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instancing.c
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instancing.c
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#define SOKOL_GLCORE33
// #define SOKOL_GLES3
// #define SOKOL_GLES2
#define SOKOL_IMPL
#include "main.h"
SDL_Window *window = NULL;
SDL_GLContext gl_ctx;
int active = 1;
enum {
WIDTH = 800,
HEIGHT = 600,
MAX_PARTICLES = 512*1024,
NUM_PARTICLES_EMITTED_PER_FRAME = 10
};
/* vertex shader uniform block */
typedef struct {
hmm_mat4 mvp;
} vs_params_t;
/* particle positions and velocity */
int cur_num_particles = 0;
hmm_vec3 pos[MAX_PARTICLES];
hmm_vec3 vel[MAX_PARTICLES];
#if __WINDOWS__
extern int __argc;
extern char **__argv;
int mainReal(int argc, char **argv);
// Based on Denis K response
// See: https://msdn.microsoft.com/library/dn727674.aspx
// This adds Windows specific entrypoint to clasic startpoint of your app:
// int __stdcall WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, char*, int nShowCmd)
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
return mainReal(__argc, __argv);
}
int mainReal(int argc, char **argv)
#else
int main(int argc, char **argv)
#endif
{
//ES 3 not working for me :(
Uint8 *keys;
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) < 0) {
printf("Unable to init SDL: %s\n", SDL_GetError());
return 1;
}
#ifdef SOKOL_GLES2
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#endif
#ifdef SOKOL_GLES3
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#endif // MOBILE //
#ifdef SOKOL_GLCORE33
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
#endif
SDL_GL_LoadLibrary( NULL );
printf(glGetString(GL_EXTENSIONS) );
window = SDL_CreateWindow(
"Sokol",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
WIDTH,
HEIGHT,
//SDL_WINDOW_OPENGL ||
SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN
);
/* Create our opengl context and attach it to our window */
gl_ctx = SDL_GL_CreateContext(window);
printf("GL version: %s", glGetString(GL_VERSION) );
/* This makes our buffer swap syncronized with the monitor's vertical refresh */
SDL_GL_SetSwapInterval(-1);
/* Clear our buffer with a red background */
glClearColor ( 1.0, 0.0, 0.0, 1.0 );
glClear ( GL_COLOR_BUFFER_BIT );
/* setup sokol_gfx */
sg_desc desc = {0};
sg_setup(&desc);
assert(sg_isvalid());
assert(sg_query_feature(SG_FEATURE_INSTANCING));
/* vertex buffer for static geometry (goes into vertex buffer bind slot 0) */
const float r = 0.05f;
const float vertices[] = {
// positions colors
0.0f, -r, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
r, 0.0f, r, 0.0f, 1.0f, 0.0f, 1.0f,
r, 0.0f, -r, 0.0f, 0.0f, 1.0f, 1.0f,
-r, 0.0f, -r, 1.0f, 1.0f, 0.0f, 1.0f,
-r, 0.0f, r, 0.0f, 1.0f, 1.0f, 1.0f,
0.0f, r, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f
};
sg_buffer vbuf_geom = sg_make_buffer(&(sg_buffer_desc){
.size = sizeof(vertices),
.content = vertices,
});
/* index buffer for static geometry */
const uint16_t indices[] = {
0, 1, 2, 0, 2, 3, 0, 3, 4, 0, 4, 1,
5, 1, 2, 5, 2, 3, 5, 3, 4, 5, 4, 1
};
sg_buffer ibuf = sg_make_buffer(&(sg_buffer_desc){
.type = SG_BUFFERTYPE_INDEXBUFFER,
.size = sizeof(indices),
.content = indices,
});
/* empty, dynamic instance-data vertex buffer (goes into vertex buffer bind slot 1) */
sg_buffer vbuf_inst = sg_make_buffer(&(sg_buffer_desc){
.size = MAX_PARTICLES * sizeof(hmm_vec3),
.usage = SG_USAGE_STREAM
});
/* create a shader*/
#ifdef SOKOL_GLCORE33
sg_shader shd = sg_make_shader(&(sg_shader_desc){
.vs.uniform_blocks[0] = {
.size = sizeof(vs_params_t),
.uniforms = {
[0] = { .name="mvp", .type=SG_UNIFORMTYPE_MAT4 }
}
},
.vs.source =
"#version 330\n"
"uniform mat4 mvp;\n"
"in vec3 position;\n"
"in vec4 color0;\n"
"in vec3 instance_pos;\n"
"out vec4 color;\n"
"void main() {\n"
" vec4 pos = vec4(position + instance_pos, 1.0);"
" gl_Position = mvp * pos;\n"
" color = color0;\n"
"}\n",
.fs.source =
"#version 330\n"
"in vec4 color;\n"
"out vec4 frag_color;\n"
"void main() {\n"
" frag_color = color;\n"
"}\n",
});
#endif
#ifdef SOKOL_GLES3
sg_shader shd = sg_make_shader(&(sg_shader_desc){
.vs.uniform_blocks[0] = {
.size = sizeof(vs_params_t),
.uniforms = {
[0] = { .name="mvp", .type=SG_UNIFORMTYPE_MAT4 }
}
},
.vs.source =
"#version 300 es\n"
"uniform mat4 mvp;\n"
"in vec3 position;\n"
"in vec4 color0;\n"
"in vec3 instance_pos;\n"
"out vec4 color;\n"
"void main() {\n"
" vec4 pos = vec4(position + instance_pos, 1.0);"
" gl_Position = mvp * pos;\n"
" color = color0;\n"
"}\n",
.fs.source =
"#version 300 es\n"
"in vec4 color;\n"
"out vec4 frag_color;\n"
"void main() {\n"
" frag_color = color;\n"
"}\n",
});
#endif
#ifdef SOKOL_GLES2
sg_shader shd = sg_make_shader(&(sg_shader_desc){
.vs.uniform_blocks[0] = {
.size = sizeof(vs_params_t),
.uniforms = {
[0] = { .name="mvp", .type=SG_UNIFORMTYPE_MAT4 }
}
},
.vs.source =
"uniform mat4 mvp;\n"
"attribute vec3 position;\n"
"attribute vec4 color0;\n"
"attribute vec3 instance_pos;\n"
"varying vec4 color;\n"
"void main() {\n"
" vec4 pos = vec4(position + instance_pos, 1.0);"
" gl_Position = mvp * pos;\n"
" color = color0;\n"
"}\n",
.fs.source =
"precision mediump float;\n"
"varying vec4 color;\n"
"void main() {\n"
" gl_FragColor = color;\n"
"}\n"
});
#endif
/* pipeline state object, note the vertex layout definition */
sg_pipeline pip = sg_make_pipeline(&(sg_pipeline_desc){
.vertex_layouts = {
[0] = {
.stride = 28,
.attrs = {
[0] = { .name="position", .offset=0, .format=SG_VERTEXFORMAT_FLOAT3 },
[1] = { .name="color0", .offset=12, .format=SG_VERTEXFORMAT_FLOAT4 }
}
},
[1] = {
.stride = 12,
.step_func = SG_VERTEXSTEP_PER_INSTANCE,
.attrs = {
[0] = { .name="instance_pos", .offset=0, .format=SG_VERTEXFORMAT_FLOAT3 }
}
}
},
.shader = shd,
.index_type = SG_INDEXTYPE_UINT16,
.depth_stencil = {
.depth_compare_func = SG_COMPAREFUNC_LESS_EQUAL,
.depth_write_enabled = true
},
.rasterizer.cull_mode = SG_CULLMODE_BACK
});
/* setup resource bindings, note how the instance-data buffer
goes into vertex buffer slot 1 */
sg_draw_state draw_state = {
.pipeline = pip,
.vertex_buffers = {
[0] = vbuf_geom,
[1] = vbuf_inst
},
.index_buffer = ibuf
};
/* default pass action (clear to grey) */
sg_pass_action pass_action = { 0 };
/* view-projection matrix */
hmm_mat4 proj = HMM_Perspective(60.0f, (float)WIDTH/(float)HEIGHT, 0.01f, 50.0f);
hmm_mat4 view = HMM_LookAt(HMM_Vec3(0.0f, 1.5f, 12.0f), HMM_Vec3(0.0f, 0.0f, 0.0f), HMM_Vec3(0.0f, 1.0f, 0.0f));
hmm_mat4 view_proj = HMM_MultiplyMat4(proj, view);
/* draw loop */
vs_params_t vs_params;
float roty = 0.0f;
const float frame_time = 1.0f / 60.0f;
SDL_Event sdl_event;
int cur_width, cur_height;
SDL_GetWindowSize(window, &cur_width, &cur_height);
const Uint8 *keyboard_state = SDL_GetKeyboardState(NULL);
/* draw loop */
while(active)
{
while( SDL_PollEvent( &sdl_event ) != 0 )
{
if( sdl_event.type == SDL_QUIT )
active = 0;
}
if ( keyboard_state[SDL_SCANCODE_ESCAPE ] || keyboard_state[SDL_QUIT ] )
{
active = 0;
}
/* emit new particles */
for (int i = 0; i < NUM_PARTICLES_EMITTED_PER_FRAME; i++) {
if (cur_num_particles < MAX_PARTICLES) {
pos[cur_num_particles] = HMM_Vec3(0.0, 0.0, 0.0);
vel[cur_num_particles] = HMM_Vec3(
((float)(rand() & 0x7FFF) / 0x7FFF) - 0.5f,
((float)(rand() & 0x7FFF) / 0x7FFF) * 0.5f + 2.0f,
((float)(rand() & 0x7FFF) / 0x7FFF) - 0.5f);
cur_num_particles++;
}
else {
break;
}
}
/* update particle positions */
for (int i = 0; i < cur_num_particles; i++) {
vel[i].Y -= 1.0f * frame_time;
pos[i].X += vel[i].X * frame_time;
pos[i].Y += vel[i].Y * frame_time;
pos[i].Z += vel[i].Z * frame_time;
if (pos[i].Y < -2.0f) {
pos[i].Y = -1.8f;
vel[i].Y = -vel[i].Y;
vel[i].X *= 0.8f; vel[i].Y *= 0.8f; vel[i].Z *= 0.8f;
}
}
/* update instance data */
sg_update_buffer(draw_state.vertex_buffers[1], pos, cur_num_particles*sizeof(hmm_vec3));
/* model-view-projection matrix */
roty += 1.0f;
vs_params.mvp = HMM_MultiplyMat4(view_proj, HMM_Rotate(roty, HMM_Vec3(0.0f, 1.0f, 0.0f)));;
// int cur_width, cur_height;
// glfwGetFramebufferSize(w, &cur_width, &cur_height);
sg_begin_default_pass(&pass_action, cur_width, cur_height);
sg_apply_draw_state(&draw_state);
sg_apply_uniform_block(SG_SHADERSTAGE_VS, 0, &vs_params, sizeof(vs_params));
sg_draw(0, 24, cur_num_particles);
sg_end_pass();
sg_commit();
// glfwSwapBuffers(w);
//glfwPollEvents();
SDL_GL_SwapWindow(window);
// glfwSwapBuffers(w);
// glfwPollEvents();
}
/* cleanup */
//glfwTerminate();
sg_shutdown();
SDL_DestroyWindow(window);
SDL_Quit();
}