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authorPatrick2026-09-27 10:57:03 +0200
committerPatrick2026-09-27 10:57:03 +0200
commitc511ae90162f506f34ca0b98732577dc688ebcca (patch)
tree218eab224b41aac86948c0d03de612f80c406e91 /src
parenta58717ae1a2451635c7dee0970e6ee82b9cb4ac2 (diff)
downloadsg3-main.tar.gz
sg3-main.zip
initial stateHEADmain
Diffstat (limited to 'src')
-rw-r--r--src/main.zig50
-rw-r--r--src/shaders/main.glsl21
2 files changed, 49 insertions, 22 deletions
diff --git a/src/main.zig b/src/main.zig
index 4c6d98a..9f68540 100644
--- a/src/main.zig
+++ b/src/main.zig
@@ -9,8 +9,9 @@ const slog = sokol.log;
const sg = sokol.gfx;
const sapp = sokol.app;
const sglue = sokol.glue;
-const imgui = sokol.imgui;
-const appimgui = sokol.appimgui;
+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");
@@ -20,6 +21,8 @@ const state = struct {
var pass_action: sg.PassAction = .{};
var pip: sg.Pipeline = .{};
var bind: sg.Bindings = .{};
+ var vs: shd.VsParams = .{.position = .{0,0}};
+ var fs: shd.FsParams = .{.color = .{1,0,0,1}};
};
};
@@ -29,16 +32,21 @@ export fn init() void {
.logger = .{ .func = slog.func },
});
- imgui.setup(.{});
- appimgui.setup();
+ simgui.setup(.{});
+ sappimgui.setup();
+ ig.igGetIO().*.ConfigFlags |= ig.ImGuiConfigFlags_DockingEnable;
// default pass action: clear to blue-ish
state.display.pass_action.colors[0] = .{
.load_action = .CLEAR,
- .clear_value = .{ .r = 0.25, .g = 0.45, .b = 0.65, .a = 1.0 },
+ .clear_value = .{ .r = 1, .g = 0, .b = 0, .a = 1.0 },
};
- const vbuf = sg.makeBuffer(.{});
+ const vbuf = sg.makeBuffer(.{.data = sg.asRange(&[6]f32 {
+ -1.0, -1.0,
+ -1.0, 3.0,
+ 3.0, -1.0,
+ })});
state.display.bind.vertex_buffers[0] = vbuf;
// shader and pipeline object for the default render pass
@@ -46,10 +54,9 @@ export fn init() void {
.shader = sg.makeShader(shd.offscreenShaderDesc(sg.queryBackend())),
.layout = init: {
var l = sg.VertexLayoutState{};
- l.attrs[shd.ATTR_offscreen_position] = .{};
+ l.attrs[shd.ATTR_offscreen_vpos] = .{ .format = .FLOAT2 };
break :init l;
},
- .index_type = .UINT16,
.cull_mode = .BACK,
.depth = .{
.compare = .LESS_EQUAL,
@@ -59,25 +66,46 @@ export fn init() void {
}
export fn event(ev: [*c]const sapp.Event) void {
- appimgui.trackEvent(ev.*);
+ sappimgui.trackEvent(ev.*);
+ // forward input events to sokol-imgui
+ _ = simgui.handleEvent(ev.*);
}
export fn frame() void {
+ // call simgui.newFrame() before any ImGui calls
+ simgui.newFrame(.{
+ .width = sapp.width(),
+ .height = sapp.height(),
+ .delta_time = sapp.frameDuration(),
+ .dpi_scale = sapp.dpiScale(),
+ });
+ sappimgui.trackFrame();
+
// const dt: f32 = @floatCast(sapp.frameDuration() * 60);
// const aspect = sapp.widthf() / sapp.heightf();
+
+ if (ig.igBegin("abc", null, 0))
+ {
+ _ = ig.igDragFloat2("position", &state.display.vs.position);
+ _ = ig.igColorEdit4("color", &state.display.fs.color, 0);
+ ig.igEnd();
+ }
sg.beginPass(.{ .action = state.display.pass_action, .swapchain = sglue.swapchain() });
sg.applyPipeline(state.display.pip);
sg.applyBindings(state.display.bind);
+ sg.applyUniforms(shd.UB_vs_params, sg.asRange(&state.display.vs));
+ sg.applyUniforms(shd.UB_fs_params, sg.asRange(&state.display.fs));
sg.draw(0, 3, 1);
+ simgui.render();
sg.endPass();
sg.commit();
}
export fn cleanup() void {
- appimgui.shutdown();
- imgui.shutdown();
+ sappimgui.shutdown();
+ simgui.shutdown();
sg.shutdown();
}
diff --git a/src/shaders/main.glsl b/src/shaders/main.glsl
index 48de990..4e2d4ea 100644
--- a/src/shaders/main.glsl
+++ b/src/shaders/main.glsl
@@ -4,29 +4,28 @@
@header const m = @import("../math.zig")
@ctype mat4 m.Mat4
-// shared code for all shaders
-@block uniforms
-layout(binding=0) uniform vs_params {
- mat4 mvp;
-};
-@end
-
// offscreen rendering shaders
@vs vs_offscreen
-@include_block uniforms
+layout(binding=0) uniform vs_params {
+ vec2 position;
+};
-in vec2 position;
+in vec2 vpos;
void main() {
- gl_Position = vec4(position, 0, 1);
+ gl_Position = vec4(vpos + position, 0, 1);
}
@end
@fs fs_offscreen
+layout(binding=1) uniform fs_params {
+ vec4 color;
+};
+
out vec4 frag_color;
void main() {
- frag_color = vec4(1.0, 0.5, 1.0, 1.0);
+ frag_color = color;
}
@end