Created
June 9, 2018 14:05
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Minimal sprite rendering example with SDL2 for windowing, sokol_gfx for graphics API using OpenGL 3.3 on MacOS
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#include <OpenGL/gl3.h> | |
#include <SDL2/SDL.h> | |
#define SOKOL_IMPL | |
#define SOKOL_GLCORE33 | |
#include <sokol_gfx.h> | |
#define STB_IMAGE_IMPLEMENTATION | |
#include <stb_image.h> | |
#define CODE(...) #__VA_ARGS__ | |
typedef uint16_t u16; | |
int main(){ | |
SDL_Init(SDL_INIT_EVERYTHING); | |
SDL_GL_SetAttribute (SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); | |
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); | |
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); | |
SDL_Window *window = SDL_CreateWindow("Window", | |
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, | |
1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_ALLOW_HIGHDPI); | |
SDL_GLContext ctx = SDL_GL_CreateContext(window); | |
sg_setup(&(sg_desc) {0}); | |
assert(sg_isvalid()); | |
float vertices[] = { | |
-0.5f, 0.5f, 0.0, 1.0, | |
0.5f, 0.5f, 1.0, 1.0, | |
0.5f, -0.5f, 1.0, 0.0, | |
-0.5f, -0.5f, 0.0, 0.0, | |
}; | |
sg_buffer vbuf = sg_make_buffer(&(sg_buffer_desc){ | |
.size = sizeof(vertices), | |
.content = vertices, | |
}); | |
u16 indices[] = { | |
0, 1, 2, | |
0, 2, 3 | |
}; | |
sg_buffer ibuf = sg_make_buffer(&(sg_buffer_desc){ | |
.size = sizeof(indices), | |
.type = SG_BUFFERTYPE_INDEXBUFFER, | |
.content = indices, | |
}); | |
int w, h, n; | |
stbi_set_flip_vertically_on_load(true); | |
unsigned char *data = stbi_load("sprites.png", &w, &h, &n, 0); | |
assert(data); | |
sg_image img = sg_make_image(&(sg_image_desc){ | |
.width=w, | |
.height=h, | |
.pixel_format = SG_PIXELFORMAT_RGBA8, | |
.min_filter = SG_FILTER_NEAREST, | |
.mag_filter = SG_FILTER_NEAREST, | |
.content.subimage[0][0] = { | |
.ptr = data, | |
.size = sizeof(data) | |
} | |
}); | |
sg_shader shd = sg_make_shader(&(sg_shader_desc){ | |
.fs.images[0] = {.name="tex", .type=SG_IMAGETYPE_2D}, | |
.vs.source = "#version 330\n" CODE( | |
layout(location = 0) in vec2 position; | |
layout(location = 1) in vec2 texcoord0; | |
out vec2 uv; | |
void main(){ | |
gl_Position = vec4(position, 0.0, 1.0); | |
uv = texcoord0; | |
} | |
), | |
.fs.source = "#version 330\n" CODE( | |
uniform sampler2D tex; | |
in vec2 uv; | |
out vec4 frag_color; | |
void main(){ | |
frag_color = texture(tex, uv); | |
} | |
) | |
}); | |
sg_pipeline pip = sg_make_pipeline(&(sg_pipeline_desc){ | |
.shader = shd, | |
.blend = { | |
.enabled = true, | |
.src_factor_rgb = SG_BLENDFACTOR_SRC_ALPHA, | |
.dst_factor_rgb = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, | |
.color_write_mask = SG_COLORMASK_RGB, | |
}, | |
.index_type = SG_INDEXTYPE_UINT16, | |
.layout = { | |
.attrs = { | |
[0] = {.format=SG_VERTEXFORMAT_FLOAT2}, | |
[1] = {.format=SG_VERTEXFORMAT_FLOAT2}, | |
} | |
} | |
}); | |
sg_draw_state draw_state = { | |
.pipeline = pip, | |
.vertex_buffers[0] = vbuf, | |
.index_buffer = ibuf, | |
.fs_images[0] = img | |
}; | |
sg_pass_action pass_action = {0}; | |
while(!SDL_QuitRequested()){ | |
int w, h; | |
SDL_GL_GetDrawableSize(window, &w, &h); | |
sg_begin_default_pass(&pass_action, w, h); | |
sg_apply_draw_state(&draw_state); | |
sg_draw(0, 6, 1); | |
sg_end_pass(); | |
sg_commit(); | |
SDL_GL_SwapWindow(window); | |
} | |
sg_shutdown(); | |
SDL_GL_DeleteContext(ctx); | |
SDL_DestroyWindow(window); | |
SDL_Quit(); | |
return 0; | |
} |
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