Got text rendering to work with sokol_gfx (learngl text rendering article #1)

Need to todo the altas article next then the optimizing vod
This commit is contained in:
2024-05-29 01:17:03 -04:00
parent c681370d8b
commit 936c0100ba
17 changed files with 1060 additions and 108 deletions

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#version 330 core
in vec2 TexCoords;
out vec4 color;
uniform sampler2D glyph_bitmap;
uniform vec3 glyph_color;
void main()
{
vec4 sampled = vec4(1.0, 1.0, 1.0, texture(glyph_bitmap, TexCoords).r);
color = vec4(glyph_color, 1.0) * sampled;
}

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#version 330 core
layout (location = 0) in vec4 vertex; // <vec2 pos, vec2 tex>
out vec2 TexCoords;
uniform mat4 projection;
void main()
{
gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);
TexCoords = vertex.zw;
}

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/*
#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\learngl_font_glyph_sokol.glsl --output C:\projects\SectrPrototype\code\sectr\shaders\learngl_font_glyph_sokol.odin --slang hlsl5 --format=sokol_odin
Overview:
=========
Shader program: 'learngl_font_glyph':
Get shader desc: learngl_font_glyph_shader_desc(sg.query_backend())
Vertex shader: glyph_vs
Attributes:
ATTR_glyph_vs_vertex => 0
Uniform block 'vs_params':
Odin struct: Vs_Params
Bind slot: SLOT_vs_params => 0
Fragment shader: glyph_fs
Uniform block 'fs_params':
Odin struct: Fs_Params
Bind slot: SLOT_fs_params => 0
Image 'glyph_bitmap':
Image type: ._2D
Sample type: .FLOAT
Multisampled: false
Bind slot: SLOT_glyph_bitmap => 0
Sampler 'glyph_bitmap_sampler':
Type: .FILTERING
Bind slot: SLOT_glyph_bitmap_sampler => 0
Image Sampler Pair 'glyph_bitmap_glyph_bitmap_sampler':
Image: glyph_bitmap
Sampler: glyph_bitmap_sampler
*/
package sectr
import sg "thirdparty:sokol/gfx"
ATTR_glyph_vs_vertex :: 0
SLOT_vs_params :: 0
SLOT_fs_params :: 0
SLOT_glyph_bitmap :: 0
SLOT_glyph_bitmap_sampler :: 0
Vs_Params :: struct #align(16) {
using _: struct #packed {
projection: [16]f32,
},
}
Fs_Params :: struct #align(16) {
using _: struct #packed {
glyph_color: [3]f32,
_: [4]u8,
},
}
/*
cbuffer vs_params : register(b0)
{
row_major float4x4 _19_projection : packoffset(c0);
};
static float4 gl_Position;
static float4 vertex;
static float2 text_coords;
struct SPIRV_Cross_Input
{
float4 vertex : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
float2 text_coords : TEXCOORD0;
float4 gl_Position : SV_Position;
};
void vert_main()
{
gl_Position = mul(float4(vertex.xy, 0.0f, 1.10000002384185791015625f), _19_projection);
text_coords = vertex.zw;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
vertex = stage_input.vertex;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.text_coords = text_coords;
return stage_output;
}
*/
@(private)
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}
/*
cbuffer fs_params : register(b0)
{
float3 _35_glyph_color : packoffset(c0);
};
Texture2D<float4> glyph_bitmap : register(t0);
SamplerState glyph_bitmap_sampler : register(s0);
static float2 text_coords;
static float4 color;
struct SPIRV_Cross_Input
{
float2 text_coords : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
float4 color : SV_Target0;
};
void frag_main()
{
color = float4(_35_glyph_color, 1.0f) * float4(1.0f, 1.0f, 1.0f, glyph_bitmap.Sample(glyph_bitmap_sampler, text_coords).x);
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
text_coords = stage_input.text_coords;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.color = color;
return stage_output;
}
*/
@(private)
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}
learngl_font_glyph_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc
{
desc : sg.Shader_Desc
desc.label = "learngl_font_glyph_shader"
#partial switch backend {
case .D3D11:
desc.attrs[0].sem_name = "TEXCOORD"
desc.attrs[0].sem_index = 0
desc.vs.source = transmute(cstring)&glyph_vs_source_hlsl5
desc.vs.d3d11_target = "vs_5_0"
desc.vs.entry = "main"
desc.vs.uniform_blocks[0].size = 64
desc.vs.uniform_blocks[0].layout = .STD140
desc.fs.source = transmute(cstring)&glyph_fs_source_hlsl5
desc.fs.d3d11_target = "ps_5_0"
desc.fs.entry = "main"
desc.fs.uniform_blocks[0].size = 16
desc.fs.uniform_blocks[0].layout = .STD140
desc.fs.images[0].used = true
desc.fs.images[0].multisampled = false
desc.fs.images[0].image_type = ._2D
desc.fs.images[0].sample_type = .FLOAT
desc.fs.samplers[0].used = true
desc.fs.samplers[0].sampler_type = .FILTERING
desc.fs.image_sampler_pairs[0].used = true
desc.fs.image_sampler_pairs[0].image_slot = 0
desc.fs.image_sampler_pairs[0].sampler_slot = 0
}
return desc
}

View File

@ -0,0 +1,38 @@
@vs glyph_vs
in vec4 vertex; // <vec2 pos, vec2 tex>
out vec2 uv;
uniform vs_params {
mat4 projection;
};
void main()
{
gl_Position = projection * vec4(vertex.xy, 0.0, 1.00);
uv = vertex.zw;
}
@end
@fs glyph_fs
in vec2 uv;
out vec4 color;
uniform texture2D glyph_bitmap;
uniform sampler glyph_bitmap_sampler;
uniform fs_params {
vec3 glyph_color;
};
void main()
{
vec4 sampled = vec4(1.0, 1.0, 1.0, texture(sampler2D(glyph_bitmap, glyph_bitmap_sampler), uv).r);
color = vec4(glyph_color, 1.0) * sampled;
// float alpha = texture( sampler2D(glyph_bitmap, glyph_bitmap_sampler), uv).r;
// color = vec4(glyph_color, alpha);
}
@end
@program learngl_font_glyph glyph_vs glyph_fs

View File

@ -0,0 +1,248 @@
/*
#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\learngl_font_glyph_sokol.glsl --output C:\projects\SectrPrototype\code\sectr\shaders\learngl_font_glyph_sokol.odin --slang hlsl5 --format=sokol_odin
Overview:
=========
Shader program: 'learngl_font_glyph':
Get shader desc: learngl_font_glyph_shader_desc(sg.query_backend())
Vertex shader: glyph_vs
Attributes:
ATTR_glyph_vs_vertex => 0
Uniform block 'vs_params':
Odin struct: Vs_Params
Bind slot: SLOT_vs_params => 0
Fragment shader: glyph_fs
Uniform block 'fs_params':
Odin struct: Fs_Params
Bind slot: SLOT_fs_params => 0
Image 'glyph_bitmap':
Image type: ._2D
Sample type: .FLOAT
Multisampled: false
Bind slot: SLOT_glyph_bitmap => 0
Sampler 'glyph_bitmap_sampler':
Type: .FILTERING
Bind slot: SLOT_glyph_bitmap_sampler => 0
Image Sampler Pair 'glyph_bitmap_glyph_bitmap_sampler':
Image: glyph_bitmap
Sampler: glyph_bitmap_sampler
*/
package sectr
import sg "thirdparty:sokol/gfx"
ATTR_glyph_vs_vertex :: 0
SLOT_vs_params :: 0
SLOT_fs_params :: 0
SLOT_glyph_bitmap :: 0
SLOT_glyph_bitmap_sampler :: 0
Vs_Params :: struct #align(16) {
using _: struct #packed {
projection: [16]f32,
},
}
Fs_Params :: struct #align(16) {
using _: struct #packed {
glyph_color: [3]f32,
_: [4]u8,
},
}
/*
cbuffer vs_params : register(b0)
{
row_major float4x4 _19_projection : packoffset(c0);
};
static float4 gl_Position;
static float4 vertex;
static float2 uv;
struct SPIRV_Cross_Input
{
float4 vertex : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
float2 uv : TEXCOORD0;
float4 gl_Position : SV_Position;
};
void vert_main()
{
gl_Position = mul(float4(vertex.xy, 0.0f, 1.0f), _19_projection);
uv = vertex.zw;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
vertex = stage_input.vertex;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.uv = uv;
return stage_output;
}
*/
@(private)
glyph_vs_source_hlsl5 := [677]u8 {
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}
/*
cbuffer fs_params : register(b0)
{
float3 _35_glyph_color : packoffset(c0);
};
Texture2D<float4> glyph_bitmap : register(t0);
SamplerState glyph_bitmap_sampler : register(s0);
static float2 uv;
static float4 color;
struct SPIRV_Cross_Input
{
float2 uv : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
float4 color : SV_Target0;
};
void frag_main()
{
color = float4(_35_glyph_color, 1.0f) * float4(1.0f, 1.0f, 1.0f, glyph_bitmap.Sample(glyph_bitmap_sampler, uv).x);
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
uv = stage_input.uv;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.color = color;
return stage_output;
}
*/
@(private)
glyph_fs_source_hlsl5 := [680]u8 {
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}
learngl_font_glyph_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc: sg.Shader_Desc
desc.label = "learngl_font_glyph_shader"
#partial switch backend {
case .D3D11:
desc.attrs[0].sem_name = "TEXCOORD"
desc.attrs[0].sem_index = 0
desc.vs.source = transmute(cstring)&glyph_vs_source_hlsl5
desc.vs.d3d11_target = "vs_5_0"
desc.vs.entry = "main"
desc.vs.uniform_blocks[0].size = 64
desc.vs.uniform_blocks[0].layout = .STD140
desc.fs.source = transmute(cstring)&glyph_fs_source_hlsl5
desc.fs.d3d11_target = "ps_5_0"
desc.fs.entry = "main"
desc.fs.uniform_blocks[0].size = 16
desc.fs.uniform_blocks[0].layout = .STD140
desc.fs.images[0].used = true
desc.fs.images[0].multisampled = false
desc.fs.images[0].image_type = ._2D
desc.fs.images[0].sample_type = .FLOAT
desc.fs.samplers[0].used = true
desc.fs.samplers[0].sampler_type = .FILTERING
desc.fs.image_sampler_pairs[0].used = true
desc.fs.image_sampler_pairs[0].image_slot = 0
desc.fs.image_sampler_pairs[0].sampler_slot = 0
}
return desc
}

View File

@ -0,0 +1,346 @@
package sectr
import sg "thirdparty:sokol/gfx"
triangle_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc
{
/*
#version:1# (machine generated, don't edit!)
Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
Cmdline:
sokol-shdc -i examples/triangle/shader.glsl -o examples/triangle/shader.odin -l glsl430:metal_macos:hlsl5 -f sokol_odin
Overview:
=========
Shader program: 'triangle':
Get shader desc: triangle_shader_desc(sg.query_backend())
Vertex shader: vs
Attributes:
ATTR_vs_position => 0
ATTR_vs_color0 => 1
Fragment shader: fs
*/
ATTR_vs_position :: 0
ATTR_vs_color0 :: 1
/*
#version 430
layout(location = 0) in vec4 position;
layout(location = 0) out vec4 color;
layout(location = 1) in vec4 color0;
void main()
{
gl_Position = position;
color = color0;
}
*/
@static vs_source_glsl430 := [194]u8 {
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0x0a,0x00,
}
/*
#version 430
layout(location = 0) out vec4 frag_color;
layout(location = 0) in vec4 color;
void main()
{
frag_color = color;
}
*/
@static fs_source_glsl430 := [135]u8 {
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0x72,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
}
/*
static float4 gl_Position;
static float4 position;
static float4 color;
static float4 color0;
struct SPIRV_Cross_Input
{
float4 position : TEXCOORD0;
float4 color0 : TEXCOORD1;
};
struct SPIRV_Cross_Output
{
float4 color : TEXCOORD0;
float4 gl_Position : SV_Position;
};
void vert_main()
{
gl_Position = position;
color = color0;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
position = stage_input.position;
color0 = stage_input.color0;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.color = color;
return stage_output;
}
*/
@static vs_source_hlsl5 := [645]u8 {
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}
/*
static float4 frag_color;
static float4 color;
struct SPIRV_Cross_Input
{
float4 color : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
float4 frag_color : SV_Target0;
};
void frag_main()
{
frag_color = color;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
color = stage_input.color;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.frag_color = frag_color;
return stage_output;
}
*/
@static fs_source_hlsl5 := [435]u8 {
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0x7d,0x0a,0x00,
}
/*
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 color [[user(locn0)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float4 position [[attribute(0)]];
float4 color0 [[attribute(1)]];
};
vertex main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
out.gl_Position = in.position;
out.color = in.color0;
return out;
}
*/
@static vs_source_metal_macos := [419]u8 {
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}
/*
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 frag_color [[color(0)]];
};
struct main0_in
{
float4 color [[user(locn0)]];
};
fragment main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
out.frag_color = in.color;
return out;
}
*/
@static fs_source_metal_macos := [315]u8 {
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}
desc: sg.Shader_Desc
desc.label = "triangle_shader"
#partial switch backend {
case .GLCORE:
desc.attrs[0].name = "position"
desc.attrs[1].name = "color0"
desc.vs.source = transmute(cstring)&vs_source_glsl430
desc.vs.entry = "main"
desc.fs.source = transmute(cstring)&fs_source_glsl430
desc.fs.entry = "main"
case .D3D11:
desc.attrs[0].sem_name = "TEXCOORD"
desc.attrs[0].sem_index = 0
desc.attrs[1].sem_name = "TEXCOORD"
desc.attrs[1].sem_index = 1
desc.vs.source = transmute(cstring)&vs_source_hlsl5
desc.vs.d3d11_target = "vs_5_0"
desc.vs.entry = "main"
desc.fs.source = transmute(cstring)&fs_source_hlsl5
desc.fs.d3d11_target = "ps_5_0"
desc.fs.entry = "main"
case .METAL_MACOS:
desc.vs.source = transmute(cstring)&vs_source_metal_macos
desc.vs.entry = "main0"
desc.fs.source = transmute(cstring)&fs_source_metal_macos
desc.fs.entry = "main0"
}
return desc
}