making initial code2 codebase diretory

This commit is contained in:
2025-09-14 16:05:56 -04:00
parent 8125f1680c
commit 34e9f590ff
27 changed files with 5226 additions and 0 deletions

View File

@@ -0,0 +1,399 @@
package sectr
import sg "thirdparty:sokol/gfx"
/*
#version:1# (machine generated, don't edit!)
Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
Cmdline:
sokol-shdc --input C:\projects\SectrPrototype\code\sectr\shaders\ve_blit_atlas.shdc.glsl --output C:\projects\SectrPrototype\code\sectr\shaders\ve_blit_atlas.odin --slang hlsl4 --format=sokol_odin --module =vefc_blit_atlas
Overview:
=========
Shader program: 've_blit_atlas':
Get shader desc: ve_blit_atlas_shader_desc(sg.query_backend())
Vertex Shader: ve_blit_atlas_vs
Fragment Shader: ve_blit_atlas_fs
Attributes:
ATTR_ve_blit_atlas_v_position => 0
ATTR_ve_blit_atlas_v_texture => 1
Bindings:
Uniform block 've_blit_atlas_fs_params':
Odin struct: Ve_Blit_Atlas_Fs_Params
Bind slot: UB_ve_blit_atlas_fs_params => 0
Image 've_blit_atlas_src_texture':
Image type: ._2D
Sample type: .FLOAT
Multisampled: false
Bind slot: IMG_ve_blit_atlas_src_texture => 0
Sampler 've_blit_atlas_src_sampler':
Type: .FILTERING
Bind slot: SMP_ve_blit_atlas_src_sampler => 0
*/
ATTR_ve_blit_atlas_v_position :: 0
ATTR_ve_blit_atlas_v_texture :: 1
UB_ve_blit_atlas_fs_params :: 0
IMG_ve_blit_atlas_src_texture :: 0
SMP_ve_blit_atlas_src_sampler :: 0
Ve_Blit_Atlas_Fs_Params :: struct #align(16) {
using _: struct #packed {
glyph_buffer_size: [2]f32,
over_sample: f32,
region: i32,
},
}
/*
static float4 gl_Position;
static float2 uv;
static float2 v_texture;
static float2 v_position;
struct SPIRV_Cross_Input
{
float2 v_position : TEXCOORD0;
float2 v_texture : TEXCOORD1;
};
struct SPIRV_Cross_Output
{
float2 uv : TEXCOORD0;
float4 gl_Position : SV_Position;
};
void vert_main()
{
uv = float2(v_texture.x, 1.0f - v_texture.y);
gl_Position = float4(v_position, 0.0f, 1.0f);
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
v_texture = stage_input.v_texture;
v_position = stage_input.v_position;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.uv = uv;
return stage_output;
}
*/
@(private="file")
ve_blit_atlas_vs_source_hlsl4 := [705]u8 {
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}
/*
cbuffer ve_blit_atlas_fs_params : register(b0)
{
float2 _20_glyph_buffer_size : packoffset(c0);
float _20_over_sample : packoffset(c0.z);
int _20_region : packoffset(c0.w);
};
Texture2D<float4> ve_blit_atlas_src_texture : register(t0);
SamplerState ve_blit_atlas_src_sampler : register(s0);
static float2 uv;
static float4 frag_color;
struct SPIRV_Cross_Input
{
float2 uv : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
float4 frag_color : SV_Target0;
};
float down_sample_to_texture(float2 uv_1, float2 texture_size)
{
return (1.0f / _20_over_sample) * (((ve_blit_atlas_src_texture.Sample(ve_blit_atlas_src_sampler, uv_1).x + ve_blit_atlas_src_texture.Sample(ve_blit_atlas_src_sampler, mad(float2(0.0f, 1.0f), texture_size, uv_1)).x) + ve_blit_atlas_src_texture.Sample(ve_blit_atlas_src_sampler, mad(float2(1.0f, 0.0f), texture_size, uv_1)).x) + ve_blit_atlas_src_texture.Sample(ve_blit_atlas_src_sampler, uv_1 + texture_size).x);
}
void frag_main()
{
float2 _98 = 1.0f.xx / _20_glyph_buffer_size;
bool _104 = _20_region == 0;
bool _111;
if (!_104)
{
_111 = _20_region == 1;
}
else
{
_111 = _104;
}
bool _118;
if (!_111)
{
_118 = _20_region == 2;
}
else
{
_118 = _111;
}
bool _126;
if (!_118)
{
_126 = _20_region == 4;
}
else
{
_126 = _118;
}
if (_126)
{
float2 param = uv + (float2(-1.0f, -1.5f) / _20_glyph_buffer_size);
float2 param_1 = _98;
float2 param_2 = uv + (float2(0.5f, -1.5f) / _20_glyph_buffer_size);
float2 param_3 = _98;
float2 param_4 = uv + (float2(-1.5f, 0.5f) / _20_glyph_buffer_size);
float2 param_5 = _98;
float2 param_6 = uv + (0.5f.xx / _20_glyph_buffer_size);
float2 param_7 = _98;
frag_color = float4(1.0f, 1.0f, 1.0f, (1.0f / _20_over_sample) * (((down_sample_to_texture(param, param_1) + down_sample_to_texture(param_2, param_3)) + down_sample_to_texture(param_4, param_5)) + down_sample_to_texture(param_6, param_7)));
}
else
{
frag_color = float4(0.0f, 0.0f, 0.0f, 1.0f);
}
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
uv = stage_input.uv;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.frag_color = frag_color;
return stage_output;
}
*/
@(private="file")
ve_blit_atlas_fs_source_hlsl4 := [2383]u8 {
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}
ve_blit_atlas_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc: sg.Shader_Desc
desc.label = "ve_blit_atlas_shader"
#partial switch backend {
case .D3D11:
desc.vertex_func.source = transmute(cstring)&ve_blit_atlas_vs_source_hlsl4
desc.vertex_func.d3d11_target = "vs_4_0"
desc.vertex_func.entry = "main"
desc.fragment_func.source = transmute(cstring)&ve_blit_atlas_fs_source_hlsl4
desc.fragment_func.d3d11_target = "ps_4_0"
desc.fragment_func.entry = "main"
desc.attrs[0].hlsl_sem_name = "TEXCOORD"
desc.attrs[0].hlsl_sem_index = 0
desc.attrs[1].hlsl_sem_name = "TEXCOORD"
desc.attrs[1].hlsl_sem_index = 1
desc.uniform_blocks[0].stage = .FRAGMENT
desc.uniform_blocks[0].layout = .STD140
desc.uniform_blocks[0].size = 16
desc.uniform_blocks[0].hlsl_register_b_n = 0
desc.images[0].stage = .FRAGMENT
desc.images[0].multisampled = false
desc.images[0].image_type = ._2D
desc.images[0].sample_type = .FLOAT
desc.images[0].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.image_sampler_pairs[0].stage = .FRAGMENT
desc.image_sampler_pairs[0].image_slot = 0
desc.image_sampler_pairs[0].sampler_slot = 0
}
return desc
}

View File

@@ -0,0 +1,57 @@
@module ve_blit_atlas
@header package sectr
@header import sg "thirdparty:sokol/gfx"
@vs ve_blit_atlas_vs
@include ./ve_source_shared.shdc.glsl
@end
@fs ve_blit_atlas_fs
in vec2 uv;
out vec4 frag_color;
layout(binding = 0) uniform texture2D ve_blit_atlas_src_texture;
layout(binding = 0) uniform sampler ve_blit_atlas_src_sampler;
layout(binding = 0) uniform ve_blit_atlas_fs_params {
vec2 glyph_buffer_size;
float over_sample;
int region;
};
float down_sample_to_texture( vec2 uv, vec2 texture_size )
{
float down_sample = 1.0f / over_sample;
float value =
texture(sampler2D( ve_blit_atlas_src_texture, ve_blit_atlas_src_sampler ), uv + vec2( 0.0f, 0.0f ) * texture_size ).x * down_sample
+ texture(sampler2D( ve_blit_atlas_src_texture, ve_blit_atlas_src_sampler ), uv + vec2( 0.0f, 1.0f ) * texture_size ).x * down_sample
+ texture(sampler2D( ve_blit_atlas_src_texture, ve_blit_atlas_src_sampler ), uv + vec2( 1.0f, 0.0f ) * texture_size ).x * down_sample
+ texture(sampler2D( ve_blit_atlas_src_texture, ve_blit_atlas_src_sampler ), uv + vec2( 1.0f, 1.0f ) * texture_size ).x * down_sample;
return value;
}
void main()
{
const vec2 texture_size = 1.0f / glyph_buffer_size;
if ( region == 0 || region == 1 || region == 2 || region == 4 )
{
float down_sample = 1.0f / over_sample;
float alpha =
down_sample_to_texture( uv + vec2( -1.0f, -1.5f ) * texture_size, texture_size ) * down_sample
+ down_sample_to_texture( uv + vec2( 0.5f, -1.5f ) * texture_size, texture_size ) * down_sample
+ down_sample_to_texture( uv + vec2( -1.5f, 0.5f ) * texture_size, texture_size ) * down_sample
+ down_sample_to_texture( uv + vec2( 0.5f, 0.5f ) * texture_size, texture_size ) * down_sample;
frag_color = vec4( 1.0f, 1.0f, 1.0f, alpha );
}
else
{
frag_color = vec4( 0.0f, 0.0f, 0.0f, 1.0 );
}
}
@end
@program ve_blit_atlas ve_blit_atlas_vs ve_blit_atlas_fs

View File

@@ -0,0 +1,280 @@
package sectr
import sg "thirdparty:sokol/gfx"
/*
#version:1# (machine generated, don't edit!)
Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
Cmdline:
sokol-shdc --input C:\projects\SectrPrototype\code\sectr\shaders\ve_draw_text.shdc.glsl --output C:\projects\SectrPrototype\code\sectr\shaders\ve_draw_text.odin --slang hlsl4 --format=sokol_odin --module =vefc_draw_text
Overview:
=========
Shader program: 've_draw_text':
Get shader desc: ve_draw_text_shader_desc(sg.query_backend())
Vertex Shader: ve_draw_text_vs
Fragment Shader: ve_draw_text_fs
Attributes:
ATTR_ve_draw_text_v_position => 0
ATTR_ve_draw_text_v_texture => 1
Bindings:
Uniform block 've_draw_text_fs_params':
Odin struct: Ve_Draw_Text_Fs_Params
Bind slot: UB_ve_draw_text_fs_params => 0
Image 've_draw_text_src_texture':
Image type: ._2D
Sample type: .FLOAT
Multisampled: false
Bind slot: IMG_ve_draw_text_src_texture => 0
Sampler 've_draw_text_src_sampler':
Type: .FILTERING
Bind slot: SMP_ve_draw_text_src_sampler => 0
*/
ATTR_ve_draw_text_v_position :: 0
ATTR_ve_draw_text_v_texture :: 1
UB_ve_draw_text_fs_params :: 0
IMG_ve_draw_text_src_texture :: 0
SMP_ve_draw_text_src_sampler :: 0
Ve_Draw_Text_Fs_Params :: struct #align(16) {
using _: struct #packed {
glyph_buffer_size: [2]f32,
over_sample: f32,
_: [4]u8,
colour: [4]f32,
},
}
/*
static float4 gl_Position;
static float2 uv;
static float2 v_texture;
static float2 v_position;
struct SPIRV_Cross_Input
{
float2 v_position : TEXCOORD0;
float2 v_texture : TEXCOORD1;
};
struct SPIRV_Cross_Output
{
float2 uv : TEXCOORD0;
float4 gl_Position : SV_Position;
};
void vert_main()
{
uv = float2(v_texture.x, 1.0f - v_texture.y);
gl_Position = float4((v_position * 2.0f) - 1.0f.xx, 0.0f, 1.0f);
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
v_texture = stage_input.v_texture;
v_position = stage_input.v_position;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.uv = uv;
return stage_output;
}
*/
@(private="file")
ve_draw_text_vs_source_hlsl4 := [724]u8 {
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}
/*
cbuffer ve_draw_text_fs_params : register(b0)
{
float2 _32_glyph_buffer_size : packoffset(c0);
float _32_over_sample : packoffset(c0.z);
float4 _32_colour : packoffset(c1);
};
Texture2D<float4> ve_draw_text_src_texture : register(t0);
SamplerState ve_draw_text_src_sampler : register(s0);
static float2 uv;
static float4 frag_color;
struct SPIRV_Cross_Input
{
float2 uv : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
float4 frag_color : SV_Target0;
};
void frag_main()
{
frag_color = float4(_32_colour.xyz, _32_colour.w * ((1.0f / _32_over_sample) * (((ve_draw_text_src_texture.Sample(ve_draw_text_src_sampler, mad((-0.5f).xx, _32_glyph_buffer_size, uv)).x + ve_draw_text_src_texture.Sample(ve_draw_text_src_sampler, mad(float2(-0.5f, 0.5f), _32_glyph_buffer_size, uv)).x) + ve_draw_text_src_texture.Sample(ve_draw_text_src_sampler, mad(float2(0.5f, -0.5f), _32_glyph_buffer_size, uv)).x) + ve_draw_text_src_texture.Sample(ve_draw_text_src_sampler, mad(0.5f.xx, _32_glyph_buffer_size, uv)).x)));
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
uv = stage_input.uv;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.frag_color = frag_color;
return stage_output;
}
*/
@(private="file")
ve_draw_text_fs_source_hlsl4 := [1231]u8 {
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}
ve_draw_text_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc: sg.Shader_Desc
desc.label = "ve_draw_text_shader"
#partial switch backend {
case .D3D11:
desc.vertex_func.source = transmute(cstring)&ve_draw_text_vs_source_hlsl4
desc.vertex_func.d3d11_target = "vs_4_0"
desc.vertex_func.entry = "main"
desc.fragment_func.source = transmute(cstring)&ve_draw_text_fs_source_hlsl4
desc.fragment_func.d3d11_target = "ps_4_0"
desc.fragment_func.entry = "main"
desc.attrs[0].hlsl_sem_name = "TEXCOORD"
desc.attrs[0].hlsl_sem_index = 0
desc.attrs[1].hlsl_sem_name = "TEXCOORD"
desc.attrs[1].hlsl_sem_index = 1
desc.uniform_blocks[0].stage = .FRAGMENT
desc.uniform_blocks[0].layout = .STD140
desc.uniform_blocks[0].size = 32
desc.uniform_blocks[0].hlsl_register_b_n = 0
desc.images[0].stage = .FRAGMENT
desc.images[0].multisampled = false
desc.images[0].image_type = ._2D
desc.images[0].sample_type = .FLOAT
desc.images[0].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.image_sampler_pairs[0].stage = .FRAGMENT
desc.image_sampler_pairs[0].image_slot = 0
desc.image_sampler_pairs[0].sampler_slot = 0
}
return desc
}

View File

@@ -0,0 +1,51 @@
@module ve_draw_text
@header package sectr
@header import sg "thirdparty:sokol/gfx"
@vs ve_draw_text_vs
in vec2 v_position;
in vec2 v_texture;
out vec2 uv;
void main()
{
#if SOKOL_GLSL
uv = vec2( v_texture.x, v_texture.y );
#else
uv = vec2( v_texture.x, 1.0 - v_texture.y );
#endif
gl_Position = vec4( v_position * 2.0f - 1.0f, 0.0f, 1.0f );
}
@end
@fs ve_draw_text_fs
in vec2 uv;
out vec4 frag_color;
layout(binding = 0) uniform texture2D ve_draw_text_src_texture;
layout(binding = 0) uniform sampler ve_draw_text_src_sampler;
layout(binding = 0) uniform ve_draw_text_fs_params {
vec2 glyph_buffer_size;
float over_sample;
vec4 colour;
};
void main()
{
float alpha = texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler ), uv ).x;
const vec2 texture_size = glyph_buffer_size;
const float down_sample = 1.0f / over_sample;
alpha =
(texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( -0.5f, -0.5f) * texture_size ).x * down_sample)
+ (texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( -0.5f, 0.5f) * texture_size ).x * down_sample)
+ (texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( 0.5f, -0.5f) * texture_size ).x * down_sample)
+ (texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( 0.5f, 0.5f) * texture_size ).x * down_sample);
frag_color = vec4( colour.xyz, colour.a * alpha );
}
@end
@program ve_draw_text ve_draw_text_vs ve_draw_text_fs

View File

@@ -0,0 +1,182 @@
package sectr
import sg "thirdparty:sokol/gfx"
/*
#version:1# (machine generated, don't edit!)
Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
Cmdline:
sokol-shdc --input C:\projects\SectrPrototype\code\sectr\shaders\ve_render_glyph.shdc.glsl --output C:\projects\SectrPrototype\code\sectr\shaders\ve_render_glyph.odin --slang hlsl4 --format=sokol_odin --module =vefc_render_glyph
Overview:
=========
Shader program: 've_render_glyph':
Get shader desc: ve_render_glyph_shader_desc(sg.query_backend())
Vertex Shader: ve_render_glyph_vs
Fragment Shader: ve_render_glyph_fs
Attributes:
ATTR_ve_render_glyph_v_position => 0
ATTR_ve_render_glyph_v_texture => 1
Bindings:
*/
ATTR_ve_render_glyph_v_position :: 0
ATTR_ve_render_glyph_v_texture :: 1
/*
static float4 gl_Position;
static float2 uv;
static float2 v_texture;
static float2 v_position;
struct SPIRV_Cross_Input
{
float2 v_position : TEXCOORD0;
float2 v_texture : TEXCOORD1;
};
struct SPIRV_Cross_Output
{
float2 uv : TEXCOORD0;
float4 gl_Position : SV_Position;
};
void vert_main()
{
uv = float2(v_texture.x, 1.0f - v_texture.y);
gl_Position = float4(v_position, 0.0f, 1.0f);
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
v_texture = stage_input.v_texture;
v_position = stage_input.v_position;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.uv = uv;
return stage_output;
}
*/
@(private="file")
ve_render_glyph_vs_source_hlsl4 := [705]u8 {
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}
/*
static float4 frag_color;
static float2 uv;
struct SPIRV_Cross_Input
{
float2 uv : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
float4 frag_color : SV_Target0;
};
void frag_main()
{
frag_color = 1.0f.xxxx;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
uv = stage_input.uv;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.frag_color = frag_color;
return stage_output;
}
*/
@(private="file")
ve_render_glyph_fs_source_hlsl4 := [427]u8 {
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}
ve_render_glyph_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc: sg.Shader_Desc
desc.label = "ve_render_glyph_shader"
#partial switch backend {
case .D3D11:
desc.vertex_func.source = transmute(cstring)&ve_render_glyph_vs_source_hlsl4
desc.vertex_func.d3d11_target = "vs_4_0"
desc.vertex_func.entry = "main"
desc.fragment_func.source = transmute(cstring)&ve_render_glyph_fs_source_hlsl4
desc.fragment_func.d3d11_target = "ps_4_0"
desc.fragment_func.entry = "main"
desc.attrs[0].hlsl_sem_name = "TEXCOORD"
desc.attrs[0].hlsl_sem_index = 0
desc.attrs[1].hlsl_sem_name = "TEXCOORD"
desc.attrs[1].hlsl_sem_index = 1
}
return desc
}

View File

@@ -0,0 +1,20 @@
@module ve_render_glyph
@header package sectr
@header import sg "thirdparty:sokol/gfx"
@vs ve_render_glyph_vs
@include ./ve_source_shared.shdc.glsl
@end
@fs ve_render_glyph_fs
in vec2 uv;
out vec4 frag_color;
void main()
{
frag_color = vec4( 1.0, 1.0, 1.0, 1.0 );
}
@end
@program ve_render_glyph ve_render_glyph_vs ve_render_glyph_fs

View File

@@ -0,0 +1,13 @@
in vec2 v_position;
in vec2 v_texture;
out vec2 uv;
void main()
{
#if SOKOL_GLSL
uv = vec2( v_texture.x, v_texture.y );
#else
uv = vec2( v_texture.x, 1.0 - v_texture.y );
#endif
gl_Position = vec4( v_position, 0.0, 1.0 );
}