AnimTestbed/3rdparty/sokol/README.md

450 lines
14 KiB
Markdown
Raw Normal View History

2021-11-11 21:22:24 +01:00
# Sokol
[![Build Status](https://github.com/floooh/sokol/workflows/build_and_test/badge.svg)](https://github.com/floooh/sokol/actions)
Simple
[STB-style](https://github.com/nothings/stb/blob/master/docs/stb_howto.txt)
cross-platform libraries for C and C++, written in C.
[**See what's new**](https://github.com/floooh/sokol/blob/master/CHANGELOG.md) (**08-Oct-2021** revisited and cleaned up texture compression support in sokol_gfx.h)
## Examples and Related Projects
- [Live Samples](https://floooh.github.io/sokol-html5/index.html) via WASM ([source](https://github.com/floooh/sokol-samples))
- [Doom Shareware](https://floooh.github.io/doom-sokol/) ported to the Sokol headers ([source](https://github.com/floooh/doom-sokol))
- [LearnOpenGL examples ported to sokol-gfx](https://www.geertarien.com/learnopengl-examples-html5/) by @geertarien (cool stuff!)
- [Dear ImGui starterkit](https://github.com/floooh/cimgui-sokol-starterkit) a self-contained starterkit for writing Dear ImGui apps in C.
- [Tiny 8-bit emulators](https://floooh.github.io/tiny8bit/)
- A 'single-file' [Pacman clone in C99](https://github.com/floooh/pacman.c/), also available in [Zig](https://github.com/floooh/pacman.zig/)
- A [Minigolf game](https://mgerdes.github.io/minigolf.html) ([source](https://github.com/mgerdes/minigolf)).
- ['Dealer's Dungeon'](https://dealers-dungeon.com/demo/) ([lower graphics quality](https://dealers-dungeon.com/demo/?q=3),
[source](https://github.com/bqqbarbhg/spear))
- [Command line tools](https://github.com/floooh/sokol-tools) (shader compiler)
- [How to build without a build system](https://github.com/floooh/sokol-samples#how-to-build-without-a-build-system):
useful details for integrating the Sokol headers into your own project with your favourite C/C++ build system
## Core libraries
- [**sokol\_gfx.h**](https://github.com/floooh/sokol/blob/master/sokol_gfx.h): 3D-API wrapper (GL + Metal + D3D11)
- [**sokol\_app.h**](https://github.com/floooh/sokol/blob/master/sokol_app.h): app framework wrapper (entry + window + 3D-context + input)
- [**sokol\_time.h**](https://github.com/floooh/sokol/blob/master/sokol_time.h): time measurement
- [**sokol\_audio.h**](https://github.com/floooh/sokol/blob/master/sokol_audio.h): minimal buffer-streaming audio playback
- [**sokol\_fetch.h**](https://github.com/floooh/sokol/blob/master/sokol_fetch.h): asynchronous data streaming from HTTP and local filesystem
- [**sokol\_args.h**](https://github.com/floooh/sokol/blob/master/sokol_args.h): unified cmdline/URL arg parser for web and native apps
## Utility libraries
- [**sokol\_imgui.h**](https://github.com/floooh/sokol/blob/master/util/sokol_imgui.h): sokol_gfx.h rendering backend for [Dear ImGui](https://github.com/ocornut/imgui)
- [**sokol\_nuklear.h**](https://github.com/floooh/sokol/blob/master/util/sokol_nuklear.h): sokol_gfx.h rendering backend for [Nuklear](https://github.com/Immediate-Mode-UI/Nuklear)
- [**sokol\_gl.h**](https://github.com/floooh/sokol/blob/master/util/sokol_gl.h): OpenGL 1.x style immediate-mode rendering API on top of sokol_gfx.h
- [**sokol\_fontstash.h**](https://github.com/floooh/sokol/blob/master/util/sokol_fontstash.h): sokol_gl.h rendering backend for [fontstash](https://github.com/memononen/fontstash)
- [**sokol\_gfx\_imgui.h**](https://github.com/floooh/sokol/blob/master/util/sokol_gfx_imgui.h): debug-inspection UI for sokol_gfx.h (implemented with Dear ImGui)
- [**sokol\_debugtext.h**](https://github.com/floooh/sokol/blob/master/util/sokol_debugtext.h): a simple text renderer using vintage home computer fonts
- [**sokol\_memtrack.h**](https://github.com/floooh/sokol/blob/master/util/sokol_memtrack.h): easily track memory allocations in sokol headers
- [**sokol\_shape.h**](https://github.com/floooh/sokol/blob/master/util/sokol_shape.h): generate simple shapes and plug them into sokol-gfx resource creation structs
- [**sokol\_color.h**](https://github.com/floooh/sokol/blob/master/util/sokol_color.h): X11 style color constants and functions for creating sg_color objects
## Notes
WebAssembly is a 'first-class citizen', one important motivation for the
Sokol headers is to provide a collection of cross-platform APIs with a
minimal footprint on the web platform while still being useful.
The core headers are standalone and can be used independently from each other.
### Why C:
- easier integration with other languages
- easier integration into other projects
- adds only minimal size overhead to executables
A blog post with more background info: [A Tour of sokol_gfx.h](http://floooh.github.io/2017/07/29/sokol-gfx-tour.html)
# sokol_gfx.h:
- simple, modern wrapper around GLES2/WebGL, GLES3/WebGL2, GL3.3, D3D11 and Metal
- buffers, images, shaders, pipeline-state-objects and render-passes
- does *not* handle window creation or 3D API context initialization
- does *not* provide shader dialect cross-translation (**BUT** there's now an 'official' shader-cross-compiler solution which
seamlessly integrates with sokol_gfx.h and IDEs: [see here for details](https://github.com/floooh/sokol-tools/blob/master/docs/sokol-shdc.md)
A triangle in C99 with GLFW:
```c
#define SOKOL_IMPL
#define SOKOL_GLCORE33
#include "sokol_gfx.h"
#define GLFW_INCLUDE_NONE
#include "GLFW/glfw3.h"
int main() {
/* create window and GL context via GLFW */
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* w = glfwCreateWindow(640, 480, "Sokol Triangle GLFW", 0, 0);
glfwMakeContextCurrent(w);
glfwSwapInterval(1);
/* setup sokol_gfx */
sg_setup(&(sg_desc){0});
/* a vertex buffer */
const float vertices[] = {
// positions // colors
0.0f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f
};
sg_buffer vbuf = sg_make_buffer(&(sg_buffer_desc){
.data = SG_RANGE(vertices)
});
/* a shader */
sg_shader shd = sg_make_shader(&(sg_shader_desc){
.vs.source =
"#version 330\n"
"layout(location=0) in vec4 position;\n"
"layout(location=1) in vec4 color0;\n"
"out vec4 color;\n"
"void main() {\n"
" gl_Position = position;\n"
" color = color0;\n"
"}\n",
.fs.source =
"#version 330\n"
"in vec4 color;\n"
"out vec4 frag_color;\n"
"void main() {\n"
" frag_color = color;\n"
"}\n"
});
/* a pipeline state object (default render states are fine for triangle) */
sg_pipeline pip = sg_make_pipeline(&(sg_pipeline_desc){
.shader = shd,
.layout = {
.attrs = {
[0].format=SG_VERTEXFORMAT_FLOAT3,
[1].format=SG_VERTEXFORMAT_FLOAT4
}
}
});
/* resource bindings */
sg_bindings bind = {
.vertex_buffers[0] = vbuf
};
/* default pass action (clear to grey) */
sg_pass_action pass_action = {0};
/* draw loop */
while (!glfwWindowShouldClose(w)) {
int cur_width, cur_height;
glfwGetFramebufferSize(w, &cur_width, &cur_height);
sg_begin_default_pass(&pass_action, cur_width, cur_height);
sg_apply_pipeline(pip);
sg_apply_bindings(&bind);
sg_draw(0, 3, 1);
sg_end_pass();
sg_commit();
glfwSwapBuffers(w);
glfwPollEvents();
}
/* cleanup */
sg_shutdown();
glfwTerminate();
return 0;
}
```
# sokol_app.h
A minimal cross-platform application-wrapper library:
- unified application entry
- single window or canvas for 3D rendering
- 3D context initialization
- event-based keyboard, mouse and touch input
- supported platforms: Win32, MacOS, Linux (X11), iOS, WASM, Android, UWP
- supported 3D-APIs: GL3.3 (GLX/WGL), Metal, D3D11, GLES2/WebGL, GLES3/WebGL2
A simple clear-loop sample using sokol_app.h and sokol_gfx.h (does not include
separate sokol.c/.m implementation file which is necessary
to split the Objective-C code from the C code of the sample):
```c
#include "sokol_gfx.h"
#include "sokol_app.h"
#include "sokol_glue.h"
sg_pass_action pass_action;
void init(void) {
sg_setup(&(sg_desc){
.context = sapp_sgcontext()
});
pass_action = (sg_pass_action) {
.colors[0] = { .action=SG_ACTION_CLEAR, .value={1.0f, 0.0f, 0.0f, 1.0f} }
};
}
void frame(void) {
float g = pass_action.colors[0].value.g + 0.01f;
pass_action.colors[0].value.g = (g > 1.0f) ? 0.0f : g;
sg_begin_default_pass(&pass_action, sapp_width(), sapp_height());
sg_end_pass();
sg_commit();
}
void cleanup(void) {
sg_shutdown();
}
sapp_desc sokol_main(int argc, char* argv[]) {
return (sapp_desc){
.init_cb = init,
.frame_cb = frame,
.cleanup_cb = cleanup,
.width = 400,
.height = 300,
.window_title = "Clear Sample",
};
}
```
# sokol_audio.h
A minimal audio-streaming API:
- you provide a mono- or stereo-stream of 32-bit float samples which sokol_audio.h forwards into platform-specific backends
- two ways to provide the data:
1. directly fill backend audio buffer from your callback function running in the audio thread
2. alternatively push small packets of audio data from your main loop,
or a separate thread created by you
- platform backends:
- Windows: WASAPI
- macOS/iOS: CoreAudio
- Linux: ALSA
- emscripten: WebAudio + ScriptProcessorNode (doesn't use the emscripten-provided OpenAL or SDL Audio wrappers)
A simple mono square-wave generator using the callback model:
```c
// the sample callback, running in audio thread
static void stream_cb(float* buffer, int num_frames, int num_channels) {
assert(1 == num_channels);
static uint32_t count = 0;
for (int i = 0; i < num_frames; i++) {
buffer[i] = (count++ & (1<<3)) ? 0.5f : -0.5f;
}
}
int main() {
// init sokol-audio with default params
saudio_setup(&(saudio_desc){
.stream_cb = stream_cb
});
// run main loop
...
// shutdown sokol-audio
saudio_shutdown();
return 0;
```
The same code using the push-model
```c
#define BUF_SIZE (32)
int main() {
// init sokol-audio with default params, no callback
saudio_setup(&(saudio_desc){0});
assert(saudio_channels() == 1);
// a small intermediate buffer so we don't need to push
// individual samples, which would be quite inefficient
float buf[BUF_SIZE];
int buf_pos = 0;
uint32_t count = 0;
// push samples from main loop
bool done = false;
while (!done) {
// generate and push audio samples...
int num_frames = saudio_expect();
for (int i = 0; i < num_frames; i++) {
// simple square wave generator
buf[buf_pos++] = (count++ & (1<<3)) ? 0.5f : -0.5f;
if (buf_pos == BUF_SIZE) {
buf_pos = 0;
saudio_push(buf, BUF_SIZE);
}
}
// handle other per-frame stuff...
...
}
// shutdown sokol-audio
saudio_shutdown();
return 0;
}
```
# sokol_fetch.h
Load entire files, or stream data asynchronously over HTTP (emscripten/wasm)
or the local filesystem (all native platforms).
Simple C99 example loading a file into a static buffer:
```c
#include "sokol_fetch.h"
static void response_callback(const sfetch_response*);
#define MAX_FILE_SIZE (1024*1024)
static uint8_t buffer[MAX_FILE_SIZE];
// application init
static void init(void) {
...
// setup sokol-fetch with default config:
sfetch_setup(&(sfetch_desc_t){0});
// start loading a file into a statically allocated buffer:
sfetch_send(&(sfetch_request_t){
.path = "hello_world.txt",
.callback = response_callback
.buffer_ptr = buffer,
.buffer_size = sizeof(buffer)
});
}
// per frame...
static void frame(void) {
...
// need to call sfetch_dowork() once per frame to 'turn the gears':
sfetch_dowork();
...
}
// the response callback is where the interesting stuff happens:
static void response_callback(const sfetch_response_t* response) {
if (response->fetched) {
// data has been loaded into the provided buffer, do something
// with the data...
const void* data = response->buffer_ptr;
uint64_t data_size = response->fetched_size;
}
// the finished flag is set both on success and failure
if (response->failed) {
// oops, something went wrong
switch (response->error_code) {
SFETCH_ERROR_FILE_NOT_FOUND: ...
SFETCH_ERROR_BUFFER_TOO_SMALL: ...
...
}
}
}
// application shutdown
static void shutdown(void) {
...
sfetch_shutdown();
...
}
```
# sokol_time.h:
Simple cross-platform time measurement:
```c
#include "sokol_time.h"
...
/* initialize sokol_time */
stm_setup();
/* take start timestamp */
uint64_t start = stm_now();
...some code to measure...
/* compute elapsed time */
uint64_t elapsed = stm_since(start);
/* convert to time units */
double seconds = stm_sec(elapsed);
double milliseconds = stm_ms(elapsed);
double microseconds = stm_us(elapsed);
double nanoseconds = stm_ns(elapsed);
/* difference between 2 time stamps */
uint64_t start = stm_now();
...
uint64_t end = stm_now();
uint64_t elapsed = stm_diff(end, start);
/* compute a 'lap time' (e.g. for fps) */
uint64_t last_time = 0;
while (!done) {
...render something...
double frame_time_ms = stm_ms(stm_laptime(&last_time));
}
```
# sokol_args.h
Unified argument parsing for web and native apps. Uses argc/argv on native
platforms and the URL query string on the web.
Example URL with one arg:
https://floooh.github.io/tiny8bit/kc85.html?type=kc85_4
The same as command line app:
> kc85 type=kc85_4
Parsed like this:
```c
#include "sokol_args.h"
int main(int argc, char* argv[]) {
sargs_setup(&(sargs_desc){ .argc=argc, .argv=argv });
if (sargs_exists("type")) {
if (sargs_equals("type", "kc85_4")) {
// start as KC85/4
}
else if (sargs_equals("type", "kc85_3")) {
// start as KC85/3
}
else {
// start as KC85/2
}
}
sargs_shutdown();
return 0;
}
```
See the sokol_args.h header for a more complete documentation, and the [Tiny
Emulators](https://floooh.github.io/tiny8bit/) for more interesting usage examples.