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70 lines
2 KiB
V
70 lines
2 KiB
V
// A Signed Distance Field rendering demo, ported from https://github.com/floooh/sokol-samples/blob/master/sapp/sdf-sapp.c
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// which in turn is based on https://iquilezles.org/articles/mandelbulb/ and https://www.shadertoy.com/view/ltfSWn
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// vtest build: misc-tooling // needs .h files that are produced by `v shader`
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import sokol.sapp
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import sokol.gfx
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#include "@VMODROOT/sdf.h" # It should be generated with `v shader .`
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fn C.sdf_shader_desc(gfx.Backend) &gfx.ShaderDesc
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@[packed]
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struct C.vs_params_t {
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mut:
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aspect f32
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time f32
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}
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struct State {
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mut:
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pip gfx.Pipeline
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bind gfx.Bindings
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paction gfx.PassAction
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params C.vs_params_t
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}
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fn init(mut state State) {
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gfx.setup(sapp.create_desc())
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fsq_verts := [f32(-1.0), -3.0, 3.0, 1.0, -1.0, 1.0]!
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state.bind.vertex_buffers[0] = gfx.make_buffer(gfx.BufferDesc{
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label: c'fsq vertices'
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data: gfx.Range{&fsq_verts[0], sizeof(fsq_verts)}
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})
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mut pipeline := gfx.PipelineDesc{}
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pipeline.layout.attrs[C.ATTR_vs_position].format = .float2
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pipeline.shader = gfx.make_shader(voidptr(C.sdf_shader_desc(gfx.query_backend())))
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state.pip = gfx.make_pipeline(&pipeline)
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// No need to clear the window, since the shader will overwrite the whole framebuffer
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state.paction.colors[0].load_action = .dontcare
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}
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fn frame(mut state State) {
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w, h := sapp.width(), sapp.height()
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state.params.time += f32(sapp.frame_duration())
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state.params.aspect = f32(w) / f32(h)
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gfx.begin_pass(sapp.create_default_pass(state.paction))
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gfx.apply_pipeline(state.pip)
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gfx.apply_bindings(state.bind)
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gfx.apply_uniforms(.vs, C.SLOT_vs_params, gfx.Range{&state.params, sizeof(state.params)})
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gfx.draw(0, 3, 1)
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gfx.end_pass()
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gfx.commit()
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}
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fn main() {
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sapp.run(sapp.Desc{
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window_title: c'SDF Rendering'
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width: 512
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height: 512
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frame_userdata_cb: frame
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init_userdata_cb: init
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cleanup_cb: gfx.shutdown
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icon: sapp.IconDesc{
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sokol_default: true
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}
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user_data: &State{}
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})
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}
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