for rendering to the display.
//------------------------------------------------------------------------------
const std = @import("std");
const stbi = @import("stbi");
const sokol = @import("sokol");
const slog = sokol.log;
const sg = sokol.gfx;
const sapp = sokol.app;
const sglue = sokol.glue;
const simgui = sokol.imgui;
const sappimgui = sokol.appimgui;
const ig = @import("cimgui_docking");
const shd = @import("shaders/main.glsl.zig");
const state = struct {
var alloc: std.mem.Allocator = undefined;
var io: std.Io = undefined;
const Width = 800;
const Height = 800;
const SampleCount = 1;
var show: i32 = 0;
const raymarch = struct {
var pass_action: sg.PassAction = .{};
var pip: sg.Pipeline = .{};
var bind: sg.Bindings = .{};
var fs: shd.FsParams = .{
.resolution = .{ Width, Height },
.rayCount = 24,
.maxSteps = 256,
.size = 200,
};
var pixels: [state.Width * state.Height * 4]u8 = @splat(255);
var pixels_updated: bool = true;
var pixels_img: sg.Image = undefined;
};
const nearest = struct {
var pass_action: sg.PassAction = .{};
var pass: sg.Pass = .{};
var pip1: sg.Pipeline = .{};
var pip2: sg.Pipeline = .{};
var bind: sg.Bindings = .{};
var render_tex1: sg.View = .{};
var render_tex2: sg.View = .{};
var input_tex1: sg.View = .{};
var input_tex2: sg.View = .{};
var depth_img: sg.Image = .{};
};
};
export fn init() void {
sg.setup(.{
.environment = sglue.environment(),
.logger = .{ .func = slog.func },
});
simgui.setup(.{
.logger = .{ .func = slog.func },
});
sappimgui.setup();
ig.igGetIO().*.ConfigFlags |= ig.ImGuiConfigFlags_DockingEnable;
state.raymarch.pass_action.colors[0] = .{
.load_action = .LOAD,
.store_action = .STORE,
};
state.raymarch.pass_action.depth = .{
.load_action = .LOAD,
.store_action = .STORE,
};
state.nearest.pass_action.colors[0] = .{
.load_action = .CLEAR,
};
state.raymarch.pixels_img = sg.makeImage(.{
.usage = .{ .dynamic_update = true },
.width = state.Width,
.height = state.Height,
.sample_count = state.SampleCount,
.pixel_format = .RGBA8,
});
const nearest_tex1 = sg.makeImage(.{
.usage = .{ .color_attachment = true },
.width = state.Width,
.height = state.Height,
.sample_count = state.SampleCount,
.pixel_format = .RGBA8,
});
const nearest_tex2 = sg.makeImage(.{
.usage = .{ .color_attachment = true },
.width = state.Width,
.height = state.Height,
.sample_count = state.SampleCount,
.pixel_format = .RGBA8,
});
const nearest_depth_img = sg.makeImage(.{
.usage = .{ .depth_stencil_attachment = true },
.width = state.Width,
.height = state.Height,
.sample_count = state.SampleCount,
.pixel_format = .DEPTH,
});
state.nearest.render_tex1 = sg.makeView(.{
.color_attachment = .{ .image = nearest_tex1 },
});
state.nearest.render_tex2 = sg.makeView(.{
.color_attachment = .{ .image = nearest_tex2 },
});
state.nearest.input_tex1 = sg.makeView(.{
.texture = .{ .image = nearest_tex1 },
});
state.nearest.input_tex2 = sg.makeView(.{
.texture = .{ .image = nearest_tex2 },
});
state.raymarch.bind.views[shd.VIEW_off_tex] = sg.makeView(.{
.texture = .{ .image = state.raymarch.pixels_img },
});
state.nearest.pass.attachments.depth_stencil = sg.makeView(.{
.depth_stencil_attachment = .{ .image = nearest_depth_img },
});
const vbuf = sg.makeBuffer(.{ .data = sg.asRange(&[6]f32{
-1.0, -1.0,
-1.0, 3.0,
3.0, -1.0,
}) });
state.raymarch.bind.vertex_buffers[0] = vbuf;
state.nearest.bind.vertex_buffers[0] = vbuf;
// shader and pipeline object for the default render pass
state.raymarch.pip = sg.makePipeline(.{
.shader = sg.makeShader(shd.raymarchShaderDesc(sg.queryBackend())),
.layout = init: {
var l = sg.VertexLayoutState{};
l.attrs[shd.ATTR_raymarch_vpos] = .{ .format = .FLOAT2 };
break :init l;
},
.cull_mode = .BACK,
.depth = .{
.pixel_format = .DEPTH,
.compare = .LESS_EQUAL,
.write_enabled = true,
},
});
state.nearest.pip1 = sg.makePipeline(.{
.shader = sg.makeShader(shd.nearestShaderDesc(sg.queryBackend())),
.layout = init: {
var l = sg.VertexLayoutState{};
l.attrs[shd.ATTR_nearest_vpos] = .{ .format = .FLOAT2 };
break :init l;
},
.cull_mode = .BACK,
.sample_count = state.SampleCount,
.depth = .{
.pixel_format = .DEPTH,
.compare = .LESS_EQUAL,
.write_enabled = true,
},
.colors = init: {
var c: [sg.max_color_attachments]sg.ColorTargetState = @splat(.{});
c[0].pixel_format = .RGBA8;
break :init c;
},
});
state.nearest.pip2 = sg.makePipeline(.{
.shader = sg.makeShader(shd.nearestShaderDesc(sg.queryBackend())),
.layout = init: {
var l = sg.VertexLayoutState{};
l.attrs[shd.ATTR_nearest_vpos] = .{ .format = .FLOAT2 };
break :init l;
},
.cull_mode = .BACK,
});
// a sampler object for sampling the render target texture
state.raymarch.bind.samplers[shd.SMP_off_smp] = sg.makeSampler(.{
.min_filter = .LINEAR,
.mag_filter = .LINEAR,
.wrap_u = .REPEAT,
.wrap_v = .REPEAT,
});
state.nearest.bind.samplers[shd.SMP_scr_smp] = sg.makeSampler(.{
.min_filter = .LINEAR,
.mag_filter = .LINEAR,
.wrap_u = .REPEAT,
.wrap_v = .REPEAT,
});
}
export fn event(ev: [*c]const sapp.Event) void {
sappimgui.trackEvent(ev.*);
_ = simgui.handleEvent(ev.*);
switch (ev.*.type) {
.KEY_DOWN => {
if (ev.*.key_code == .ESCAPE) {
sapp.requestQuit();
}
},
else => {},
}
}
export fn frame() void {
// call simgui.newFrame() before any ImGui calls
sappimgui.trackFrame();
simgui.newFrame(.{
.width = sapp.width(),
.height = sapp.height(),
.delta_time = sapp.frameDuration(),
.dpi_scale = sapp.dpiScale(),
});
// const dt: f32 = @floatCast(sapp.frameDuration() * 60);
// const aspect = sapp.widthf() / sapp.heightf();
state.raymarch.fs.resolution[0] = sapp.widthf();
state.raymarch.fs.resolution[1] = sapp.heightf();
if (ig.igBegin("abc", null, 0)) {
// general
_ = ig.igInputInt("show", &state.show);
// fs
_ = ig.igInputInt("rayCount", &state.raymarch.fs.rayCount);
_ = ig.igInputInt("maxSteps", &state.raymarch.fs.maxSteps);
_ = ig.igDragFloatEx("size", &state.raymarch.fs.size, 1, 0, 1000, "%f", 0);
if (ig.igButton("load png")) {
var x: c_int = 0;
var y: c_int = 0;
var n: c_int = 0;
const img = stbi.stbi_load("test.png", &x, &y, &n, 0);
@memcpy(&state.raymarch.pixels, img);
stbi.stbi_image_free(img);
state.raymarch.pixels_updated = true;
}
}
ig.igEnd();
if (state.raymarch.pixels_updated) {
state.raymarch.pixels_updated = false;
var imageData: sg.ImageData = .{};
imageData.mip_levels[0] = sg.asRange(&state.raymarch.pixels);
sg.updateImage(state.raymarch.pixels_img, imageData);
}
if (state.show == 0) {
sg.beginPass(.{ .action = state.raymarch.pass_action, .swapchain = sglue.swapchain() });
sg.applyPipeline(state.raymarch.pip);
sg.applyBindings(state.raymarch.bind);
sg.applyUniforms(shd.UB_fs_params, sg.asRange(&state.raymarch.fs));
sg.draw(0, 3, 1);
simgui.render();
sg.endPass();
} else if (state.show == 1) {
// render to tex1
state.nearest.pass.attachments.colors[0] = state.nearest.render_tex1;
state.nearest.bind.views[shd.VIEW_scr_tex] = state.nearest.input_tex2;
sg.beginPass(state.nearest.pass);
sg.applyPipeline(state.nearest.pip1);
sg.applyBindings(state.nearest.bind);
sg.draw(0, 3, 1);
sg.endPass();
// render from tex1 to tex2
state.nearest.pass.attachments.colors[0] = state.nearest.render_tex2;
state.nearest.bind.views[shd.VIEW_scr_tex] = state.nearest.input_tex1;
sg.beginPass(state.nearest.pass);
sg.applyPipeline(state.nearest.pip1);
sg.applyBindings(state.nearest.bind);
sg.draw(0, 3, 1);
sg.endPass();
// render from tex2 to screen
state.nearest.bind.views[shd.VIEW_scr_tex] = state.nearest.input_tex2;
sg.beginPass(.{.action = state.nearest.pass_action, .swapchain = sglue.swapchain() });
sg.applyPipeline(state.nearest.pip2);
sg.applyBindings(state.nearest.bind);
sg.draw(0, 3, 1);
simgui.render();
sg.endPass();
}
sg.commit();
}
export fn cleanup() void {
sappimgui.shutdown();
simgui.shutdown();
sg.shutdown();
}
pub fn main(_init: std.process.Init) void {
state.alloc = _init.arena.allocator();
state.io = _init.io;
sapp.run(.{
.init_cb = init,
.frame_cb = frame,
.event_cb = event,
.cleanup_cb = cleanup,
.sample_count = 4,
.width = state.Width,
.height = state.Height,
.icon = .{ .sokol_default = true },
.window_title = "offscreen.zig",
.logger = .{ .func = slog.func },
});
}
|