From b6cf1d104da53ec9c30dc45c35d9de48812f0afc Mon Sep 17 00:00:00 2001 From: Xander Swan Date: Wed, 3 Dec 2025 09:52:13 -0500 Subject: Initial commit --- src/draw/default_shader.odin | 538 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 538 insertions(+) create mode 100644 src/draw/default_shader.odin (limited to 'src/draw/default_shader.odin') diff --git a/src/draw/default_shader.odin b/src/draw/default_shader.odin new file mode 100644 index 0000000..eca5c62 --- /dev/null +++ b/src/draw/default_shader.odin @@ -0,0 +1,538 @@ +package draw +import sg "shared:sokol/gfx" +/* + #version:1# (machine generated, don't edit!) + + Generated by sokol-shdc (https://github.com/floooh/sokol-tools) + + Cmdline: + sokol-shdc -i src/draw/default.glsl -o src/draw/default_shader.odin -l glsl430:metal_macos:hlsl5 -f sokol_odin + + Overview: + ========= + Shader program: 'default': + Get shader desc: default_shader_desc(sg.query_backend()) + Vertex Shader: vs + Fragment Shader: fs + Attributes: + ATTR_default_vposition => 0 + ATTR_default_vuv => 1 + ATTR_default_vcolor => 2 + Bindings: + Uniform block 'default_vs_params': + Odin struct: Default_Vs_Params + Bind slot: UB_default_vs_params => 0 + Texture 'tex': + Image type: ._2D + Sample type: .FLOAT + Multisampled: false + Bind slot: VIEW_tex => 0 + Sampler 'tex_samp': + Type: .FILTERING + Bind slot: SMP_tex_samp => 0 +*/ +ATTR_default_vposition :: 0 +ATTR_default_vuv :: 1 +ATTR_default_vcolor :: 2 +UB_default_vs_params :: 0 +VIEW_tex :: 0 +SMP_tex_samp :: 0 +Default_Vs_Params :: struct #align(16) { + using _: struct #packed { + projection: [16]f32, + }, +} +/* + #version 430 + + uniform vec4 default_vs_params[4]; + layout(location = 0) in vec2 vposition; + layout(location = 0) out vec4 fcolor; + layout(location = 2) in vec4 vcolor; + layout(location = 1) out vec2 fuv; + layout(location = 1) in vec2 vuv; + + void main() + { + gl_Position = mat4(default_vs_params[0], default_vs_params[1], default_vs_params[2], default_vs_params[3]) * vec4(vposition, 0.0, 1.0); + fcolor = vcolor; + fuv = vuv; + } + +*/ +@(private="file") +vs_source_glsl430 := [428]u8 { + 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x34,0x33,0x30,0x0a,0x0a,0x75,0x6e, + 0x69,0x66,0x6f,0x72,0x6d,0x20,0x76,0x65,0x63,0x34,0x20,0x64,0x65,0x66,0x61,0x75, + 0x6c,0x74,0x5f,0x76,0x73,0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,0x5b,0x34,0x5d,0x3b, + 0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e, + 0x20,0x3d,0x20,0x30,0x29,0x20,0x69,0x6e,0x20,0x76,0x65,0x63,0x32,0x20,0x76,0x70, + 0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28, + 0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30,0x29,0x20,0x6f,0x75, + 0x74,0x20,0x76,0x65,0x63,0x34,0x20,0x66,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x6c, + 0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d, + 0x20,0x32,0x29,0x20,0x69,0x6e,0x20,0x76,0x65,0x63,0x34,0x20,0x76,0x63,0x6f,0x6c, + 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0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x7d,0x0a,0x0a,0x00, +} +/* + cbuffer default_vs_params : register(b0) + { + row_major float4x4 _19_projection : packoffset(c0); + }; + + + static float4 gl_Position; + static float2 vposition; + static float4 fcolor; + static float4 vcolor; + static float2 fuv; + static float2 vuv; + + struct SPIRV_Cross_Input + { + float2 vposition : TEXCOORD0; + float2 vuv : TEXCOORD1; + float4 vcolor : TEXCOORD2; + }; + + struct SPIRV_Cross_Output + { + float4 fcolor : TEXCOORD0; + float2 fuv : TEXCOORD1; + float4 gl_Position : SV_Position; + }; + + void vert_main() + { + gl_Position = mul(float4(vposition, 0.0f, 1.0f), _19_projection); + fcolor = vcolor; + fuv = vuv; + } + + SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) + { + vposition = stage_input.vposition; + vcolor = stage_input.vcolor; + vuv = stage_input.vuv; + vert_main(); + SPIRV_Cross_Output stage_output; + stage_output.gl_Position = gl_Position; + stage_output.fcolor = fcolor; + stage_output.fuv = fuv; + return stage_output; + } +*/ +@(private="file") +vs_source_hlsl5 := [964]u8 { + 0x63,0x62,0x75,0x66,0x66,0x65,0x72,0x20,0x64,0x65,0x66,0x61,0x75,0x6c,0x74,0x5f, + 0x76,0x73,0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,0x20,0x3a,0x20,0x72,0x65,0x67,0x69, + 0x73,0x74,0x65,0x72,0x28,0x62,0x30,0x29,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x72, + 0x6f,0x77,0x5f,0x6d,0x61,0x6a,0x6f,0x72,0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x78, + 0x34,0x20,0x5f,0x31,0x39,0x5f,0x70,0x72,0x6f,0x6a,0x65,0x63,0x74,0x69,0x6f,0x6e, + 0x20,0x3a,0x20,0x70,0x61,0x63,0x6b,0x6f,0x66,0x66,0x73,0x65,0x74,0x28,0x63,0x30, + 0x29,0x3b,0x0a,0x7d,0x3b,0x0a,0x0a,0x0a,0x73,0x74,0x61,0x74,0x69,0x63,0x20,0x66, + 0x6c,0x6f,0x61,0x74,0x34,0x20,0x67,0x6c,0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,0x6f, + 0x6e,0x3b,0x0a,0x73,0x74,0x61,0x74,0x69,0x63,0x20,0x66,0x6c,0x6f,0x61,0x74,0x32, + 0x20,0x76,0x70,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x3b,0x0a,0x73,0x74,0x61,0x74, + 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0x72,0x65,0x74,0x75,0x72,0x6e,0x20,0x6f,0x75,0x74,0x3b,0x0a,0x7d,0x0a,0x0a,0x00, + +} +default_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc { + desc: sg.Shader_Desc + desc.label = "default_shader" + #partial switch backend { + case .GLCORE: + desc.vertex_func.source = transmute(cstring)&vs_source_glsl430 + desc.vertex_func.entry = "main" + desc.fragment_func.source = transmute(cstring)&fs_source_glsl430 + desc.fragment_func.entry = "main" + desc.attrs[0].base_type = .FLOAT + desc.attrs[0].glsl_name = "vposition" + desc.attrs[1].base_type = .FLOAT + desc.attrs[1].glsl_name = "vuv" + desc.attrs[2].base_type = .FLOAT + desc.attrs[2].glsl_name = "vcolor" + desc.uniform_blocks[0].stage = .VERTEX + desc.uniform_blocks[0].layout = .STD140 + desc.uniform_blocks[0].size = 64 + desc.uniform_blocks[0].glsl_uniforms[0].type = .FLOAT4 + desc.uniform_blocks[0].glsl_uniforms[0].array_count = 4 + desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "default_vs_params" + desc.views[0].texture.stage = .FRAGMENT + desc.views[0].texture.image_type = ._2D + desc.views[0].texture.sample_type = .FLOAT + desc.views[0].texture.multisampled = false + desc.samplers[0].stage = .FRAGMENT + desc.samplers[0].sampler_type = .FILTERING + desc.texture_sampler_pairs[0].stage = .FRAGMENT + desc.texture_sampler_pairs[0].view_slot = 0 + desc.texture_sampler_pairs[0].sampler_slot = 0 + desc.texture_sampler_pairs[0].glsl_name = "tex_tex_samp" + case .D3D11: + desc.vertex_func.source = transmute(cstring)&vs_source_hlsl5 + desc.vertex_func.d3d11_target = "vs_5_0" + desc.vertex_func.entry = "main" + desc.fragment_func.source = transmute(cstring)&fs_source_hlsl5 + desc.fragment_func.d3d11_target = "ps_5_0" + desc.fragment_func.entry = "main" + desc.attrs[0].base_type = .FLOAT + desc.attrs[0].hlsl_sem_name = "TEXCOORD" + desc.attrs[0].hlsl_sem_index = 0 + desc.attrs[1].base_type = .FLOAT + desc.attrs[1].hlsl_sem_name = "TEXCOORD" + desc.attrs[1].hlsl_sem_index = 1 + desc.attrs[2].base_type = .FLOAT + desc.attrs[2].hlsl_sem_name = "TEXCOORD" + desc.attrs[2].hlsl_sem_index = 2 + desc.uniform_blocks[0].stage = .VERTEX + desc.uniform_blocks[0].layout = .STD140 + desc.uniform_blocks[0].size = 64 + desc.uniform_blocks[0].hlsl_register_b_n = 0 + desc.views[0].texture.stage = .FRAGMENT + desc.views[0].texture.image_type = ._2D + desc.views[0].texture.sample_type = .FLOAT + desc.views[0].texture.multisampled = false + desc.views[0].texture.hlsl_register_t_n = 0 + desc.samplers[0].stage = .FRAGMENT + desc.samplers[0].sampler_type = .FILTERING + desc.samplers[0].hlsl_register_s_n = 0 + desc.texture_sampler_pairs[0].stage = .FRAGMENT + desc.texture_sampler_pairs[0].view_slot = 0 + desc.texture_sampler_pairs[0].sampler_slot = 0 + case .METAL_MACOS: + desc.vertex_func.source = transmute(cstring)&vs_source_metal_macos + desc.vertex_func.entry = "main0" + desc.fragment_func.source = transmute(cstring)&fs_source_metal_macos + desc.fragment_func.entry = "main0" + desc.attrs[0].base_type = .FLOAT + desc.attrs[1].base_type = .FLOAT + desc.attrs[2].base_type = .FLOAT + desc.uniform_blocks[0].stage = .VERTEX + desc.uniform_blocks[0].layout = .STD140 + desc.uniform_blocks[0].size = 64 + desc.uniform_blocks[0].msl_buffer_n = 0 + desc.views[0].texture.stage = .FRAGMENT + desc.views[0].texture.image_type = ._2D + desc.views[0].texture.sample_type = .FLOAT + desc.views[0].texture.multisampled = false + desc.views[0].texture.msl_texture_n = 0 + desc.samplers[0].stage = .FRAGMENT + desc.samplers[0].sampler_type = .FILTERING + desc.samplers[0].msl_sampler_n = 0 + desc.texture_sampler_pairs[0].stage = .FRAGMENT + desc.texture_sampler_pairs[0].view_slot = 0 + desc.texture_sampler_pairs[0].sampler_slot = 0 + } + return desc +} -- cgit v1.3-2-g0d8e