#include #include #include #include #include #include static struct { sg_pipeline pip; sg_bindings bind; sg_pass_action pass_action; vs_params_t vs_params; int index; } state; static void init(void) { sg_setup(&(sg_desc){ .environment = sglue_environment(), .logger.func = slog_func, }); state.vs_params.rotation = 0.0f; state.index = 0; float vertices[] = { 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, }; state.bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){ .data = SG_RANGE(vertices), .label = "triangle-vertices" }); sg_shader shd = sg_make_shader(triangle_shader_desc(sg_query_backend())); state.pip = sg_make_pipeline(&(sg_pipeline_desc){ .shader = shd, .layout = { .attrs = { [ATTR_vs_position].format = SG_VERTEXFORMAT_FLOAT3, [ATTR_vs_color0].format = SG_VERTEXFORMAT_FLOAT4 } }, .label = "triangle-pipeline", .cull_mode = SG_CULLMODE_BACK, .face_winding = SG_FACEWINDING_CCW, .sample_count = 1, }); state.pass_action = (sg_pass_action) { .colors[0] = { .load_action=SG_LOADACTION_CLEAR, .clear_value={0.0f, 0.0f, 0.0f, 1.0f } } }; } void frame(void) { sg_begin_pass(&(sg_pass){ .action = state.pass_action, .swapchain = sglue_swapchain() }); sg_apply_pipeline(state.pip); sg_apply_bindings(&state.bind); state.vs_params.rotation = sin(++state.index * 0.05); sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, &SG_RANGE(state.vs_params)); sg_draw(0, 3, 1); sg_end_pass(); sg_commit(); } void cleanup(void) { sg_shutdown(); } sapp_desc sokol_main(int argc, char* argv[]) { (void)argc; (void)argv; return (sapp_desc){ .init_cb = init, .frame_cb = frame, .cleanup_cb = cleanup, .width = 640, .height = 480, #ifdef SOKOL_GLCORE .window_title = "Gear (GLCORE)", #elif SOKOL_D3D11 .window_title = "Gear (D3D11)", #elif SOKOL_METAL .window_title = "Gear (Metal)", #endif .icon.sokol_default = true, .logger.func = slog_func, }; }