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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 vec3 = @import("math.zig").Vec3;
const mat4 = @import("math.zig").Mat4;
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 offscreen = struct {
var pass: sg.Pass = .{};
var pip: sg.Pipeline = .{};
var bind: sg.Bindings = .{};
var vs: shd.VsParams = .{
.position = .{ 0, 0 },
};
var fs: shd.FsParams = .{
.resolution = .{ Width, Height },
.rayCount = 16,
.maxSteps = 4,
.size = 1.0,
};
var pixels: [state.Width * state.Height * 4]u8 = @splat(255);
var pixels_updated: bool = true;
var pixels_img: sg.Image = undefined;
};
const display = struct {
var pass_action: sg.PassAction = .{};
var pip: sg.Pipeline = .{};
var bind: sg.Bindings = .{};
};
};
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.offscreen.pass.action.colors[0] = .{
.load_action = .LOAD,
.store_action = .STORE,
};
state.offscreen.pass.action.depth = .{
.load_action = .LOAD,
.store_action = .STORE,
};
state.display.pass_action.colors[0] = .{
.load_action = .CLEAR,
};
const offscreen_width = state.Width;
const offscreen_height = state.Height;
const offscreen_sample_count = 1;
const color_img = sg.makeImage(.{
.usage = .{ .color_attachment = true },
.width = offscreen_width,
.height = offscreen_height,
.sample_count = offscreen_sample_count,
.pixel_format = .RGBA8,
});
state.offscreen.pixels_img = sg.makeImage(.{
.usage = .{ .dynamic_update = true },
.width = offscreen_width,
.height = offscreen_height,
.sample_count = offscreen_sample_count,
.pixel_format = .RGBA8,
});
const depth_img = sg.makeImage(.{
.usage = .{ .depth_stencil_attachment = true },
.width = offscreen_width,
.height = offscreen_height,
.sample_count = offscreen_sample_count,
.pixel_format = .DEPTH,
});
state.offscreen.pass.attachments.colors[0] = sg.makeView(.{
.color_attachment = .{ .image = color_img },
});
state.offscreen.pass.attachments.depth_stencil = sg.makeView(.{
.depth_stencil_attachment = .{ .image = depth_img },
});
state.offscreen.bind.views[shd.VIEW_off_tex] = sg.makeView(.{
.texture = .{ .image = state.offscreen.pixels_img },
});
state.display.bind.views[shd.VIEW_scr_tex] = sg.makeView(.{
.texture = .{ .image = color_img },
});
const vbuf = sg.makeBuffer(.{ .data = sg.asRange(&[6]f32{
-1.0, -1.0,
-1.0, 3.0,
3.0, -1.0,
}) });
state.offscreen.bind.vertex_buffers[0] = vbuf;
state.display.bind.vertex_buffers[0] = vbuf;
// shader and pipeline object for the default render pass
state.offscreen.pip = sg.makePipeline(.{
.shader = sg.makeShader(shd.offscreenShaderDesc(sg.queryBackend())),
.layout = init: {
var l = sg.VertexLayoutState{};
l.attrs[shd.ATTR_offscreen_vpos] = .{ .format = .FLOAT2 };
break :init l;
},
.cull_mode = .BACK,
.sample_count = offscreen_sample_count,
.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.display.pip = sg.makePipeline(.{
.shader = sg.makeShader(shd.defaultShaderDesc(sg.queryBackend())),
.layout = init: {
var l = sg.VertexLayoutState{};
l.attrs[shd.ATTR_default_vpos] = .{ .format = .FLOAT2 };
break :init l;
},
.cull_mode = .BACK,
.depth = .{
.compare = .LESS_EQUAL,
.write_enabled = true,
},
});
// a sampler object for sampling the render target texture
state.offscreen.bind.samplers[shd.SMP_off_smp] = sg.makeSampler(.{
.min_filter = .LINEAR,
.mag_filter = .LINEAR,
.wrap_u = .REPEAT,
.wrap_v = .REPEAT,
});
state.display.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 => {},
}
}
// fn load_bmp(path: []const u8, buffer: []u8) !void {
// var file = try std.Io.Dir.cwd().openFile(state.io, path, .{});
// var read_buffer: [1024]u8 = undefined;
// var reader = file.reader(state.io, &read_buffer).interface;
// var bfType = try reader.takeInt(u16, .little);
// var bfSize = try reader.takeInt(u32, .little);
// var bfReserved = try reader.takeInt(u32, .little);
// var bfOffBits = try reader.takeInt(u32, .little);
// var biSize = try reader.takeInt(u32, .little);
// var biWidth = try reader.takeInt(u32, .little);
// var biHeight = try reader.takeInt(u32, .little);
// var biPlanes = try reader.takeInt(u16, .little);
// var biBitCount = try reader.takeInt(u16, .little);
// var biCompression = try reader.takeInt(u32, .little);
// var biSizeImage = try reader.takeInt(u32, .little);
// var biXPelsPerMeter = try reader.takeInt(u32, .little);
// var biYPelsPerMeter = try reader.takeInt(u32, .little);
// var biClrUsed = try reader.takeInt(u32, .little);
// var biClrImportant = try reader.takeInt(u32, .little);
//
// if (buffer.len < biWidth * biHeight * biBitCount / 8) {
// return error.BufferTooSmall;
// }
//
//
// }
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.offscreen.fs.resolution[0] = sapp.widthf();
state.offscreen.fs.resolution[1] = sapp.heightf();
if (ig.igBegin("abc", null, 0)) {
// vs
_ = ig.igDragFloat2("position", &state.offscreen.vs.position);
// fs
_ = ig.igInputInt("rayCount", &state.offscreen.fs.rayCount);
_ = ig.igInputInt("maxSteps", &state.offscreen.fs.maxSteps);
_ = ig.igDragFloatEx("size", &state.offscreen.fs.size, 0.1, 0, 100, "%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.offscreen.pixels, img);
stbi.stbi_image_free(img);
state.offscreen.pixels_updated = true;
}
}
ig.igEnd();
if (state.offscreen.pixels_updated) {
state.offscreen.pixels_updated = false;
var imageData: sg.ImageData = .{};
imageData.mip_levels[0] = sg.asRange(&state.offscreen.pixels);
sg.updateImage(state.offscreen.pixels_img, imageData);
}
sg.beginPass(state.offscreen.pass);
sg.applyPipeline(state.offscreen.pip);
sg.applyBindings(state.offscreen.bind);
sg.applyUniforms(shd.UB_vs_params, sg.asRange(&state.offscreen.vs));
sg.applyUniforms(shd.UB_fs_params, sg.asRange(&state.offscreen.fs));
sg.draw(0, 3, 1);
sg.endPass();
sg.beginPass(.{ .action = state.display.pass_action, .swapchain = sglue.swapchain() });
sg.applyPipeline(state.display.pip);
sg.applyBindings(state.display.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 },
});
}
|