sokol-luajit/projects/examples/samples/offscreen_sapp.lua

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package.path = package.path..";../../?.lua"
local dirtools = require("tools.vfs.dirtools").init("sokol%-luajit")
--_G.SOKOL_DLL = "sokol_debug_dll"
local sapp = require("sokol_app")
sg = require("sokol_gfx")
local slib = require("sokol_libs") -- Warn - always after gfx!!
local sshape = require("sokol_shape")
local hmm = require("hmm")
local hutils = require("hmm_utils")
local ffi = require("ffi")
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require("engine.platform")
-- --------------------------------------------------------------------------------------
-- The nice way to take a glsl shader and load, compile and return a shader description
local shc = require("tools.shader_compiler.shc_compile").init( "sokol%-luajit", false )
-- Need to use default because this is whats used for first unnamed program
local default = shc.compile("./projects/examples/samples/offscreen-sapp.glsl", "default")
local offscreen = shc.compile("./projects/examples/samples/offscreen-sapp.glsl", "offscreen")
-- --------------------------------------------------------------------------------------
local OFFSCREEN_PIXEL_FORMAT = (sg.SG_PIXELFORMAT_RGBA8)
local OFFSCREEN_SAMPLE_COUNT = 1
local DISPLAY_SAMPLE_COUNT = 4
-- --------------------------------------------------------------------------------------
ffi.cdef[[
typedef struct state {
struct {
sg_pass * pass;
sg_pipeline pip;
sg_bindings * bind;
} offscreen;
struct {
sg_pass_action pass_action;
sg_pipeline pip;
sg_bindings * bind;
} display;
sshape_element_range_t donut;
sshape_element_range_t sphere;
float rx, ry;
} state;
]]
local state = ffi.new("state[1]")
local display_bind = ffi.new("sg_bindings[1]", {})
local offscreen_bind = ffi.new("sg_bindings[1]", {})
local off_pass = ffi.new("sg_pass[1]")
-- --------------------------------------------------------------------------------------
local function init()
local sg_desc = ffi.new("sg_desc[1]")
sg_desc[0].environment = slib.sglue_environment()
sg_desc[0].logger.func = slib.slog_func
sg.sg_setup( sg_desc )
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win.Sleep(10)
local offscreen_shader = sg.sg_make_shader(offscreen)
local default_shader = sg.sg_make_shader(default)
local pass_action = ffi.new("sg_pass_action[1]")
pass_action[0].colors[0].load_action = sg.SG_LOADACTION_CLEAR
pass_action[0].colors[0].clear_value = { 0.25, 0.45, 0.65, 1.0 }
state[0].display.pass_action = pass_action[0]
-- // setup a render pass struct with one color and one depth render attachment image
-- // NOTE: we need to explicitly set the sample count in the attachment image objects,
-- // because the offscreen pass uses a different sample count than the display render pass
-- // (the display render pass is multi-sampled, the offscreen pass is not)
local img_desc = ffi.new("sg_image_desc[1]")
img_desc[0].render_target = true
img_desc[0].width = 256
img_desc[0].height = 256
img_desc[0].pixel_format = OFFSCREEN_PIXEL_FORMAT
img_desc[0].sample_count = OFFSCREEN_SAMPLE_COUNT
img_desc[0].label = "color-image"
local color_img = sg.sg_make_image(img_desc)
img_desc[0].pixel_format = sg.SG_PIXELFORMAT_DEPTH
img_desc[0].label = "depth-image";
local depth_img = sg.sg_make_image(img_desc)
local att_desc = ffi.new("sg_attachments_desc[1]")
att_desc[0].colors[0].image = color_img
att_desc[0].depth_stencil.image = depth_img
att_desc[0].label = "offscree-attachments"
off_pass[0].attachments = sg.sg_make_attachments(att_desc)
off_pass[0].action.colors[0].load_action = sg.SG_LOADACTION_CLEAR
off_pass[0].action.colors[0].clear_value = { 0.25, 0.25, 0.25, 1.0 }
off_pass[0].label = "offscreen-pass"
state[0].offscreen.pass = off_pass
-- // a donut shape which is rendered into the offscreen render target, and
-- // a sphere shape which is rendered into the default framebuffer
local vertices = ffi.new("sshape_vertex_t[4000]", {})
local indices = ffi.new("uint16_t[24000]", { 0 })
local buf = ffi.new("sshape_buffer_t[1]")
buf[0].vertices.buffer.ptr = vertices
buf[0].vertices.buffer.size = ffi.sizeof(vertices)
buf[0].indices.buffer.ptr = indices
buf[0].indices.buffer.size = ffi.sizeof(indices)
local shape_torus = ffi.new("sshape_torus_t[1]", {})
shape_torus[0].radius = 0.5
shape_torus[0].ring_radius = 0.3
shape_torus[0].sides = 20
shape_torus[0].rings = 36
buf[0] = sshape.sshape_build_torus(buf, shape_torus)
state[0].donut = sshape.sshape_element_range(buf)
local shape_sphere = ffi.new("sshape_sphere_t[1]", {})
shape_sphere[0].radius = 0.5
shape_sphere[0].slices = 72
shape_sphere[0].stacks = 40
buf[0] = sshape.sshape_build_sphere(buf, shape_sphere)
state[0].sphere = sshape.sshape_element_range(buf)
local vbuf_desc = ffi.new("sg_buffer_desc[1]")
vbuf_desc[0] = sshape.sshape_vertex_buffer_desc(buf)
local ibuf_desc = ffi.new("sg_buffer_desc[1]")
ibuf_desc[0] = sshape.sshape_index_buffer_desc(buf)
vbuf_desc[0].label = "shape-vbuf"
ibuf_desc[0].label = "shape-ibuf"
local vbuf = sg.sg_make_buffer(vbuf_desc)
local ibuf = sg.sg_make_buffer(ibuf_desc)
-- // pipeline-state-object for offscreen-rendered donut
-- // NOTE: we need to explicitly set the sample_count here because
-- // the offscreen pass uses a different sample count than the default
-- // pass (the display pass is multi-sampled, but the offscreen pass isn't)
local pipeline = ffi.new("sg_pipeline_desc[1]")
pipeline[0].layout.buffers[0] = sshape.sshape_vertex_buffer_layout_state()
pipeline[0].layout.attrs[0] = sshape.sshape_position_vertex_attr_state()
pipeline[0].layout.attrs[1] = sshape.sshape_normal_vertex_attr_state()
pipeline[0].shader = offscreen_shader
pipeline[0].index_type = sg.SG_INDEXTYPE_UINT16
pipeline[0].cull_mode = sg.SG_CULLMODE_BACK
pipeline[0].sample_count = OFFSCREEN_SAMPLE_COUNT
pipeline[0].depth.pixel_format = sg.SG_PIXELFORMAT_DEPTH
pipeline[0].depth.compare = sg.SG_COMPAREFUNC_LESS_EQUAL
pipeline[0].depth.write_enabled = true
pipeline[0].colors[0].pixel_format = OFFSCREEN_PIXEL_FORMAT
pipeline[0].label = "offscreen-pipeline"
state[0].offscreen.pip = sg.sg_make_pipeline(pipeline)
-- // and another pipeline-state-object for the default pass
local pipe_desc = ffi.new("sg_pipeline_desc[1]")
pipe_desc[0].layout.buffers[0] = sshape.sshape_vertex_buffer_layout_state()
pipe_desc[0].layout.attrs[0] = sshape.sshape_position_vertex_attr_state()
pipe_desc[0].layout.attrs[1] = sshape.sshape_normal_vertex_attr_state()
pipe_desc[0].layout.attrs[2] = sshape.sshape_texcoord_vertex_attr_state()
pipe_desc[0].shader = default_shader
pipe_desc[0].index_type = sg.SG_INDEXTYPE_UINT16
pipe_desc[0].cull_mode = sg.SG_CULLMODE_BACK
pipe_desc[0].depth.compare = sg.SG_COMPAREFUNC_LESS_EQUAL
pipe_desc[0].depth.write_enabled = true
pipe_desc[0].label = "default-pipeline"
state[0].display.pip = sg.sg_make_pipeline(pipe_desc)
-- // a sampler object for sampling the render target texture
local sampler = ffi.new("sg_sampler_desc[1]")
sampler[0].min_filter = sg.SG_FILTER_LINEAR
sampler[0].mag_filter = sg.SG_FILTER_LINEAR
sampler[0].wrap_u = sg.SG_WRAP_REPEAT
sampler[0].wrap_v = sg.SG_WRAP_REPEAT
local smp = sg.sg_make_sampler(sampler)
-- // the resource bindings for rendering a non-textured shape into offscreen render target
offscreen_bind[0].vertex_buffers[0] = vbuf
offscreen_bind[0].index_buffer = ibuf
state[0].offscreen.bind = offscreen_bind
-- // resource bindings to render a textured shape, using the offscreen render target as texture
display_bind[0].vertex_buffers[0] = vbuf
display_bind[0].index_buffer = ibuf
display_bind[0].images[0] = color_img
display_bind[0].samplers[0] = smp
state[0].display.bind = display_bind
end
-- --------------------------------------------------------------------------------------
-- // helper function to compute model-view-projection matrix
local function compute_mvp( rx, ry, aspect, eye_dist)
local proj = hmm.HMM_Perspective(45.0, aspect, 0.01, 10.0)
local view = hmm.HMM_LookAt(hmm.HMM_Vec3(0.0, 0.0, eye_dist), hmm.HMM_Vec3(0.0, 0.0, 0.0), hmm.HMM_Vec3(0.0, 1.0, 0.0))
local view_proj = hmm.HMM_MultiplyMat4(proj, view)
local rxm = hmm.HMM_Rotate(rx, hmm.HMM_Vec3(1.0, 0.0, 0.0))
local rym = hmm.HMM_Rotate(ry, hmm.HMM_Vec3(0.0, 1.0, 0.0))
local model = hmm.HMM_MultiplyMat4(rym, rxm)
local mvp = hmm.HMM_MultiplyMat4(view_proj, model)
return mvp
end
-- --------------------------------------------------------------------------------------
local vs_params = ffi.new("vs_params_t[1]")
local def_vs_params = ffi.new("vs_params_t[1]")
local vs_range = ffi.new("sg_range[1]")
local def_vs_range = ffi.new("sg_range[1]")
local function frame()
local t = (sapp.sapp_frame_duration() * 60.0)
state[0].rx = state[0].rx + 1.0 * t
state[0].ry = state[0].ry + 2.0 * t
-- // the offscreen pass, rendering an rotating, untextured donut into a render target image
vs_params[0].mvp = compute_mvp(state[0].rx, state[0].ry, 1.0, 2.5)
vs_range[0].ptr = vs_params
vs_range[0].size = ffi.sizeof(vs_params)
sg.sg_begin_pass(state[0].offscreen.pass)
sg.sg_apply_pipeline(state[0].offscreen.pip)
sg.sg_apply_bindings(state[0].offscreen.bind)
sg.sg_apply_uniforms(sg.SG_SHADERSTAGE_VS, vs_range)
sg.sg_draw(state[0].donut.base_element, state[0].donut.num_elements, 1)
sg.sg_end_pass()
-- // and the display-pass, rendering a rotating textured sphere which uses the
-- // previously rendered offscreen render-target as texture
local w = sapp.sapp_width()
local h = sapp.sapp_height()
def_vs_params[0].mvp = compute_mvp(-state[0].rx * 0.25, state[0].ry * 0.25, w/h, 3.0)
local pass = ffi.new("sg_pass[1]")
pass[0].action = state[0].display.pass_action
pass[0].swapchain = slib.sglue_swapchain()
pass[0].label = "swapchain-pass"
sg.sg_begin_pass(pass)
def_vs_range[0].ptr = def_vs_params
def_vs_range[0].size = ffi.sizeof(def_vs_params)
sg.sg_apply_pipeline(state[0].display.pip)
sg.sg_apply_bindings(state[0].display.bind)
sg.sg_apply_uniforms(sg.SG_SHADERSTAGE_VS, def_vs_range)
sg.sg_draw(state[0].sphere.base_element, state[0].sphere.num_elements, 1)
sg.sg_end_pass()
sg.sg_commit()
-- Display frame stats in console.
-- hutils.show_stats()
end
-- --------------------------------------------------------------------------------------
local function cleanup()
sg.sg_shutdown()
end
-- --------------------------------------------------------------------------------------
local app_desc = ffi.new("sapp_desc[1]")
app_desc[0].init_cb = init
app_desc[0].frame_cb = frame
app_desc[0].cleanup_cb = cleanup
app_desc[0].width = 1920
app_desc[0].height = 1080
app_desc[0].sample_count = DISPLAY_SAMPLE_COUNT
app_desc[0].window_title = "Offscreen (sokol-app)"
app_desc[0].icon.sokol_default = true
app_desc[0].logger.func = slib.slog_func
sapp.sapp_run( app_desc )
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-- --------------------------------------------------------------------------------------