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vertexpulling-metal.c
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vertexpulling-metal.c
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//------------------------------------------------------------------------------
// vertexpulling-metal.c
//
// Demonstrates vertex pulling from storage buffers.
//------------------------------------------------------------------------------
#include "osxentry.h"
#include "sokol_gfx.h"
#include "sokol_log.h"
#define HANDMADE_MATH_IMPLEMENTATION
#define HANDMADE_MATH_NO_SSE
#include "HandmadeMath.h"
static struct {
sg_pass_action pass_action;
sg_pipeline pip;
sg_bindings bind;
float rx, ry;
} state;
typedef struct {
float pos[4];
float color[4];
} vertex_t;
typedef struct {
hmm_mat4 mvp;
} vs_params_t;
static void init(void) {
sg_setup(&(sg_desc){
.environment = osx_environment(),
.logger.func = slog_func,
});
state.pass_action = (sg_pass_action) {
.colors[0] = { .load_action = SG_LOADACTION_CLEAR, .clear_value = { 0.5f, 0.5f, 1.0f, 1.0f } },
};
vertex_t vertices[] = {
{ .pos = { -1.0, -1.0, -1.0, 1.0 }, .color = { 1.0, 0.0, 0.0, 1.0 } },
{ .pos = { 1.0, -1.0, -1.0, 1.0 }, .color = { 1.0, 0.0, 0.0, 1.0 } },
{ .pos = { 1.0, 1.0, -1.0, 1.0 }, .color = { 1.0, 0.0, 0.0, 1.0 } },
{ .pos = { -1.0, 1.0, -1.0, 1.0 }, .color = { 1.0, 0.0, 0.0, 1.0 } },
{ .pos = { -1.0, -1.0, 1.0, 1.0 }, .color = { 0.0, 1.0, 0.0, 1.0 } },
{ .pos = { 1.0, -1.0, 1.0, 1.0 }, .color = { 0.0, 1.0, 0.0, 1.0 } },
{ .pos = { 1.0, 1.0, 1.0, 1.0 }, .color = { 0.0, 1.0, 0.0, 1.0 } },
{ .pos = { -1.0, 1.0, 1.0, 1.0 }, .color = { 0.0, 1.0, 0.0, 1.0 } },
{ .pos = { -1.0, -1.0, -1.0, 1.0 }, .color = { 0.0, 0.0, 1.0, 1.0 } },
{ .pos = { -1.0, 1.0, -1.0, 1.0 }, .color = { 0.0, 0.0, 1.0, 1.0 } },
{ .pos = { -1.0, 1.0, 1.0, 1.0 }, .color = { 0.0, 0.0, 1.0, 1.0 } },
{ .pos = { -1.0, -1.0, 1.0, 1.0 }, .color = { 0.0, 0.0, 1.0, 1.0 } },
{ .pos = { 1.0, -1.0, -1.0, 1.0 }, .color = {1.0, 0.5, 0.0, 1.0, } },
{ .pos = { 1.0, 1.0, -1.0, 1.0 }, .color = {1.0, 0.5, 0.0, 1.0, } },
{ .pos = { 1.0, 1.0, 1.0, 1.0 }, .color = {1.0, 0.5, 0.0, 1.0, } },
{ .pos = { 1.0, -1.0, 1.0, 1.0 }, .color = {1.0, 0.5, 0.0, 1.0, } },
{ .pos = { -1.0, -1.0, -1.0, 1.0 }, .color = { 0.0, 0.5, 1.0, 1.0 } },
{ .pos = { -1.0, -1.0, 1.0, 1.0 }, .color = { 0.0, 0.5, 1.0, 1.0 } },
{ .pos = { 1.0, -1.0, 1.0, 1.0 }, .color = { 0.0, 0.5, 1.0, 1.0 } },
{ .pos = { 1.0, -1.0, -1.0, 1.0 }, .color = { 0.0, 0.5, 1.0, 1.0 } },
{ .pos = { -1.0, 1.0, -1.0, 1.0 }, .color = { 1.0, 0.0, 0.5, 1.0 } },
{ .pos = { -1.0, 1.0, 1.0, 1.0 }, .color = { 1.0, 0.0, 0.5, 1.0 } },
{ .pos = { 1.0, 1.0, 1.0, 1.0 }, .color = { 1.0, 0.0, 0.5, 1.0 } },
{ .pos = { 1.0, 1.0, -1.0, 1.0 }, .color = { 1.0, 0.0, 0.5, 1.0 } }
};
state.bind.vs.storage_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
.type = SG_BUFFERTYPE_STORAGEBUFFER,
.data = SG_RANGE(vertices),
});
uint16_t indices[] = {
0, 1, 2, 0, 2, 3,
6, 5, 4, 7, 6, 4,
8, 9, 10, 8, 10, 11,
14, 13, 12, 15, 14, 12,
16, 17, 18, 16, 18, 19,
22, 21, 20, 23, 22, 20
};
state.bind.index_buffer = sg_make_buffer(&(sg_buffer_desc){
.type = SG_BUFFERTYPE_INDEXBUFFER,
.data = SG_RANGE(indices)
});
sg_shader shd = sg_make_shader(&(sg_shader_desc){
.vs.uniform_blocks[0].size = sizeof(vs_params_t),
.vs.storage_buffers[0] = { .used = true, .readonly = true },
.vs.source =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct params_t {\n"
" float4x4 mvp;\n"
"};\n"
"struct vertex_t {\n"
" float4 pos;\n"
" float4 color;\n"
"};\n"
"struct ssbo_t {\n"
" vertex_t vtx[1];\n" // MSL C++ doesn't have flexible array member support
"};\n"
"struct vs_out {\n"
" float4 pos [[position]];\n"
" float4 color;\n"
"};\n"
"vertex vs_out _main(constant params_t& params [[buffer(0)]], const device ssbo_t& ssbo [[buffer(12)]], uint vidx [[vertex_id]]) {\n"
" vs_out out;\n"
" out.pos = params.mvp * ssbo.vtx[vidx].pos;\n"
" out.color = ssbo.vtx[vidx].color;\n"
" return out;\n"
"}\n",
.fs.source =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"fragment float4 _main(float4 color [[stage_in]]) {\n"
" return color;\n"
"}\n"
});
state.pip = sg_make_pipeline(&(sg_pipeline_desc){
.shader = shd,
.index_type = SG_INDEXTYPE_UINT16,
.depth = {
.compare = SG_COMPAREFUNC_LESS_EQUAL,
.write_enabled = true
},
.cull_mode = SG_CULLMODE_BACK,
});
}
static void frame(void) {
hmm_mat4 proj = HMM_Perspective(60.0f, (float)osx_width()/(float)osx_height(), 0.01f, 10.0f);
hmm_mat4 view = HMM_LookAt(HMM_Vec3(0.0f, 1.5f, 6.0f), HMM_Vec3(0.0f, 0.0f, 0.0f), HMM_Vec3(0.0f, 1.0f, 0.0f));
hmm_mat4 view_proj = HMM_MultiplyMat4(proj, view);
vs_params_t vs_params;
state.rx += 1.0f; state.ry += 2.0f;
hmm_mat4 rxm = HMM_Rotate(state.rx, HMM_Vec3(1.0f, 0.0f, 0.0f));
hmm_mat4 rym = HMM_Rotate(state.ry, HMM_Vec3(0.0f, 1.0f, 0.0f));
hmm_mat4 model = HMM_MultiplyMat4(rxm, rym);
vs_params.mvp = HMM_MultiplyMat4(view_proj, model);
sg_begin_pass(&(sg_pass){ .action = state.pass_action, .swapchain = osx_swapchain() });
sg_apply_pipeline(state.pip);
sg_apply_bindings(&state.bind);
sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, &SG_RANGE(vs_params));
sg_draw(0, 36, 1);
sg_end_pass();
sg_commit();
}
static void shutdown(void) {
sg_shutdown();
}
int main() {
osx_start(640, 480, 4, SG_PIXELFORMAT_DEPTH, "vertexpulling-metal", init, frame, shutdown);
return 0;
}