407 lines
14 KiB
Markdown
407 lines
14 KiB
Markdown
# Sokol
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Simple
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[STB-style](https://github.com/nothings/stb/blob/master/docs/stb_howto.txt)
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cross-platform libraries for C and C++, written in C.
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[**See what's new**](https://github.com/floooh/sokol/blob/master/CHANGELOG.md) (**29-Feb-2024**: **BREAKING CHANGES** 'unified render pass'
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cleanup in sokol_gfx.h)
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[![Build](/../../actions/workflows/main.yml/badge.svg)](/../../actions/workflows/main.yml) [![Bindings](/../../actions/workflows/gen_bindings.yml/badge.svg)](/../../actions/workflows/gen_bindings.yml) [![build](https://github.com/floooh/sokol-zig/actions/workflows/main.yml/badge.svg)](https://github.com/floooh/sokol-zig/actions/workflows/main.yml) [![build](https://github.com/floooh/sokol-nim/actions/workflows/main.yml/badge.svg)](https://github.com/floooh/sokol-nim/actions/workflows/main.yml) [![Odin](https://github.com/floooh/sokol-odin/actions/workflows/main.yml/badge.svg)](https://github.com/floooh/sokol-odin/actions/workflows/main.yml)[![Rust](https://github.com/floooh/sokol-rust/actions/workflows/main.yml/badge.svg)](https://github.com/floooh/sokol-rust/actions/workflows/main.yml)
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## Examples and Related Projects
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- [Live Samples](https://floooh.github.io/sokol-html5/index.html) via WASM ([source](https://github.com/floooh/sokol-samples))
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- [Doom Shareware](https://floooh.github.io/doom-sokol/) ported to the Sokol headers ([source](https://github.com/floooh/doom-sokol))
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- [sokol_gp.h](https://github.com/edubart/sokol_gp) a 2D shape drawing library on top of sokol_gfx.h
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- [LearnOpenGL examples ported to sokol-gfx](https://zeromake.github.io/learnopengl-examples/) ([git repo](https://github.com/zeromake/learnopengl-examples))
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- [Dear ImGui starterkit](https://github.com/floooh/cimgui-sokol-starterkit) a self-contained starterkit for writing Dear ImGui apps in C.
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- [qoiview](https://github.com/floooh/qoiview) a basic viewer for the new QOI image file format
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- [Tiny 8-bit emulators](https://floooh.github.io/tiny8bit/)
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- A 'single-file' [Pacman clone in C99](https://github.com/floooh/pacman.c/), also available in [Zig](https://github.com/floooh/pacman.zig/)
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- [MEG-4](https://bztsrc.gitlab.io/meg4) a virtual fantasy console emulator in C89, ported to sokol
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- A [Minigolf game](https://mgerdes.github.io/minigolf.html) ([source](https://github.com/mgerdes/minigolf)).
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- ['Dealer's Dungeon'](https://dealers-dungeon.com/demo/) ([lower graphics quality](https://dealers-dungeon.com/demo/?q=3),
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[source](https://github.com/bqqbarbhg/spear))
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- [Command line tools](https://github.com/floooh/sokol-tools) (shader compiler)
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- [How to build without a build system](https://github.com/floooh/sokol-samples#how-to-build-without-a-build-system):
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useful details for integrating the Sokol headers into your own project with your favourite C/C++ build system
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## Core libraries
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- [**sokol\_gfx.h**](https://github.com/floooh/sokol/blob/master/sokol_gfx.h): 3D-API wrapper (GL/GLES3/WebGL2 + Metal + D3D11 + WebGPU)
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- [**sokol\_app.h**](https://github.com/floooh/sokol/blob/master/sokol_app.h): app framework wrapper (entry + window + 3D-context + input)
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- [**sokol\_time.h**](https://github.com/floooh/sokol/blob/master/sokol_time.h): time measurement
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- [**sokol\_audio.h**](https://github.com/floooh/sokol/blob/master/sokol_audio.h): minimal buffer-streaming audio playback
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- [**sokol\_fetch.h**](https://github.com/floooh/sokol/blob/master/sokol_fetch.h): asynchronous data streaming from HTTP and local filesystem
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- [**sokol\_args.h**](https://github.com/floooh/sokol/blob/master/sokol_args.h): unified cmdline/URL arg parser for web and native apps
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- [**sokol\_log.h**](https://github.com/floooh/sokol/blob/master/sokol_log.h): provides a standard logging callback for the other sokol headers
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## Utility libraries
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- [**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)
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- [**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)
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- [**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
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- [**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)
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- [**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)
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- [**sokol\_debugtext.h**](https://github.com/floooh/sokol/blob/master/util/sokol_debugtext.h): a simple text renderer using vintage home computer fonts
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- [**sokol\_memtrack.h**](https://github.com/floooh/sokol/blob/master/util/sokol_memtrack.h): easily track memory allocations in sokol headers
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- [**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
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- [**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
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- [**sokol\_spine.h**](https://github.com/floooh/sokol/blob/master/util/sokol_spine.h): a sokol-style wrapper around the Spine C runtime (http://en.esotericsoftware.com/spine-in-depth)
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## 'Official' Language Bindings
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These are automatically updated on changes to the C headers:
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- [sokol-zig](https://github.com/floooh/sokol-zig)
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- [sokol-odin](https://github.com/floooh/sokol-odin)
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- [sokol-nim](https://github.com/floooh/sokol-nim)
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- [sokol-rust](https://github.com/floooh/sokol-rust)
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## Notes
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WebAssembly is a 'first-class citizen', one important motivation for the
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Sokol headers is to provide a collection of cross-platform APIs with a
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minimal footprint on the web platform while still being useful.
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The core headers are standalone and can be used independently from each other.
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### Why C:
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- easier integration with other languages
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- easier integration into other projects
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- adds only minimal size overhead to executables
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A blog post with more background info: [A Tour of sokol_gfx.h](http://floooh.github.io/2017/07/29/sokol-gfx-tour.html)
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# sokol_gfx.h:
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- simple, modern wrapper around GLES3/WebGL2, GL3.3, D3D11, Metal, and WebGPU
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- buffers, images, shaders, pipeline-state-objects and render-passes
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- does *not* handle window creation or 3D API context initialization
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- does *not* provide shader dialect cross-translation (**BUT** there's now an 'official' shader-cross-compiler solution which
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seamlessly integrates with sokol_gfx.h and IDEs: [see here for details](https://github.com/floooh/sokol-tools/blob/master/docs/sokol-shdc.md)
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# sokol_app.h
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A minimal cross-platform application-wrapper library:
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- unified application entry
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- single window or canvas for 3D rendering
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- 3D context initialization
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- event-based keyboard, mouse and touch input
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- supported platforms: Win32, MacOS, Linux (X11), iOS, WASM, Android, UWP
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- supported 3D-APIs: GL3.3 (GLX/WGL), Metal, D3D11, GLES3/WebGL2
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The vanilla Hello-Triangle using sokol_gfx.h, sokol_app.h and the
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sokol-shdc shader compiler (shader code not shown):
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```c
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#include "sokol_app.h"
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#include "sokol_gfx.h"
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#include "sokol_log.h"
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#include "sokol_glue.h"
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#include "triangle-sapp.glsl.h"
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static struct {
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sg_pipeline pip;
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sg_bindings bind;
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sg_pass_action pass_action;
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} state;
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static void init(void) {
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sg_setup(&(sg_desc){
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.environment = sglue_environment(),
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.logger.func = slog_func,
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});
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float vertices[] = {
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0.0f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f
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};
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state.bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
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.data = SG_RANGE(vertices),
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});
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state.pip = sg_make_pipeline(&(sg_pipeline_desc){
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.shader = sg_make_shader(triangle_shader_desc(sg_query_backend())),
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.layout = {
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.attrs = {
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[ATTR_vs_position].format = SG_VERTEXFORMAT_FLOAT3,
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[ATTR_vs_color0].format = SG_VERTEXFORMAT_FLOAT4
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}
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},
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});
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state.pass_action = (sg_pass_action) {
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.colors[0] = { .load_action=SG_LOADACTION_CLEAR, .clear_value={0.0f, 0.0f, 0.0f, 1.0f } }
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};
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}
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void frame(void) {
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sg_begin_pass(&(sg_pass){ .action = state.pass_action, .swapchain = sglue_swapchain() });
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sg_apply_pipeline(state.pip);
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sg_apply_bindings(&state.bind);
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sg_draw(0, 3, 1);
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sg_end_pass();
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sg_commit();
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}
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void cleanup(void) {
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sg_shutdown();
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}
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sapp_desc sokol_main(int argc, char* argv[]) {
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(void)argc; (void)argv;
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return (sapp_desc){
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.init_cb = init,
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.frame_cb = frame,
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.cleanup_cb = cleanup,
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.width = 640,
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.height = 480,
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.window_title = "Triangle",
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.icon.sokol_default = true,
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.logger.func = slog_func,
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};
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}
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```
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# sokol_audio.h
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A minimal audio-streaming API:
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- you provide a mono- or stereo-stream of 32-bit float samples which sokol_audio.h forwards into platform-specific backends
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- two ways to provide the data:
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1. directly fill backend audio buffer from your callback function running in the audio thread
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2. alternatively push small packets of audio data from your main loop,
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or a separate thread created by you
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- platform backends:
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- Windows: WASAPI
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- macOS/iOS: CoreAudio
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- Linux: ALSA
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- emscripten: WebAudio + ScriptProcessorNode (doesn't use the emscripten-provided OpenAL or SDL Audio wrappers)
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A simple mono square-wave generator using the callback model:
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```c
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// the sample callback, running in audio thread
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static void stream_cb(float* buffer, int num_frames, int num_channels) {
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assert(1 == num_channels);
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static uint32_t count = 0;
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for (int i = 0; i < num_frames; i++) {
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buffer[i] = (count++ & (1<<3)) ? 0.5f : -0.5f;
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}
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}
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int main() {
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// init sokol-audio with default params
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saudio_setup(&(saudio_desc){
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.stream_cb = stream_cb,
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.logger.func = slog_func,
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});
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// run main loop
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...
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// shutdown sokol-audio
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saudio_shutdown();
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return 0;
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```
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The same code using the push-model
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```c
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#define BUF_SIZE (32)
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int main() {
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// init sokol-audio with default params, no callback
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saudio_setup(&(saudio_desc){
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.logger.func = slog_func,
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});
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assert(saudio_channels() == 1);
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// a small intermediate buffer so we don't need to push
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// individual samples, which would be quite inefficient
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float buf[BUF_SIZE];
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int buf_pos = 0;
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uint32_t count = 0;
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// push samples from main loop
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bool done = false;
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while (!done) {
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// generate and push audio samples...
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int num_frames = saudio_expect();
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for (int i = 0; i < num_frames; i++) {
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// simple square wave generator
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buf[buf_pos++] = (count++ & (1<<3)) ? 0.5f : -0.5f;
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if (buf_pos == BUF_SIZE) {
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buf_pos = 0;
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saudio_push(buf, BUF_SIZE);
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}
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}
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// handle other per-frame stuff...
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...
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}
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// shutdown sokol-audio
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saudio_shutdown();
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return 0;
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}
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```
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# sokol_fetch.h
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Load entire files, or stream data asynchronously over HTTP (emscripten/wasm)
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or the local filesystem (all native platforms).
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Simple C99 example loading a file into a static buffer:
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```c
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#include "sokol_fetch.h"
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#include "sokol_log.h"
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static void response_callback(const sfetch_response*);
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#define MAX_FILE_SIZE (1024*1024)
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static uint8_t buffer[MAX_FILE_SIZE];
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// application init
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static void init(void) {
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...
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// setup sokol-fetch with default config:
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sfetch_setup(&(sfetch_desc_t){ .logger.func = slog_func });
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// start loading a file into a statically allocated buffer:
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sfetch_send(&(sfetch_request_t){
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.path = "hello_world.txt",
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.callback = response_callback
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.buffer_ptr = buffer,
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.buffer_size = sizeof(buffer)
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});
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}
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// per frame...
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static void frame(void) {
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...
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// need to call sfetch_dowork() once per frame to 'turn the gears':
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sfetch_dowork();
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...
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}
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// the response callback is where the interesting stuff happens:
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static void response_callback(const sfetch_response_t* response) {
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if (response->fetched) {
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// data has been loaded into the provided buffer, do something
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// with the data...
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const void* data = response->buffer_ptr;
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uint64_t data_size = response->fetched_size;
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}
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// the finished flag is set both on success and failure
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if (response->failed) {
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// oops, something went wrong
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switch (response->error_code) {
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SFETCH_ERROR_FILE_NOT_FOUND: ...
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SFETCH_ERROR_BUFFER_TOO_SMALL: ...
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...
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}
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}
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}
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// application shutdown
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static void shutdown(void) {
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...
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sfetch_shutdown();
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...
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}
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```
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# sokol_time.h:
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Simple cross-platform time measurement:
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```c
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#include "sokol_time.h"
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...
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/* initialize sokol_time */
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stm_setup();
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/* take start timestamp */
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uint64_t start = stm_now();
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...some code to measure...
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/* compute elapsed time */
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uint64_t elapsed = stm_since(start);
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/* convert to time units */
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double seconds = stm_sec(elapsed);
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double milliseconds = stm_ms(elapsed);
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double microseconds = stm_us(elapsed);
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double nanoseconds = stm_ns(elapsed);
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/* difference between 2 time stamps */
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uint64_t start = stm_now();
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...
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uint64_t end = stm_now();
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uint64_t elapsed = stm_diff(end, start);
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/* compute a 'lap time' (e.g. for fps) */
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uint64_t last_time = 0;
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while (!done) {
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...render something...
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double frame_time_ms = stm_ms(stm_laptime(&last_time));
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}
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```
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# sokol_args.h
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Unified argument parsing for web and native apps. Uses argc/argv on native
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platforms and the URL query string on the web.
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Example URL with one arg:
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https://floooh.github.io/tiny8bit/kc85.html?type=kc85_4
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The same as command line app:
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> kc85 type=kc85_4
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Parsed like this:
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```c
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#include "sokol_args.h"
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int main(int argc, char* argv[]) {
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sargs_setup(&(sargs_desc){ .argc=argc, .argv=argv });
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if (sargs_exists("type")) {
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if (sargs_equals("type", "kc85_4")) {
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// start as KC85/4
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}
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else if (sargs_equals("type", "kc85_3")) {
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// start as KC85/3
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}
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else {
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// start as KC85/2
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}
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}
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sargs_shutdown();
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return 0;
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}
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```
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See the sokol_args.h header for a more complete documentation, and the [Tiny
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Emulators](https://floooh.github.io/tiny8bit/) for more interesting usage examples.
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