Move and change shader module name; in preparation for asset pipeline

This commit is contained in:
2025-11-10 00:46:17 +01:00
parent 67a0c4e417
commit f2eff70179
4 changed files with 22 additions and 23 deletions

View File

@@ -205,4 +205,4 @@ void main() {
@end
@program program vertex fragment
@program main vertex fragment

View File

@@ -30,10 +30,10 @@ pub fn build(b: *std.Build) !void {
const sokol_mod = sokol_dep.module("sokol");
const shdc_dep = sokol_dep.builder.dependency("shdc", .{});
const shader_mod = try sokol.shdc.createModule(b, "shader", sokol_mod, .{
const shaders_mod = try sokol.shdc.createModule(b, "shaders", sokol_mod, .{
.shdc_dep = shdc_dep,
.input = "src/shader.glsl",
.output = "shader.zig",
.input = "assets/shaders.glsl",
.output = "shaders.zig",
.slang = .{
.glsl430 = true,
.hlsl5 = true,
@@ -42,7 +42,7 @@ pub fn build(b: *std.Build) !void {
});
exe_mod.addImport("cimgui", cimgui_dep.module(cimgui_conf.module_name));
exe_mod.addImport("shader", shader_mod);
exe_mod.addImport("shaders", shaders_mod);
exe_mod.addImport("sokol", sokol_mod);
const exe = b.addExecutable(.{

View File

@@ -1,7 +1,7 @@
const std = @import("std");
const ig = @import("cimgui");
const shader = @import("shader");
const shaders = @import("shaders");
const sokol = @import("sokol");
const sapp = sokol.app;
@@ -52,13 +52,13 @@ pub fn init() void {
});
pipeline = sg.makePipeline(.{
.shader = sg.makeShader(shader.programShaderDesc(sg.queryBackend())),
.shader = sg.makeShader(shaders.mainShaderDesc(sg.queryBackend())),
.layout = blk: {
var ret: sg.VertexLayoutState = .{};
ret.attrs[shader.ATTR_program_positionOS].format = .FLOAT3;
ret.attrs[shader.ATTR_program_texCoord].format = .FLOAT2;
ret.attrs[shader.ATTR_program_normalOS].format = .FLOAT3;
ret.attrs[shader.ATTR_program_tangentOS].format = .FLOAT4;
ret.attrs[shaders.ATTR_main_positionOS].format = .FLOAT3;
ret.attrs[shaders.ATTR_main_texCoord].format = .FLOAT2;
ret.attrs[shaders.ATTR_main_normalOS].format = .FLOAT3;
ret.attrs[shaders.ATTR_main_tangentOS].format = .FLOAT4;
break :blk ret;
},
.primitive_type = .TRIANGLES,
@@ -68,7 +68,7 @@ pub fn init() void {
});
point_light_buffer = sg.makeBuffer(.{
.size = @sizeOf([4]shader.PointLight),
.size = @sizeOf([4]shaders.PointLight),
.usage = .{
.stream_update = true,
.storage_buffer = true,
@@ -76,7 +76,7 @@ pub fn init() void {
});
directional_light_buffer = sg.makeBuffer(.{
.size = @sizeOf([4]shader.DirectionalLight),
.size = @sizeOf([4]shaders.DirectionalLight),
.usage = .{
.stream_update = true,
.storage_buffer = true,
@@ -139,19 +139,19 @@ pub fn init() void {
bindings.vertex_buffers[0] = vertex_buffer;
bindings.index_buffer = index_buffer;
bindings.views[shader.VIEW_Point_Lights] = sg.makeView(.{
bindings.views[shaders.VIEW_Point_Lights] = sg.makeView(.{
.storage_buffer = .{ .buffer = point_light_buffer },
});
bindings.views[shader.VIEW_Directional_Lights] = sg.makeView(.{
bindings.views[shaders.VIEW_Directional_Lights] = sg.makeView(.{
.storage_buffer = .{ .buffer = directional_light_buffer },
});
bindings.views[shader.VIEW__BaseColorTexture] = sg.makeView(.{
bindings.views[shaders.VIEW__BaseColorTexture] = sg.makeView(.{
.texture = .{ .image = base_color_texture },
});
bindings.views[shader.VIEW__OcclusionRoughnessMetallicTexture] = sg.makeView(.{
bindings.views[shaders.VIEW__OcclusionRoughnessMetallicTexture] = sg.makeView(.{
.texture = .{ .image = occlusion_roughness_metallic_texture },
});
bindings.views[shader.VIEW__NormalTexture] = sg.makeView(.{
bindings.views[shaders.VIEW__NormalTexture] = sg.makeView(.{
.texture = .{ .image = normal_texture },
});
@@ -195,24 +195,24 @@ pub fn update(dt: f64) void {
sg.applyPipeline(pipeline);
sg.applyBindings(bindings);
sg.applyUniforms(shader.UB_Global_Uniforms_Vertex, sg.asRange(&shader.GlobalUniformsVertex{
sg.applyUniforms(shaders.UB_Global_Uniforms_Vertex, sg.asRange(&shaders.GlobalUniformsVertex{
._MatrixVStoCS = .{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 },
._MatrixWStoVS = .{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 },
}));
sg.applyUniforms(shader.UB_Object_Uniforms, sg.asRange(&shader.ObjectUniforms{
sg.applyUniforms(shaders.UB_Object_Uniforms, sg.asRange(&shaders.ObjectUniforms{
._MatrixOStoWS = .{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 },
._MatrixOStoWSNormal = .{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 },
}));
sg.applyUniforms(shader.UB_Global_Uniforms_Fragment, sg.asRange(&shader.GlobalUniformsFragment{
sg.applyUniforms(shaders.UB_Global_Uniforms_Fragment, sg.asRange(&shaders.GlobalUniformsFragment{
._MatrixWStoVS = .{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 },
._AmbientLight = .{ 0.1, 0.1, 0.1 },
._PointLightCount = 0,
._DirectionalLightCount = 0,
}));
sg.applyUniforms(shader.UB_Material_Uniforms, sg.asRange(&shader.MaterialUniforms{
sg.applyUniforms(shaders.UB_Material_Uniforms, sg.asRange(&shaders.MaterialUniforms{
._TextureIndex = 0,
}));

View File

@@ -1,7 +1,6 @@
const std = @import("std");
const ig = @import("cimgui");
const shader = @import("shader");
const sokol = @import("sokol");
const sapp = sokol.app;