├── gitignore ├── assets ├── textures │ ├── ravioli.bmp │ └── colormap.png └── shaders │ ├── compiled │ ├── quad.frag.spv │ ├── quad.vert.spv │ ├── model.frag.spv │ ├── model.vert.spv │ ├── uboquad.frag.spv │ ├── uboquad.vert.spv │ ├── triangle.frag.spv │ ├── triangle.vert.spv │ ├── texturedquad.frag.spv │ ├── texturedquad.vert.spv │ ├── quad.frag.msl │ ├── triangle.frag.msl │ ├── uboquad.frag.msl │ ├── texturedquad.frag.msl │ ├── model.frag.msl │ ├── texturedquad.vert.msl │ ├── quad.vert.msl │ ├── model.vert.msl │ ├── uboquad.vert.msl │ └── triangle.vert.msl │ ├── quad.frag.glsl │ ├── triangle.frag.glsl │ ├── uboquad.frag.glsl │ ├── texturedquad.frag.glsl │ ├── model.frag.glsl │ ├── texturedquad.vert.glsl │ ├── quad.vert.glsl │ ├── triangle.vert.glsl │ ├── model.vert.glsl │ ├── uboquad.vert.glsl │ └── compile.sh ├── shadercross ├── lib │ └── libSDL3_shadercross.a └── shadercross.odin ├── README.md ├── ols.json ├── Makefile ├── odinfmt.json ├── examples ├── clear_screen.odin ├── basic_triangle.odin ├── obj_parser.odin ├── common.odin ├── quad.odin ├── ubo_quad.odin ├── textured_quad.odin └── textured_model.odin ├── main.odin ├── + └── LICENSE /gitignore: -------------------------------------------------------------------------------- 1 | ./app 2 | ./app_debug 3 | -------------------------------------------------------------------------------- /assets/textures/ravioli.bmp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/foureyez/odin-sdl3-examples/HEAD/assets/textures/ravioli.bmp -------------------------------------------------------------------------------- /assets/textures/colormap.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/foureyez/odin-sdl3-examples/HEAD/assets/textures/colormap.png -------------------------------------------------------------------------------- /assets/shaders/compiled/quad.frag.spv: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/foureyez/odin-sdl3-examples/HEAD/assets/shaders/compiled/quad.frag.spv -------------------------------------------------------------------------------- /assets/shaders/compiled/quad.vert.spv: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/foureyez/odin-sdl3-examples/HEAD/assets/shaders/compiled/quad.vert.spv -------------------------------------------------------------------------------- /shadercross/lib/libSDL3_shadercross.a: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/foureyez/odin-sdl3-examples/HEAD/shadercross/lib/libSDL3_shadercross.a -------------------------------------------------------------------------------- /assets/shaders/compiled/model.frag.spv: 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-------------------------------------------------------------------------------- https://raw.githubusercontent.com/foureyez/odin-sdl3-examples/HEAD/assets/shaders/compiled/texturedquad.frag.spv -------------------------------------------------------------------------------- /assets/shaders/compiled/texturedquad.vert.spv: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/foureyez/odin-sdl3-examples/HEAD/assets/shaders/compiled/texturedquad.vert.spv -------------------------------------------------------------------------------- /assets/shaders/quad.frag.glsl: -------------------------------------------------------------------------------- 1 | #version 460 2 | 3 | layout(location = 0) out vec4 color; 4 | 5 | void main() { 6 | color = vec4(1, 0, 0, 1); 7 | } 8 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Odin SDL3 GPU API Examples 2 | 3 | - Based on [https://github.com/TheSpydog/SDL_gpu_examples]("https://github.com/TheSpydog/SDL_gpu_examples") 4 | -------------------------------------------------------------------------------- /assets/shaders/triangle.frag.glsl: -------------------------------------------------------------------------------- 1 | #version 460 2 | 3 | layout(location = 0) out vec4 color; 4 | 5 | void main() { 6 | color = vec4(1, 0, 0, 1); 7 | } 8 | -------------------------------------------------------------------------------- /assets/shaders/uboquad.frag.glsl: -------------------------------------------------------------------------------- 1 | #version 460 2 | 3 | layout(location = 0) out vec4 outColor; 4 | 5 | layout(location = 0) in vec4 color; 6 | 7 | void main() { 8 | outColor = color; 9 | } 10 | -------------------------------------------------------------------------------- /assets/shaders/texturedquad.frag.glsl: -------------------------------------------------------------------------------- 1 | #version 460 2 | 3 | layout(location = 0) out vec4 color; 4 | 5 | layout(location = 0) in vec2 uv; 6 | layout(binding = 0) uniform sampler2D tex; 7 | 8 | void main() { 9 | color = texture(tex, uv); 10 | } 11 | -------------------------------------------------------------------------------- /assets/shaders/model.frag.glsl: -------------------------------------------------------------------------------- 1 | #version 460 2 | 3 | layout(location = 0) out vec4 color; 4 | 5 | layout(location = 0) in vec2 uv; 6 | layout(set = 2, binding = 0) uniform sampler2D tex; 7 | 8 | void main() { 9 | color = texture(tex, uv) * vec4(1, 1, 1, 1); 10 | } 11 | -------------------------------------------------------------------------------- /assets/shaders/texturedquad.vert.glsl: -------------------------------------------------------------------------------- 1 | #version 460 2 | 3 | layout(location = 0) in vec3 position; 4 | layout(location = 1) in vec2 uv; 5 | 6 | layout(location = 0) out vec2 ouv; 7 | 8 | // TODO 9 | void main() { 10 | gl_Position = vec4(position, 1); 11 | ouv = uv; 12 | } 13 | -------------------------------------------------------------------------------- /assets/shaders/quad.vert.glsl: -------------------------------------------------------------------------------- 1 | #version 460 2 | 3 | layout(location = 0) in vec3 position; 4 | layout(location = 1) in vec4 color; 5 | 6 | layout(location = 0) out vec4 outcolor; 7 | 8 | // TODO 9 | void main() { 10 | gl_Position = vec4(position, 1); 11 | outcolor = color; 12 | } 13 | -------------------------------------------------------------------------------- /ols.json: -------------------------------------------------------------------------------- 1 | { 2 | "$schema": "https://raw.githubusercontent.com/DanielGavin/ols/master/misc/ols.schema.json", 3 | "enable_semantic_tokens": true, 4 | "enable_document_symbols": true, 5 | "enable_hover": true, 6 | "enable_snippets": true, 7 | "enable_references": true, 8 | "enable_rename": true 9 | } 10 | -------------------------------------------------------------------------------- /assets/shaders/triangle.vert.glsl: -------------------------------------------------------------------------------- 1 | #version 460 2 | 3 | void main() { 4 | if (gl_VertexIndex == 0) { 5 | gl_Position = vec4(-0.5, -0.5, 0, 1); 6 | } else if (gl_VertexIndex == 1) { 7 | gl_Position = vec4(0, 0.5, 0, 1); 8 | } else { 9 | gl_Position = vec4(0.5, -0.5, 0, 1); 10 | } 11 | } 12 | -------------------------------------------------------------------------------- /assets/shaders/model.vert.glsl: -------------------------------------------------------------------------------- 1 | #version 460 2 | 3 | layout(location = 0) out vec2 outuv; 4 | 5 | layout(location = 0) in vec3 position; 6 | layout(location = 1) in vec2 uv; 7 | layout(set = 1, binding = 0) uniform UBO { 8 | mat4 mvp; 9 | }; 10 | 11 | void main() { 12 | gl_Position = mvp * vec4(position, 1); 13 | outuv = uv; 14 | } 15 | -------------------------------------------------------------------------------- /assets/shaders/compiled/quad.frag.msl: -------------------------------------------------------------------------------- 1 | #include 2 | #include 3 | 4 | using namespace metal; 5 | 6 | struct main0_out 7 | { 8 | float4 color [[color(0)]]; 9 | }; 10 | 11 | fragment main0_out main0() 12 | { 13 | main0_out out = {}; 14 | out.color = float4(1.0, 0.0, 0.0, 1.0); 15 | return out; 16 | } 17 | 18 | -------------------------------------------------------------------------------- /Makefile: -------------------------------------------------------------------------------- 1 | build: 2 | odin build . -out:app 3 | 4 | build-debug: 5 | odin build . -debug -out:app_debug 6 | 7 | build-release: 8 | odin build . -o:aggressive -out:app 9 | 10 | check: 11 | odin strip-semicolon . -collection:deps=deps 12 | odin check . -collection:engine=engine 13 | 14 | doc: 15 | odin doc . 16 | 17 | run: 18 | odin run . -out:app 19 | -------------------------------------------------------------------------------- /assets/shaders/compiled/triangle.frag.msl: -------------------------------------------------------------------------------- 1 | #include 2 | #include 3 | 4 | using namespace metal; 5 | 6 | struct main0_out 7 | { 8 | float4 color [[color(0)]]; 9 | }; 10 | 11 | fragment main0_out main0() 12 | { 13 | main0_out out = {}; 14 | out.color = float4(1.0, 0.0, 0.0, 1.0); 15 | return out; 16 | } 17 | 18 | -------------------------------------------------------------------------------- /assets/shaders/uboquad.vert.glsl: -------------------------------------------------------------------------------- 1 | #version 460 2 | 3 | layout(location = 0) out vec4 outcolor; 4 | 5 | layout(location = 0) in vec3 position; 6 | layout(location = 1) in vec4 color; 7 | layout(set = 1, binding = 0) uniform UBO { 8 | mat4 mvp; 9 | }; 10 | 11 | void main() { 12 | gl_Position = mvp * vec4(position, 1); 13 | outcolor = color; 14 | } 15 | -------------------------------------------------------------------------------- /odinfmt.json: -------------------------------------------------------------------------------- 1 | { 2 | "$schema": "https://raw.githubusercontent.com/DanielGavin/ols/master/misc/odinfmt.schema.json", 3 | "character_width": 150, 4 | "enable_hover": true, 5 | "enable_snippets": true, 6 | "enable_document_symbols": true, 7 | "enable_inlay_hints": true, 8 | "enable_references": true, 9 | "enable_rename": true, 10 | "enable_semantic_tokens": true, 11 | "enable_format": true 12 | } 13 | -------------------------------------------------------------------------------- /assets/shaders/compiled/uboquad.frag.msl: -------------------------------------------------------------------------------- 1 | #include 2 | #include 3 | 4 | using namespace metal; 5 | 6 | struct main0_out 7 | { 8 | float4 outColor [[color(0)]]; 9 | }; 10 | 11 | struct main0_in 12 | { 13 | float4 color [[user(locn0)]]; 14 | }; 15 | 16 | fragment main0_out main0(main0_in in [[stage_in]]) 17 | { 18 | main0_out out = {}; 19 | out.outColor = in.color; 20 | return out; 21 | } 22 | 23 | -------------------------------------------------------------------------------- /assets/shaders/compiled/texturedquad.frag.msl: -------------------------------------------------------------------------------- 1 | #include 2 | #include 3 | 4 | using namespace metal; 5 | 6 | struct main0_out 7 | { 8 | float4 color [[color(0)]]; 9 | }; 10 | 11 | struct main0_in 12 | { 13 | float2 uv [[user(locn0)]]; 14 | }; 15 | 16 | fragment main0_out main0(main0_in in [[stage_in]], texture2d tex [[texture(0)]], sampler texSmplr [[sampler(0)]]) 17 | { 18 | main0_out out = {}; 19 | out.color = tex.sample(texSmplr, in.uv); 20 | return out; 21 | } 22 | 23 | -------------------------------------------------------------------------------- /assets/shaders/compiled/model.frag.msl: -------------------------------------------------------------------------------- 1 | #include 2 | #include 3 | 4 | using namespace metal; 5 | 6 | struct main0_out 7 | { 8 | float4 color [[color(0)]]; 9 | }; 10 | 11 | struct main0_in 12 | { 13 | float2 uv [[user(locn0)]]; 14 | }; 15 | 16 | fragment main0_out main0(main0_in in [[stage_in]], texture2d tex [[texture(0)]], sampler texSmplr [[sampler(0)]]) 17 | { 18 | main0_out out = {}; 19 | out.color = tex.sample(texSmplr, in.uv) * float4(1.0); 20 | return out; 21 | } 22 | 23 | -------------------------------------------------------------------------------- /assets/shaders/compiled/texturedquad.vert.msl: -------------------------------------------------------------------------------- 1 | #include 2 | #include 3 | 4 | using namespace metal; 5 | 6 | struct main0_out 7 | { 8 | float2 ouv [[user(locn0)]]; 9 | float4 gl_Position [[position]]; 10 | }; 11 | 12 | struct main0_in 13 | { 14 | float3 position [[attribute(0)]]; 15 | float2 uv [[attribute(1)]]; 16 | }; 17 | 18 | vertex main0_out main0(main0_in in [[stage_in]]) 19 | { 20 | main0_out out = {}; 21 | out.gl_Position = float4(in.position, 1.0); 22 | out.ouv = in.uv; 23 | return out; 24 | } 25 | 26 | -------------------------------------------------------------------------------- /assets/shaders/compiled/quad.vert.msl: -------------------------------------------------------------------------------- 1 | #include 2 | #include 3 | 4 | using namespace metal; 5 | 6 | struct main0_out 7 | { 8 | float4 outcolor [[user(locn0)]]; 9 | float4 gl_Position [[position]]; 10 | }; 11 | 12 | struct main0_in 13 | { 14 | float3 position [[attribute(0)]]; 15 | float4 color [[attribute(1)]]; 16 | }; 17 | 18 | vertex main0_out main0(main0_in in [[stage_in]]) 19 | { 20 | main0_out out = {}; 21 | out.gl_Position = float4(in.position, 1.0); 22 | out.outcolor = in.color; 23 | return out; 24 | } 25 | 26 | -------------------------------------------------------------------------------- /assets/shaders/compiled/model.vert.msl: -------------------------------------------------------------------------------- 1 | #include 2 | #include 3 | 4 | using namespace metal; 5 | 6 | struct UBO 7 | { 8 | float4x4 mvp; 9 | }; 10 | 11 | struct main0_out 12 | { 13 | float2 outuv [[user(locn0)]]; 14 | float4 gl_Position [[position]]; 15 | }; 16 | 17 | struct main0_in 18 | { 19 | float3 position [[attribute(0)]]; 20 | float2 uv [[attribute(1)]]; 21 | }; 22 | 23 | vertex main0_out main0(main0_in in [[stage_in]], constant UBO& _19 [[buffer(0)]]) 24 | { 25 | main0_out out = {}; 26 | out.gl_Position = _19.mvp * float4(in.position, 1.0); 27 | out.outuv = in.uv; 28 | return out; 29 | } 30 | 31 | -------------------------------------------------------------------------------- /assets/shaders/compiled/uboquad.vert.msl: -------------------------------------------------------------------------------- 1 | #include 2 | #include 3 | 4 | using namespace metal; 5 | 6 | struct UBO 7 | { 8 | float4x4 mvp; 9 | }; 10 | 11 | struct main0_out 12 | { 13 | float4 outcolor [[user(locn0)]]; 14 | float4 gl_Position [[position]]; 15 | }; 16 | 17 | struct main0_in 18 | { 19 | float3 position [[attribute(0)]]; 20 | float4 color [[attribute(1)]]; 21 | }; 22 | 23 | vertex main0_out main0(main0_in in [[stage_in]], constant UBO& _19 [[buffer(0)]]) 24 | { 25 | main0_out out = {}; 26 | out.gl_Position = _19.mvp * float4(in.position, 1.0); 27 | out.outcolor = in.color; 28 | return out; 29 | } 30 | 31 | -------------------------------------------------------------------------------- /assets/shaders/compiled/triangle.vert.msl: -------------------------------------------------------------------------------- 1 | #include 2 | #include 3 | 4 | using namespace metal; 5 | 6 | struct main0_out 7 | { 8 | float4 gl_Position [[position]]; 9 | }; 10 | 11 | vertex main0_out main0(uint gl_VertexIndex [[vertex_id]]) 12 | { 13 | main0_out out = {}; 14 | if (int(gl_VertexIndex) == 0) 15 | { 16 | out.gl_Position = float4(-0.5, -0.5, 0.0, 1.0); 17 | } 18 | else 19 | { 20 | if (int(gl_VertexIndex) == 1) 21 | { 22 | out.gl_Position = float4(0.0, 0.5, 0.0, 1.0); 23 | } 24 | else 25 | { 26 | out.gl_Position = float4(0.5, -0.5, 0.0, 1.0); 27 | } 28 | } 29 | return out; 30 | } 31 | 32 | -------------------------------------------------------------------------------- /assets/shaders/compile.sh: -------------------------------------------------------------------------------- 1 | # Requires shadercross CLI installed from SDL_shadercross 2 | for filename in *.vert.glsl; do 3 | if [ -f "$filename" ]; then 4 | glslang "$filename" -V -o "compiled/${filename/.glsl/.spv}" 5 | shadercross "compiled/${filename/.glsl/.spv}" -s SPIRV -d MSL -o "compiled/${filename/.glsl/.msl}" 6 | # shadercross "$filename" -o "compiled/DXIL/${filename/.hlsl/.dxil}" 7 | fi 8 | done 9 | 10 | for filename in *.frag.glsl; do 11 | if [ -f "$filename" ]; then 12 | glslang "$filename" -V -o "compiled/${filename/.glsl/.spv}" 13 | shadercross "compiled/${filename/.glsl/.spv}" -s SPIRV -d MSL -o "compiled/${filename/.glsl/.msl}" 14 | # shadercross "$filename" -o "compiled/DXIL/${filename/.hlsl/.dxil}" 15 | fi 16 | done 17 | 18 | # for filename in *.comp.hlsl; do 19 | # if [ -f "$filename" ]; then 20 | # shadercross "$filename" -o "../Compiled/SPIRV/${filename/.hlsl/.spv}" 21 | # shadercross "$filename" -o "../Compiled/DXIL/${filename/.hlsl/.dxil}" 22 | # fi 23 | # done 24 | -------------------------------------------------------------------------------- /shadercross/shadercross.odin: -------------------------------------------------------------------------------- 1 | package shadercross 2 | 3 | import "core:c" 4 | import sdl "vendor:sdl3" 5 | 6 | when ODIN_OS == .Windows { 7 | foreign import lib "shadercross.lib" 8 | } else { 9 | foreign import lib "lib/libSDL3_shadercross.a" 10 | } 11 | 12 | HLSLDefine :: struct { 13 | name: cstring, 14 | value: cstring, 15 | } 16 | 17 | ShaderStage :: enum c.int { 18 | VERTEX, 19 | FRAGMENT, 20 | COMPUTE, 21 | } 22 | 23 | HLSLInfo :: struct { 24 | source: cstring, 25 | entrypoint: cstring, 26 | include_dir: cstring, 27 | defines: HLSLDefine, 28 | shader_stage: ShaderStage, 29 | enable_debug: bool, 30 | name: cstring, 31 | props: sdl.PropertiesID, 32 | } 33 | 34 | GraphicsShaderMetadata :: struct { 35 | num_samplers: u32, 36 | num_storage_textures: u32, 37 | num_storage_buffers: u32, 38 | num_uniform_buffers: u32, 39 | props: sdl.PropertiesID, 40 | } 41 | 42 | @(default_calling_convention = "c", link_prefix = "SDL_ShaderCross_", require_results) 43 | foreign lib { 44 | Init :: proc() -> bool --- 45 | Quit :: proc() --- 46 | GetSPIRVShaderFormats :: proc() -> sdl.GPUShaderFormat --- 47 | CompileSPIRVFromHLSL :: proc(info: ^HLSLInfo, size: u32) --- 48 | CompileGraphicsShaderFromHLSL :: proc(device: ^sdl.GPUDevice, info: ^HLSLInfo, metadata: ^GraphicsShaderMetadata) -> ^sdl.GPUShader --- 49 | } 50 | -------------------------------------------------------------------------------- /examples/clear_screen.odin: -------------------------------------------------------------------------------- 1 | package examples 2 | 3 | import "core:log" 4 | import sdl "vendor:sdl3" 5 | 6 | clear_screen :: proc() { 7 | is_running := true 8 | event: sdl.Event 9 | 10 | for is_running { 11 | for sdl.PollEvent(&event) { 12 | #partial switch event.type { 13 | case .QUIT: 14 | is_running = false 15 | } 16 | } 17 | 18 | command_buffer := sdl.AcquireGPUCommandBuffer(ctx.device) 19 | if command_buffer == nil { 20 | log.errorf("unable to acquire command buffer: %s", sdl.GetError()) 21 | return 22 | } 23 | 24 | swapchain_texture: ^sdl.GPUTexture 25 | if sdl.WaitAndAcquireGPUSwapchainTexture(command_buffer, ctx.window, &swapchain_texture, nil, nil) { 26 | color_target_info := sdl.GPUColorTargetInfo { 27 | texture = swapchain_texture, 28 | clear_color = sdl.FColor{1, 0.5, 0.5, 1}, 29 | load_op = .CLEAR, 30 | store_op = .STORE, 31 | } 32 | 33 | render_pass := sdl.BeginGPURenderPass(command_buffer, &color_target_info, 1, nil) 34 | sdl.EndGPURenderPass(render_pass) 35 | } 36 | 37 | if !sdl.SubmitGPUCommandBuffer(command_buffer) { 38 | log.errorf("unable to submit command buffer: %s", sdl.GetError()) 39 | return 40 | } 41 | } 42 | } 43 | 44 | destroy_clear_screen :: proc() { 45 | if ctx.window != nil { 46 | sdl.DestroyWindow(ctx.window) 47 | } 48 | 49 | if ctx.device != nil { 50 | sdl.DestroyGPUDevice(ctx.device) 51 | } 52 | } 53 | -------------------------------------------------------------------------------- /main.odin: -------------------------------------------------------------------------------- 1 | package main 2 | 3 | import "core:fmt" 4 | import "core:log" 5 | import "core:mem" 6 | import "core:os" 7 | import "examples" 8 | import sdl "vendor:sdl3" 9 | 10 | Example :: enum { 11 | Clear, 12 | Triangle, 13 | Quad, 14 | TexturedQuad, 15 | UboQuad, 16 | TexturedModel, 17 | } 18 | 19 | main :: proc() { 20 | cl := log.create_console_logger() 21 | context.logger = cl 22 | 23 | tracking_allocator: mem.Tracking_Allocator 24 | mem.tracking_allocator_init(&tracking_allocator, context.allocator) 25 | context.allocator = mem.tracking_allocator(&tracking_allocator) 26 | defer reset_tracking_allocator() 27 | 28 | if !sdl.Init({.VIDEO}) { 29 | log.fatalf("unable to initialize sdl, error: %s", sdl.GetError()) 30 | } 31 | 32 | device := sdl.CreateGPUDevice({.SPIRV, .DXIL, .MSL}, false, nil) // Pass nil for sdl to auto select the correct device type (vulkan, metal, d12) 33 | if device == nil { 34 | log.fatalf("unable to initialize gpu device, error: %s", sdl.GetError()) 35 | } 36 | 37 | window := sdl.CreateWindow("sdl demo", 0, 0, {.RESIZABLE, .MAXIMIZED}) 38 | if window == nil { 39 | log.fatalf("unable to initialize window, error: %s", sdl.GetError()) 40 | } 41 | 42 | if !sdl.ClaimWindowForGPUDevice(device, window) { 43 | log.fatalf("unable to claim window for gpu device, error: %s", sdl.GetError()) 44 | } 45 | 46 | examples.init(window, device) 47 | example_type := Example.TexturedModel 48 | 49 | switch example_type { 50 | case .Clear: 51 | examples.clear_screen() 52 | examples.destroy_clear_screen() 53 | case .Triangle: 54 | examples.basic_triangle() 55 | examples.destroy_basic_triangle() 56 | case .Quad: 57 | examples.quad() 58 | examples.destroy_quad() 59 | case .TexturedQuad: 60 | examples.textured_quad() 61 | examples.destroy_textured_quad() 62 | case .UboQuad: 63 | examples.ubo_quad() 64 | examples.destroy_ubo_quad() 65 | case .TexturedModel: 66 | examples.textured_model() 67 | examples.destroy_textured_model() 68 | } 69 | } 70 | 71 | 72 | reset_tracking_allocator :: proc() -> bool { 73 | a := cast(^mem.Tracking_Allocator)context.allocator.data 74 | err := false 75 | if len(a.allocation_map) > 0 { 76 | log.warnf("Leaked allocation count: %v", len(a.allocation_map)) 77 | } 78 | for _, v in a.allocation_map { 79 | log.warnf("%v: Leaked %v bytes", v.location, v.size) 80 | err = true 81 | } 82 | 83 | mem.tracking_allocator_clear(a) 84 | return err 85 | } 86 | -------------------------------------------------------------------------------- /examples/basic_triangle.odin: -------------------------------------------------------------------------------- 1 | package examples 2 | 3 | import "core:log" 4 | import sdl "vendor:sdl3" 5 | 6 | basic_triangle :: proc() { 7 | vert_shader := load_shader(ctx.device, "triangle.vert", 0, 0, 0, 0) 8 | assert(vert_shader != nil) 9 | 10 | frag_shader := load_shader(ctx.device, "triangle.frag", 0, 0, 0, 0) 11 | assert(frag_shader != nil) 12 | 13 | color_target_descriptions := [1]sdl.GPUColorTargetDescription{{format = sdl.GetGPUSwapchainTextureFormat(ctx.device, ctx.window)}} 14 | pipeline_create_info := sdl.GPUGraphicsPipelineCreateInfo { 15 | target_info = sdl.GPUGraphicsPipelineTargetInfo { 16 | num_color_targets = u32(len(color_target_descriptions)), 17 | color_target_descriptions = raw_data(&color_target_descriptions), 18 | }, 19 | primitive_type = .TRIANGLELIST, 20 | vertex_shader = vert_shader, 21 | fragment_shader = frag_shader, 22 | rasterizer_state = sdl.GPURasterizerState{fill_mode = .FILL}, 23 | } 24 | 25 | ctx.graphics_pipeline = sdl.CreateGPUGraphicsPipeline(ctx.device, pipeline_create_info) 26 | if ctx.graphics_pipeline == nil { 27 | log.errorf("unable to create graphics pipeline, error: %s", sdl.GetError()) 28 | return 29 | } 30 | 31 | sdl.ReleaseGPUShader(ctx.device, vert_shader) 32 | sdl.ReleaseGPUShader(ctx.device, frag_shader) 33 | 34 | is_running := true 35 | event: sdl.Event 36 | 37 | for is_running { 38 | for sdl.PollEvent(&event) { 39 | #partial switch event.type { 40 | case .QUIT: 41 | is_running = false 42 | } 43 | } 44 | 45 | command_buffer := sdl.AcquireGPUCommandBuffer(ctx.device) 46 | if command_buffer == nil { 47 | log.errorf("unable to acquire command buffer: %s", sdl.GetError()) 48 | return 49 | } 50 | 51 | swapchain_texture: ^sdl.GPUTexture 52 | if sdl.WaitAndAcquireGPUSwapchainTexture(command_buffer, ctx.window, &swapchain_texture, nil, nil) { 53 | color_target_info := sdl.GPUColorTargetInfo { 54 | texture = swapchain_texture, 55 | clear_color = sdl.FColor{1, 1, 1, 1}, 56 | load_op = .CLEAR, 57 | store_op = .STORE, 58 | } 59 | 60 | render_pass := sdl.BeginGPURenderPass(command_buffer, &color_target_info, 1, nil) 61 | sdl.BindGPUGraphicsPipeline(render_pass, ctx.graphics_pipeline) 62 | // sdl.SetGPUViewport(render_pass, viewport) 63 | // sdl.SetGPUScissor(render_pass, scissor_rect) 64 | 65 | sdl.DrawGPUPrimitives(render_pass, 3, 1, 0, 0) 66 | sdl.EndGPURenderPass(render_pass) 67 | } 68 | 69 | if !sdl.SubmitGPUCommandBuffer(command_buffer) { 70 | log.errorf("unable to submit command buffer: %s", sdl.GetError()) 71 | return 72 | } 73 | } 74 | } 75 | 76 | destroy_basic_triangle :: proc() { 77 | if ctx.window != nil { 78 | sdl.DestroyWindow(ctx.window) 79 | } 80 | 81 | if ctx.graphics_pipeline != nil { 82 | sdl.ReleaseGPUGraphicsPipeline(ctx.device, ctx.graphics_pipeline) 83 | } 84 | 85 | if ctx.device != nil { 86 | sdl.DestroyGPUDevice(ctx.device) 87 | } 88 | } 89 | -------------------------------------------------------------------------------- /examples/obj_parser.odin: -------------------------------------------------------------------------------- 1 | package examples 2 | 3 | import "core:fmt" 4 | import "core:log" 5 | import "core:os" 6 | import "core:strconv" 7 | import "core:strings" 8 | 9 | vec3 :: [3]f32 10 | vec2 :: [2]f32 11 | 12 | ObjData :: struct { 13 | positions: []vec3, 14 | normals: []vec3, 15 | uvs: []vec2, 16 | faces: []ObjFaceIndex, 17 | } 18 | 19 | ObjFaceIndex :: struct { 20 | pos: uint, 21 | normal: uint, 22 | uv: uint, 23 | } 24 | 25 | obj_load :: proc(filename: string) -> ObjData { 26 | data, ok := os.read_entire_file_from_filename(fmt.tprintf("assets/models/%s", filename));assert(ok) 27 | defer delete(data) 28 | 29 | input_string := string(data) 30 | 31 | positions := make([dynamic]vec3) 32 | normals := make([dynamic]vec3) 33 | uvs := make([dynamic]vec2) 34 | faces := make([dynamic]ObjFaceIndex) 35 | 36 | for line in strings.split_lines_iterator(&input_string) { 37 | if len(line) == 0 do continue 38 | 39 | switch line[0] { 40 | case 'v': 41 | switch line[1] { 42 | case ' ': 43 | pos := parse_vec3(line[2:]) 44 | append(&positions, pos) 45 | case 'n': 46 | normal := parse_vec3(line[3:]) 47 | append(&normals, normal) 48 | case 't': 49 | uv := parse_uv(line[3:]) 50 | append(&uvs, uv) 51 | } 52 | case 'f': 53 | indices := parse_face(line[2:]) 54 | append_elems(&faces, indices[0], indices[1], indices[2]) 55 | } 56 | } 57 | 58 | return {positions = positions[:], normals = normals[:], uvs = uvs[:], faces = faces[:]} 59 | } 60 | 61 | obj_destroy :: proc(obj: ObjData) { 62 | delete(obj.positions) 63 | delete(obj.normals) 64 | delete(obj.uvs) 65 | delete(obj.faces) 66 | } 67 | 68 | extract_separated :: proc(s: ^string, sep: byte) -> string { 69 | sub, ok := strings.split_by_byte_iterator(s, sep) 70 | assert(ok) 71 | return sub 72 | } 73 | 74 | parse_f32 :: proc(s: string) -> f32 { 75 | res, ok := strconv.parse_f32(s) 76 | assert(ok) 77 | return res 78 | } 79 | 80 | parse_uint :: proc(s: string) -> uint { 81 | res, ok := strconv.parse_uint(s) 82 | assert(ok) 83 | return res 84 | } 85 | 86 | parse_vec3 :: proc(s: string) -> vec3 { 87 | s := s 88 | x := parse_f32(extract_separated(&s, ' ')) 89 | y := parse_f32(extract_separated(&s, ' ')) 90 | z := parse_f32(extract_separated(&s, ' ')) 91 | return {x, y, z} 92 | } 93 | 94 | parse_uv :: proc(s: string) -> vec2 { 95 | s := s 96 | u := parse_f32(extract_separated(&s, ' ')) 97 | v := parse_f32(extract_separated(&s, ' ')) 98 | return {u, v} 99 | } 100 | 101 | parse_face :: proc(s: string) -> [3]ObjFaceIndex { 102 | s := s 103 | return {parse_face_index(extract_separated(&s, ' ')), parse_face_index(extract_separated(&s, ' ')), parse_face_index(extract_separated(&s, ' '))} 104 | } 105 | 106 | parse_face_index :: proc(s: string) -> ObjFaceIndex { 107 | s := s 108 | return { 109 | pos = parse_uint(extract_separated(&s, '/')) - 1, 110 | uv = parse_uint(extract_separated(&s, '/')) - 1, 111 | normal = parse_uint(extract_separated(&s, '/')) - 1, 112 | } 113 | } 114 | -------------------------------------------------------------------------------- /examples/common.odin: -------------------------------------------------------------------------------- 1 | package examples 2 | 3 | import "core:fmt" 4 | import "core:log" 5 | import os "core:os/os2" 6 | import "core:strings" 7 | import sdl "vendor:sdl3" 8 | 9 | ctx: SDLContext 10 | viewport := sdl.GPUViewport{0, 0, 640, 480, 0.1, 1.0} 11 | scissor_rect := sdl.Rect{320, 240, 320, 240} 12 | 13 | SDLContext :: struct { 14 | vertex_buffer: ^sdl.GPUBuffer, 15 | index_buffer: ^sdl.GPUBuffer, 16 | texture: ^sdl.GPUTexture, 17 | depth_texture: ^sdl.GPUTexture, 18 | sampler: ^sdl.GPUSampler, 19 | window: ^sdl.Window, 20 | device: ^sdl.GPUDevice, 21 | graphics_pipeline: ^sdl.GPUGraphicsPipeline, 22 | } 23 | 24 | PositionColorVertex :: struct { 25 | position: [3]f32, 26 | color: [4]u8, 27 | } 28 | 29 | PositionTextureVertex :: struct { 30 | position: [3]f32, 31 | uv: [2]f32, 32 | } 33 | 34 | 35 | init :: proc(window: ^sdl.Window, device: ^sdl.GPUDevice) { 36 | ctx.window = window 37 | ctx.device = device 38 | } 39 | 40 | // compile_and_load_shader :: proc( 41 | // device: ^sdl.GPUDevice, 42 | // shader_filename: string, 43 | // sampler_count: u32, 44 | // uniform_buffer_count: u32, 45 | // storage_buffer_count: u32, 46 | // storage_texture_count: u32, 47 | // ) -> ^sdl.GPUShader { 48 | // full_path := fmt.tprintf("./assets/shaders/%s", shader_filename) 49 | // code, err := os.read_entire_file(full_path, context.temp_allocator) 50 | // if err != nil { 51 | // log.errorf("unable to open shader file: %s", full_path) 52 | // return nil 53 | // } 54 | // 55 | // stage: shadercross.ShaderStage 56 | // switch { 57 | // case strings.contains(shader_filename, ".vert"): 58 | // stage = .VERTEX 59 | // case strings.contains(shader_filename, ".frag"): 60 | // stage = .FRAGMENT 61 | // case: 62 | // return nil 63 | // } 64 | // 65 | // shader_code := strings.clone_to_cstring(strings.clone_from_bytes(code)) 66 | // info := &shadercross.HLSLInfo{source = shader_code, entrypoint = "main", shader_stage = stage} 67 | // metadata := &shadercross.GraphicsShaderMetadata{} 68 | // return shadercross.CompileGraphicsShaderFromHLSL(device, info, metadata) 69 | // } 70 | 71 | load_shader :: proc( 72 | device: ^sdl.GPUDevice, 73 | shader_filename: string, 74 | sampler_count: u32, 75 | uniform_buffer_count: u32, 76 | storage_buffer_count: u32, 77 | storage_texture_count: u32, 78 | ) -> ^sdl.GPUShader { 79 | 80 | stage: sdl.GPUShaderStage 81 | switch { 82 | case strings.contains(shader_filename, ".vert"): 83 | stage = .VERTEX 84 | case strings.contains(shader_filename, ".frag"): 85 | stage = .FRAGMENT 86 | case: 87 | return nil 88 | } 89 | 90 | full_path: string 91 | format: sdl.GPUShaderFormat = {} 92 | entrypoint: cstring 93 | 94 | backend_formats := sdl.GetGPUShaderFormats(device) 95 | switch { 96 | case .SPIRV in backend_formats: 97 | full_path = fmt.tprintf("./assets/shaders/compiled/%s.spv", shader_filename) 98 | entrypoint = "main" 99 | format = {.SPIRV} 100 | case .MSL in backend_formats: 101 | full_path = fmt.tprintf("./assets/shaders/compiled/%s.msl", shader_filename) 102 | entrypoint = "main0" 103 | format = {.MSL} 104 | case .DXIL in backend_formats: 105 | full_path = fmt.tprintf("./assets/shaders/compiled/%s.dxil", shader_filename) 106 | entrypoint = "main" 107 | format = {.DXIL} 108 | } 109 | 110 | code, err := os.read_entire_file(full_path, context.temp_allocator) 111 | if err != nil { 112 | log.errorf("unable to open shader file: %s", full_path) 113 | return nil 114 | } 115 | 116 | shader_create_info: sdl.GPUShaderCreateInfo = { 117 | code = raw_data(code), 118 | code_size = len(code), 119 | entrypoint = entrypoint, 120 | format = format, 121 | stage = stage, 122 | num_samplers = sampler_count, 123 | num_uniform_buffers = uniform_buffer_count, 124 | num_storage_buffers = storage_buffer_count, 125 | num_storage_textures = storage_texture_count, 126 | } 127 | 128 | gpu_shader := sdl.CreateGPUShader(device, shader_create_info) 129 | if gpu_shader == nil { 130 | log.errorf("unable to create gpu shader, error: %s", sdl.GetError()) 131 | } 132 | 133 | return gpu_shader 134 | } 135 | 136 | load_image :: proc(image_filename: string, desired_channels: int) -> ^sdl.Surface { 137 | fullpath := fmt.ctprintf("assets/textures/%s", image_filename) 138 | format: sdl.PixelFormat 139 | 140 | result := sdl.LoadBMP(fullpath) 141 | if result == nil { 142 | log.errorf("unable to load image: %s, err: %s", fullpath, sdl.GetError()) 143 | return nil 144 | } 145 | 146 | if desired_channels == 4 { 147 | format = .ABGR8888 148 | } else { 149 | log.errorf("unexpected desired channels: %s", desired_channels) 150 | sdl.DestroySurface(result) 151 | return nil 152 | } 153 | 154 | if result.format != format { 155 | next := sdl.ConvertSurface(result, format) 156 | sdl.DestroySurface(result) 157 | result = next 158 | } 159 | return result 160 | } 161 | -------------------------------------------------------------------------------- /+: -------------------------------------------------------------------------------- 1 | package examples 2 | 3 | import "core:log" 4 | import "core:math/linalg" 5 | import "core:mem" 6 | import sdl "vendor:sdl3" 7 | 8 | 9 | ubo_quad :: proc() { 10 | vert_shader := load_shader(ctx.device, "uboquad.vert", 0, 1, 0, 0) 11 | assert(vert_shader != nil) 12 | 13 | frag_shader := load_shader(ctx.device, "uboquad.frag", 0, 0, 0, 0) 14 | assert(frag_shader != nil) 15 | 16 | color_target_descriptions := [1]sdl.GPUColorTargetDescription{{format = sdl.GetGPUSwapchainTextureFormat(ctx.device, ctx.window)}} 17 | 18 | vertex_attributes := [2]sdl.GPUVertexAttribute { 19 | {location = 0, offset = 0, buffer_slot = 0, format = .FLOAT3}, 20 | {location = 1, offset = size_of([3]f32), buffer_slot = 0, format = .UBYTE4_NORM}, 21 | } 22 | 23 | vertex_buffer_descriptions := [1]sdl.GPUVertexBufferDescription { 24 | {slot = 0, input_rate = .VERTEX, instance_step_rate = 0, pitch = size_of(PositionColorVertex)}, 25 | } 26 | 27 | pipeline_create_info := sdl.GPUGraphicsPipelineCreateInfo { 28 | vertex_shader = vert_shader, 29 | fragment_shader = frag_shader, 30 | vertex_input_state = sdl.GPUVertexInputState { 31 | vertex_attributes = raw_data(&vertex_attributes), 32 | num_vertex_attributes = len(vertex_attributes), 33 | vertex_buffer_descriptions = raw_data(&vertex_buffer_descriptions), 34 | num_vertex_buffers = len(vertex_buffer_descriptions), 35 | }, 36 | target_info = sdl.GPUGraphicsPipelineTargetInfo { 37 | color_target_descriptions = raw_data(&color_target_descriptions), 38 | num_color_targets = u32(len(color_target_descriptions)), 39 | }, 40 | primitive_type = .TRIANGLELIST, 41 | rasterizer_state = sdl.GPURasterizerState{fill_mode = .FILL}, 42 | } 43 | 44 | ctx.graphics_pipeline = sdl.CreateGPUGraphicsPipeline(ctx.device, pipeline_create_info) 45 | assert(ctx.graphics_pipeline != nil, string(sdl.GetError())) 46 | 47 | sdl.ReleaseGPUShader(ctx.device, vert_shader) 48 | sdl.ReleaseGPUShader(ctx.device, frag_shader) 49 | 50 | vertices := []PositionColorVertex { 51 | {position = {-0.5, -0.5, 0}, color = {0, 0, 255, 255}}, 52 | {position = {0.5, -0.5, 0}, color = {255, 0, 0, 255}}, 53 | {position = {0.5, 0.5, 0}, color = {255, 0, 0, 255}}, 54 | {position = {-0.5, 0.5, 0}, color = {255, 0, 0, 255}}, 55 | } 56 | indices := []u16{0, 1, 2, 0, 2, 3} 57 | 58 | vbuffer_size := size_of(PositionColorVertex) * len(vertices) 59 | ibuffer_size := size_of(u16) * len(indices) 60 | 61 | ctx.vertex_buffer = sdl.CreateGPUBuffer(ctx.device, sdl.GPUBufferCreateInfo{usage = {.VERTEX}, size = u32(vbuffer_size)}) 62 | ctx.index_buffer = sdl.CreateGPUBuffer(ctx.device, sdl.GPUBufferCreateInfo{usage = {.INDEX}, size = u32(ibuffer_size)}) 63 | 64 | tbuffer := sdl.CreateGPUTransferBuffer(ctx.device, sdl.GPUTransferBufferCreateInfo({usage = .UPLOAD, size = u32(vbuffer_size + ibuffer_size)})) 65 | tbufferptr := sdl.MapGPUTransferBuffer(ctx.device, tbuffer, false) 66 | 67 | mem.copy(tbufferptr, raw_data(vertices), vbuffer_size) 68 | tbufferoffsetptr := mem.ptr_offset(cast(^u8)tbufferptr, vbuffer_size) 69 | mem.copy(tbufferoffsetptr, raw_data(indices), ibuffer_size) 70 | sdl.UnmapGPUTransferBuffer(ctx.device, tbuffer) 71 | 72 | cmd_buffer := sdl.AcquireGPUCommandBuffer(ctx.device) 73 | copy_pass := sdl.BeginGPUCopyPass(cmd_buffer) 74 | sdl.UploadToGPUBuffer( 75 | copy_pass, 76 | sdl.GPUTransferBufferLocation{transfer_buffer = tbuffer}, 77 | sdl.GPUBufferRegion{buffer = ctx.vertex_buffer, size = u32(vbuffer_size)}, 78 | false, 79 | ) 80 | 81 | sdl.UploadToGPUBuffer( 82 | copy_pass, 83 | sdl.GPUTransferBufferLocation{transfer_buffer = tbuffer, offset = u32(vbuffer_size)}, 84 | sdl.GPUBufferRegion{buffer = ctx.index_buffer, offset = 0, size = u32(ibuffer_size)}, 85 | false, 86 | ) 87 | sdl.EndGPUCopyPass(copy_pass) 88 | if ok := sdl.SubmitGPUCommandBuffer(cmd_buffer); !ok { 89 | log.errorf("unable to copy the vertex data to gpu: %s", sdl.GetError()) 90 | } 91 | 92 | sdl.ReleaseGPUTransferBuffer(ctx.device, tbuffer) 93 | 94 | sdl.ShowWindow(ctx.window) 95 | is_running := true 96 | event: sdl.Event 97 | 98 | UBO :: struct { 99 | mvp: matrix[4, 4]f32, 100 | } 101 | 102 | ROTATION_SPEED :: 90 103 | rotation: f32 = 0 104 | ubo := UBO{} 105 | proj_mat := linalg.matrix4_perspective_f32(70, 16 / 9, 0.00001, 10000) 106 | model_mat := linalg.matrix4_translate_f32({0, 0, -5}) * linalg.matrix4_rotate_f32(linalg.to_radians(rotation), {0, 1, 0}) 107 | ubo.mvp = proj_mat * model_mat 108 | 109 | last_tick := sdl.GetTicks() 110 | for is_running { 111 | for sdl.PollEvent(&event) { 112 | #partial switch event.type { 113 | case .QUIT: 114 | is_running = false 115 | } 116 | } 117 | 118 | curr_tick := sdl.GetTicks() 119 | delta_tick := curr_tick - last_tick 120 | last_tick = curr_tick 121 | 122 | cmd_buffer := sdl.AcquireGPUCommandBuffer(ctx.device) 123 | if cmd_buffer == nil { 124 | log.errorf("unable to acquire command buffer: %s", sdl.GetError()) 125 | return 126 | } 127 | 128 | rotation += ROTATION_SPEED * f32(delta_tick) / 1000.0 129 | model_mat = linalg.matrix4_translate_f32({0, 0, -5}) * linalg.matrix4_rotate_f32(linalg.to_radians(rotation), {0, 1, 0}) 130 | ubo.mvp = proj_mat * model_mat 131 | 132 | swapchain_tex: ^sdl.GPUTexture 133 | if sdl.WaitAndAcquireGPUSwapchainTexture(cmd_buffer, ctx.window, &swapchain_tex, nil, nil) { 134 | color_target_info := sdl.GPUColorTargetInfo { 135 | texture = swapchain_tex, 136 | load_op = .CLEAR, 137 | store_op = .STORE, 138 | clear_color = sdl.FColor{1, 1, 1, 1}, 139 | } 140 | render_pass := sdl.BeginGPURenderPass(cmd_buffer, &color_target_info, 1, nil) 141 | sdl.BindGPUGraphicsPipeline(render_pass, ctx.graphics_pipeline) 142 | sdl.PushGPUVertexUniformData(cmd_buffer, 0, &ubo, size_of(ubo)) 143 | 144 | vertex_bindings := []sdl.GPUBufferBinding{{buffer = ctx.vertex_buffer}} 145 | sdl.BindGPUVertexBuffers(render_pass, 0, raw_data(vertex_bindings), u32(len(vertex_bindings))) 146 | sdl.BindGPUIndexBuffer(render_pass, sdl.GPUBufferBinding{buffer = ctx.index_buffer}, ._16BIT) 147 | sdl.DrawGPUIndexedPrimitives(render_pass, 6, 1, 0, 0, 0) 148 | sdl.EndGPURenderPass(render_pass) 149 | } 150 | 151 | if !sdl.SubmitGPUCommandBuffer(cmd_buffer) { 152 | log.errorf("unable to submit command buffer: %s", sdl.GetError()) 153 | } 154 | } 155 | } 156 | 157 | destroy_ubo_quad :: proc() { 158 | if ctx.window != nil { 159 | sdl.DestroyWindow(ctx.window) 160 | } 161 | 162 | if ctx.graphics_pipeline != nil { 163 | sdl.ReleaseGPUGraphicsPipeline(ctx.device, ctx.graphics_pipeline) 164 | } 165 | 166 | if ctx.device != nil { 167 | sdl.DestroyGPUDevice(ctx.device) 168 | } 169 | } 170 | -------------------------------------------------------------------------------- /examples/quad.odin: -------------------------------------------------------------------------------- 1 | package examples 2 | 3 | import "core:log" 4 | import "core:mem" 5 | import sdl "vendor:sdl3" 6 | 7 | 8 | quad :: proc() { 9 | vert_shader := load_shader(ctx.device, "quad.vert", 0, 0, 0, 0) 10 | assert(vert_shader != nil) 11 | 12 | frag_shader := load_shader(ctx.device, "quad.frag", 0, 0, 0, 0) 13 | assert(frag_shader != nil) 14 | 15 | color_target_descriptions := [1]sdl.GPUColorTargetDescription{{format = sdl.GetGPUSwapchainTextureFormat(ctx.device, ctx.window)}} 16 | 17 | vertex_attributes := [2]sdl.GPUVertexAttribute { 18 | {location = 0, offset = 0, buffer_slot = 0, format = .FLOAT3}, 19 | {location = 1, offset = size_of([3]f32), buffer_slot = 0, format = .UBYTE4_NORM}, 20 | } 21 | 22 | vertex_buffer_descriptions := [1]sdl.GPUVertexBufferDescription { 23 | {slot = 0, input_rate = .VERTEX, instance_step_rate = 0, pitch = size_of(PositionColorVertex)}, 24 | } 25 | 26 | pipeline_create_info := sdl.GPUGraphicsPipelineCreateInfo { 27 | vertex_input_state = sdl.GPUVertexInputState { 28 | num_vertex_attributes = u32(len(vertex_attributes)), 29 | vertex_attributes = raw_data(&vertex_attributes), 30 | num_vertex_buffers = u32(len(vertex_buffer_descriptions)), 31 | vertex_buffer_descriptions = raw_data(&vertex_buffer_descriptions), 32 | }, 33 | target_info = sdl.GPUGraphicsPipelineTargetInfo { 34 | num_color_targets = u32(len(color_target_descriptions)), 35 | color_target_descriptions = raw_data(&color_target_descriptions), 36 | }, 37 | primitive_type = .TRIANGLELIST, 38 | vertex_shader = vert_shader, 39 | fragment_shader = frag_shader, 40 | rasterizer_state = sdl.GPURasterizerState{fill_mode = .FILL}, 41 | } 42 | 43 | ctx.graphics_pipeline = sdl.CreateGPUGraphicsPipeline(ctx.device, pipeline_create_info) 44 | if ctx.graphics_pipeline == nil { 45 | log.errorf("unable to create graphics pipeline, error: %s", sdl.GetError()) 46 | return 47 | } 48 | 49 | sdl.ReleaseGPUShader(ctx.device, vert_shader) 50 | sdl.ReleaseGPUShader(ctx.device, frag_shader) 51 | 52 | 53 | sdl.ShowWindow(ctx.window) 54 | 55 | vertices := []PositionColorVertex { 56 | {position = {-0.5, -0.5, 0}, color = {0, 0, 255, 255}}, 57 | {position = {0.5, -0.5, 0}, color = {255, 0, 0, 255}}, 58 | {position = {0.5, 0.5, 0}, color = {255, 0, 0, 255}}, 59 | {position = {-0.5, 0.5, 0}, color = {255, 0, 0, 255}}, 60 | } 61 | indices := []u16{0, 1, 2, 0, 2, 3} 62 | 63 | vbuffer_size := size_of(PositionColorVertex) * len(vertices) 64 | ibuffer_size := size_of(u16) * len(indices) 65 | 66 | ctx.vertex_buffer = sdl.CreateGPUBuffer(ctx.device, sdl.GPUBufferCreateInfo{usage = {.VERTEX}, size = u32(vbuffer_size)}) 67 | sdl.SetGPUBufferName(ctx.device, ctx.vertex_buffer, "VertexBuffer") 68 | ctx.index_buffer = sdl.CreateGPUBuffer(ctx.device, sdl.GPUBufferCreateInfo{usage = {.INDEX}, size = u32(ibuffer_size)}) 69 | sdl.SetGPUBufferName(ctx.device, ctx.index_buffer, "IndexBuffer") 70 | 71 | transfer_buffer := sdl.CreateGPUTransferBuffer( 72 | ctx.device, 73 | sdl.GPUTransferBufferCreateInfo{usage = .UPLOAD, size = u32(vbuffer_size + ibuffer_size)}, 74 | ) 75 | 76 | transfer_buffer_ptr := sdl.MapGPUTransferBuffer(ctx.device, transfer_buffer, false) // Get mapped pointer to the transfer buffer 77 | mem.copy(transfer_buffer_ptr, raw_data(vertices), vbuffer_size) // Copy vertices to transfer buffer using the mapped pointer 78 | index_transfer_buffer_ptr := mem.ptr_offset(cast(^u8)transfer_buffer_ptr, vbuffer_size) // Offset the mapped pointer by size of vertex buffer size 79 | mem.copy(index_transfer_buffer_ptr, raw_data(indices), ibuffer_size) // Copy indices to transfer buffer using the mapped pointer 80 | 81 | sdl.UnmapGPUTransferBuffer(ctx.device, transfer_buffer) // Unmap transfer bufffer 82 | 83 | //Upload data from transfer buffer to vertex buffer 84 | upload_command_buffer := sdl.AcquireGPUCommandBuffer(ctx.device) 85 | copy_pass := sdl.BeginGPUCopyPass(upload_command_buffer) 86 | // Copy vertex info 87 | sdl.UploadToGPUBuffer( 88 | copy_pass, 89 | sdl.GPUTransferBufferLocation{transfer_buffer = transfer_buffer}, 90 | sdl.GPUBufferRegion{buffer = ctx.vertex_buffer, size = u32(vbuffer_size)}, 91 | false, 92 | ) 93 | 94 | // Copy index info 95 | sdl.UploadToGPUBuffer( 96 | copy_pass, 97 | sdl.GPUTransferBufferLocation{transfer_buffer = transfer_buffer, offset = u32(vbuffer_size)}, 98 | sdl.GPUBufferRegion{buffer = ctx.index_buffer, size = u32(ibuffer_size)}, 99 | false, 100 | ) 101 | 102 | sdl.EndGPUCopyPass(copy_pass) 103 | if !sdl.SubmitGPUCommandBuffer(upload_command_buffer) { 104 | log.errorf("unable to copy from transfer to vertex buffer, err: %s", sdl.GetError()) 105 | return 106 | } 107 | 108 | // Release the transfer buffer 109 | sdl.ReleaseGPUTransferBuffer(ctx.device, transfer_buffer) 110 | 111 | is_running := true 112 | event: sdl.Event 113 | 114 | for is_running { 115 | for sdl.PollEvent(&event) { 116 | #partial switch event.type { 117 | case .QUIT: 118 | is_running = false 119 | } 120 | } 121 | command_buffer := sdl.AcquireGPUCommandBuffer(ctx.device) 122 | if command_buffer == nil { 123 | log.errorf("unable to acquire command buffer: %s", sdl.GetError()) 124 | return 125 | } 126 | 127 | swapchain_texture: ^sdl.GPUTexture 128 | if sdl.WaitAndAcquireGPUSwapchainTexture(command_buffer, ctx.window, &swapchain_texture, nil, nil) { 129 | color_target_info := sdl.GPUColorTargetInfo { 130 | texture = swapchain_texture, 131 | clear_color = sdl.FColor{1, 1, 1, 1}, 132 | load_op = .CLEAR, 133 | store_op = .STORE, 134 | } 135 | 136 | render_pass := sdl.BeginGPURenderPass(command_buffer, &color_target_info, 1, nil) 137 | sdl.BindGPUGraphicsPipeline(render_pass, ctx.graphics_pipeline) 138 | // sdl.SetGPUViewport(render_pass, viewport) 139 | // sdl.SetGPUScissor(render_pass, scissor_rect) 140 | 141 | vertex_bindings := []sdl.GPUBufferBinding{{buffer = ctx.vertex_buffer}} 142 | sdl.BindGPUVertexBuffers(render_pass, 0, raw_data(vertex_bindings), u32(len(vertex_bindings))) 143 | sdl.BindGPUIndexBuffer(render_pass, sdl.GPUBufferBinding{buffer = ctx.index_buffer}, ._16BIT) 144 | 145 | sdl.DrawGPUIndexedPrimitives(render_pass, 6, 1, 0, 0, 0) 146 | sdl.EndGPURenderPass(render_pass) 147 | } 148 | 149 | if !sdl.SubmitGPUCommandBuffer(command_buffer) { 150 | log.errorf("unable to submit command buffer: %s", sdl.GetError()) 151 | } 152 | } 153 | } 154 | 155 | 156 | destroy_quad :: proc() { 157 | if ctx.window != nil { 158 | sdl.DestroyWindow(ctx.window) 159 | } 160 | 161 | if ctx.graphics_pipeline != nil { 162 | sdl.ReleaseGPUGraphicsPipeline(ctx.device, ctx.graphics_pipeline) 163 | } 164 | 165 | if ctx.device != nil { 166 | sdl.DestroyGPUDevice(ctx.device) 167 | } 168 | } 169 | -------------------------------------------------------------------------------- /examples/ubo_quad.odin: -------------------------------------------------------------------------------- 1 | package examples 2 | 3 | import "core:log" 4 | import "core:math/linalg" 5 | import "core:mem" 6 | import sdl "vendor:sdl3" 7 | 8 | 9 | ubo_quad :: proc() { 10 | vert_shader := load_shader(ctx.device, "uboquad.vert", 0, 1, 0, 0) 11 | assert(vert_shader != nil) 12 | 13 | frag_shader := load_shader(ctx.device, "uboquad.frag", 0, 0, 0, 0) 14 | assert(frag_shader != nil) 15 | 16 | color_target_descriptions := [1]sdl.GPUColorTargetDescription{{format = sdl.GetGPUSwapchainTextureFormat(ctx.device, ctx.window)}} 17 | 18 | vertex_attributes := [2]sdl.GPUVertexAttribute { 19 | {location = 0, offset = 0, buffer_slot = 0, format = .FLOAT3}, 20 | {location = 1, offset = size_of([3]f32), buffer_slot = 0, format = .UBYTE4_NORM}, 21 | } 22 | 23 | vertex_buffer_descriptions := [1]sdl.GPUVertexBufferDescription { 24 | {slot = 0, input_rate = .VERTEX, instance_step_rate = 0, pitch = size_of(PositionColorVertex)}, 25 | } 26 | 27 | pipeline_create_info := sdl.GPUGraphicsPipelineCreateInfo { 28 | vertex_shader = vert_shader, 29 | fragment_shader = frag_shader, 30 | vertex_input_state = sdl.GPUVertexInputState { 31 | vertex_attributes = raw_data(&vertex_attributes), 32 | num_vertex_attributes = len(vertex_attributes), 33 | vertex_buffer_descriptions = raw_data(&vertex_buffer_descriptions), 34 | num_vertex_buffers = len(vertex_buffer_descriptions), 35 | }, 36 | target_info = sdl.GPUGraphicsPipelineTargetInfo { 37 | color_target_descriptions = raw_data(&color_target_descriptions), 38 | num_color_targets = u32(len(color_target_descriptions)), 39 | }, 40 | primitive_type = .TRIANGLELIST, 41 | rasterizer_state = sdl.GPURasterizerState{fill_mode = .FILL}, 42 | } 43 | 44 | ctx.graphics_pipeline = sdl.CreateGPUGraphicsPipeline(ctx.device, pipeline_create_info) 45 | assert(ctx.graphics_pipeline != nil, string(sdl.GetError())) 46 | 47 | sdl.ReleaseGPUShader(ctx.device, vert_shader) 48 | sdl.ReleaseGPUShader(ctx.device, frag_shader) 49 | 50 | vertices := []PositionColorVertex { 51 | {position = {-0.5, -0.5, 0}, color = {0, 0, 255, 255}}, 52 | {position = {0.5, -0.5, 0}, color = {255, 0, 0, 255}}, 53 | {position = {0.5, 0.5, 0}, color = {255, 0, 0, 255}}, 54 | {position = {-0.5, 0.5, 0}, color = {255, 0, 0, 255}}, 55 | } 56 | indices := []u16{0, 1, 2, 0, 2, 3} 57 | 58 | vbuffer_size := size_of(PositionColorVertex) * len(vertices) 59 | ibuffer_size := size_of(u16) * len(indices) 60 | 61 | ctx.vertex_buffer = sdl.CreateGPUBuffer(ctx.device, sdl.GPUBufferCreateInfo{usage = {.VERTEX}, size = u32(vbuffer_size)}) 62 | ctx.index_buffer = sdl.CreateGPUBuffer(ctx.device, sdl.GPUBufferCreateInfo{usage = {.INDEX}, size = u32(ibuffer_size)}) 63 | 64 | tbuffer := sdl.CreateGPUTransferBuffer(ctx.device, sdl.GPUTransferBufferCreateInfo({usage = .UPLOAD, size = u32(vbuffer_size + ibuffer_size)})) 65 | tbufferptr := sdl.MapGPUTransferBuffer(ctx.device, tbuffer, false) 66 | 67 | mem.copy(tbufferptr, raw_data(vertices), vbuffer_size) 68 | tbufferoffsetptr := mem.ptr_offset(cast(^u8)tbufferptr, vbuffer_size) 69 | mem.copy(tbufferoffsetptr, raw_data(indices), ibuffer_size) 70 | sdl.UnmapGPUTransferBuffer(ctx.device, tbuffer) 71 | 72 | cmd_buffer := sdl.AcquireGPUCommandBuffer(ctx.device) 73 | copy_pass := sdl.BeginGPUCopyPass(cmd_buffer) 74 | sdl.UploadToGPUBuffer( 75 | copy_pass, 76 | sdl.GPUTransferBufferLocation{transfer_buffer = tbuffer}, 77 | sdl.GPUBufferRegion{buffer = ctx.vertex_buffer, size = u32(vbuffer_size)}, 78 | false, 79 | ) 80 | 81 | sdl.UploadToGPUBuffer( 82 | copy_pass, 83 | sdl.GPUTransferBufferLocation{transfer_buffer = tbuffer, offset = u32(vbuffer_size)}, 84 | sdl.GPUBufferRegion{buffer = ctx.index_buffer, offset = 0, size = u32(ibuffer_size)}, 85 | false, 86 | ) 87 | sdl.EndGPUCopyPass(copy_pass) 88 | if ok := sdl.SubmitGPUCommandBuffer(cmd_buffer); !ok { 89 | log.errorf("unable to copy the vertex data to gpu: %s", sdl.GetError()) 90 | } 91 | 92 | sdl.ReleaseGPUTransferBuffer(ctx.device, tbuffer) 93 | 94 | sdl.ShowWindow(ctx.window) 95 | is_running := true 96 | event: sdl.Event 97 | 98 | UBO :: struct { 99 | mvp: matrix[4, 4]f32, 100 | } 101 | 102 | window_size: [2]i32 103 | sdl.GetWindowSize(ctx.window, &window_size.x, &window_size.y) 104 | 105 | ROTATION_SPEED :: 90 106 | rotation: f32 = 0 107 | ubo := UBO{} 108 | aspect_ratio := f32(window_size.x) / f32(window_size.y) 109 | fov := linalg.to_radians(f32(70)) 110 | proj_mat := linalg.matrix4_perspective_f32(fov, aspect_ratio, 0.00001, 10000) 111 | 112 | last_tick := sdl.GetTicks() 113 | for is_running { 114 | for sdl.PollEvent(&event) { 115 | #partial switch event.type { 116 | case .QUIT: 117 | is_running = false 118 | case .WINDOW_RESIZED: 119 | // Recalculate aspect ratio and projection matrix 120 | sdl.GetWindowSize(ctx.window, &window_size.x, &window_size.y) 121 | aspect_ratio = f32(window_size.x) / f32(window_size.y) 122 | log.info(aspect_ratio) 123 | proj_mat = linalg.matrix4_perspective_f32(fov, aspect_ratio, 0.00001, 10000) 124 | } 125 | } 126 | 127 | curr_tick := sdl.GetTicks() 128 | delta_time_ms := f32(curr_tick - last_tick) 129 | last_tick = curr_tick 130 | 131 | cmd_buffer := sdl.AcquireGPUCommandBuffer(ctx.device) 132 | if cmd_buffer == nil { 133 | log.errorf("unable to acquire command buffer: %s", sdl.GetError()) 134 | return 135 | } 136 | 137 | rotation += ROTATION_SPEED * delta_time_ms / 1000.0 138 | model_mat := linalg.matrix4_translate_f32({0, 0, -5}) * linalg.matrix4_rotate_f32(linalg.to_radians(rotation), {0, 1, 0}) 139 | ubo.mvp = proj_mat * model_mat 140 | 141 | swapchain_tex: ^sdl.GPUTexture 142 | if sdl.WaitAndAcquireGPUSwapchainTexture(cmd_buffer, ctx.window, &swapchain_tex, nil, nil) { 143 | color_target_info := sdl.GPUColorTargetInfo { 144 | texture = swapchain_tex, 145 | load_op = .CLEAR, 146 | store_op = .STORE, 147 | clear_color = sdl.FColor{1, 1, 1, 1}, 148 | } 149 | render_pass := sdl.BeginGPURenderPass(cmd_buffer, &color_target_info, 1, nil) 150 | sdl.BindGPUGraphicsPipeline(render_pass, ctx.graphics_pipeline) 151 | sdl.PushGPUVertexUniformData(cmd_buffer, 0, &ubo, size_of(ubo)) 152 | 153 | vertex_bindings := []sdl.GPUBufferBinding{{buffer = ctx.vertex_buffer}} 154 | sdl.BindGPUVertexBuffers(render_pass, 0, raw_data(vertex_bindings), u32(len(vertex_bindings))) 155 | sdl.BindGPUIndexBuffer(render_pass, sdl.GPUBufferBinding{buffer = ctx.index_buffer}, ._16BIT) 156 | sdl.DrawGPUIndexedPrimitives(render_pass, u32(len(indices)), 1, 0, 0, 0) 157 | sdl.EndGPURenderPass(render_pass) 158 | } 159 | 160 | if !sdl.SubmitGPUCommandBuffer(cmd_buffer) { 161 | log.errorf("unable to submit command buffer: %s", sdl.GetError()) 162 | } 163 | } 164 | } 165 | 166 | destroy_ubo_quad :: proc() { 167 | if ctx.window != nil { 168 | sdl.DestroyWindow(ctx.window) 169 | } 170 | 171 | if ctx.graphics_pipeline != nil { 172 | sdl.ReleaseGPUGraphicsPipeline(ctx.device, ctx.graphics_pipeline) 173 | } 174 | 175 | if ctx.device != nil { 176 | sdl.DestroyGPUDevice(ctx.device) 177 | } 178 | } 179 | -------------------------------------------------------------------------------- /examples/textured_quad.odin: -------------------------------------------------------------------------------- 1 | package examples 2 | 3 | import "core:log" 4 | import "core:mem" 5 | import sdl "vendor:sdl3" 6 | 7 | 8 | textured_quad :: proc() { 9 | vert_shader := load_shader(ctx.device, "quad.vert", 0, 0, 0, 0) 10 | assert(vert_shader != nil) 11 | 12 | frag_shader := load_shader(ctx.device, "quad.frag", 1, 0, 0, 0) 13 | assert(frag_shader != nil) 14 | 15 | // Load the image 16 | image_data := load_image("ravioli.bmp", 4) 17 | assert(image_data != nil) 18 | 19 | color_target_descriptions := [1]sdl.GPUColorTargetDescription{{format = sdl.GetGPUSwapchainTextureFormat(ctx.device, ctx.window)}} 20 | 21 | vertex_attributes := [2]sdl.GPUVertexAttribute { 22 | {location = 0, offset = 0, buffer_slot = 0, format = .FLOAT3}, 23 | {location = 1, offset = size_of([3]f32), buffer_slot = 0, format = .FLOAT2}, 24 | } 25 | 26 | vertex_buffer_descriptions := [1]sdl.GPUVertexBufferDescription { 27 | {slot = 0, input_rate = .VERTEX, instance_step_rate = 0, pitch = size_of(PositionTextureVertex)}, 28 | } 29 | 30 | pipeline_create_info := sdl.GPUGraphicsPipelineCreateInfo { 31 | vertex_input_state = sdl.GPUVertexInputState { 32 | num_vertex_attributes = u32(len(vertex_attributes)), 33 | vertex_attributes = raw_data(&vertex_attributes), 34 | num_vertex_buffers = u32(len(vertex_buffer_descriptions)), 35 | vertex_buffer_descriptions = raw_data(&vertex_buffer_descriptions), 36 | }, 37 | target_info = sdl.GPUGraphicsPipelineTargetInfo { 38 | num_color_targets = u32(len(color_target_descriptions)), 39 | color_target_descriptions = raw_data(&color_target_descriptions), 40 | }, 41 | primitive_type = .TRIANGLELIST, 42 | vertex_shader = vert_shader, 43 | fragment_shader = frag_shader, 44 | rasterizer_state = sdl.GPURasterizerState{fill_mode = .FILL}, 45 | } 46 | 47 | ctx.graphics_pipeline = sdl.CreateGPUGraphicsPipeline(ctx.device, pipeline_create_info) 48 | if ctx.graphics_pipeline == nil { 49 | log.errorf("unable to create graphics pipeline, error: %s", sdl.GetError()) 50 | return 51 | } 52 | 53 | sdl.ReleaseGPUShader(ctx.device, vert_shader) 54 | sdl.ReleaseGPUShader(ctx.device, frag_shader) 55 | 56 | ctx.sampler = sdl.CreateGPUSampler( 57 | ctx.device, 58 | sdl.GPUSamplerCreateInfo { 59 | min_filter = .NEAREST, 60 | mag_filter = .NEAREST, 61 | mipmap_mode = .NEAREST, 62 | address_mode_u = .REPEAT, 63 | address_mode_v = .REPEAT, 64 | address_mode_w = .REPEAT, 65 | }, 66 | ) 67 | 68 | vertices := []PositionTextureVertex { 69 | {position = {-0.5, 0.5, 0}, uv = {0, 0}}, 70 | {position = {0.5, 0.5, 0}, uv = {1, 0}}, 71 | {position = {0.5, -0.5, 0}, uv = {1, 1}}, 72 | {position = {-0.5, -0.5, 0}, uv = {0, 1}}, 73 | } 74 | vbuffer_size := size_of(PositionTextureVertex) * len(vertices) 75 | ctx.vertex_buffer = sdl.CreateGPUBuffer(ctx.device, sdl.GPUBufferCreateInfo{usage = {.VERTEX}, size = u32(vbuffer_size)}) 76 | sdl.SetGPUBufferName(ctx.device, ctx.vertex_buffer, "VertexBuffer") 77 | 78 | indices := []u16{0, 1, 2, 0, 2, 3} 79 | ibuffer_size := size_of(u16) * len(indices) 80 | ctx.index_buffer = sdl.CreateGPUBuffer(ctx.device, sdl.GPUBufferCreateInfo{usage = {.INDEX}, size = u32(ibuffer_size)}) 81 | sdl.SetGPUBufferName(ctx.device, ctx.index_buffer, "IndexBuffer") 82 | 83 | tex_size: int = int(image_data.w) * int(image_data.h) * 4 84 | ctx.texture = sdl.CreateGPUTexture( 85 | ctx.device, 86 | sdl.GPUTextureCreateInfo { 87 | type = .D2, 88 | format = .R8G8B8A8_UNORM, 89 | width = u32(image_data.w), 90 | height = u32(image_data.h), 91 | layer_count_or_depth = 1, 92 | num_levels = 1, 93 | usage = {.SAMPLER}, 94 | }, 95 | ) 96 | sdl.SetGPUTextureName(ctx.device, ctx.texture, "RavioliTex") 97 | 98 | 99 | buffer_transfer_buffer := sdl.CreateGPUTransferBuffer( 100 | ctx.device, 101 | sdl.GPUTransferBufferCreateInfo{usage = .UPLOAD, size = u32(vbuffer_size + ibuffer_size)}, 102 | ) 103 | 104 | // Copy vertices to transfer buffer 105 | buffer_transfer_ptr := sdl.MapGPUTransferBuffer(ctx.device, buffer_transfer_buffer, false) // Get mapped pointer to the transfer buffer 106 | mem.copy(buffer_transfer_ptr, raw_data(vertices), vbuffer_size) 107 | 108 | // Copy indices to transfer buffer 109 | index_buffer_transfer_ptr := mem.ptr_offset(cast(^u8)buffer_transfer_ptr, vbuffer_size) // Offset the mapped pointer by size of vertex buffer size 110 | mem.copy(index_buffer_transfer_ptr, raw_data(indices), ibuffer_size) 111 | 112 | sdl.UnmapGPUTransferBuffer(ctx.device, buffer_transfer_buffer) // Unmap transfer bufffer 113 | 114 | // Copy image to texture transfer buffer 115 | texture_transfer_buffer := sdl.CreateGPUTransferBuffer(ctx.device, sdl.GPUTransferBufferCreateInfo{usage = .UPLOAD, size = u32(tex_size)}) 116 | texture_transfer_ptr := sdl.MapGPUTransferBuffer(ctx.device, texture_transfer_buffer, false) // Get mapped pointer to the transfer buffer 117 | mem.copy(texture_transfer_ptr, image_data.pixels, tex_size) 118 | 119 | 120 | // Upload the data from transfer buffers to the gpu buffers 121 | upload_command_buffer := sdl.AcquireGPUCommandBuffer(ctx.device) 122 | copy_pass := sdl.BeginGPUCopyPass(upload_command_buffer) 123 | 124 | sdl.UploadToGPUBuffer( 125 | copy_pass, 126 | sdl.GPUTransferBufferLocation{transfer_buffer = buffer_transfer_buffer}, 127 | sdl.GPUBufferRegion{buffer = ctx.vertex_buffer, size = u32(vbuffer_size)}, 128 | false, 129 | ) 130 | 131 | sdl.UploadToGPUBuffer( 132 | copy_pass, 133 | sdl.GPUTransferBufferLocation{transfer_buffer = buffer_transfer_buffer, offset = u32(vbuffer_size)}, 134 | sdl.GPUBufferRegion{buffer = ctx.index_buffer, size = u32(ibuffer_size)}, 135 | false, 136 | ) 137 | 138 | sdl.UploadToGPUTexture( 139 | copy_pass, 140 | sdl.GPUTextureTransferInfo{transfer_buffer = texture_transfer_buffer}, 141 | sdl.GPUTextureRegion{texture = ctx.texture, w = u32(image_data.w), h = u32(image_data.h), d = 1}, 142 | false, 143 | ) 144 | 145 | sdl.EndGPUCopyPass(copy_pass) 146 | if !sdl.SubmitGPUCommandBuffer(upload_command_buffer) { 147 | log.errorf("unable to copy from transfer to vertex buffer, err: %s", sdl.GetError()) 148 | return 149 | } 150 | 151 | sdl.DestroySurface(image_data) 152 | sdl.ShowWindow(ctx.window) 153 | 154 | sdl.ReleaseGPUTransferBuffer(ctx.device, buffer_transfer_buffer) 155 | sdl.ReleaseGPUTransferBuffer(ctx.device, texture_transfer_buffer) 156 | 157 | 158 | is_running := true 159 | event: sdl.Event 160 | 161 | for is_running { 162 | for sdl.PollEvent(&event) { 163 | #partial switch event.type { 164 | case .QUIT: 165 | is_running = false 166 | } 167 | } 168 | command_buffer := sdl.AcquireGPUCommandBuffer(ctx.device) 169 | if command_buffer == nil { 170 | log.errorf("unable to acquire command buffer: %s", sdl.GetError()) 171 | return 172 | } 173 | 174 | swapchain_texture: ^sdl.GPUTexture 175 | if sdl.WaitAndAcquireGPUSwapchainTexture(command_buffer, ctx.window, &swapchain_texture, nil, nil) { 176 | color_target_info := sdl.GPUColorTargetInfo { 177 | texture = swapchain_texture, 178 | clear_color = sdl.FColor{0.2, 0.2, 0.2, 1}, 179 | load_op = .CLEAR, 180 | store_op = .STORE, 181 | } 182 | 183 | render_pass := sdl.BeginGPURenderPass(command_buffer, &color_target_info, 1, nil) 184 | sdl.BindGPUGraphicsPipeline(render_pass, ctx.graphics_pipeline) 185 | // sdl.SetGPUViewport(render_pass, viewport) 186 | // sdl.SetGPUScissor(render_pass, scissor_rect) 187 | 188 | vertex_bindings := []sdl.GPUBufferBinding{{buffer = ctx.vertex_buffer}} 189 | sdl.BindGPUVertexBuffers(render_pass, 0, raw_data(vertex_bindings), u32(len(vertex_bindings))) 190 | sdl.BindGPUIndexBuffer(render_pass, sdl.GPUBufferBinding{buffer = ctx.index_buffer}, ._16BIT) 191 | sampler_bindings := []sdl.GPUTextureSamplerBinding{{texture = ctx.texture, sampler = ctx.sampler}} 192 | sdl.BindGPUFragmentSamplers(render_pass, 0, raw_data(sampler_bindings), u32(len(sampler_bindings))) 193 | 194 | sdl.DrawGPUIndexedPrimitives(render_pass, 6, 1, 0, 0, 0) 195 | sdl.EndGPURenderPass(render_pass) 196 | } 197 | 198 | if !sdl.SubmitGPUCommandBuffer(command_buffer) { 199 | log.errorf("unable to submit command buffer: %s", sdl.GetError()) 200 | return 201 | } 202 | } 203 | } 204 | 205 | destroy_textured_quad :: proc() { 206 | if ctx.window != nil { 207 | sdl.DestroyWindow(ctx.window) 208 | } 209 | 210 | if ctx.graphics_pipeline != nil { 211 | sdl.ReleaseGPUGraphicsPipeline(ctx.device, ctx.graphics_pipeline) 212 | } 213 | 214 | if ctx.device != nil { 215 | sdl.DestroyGPUDevice(ctx.device) 216 | } 217 | } 218 | -------------------------------------------------------------------------------- /examples/textured_model.odin: -------------------------------------------------------------------------------- 1 | package examples 2 | 3 | import "core:log" 4 | import "core:math/linalg" 5 | import "core:mem" 6 | import sdl "vendor:sdl3" 7 | import stbi "vendor:stb/image" 8 | 9 | textured_model :: proc() { 10 | vert_shader := load_shader(ctx.device, "model.vert", 0, 1, 0, 0) 11 | assert(vert_shader != nil) 12 | 13 | frag_shader := load_shader(ctx.device, "model.frag", 1, 0, 0, 0) 14 | assert(frag_shader != nil) 15 | 16 | model_data := obj_load("taxi.obj") 17 | log.info(sdl.GPUTextureSupportsFormat(ctx.device, .D24_UNORM, .D2, {.DEPTH_STENCIL_TARGET})) 18 | 19 | img_size: [2]i32 20 | // stbi.set_flip_vertically_on_load(1) 21 | pixels := stbi.load("assets/textures/colormap.png", &img_size.x, &img_size.y, nil, 4);assert(pixels != nil) 22 | pixels_byte_size := img_size.x * img_size.y * 4 23 | 24 | vertices := make([]PositionTextureVertex, len(model_data.faces)) 25 | indices := make([]u16, len(model_data.faces)) 26 | 27 | for face, i in model_data.faces { 28 | uv := model_data.uvs[face.uv] 29 | vertices[i] = { 30 | position = model_data.positions[face.pos], 31 | uv = {uv.x, 1 - uv.y}, 32 | } 33 | indices[i] = u16(i) 34 | } 35 | 36 | window_size: [2]i32 37 | sdl.GetWindowSize(ctx.window, &window_size.x, &window_size.y) 38 | 39 | color_target_descriptions := [1]sdl.GPUColorTargetDescription{{format = sdl.GetGPUSwapchainTextureFormat(ctx.device, ctx.window)}} 40 | DEPTH_TEXTURE_FORMAT :: sdl.GPUTextureFormat.D24_UNORM 41 | 42 | vertex_attributes := [2]sdl.GPUVertexAttribute { 43 | {location = 0, offset = 0, buffer_slot = 0, format = .FLOAT3}, 44 | {location = 1, offset = size_of([3]f32), buffer_slot = 0, format = .FLOAT2}, 45 | } 46 | 47 | vertex_buffer_descriptions := [1]sdl.GPUVertexBufferDescription { 48 | {slot = 0, input_rate = .VERTEX, instance_step_rate = 0, pitch = size_of(PositionTextureVertex)}, 49 | } 50 | 51 | 52 | ctx.sampler = sdl.CreateGPUSampler( 53 | ctx.device, 54 | sdl.GPUSamplerCreateInfo { 55 | min_filter = .NEAREST, 56 | mag_filter = .NEAREST, 57 | mipmap_mode = .NEAREST, 58 | address_mode_u = .REPEAT, 59 | address_mode_v = .REPEAT, 60 | address_mode_w = .REPEAT, 61 | }, 62 | ) 63 | 64 | vbuffer_size := size_of(PositionTextureVertex) * len(vertices) 65 | ctx.vertex_buffer = sdl.CreateGPUBuffer(ctx.device, sdl.GPUBufferCreateInfo{usage = {.VERTEX}, size = u32(vbuffer_size)}) 66 | sdl.SetGPUBufferName(ctx.device, ctx.vertex_buffer, "VertexBuffer") 67 | 68 | ibuffer_size := size_of(u16) * len(indices) 69 | ctx.index_buffer = sdl.CreateGPUBuffer(ctx.device, sdl.GPUBufferCreateInfo{usage = {.INDEX}, size = u32(ibuffer_size)}) 70 | sdl.SetGPUBufferName(ctx.device, ctx.index_buffer, "IndexBuffer") 71 | 72 | tex_size: int = int(img_size.x) * int(img_size.y) * 4 73 | ctx.texture = sdl.CreateGPUTexture( 74 | ctx.device, 75 | sdl.GPUTextureCreateInfo { 76 | type = .D2, 77 | format = .R8G8B8A8_UNORM, 78 | width = u32(img_size.x), 79 | height = u32(img_size.y), 80 | layer_count_or_depth = 1, 81 | num_levels = 1, 82 | usage = {.SAMPLER}, 83 | }, 84 | ) 85 | sdl.SetGPUTextureName(ctx.device, ctx.texture, "colorspace") 86 | 87 | ctx.depth_texture = sdl.CreateGPUTexture( 88 | ctx.device, 89 | sdl.GPUTextureCreateInfo { 90 | format = DEPTH_TEXTURE_FORMAT, 91 | usage = {.DEPTH_STENCIL_TARGET}, 92 | width = u32(window_size.x), 93 | height = u32(window_size.y), 94 | layer_count_or_depth = 1, 95 | num_levels = 1, 96 | }, 97 | ) 98 | 99 | buffer_transfer_buffer := sdl.CreateGPUTransferBuffer( 100 | ctx.device, 101 | sdl.GPUTransferBufferCreateInfo{usage = .UPLOAD, size = u32(vbuffer_size + ibuffer_size)}, 102 | ) 103 | 104 | // Copy vertices to transfer buffer 105 | buffer_transfer_ptr := sdl.MapGPUTransferBuffer(ctx.device, buffer_transfer_buffer, false) // Get mapped pointer to the transfer buffer 106 | mem.copy(buffer_transfer_ptr, raw_data(vertices), vbuffer_size) 107 | 108 | // Copy indices to transfer buffer 109 | index_buffer_transfer_ptr := mem.ptr_offset(cast(^u8)buffer_transfer_ptr, vbuffer_size) // Offset the mapped pointer by size of vertex buffer size 110 | mem.copy(index_buffer_transfer_ptr, raw_data(indices), ibuffer_size) 111 | 112 | sdl.UnmapGPUTransferBuffer(ctx.device, buffer_transfer_buffer) // Unmap transfer bufffer 113 | 114 | // Copy image to texture transfer buffer 115 | texture_transfer_buffer := sdl.CreateGPUTransferBuffer(ctx.device, sdl.GPUTransferBufferCreateInfo{usage = .UPLOAD, size = u32(tex_size)}) 116 | texture_transfer_ptr := sdl.MapGPUTransferBuffer(ctx.device, texture_transfer_buffer, false) // Get mapped pointer to the transfer buffer 117 | mem.copy(texture_transfer_ptr, pixels, tex_size) 118 | 119 | 120 | // Upload the data from transfer buffers to the gpu buffers 121 | upload_command_buffer := sdl.AcquireGPUCommandBuffer(ctx.device) 122 | copy_pass := sdl.BeginGPUCopyPass(upload_command_buffer) 123 | 124 | sdl.UploadToGPUBuffer( 125 | copy_pass, 126 | sdl.GPUTransferBufferLocation{transfer_buffer = buffer_transfer_buffer}, 127 | sdl.GPUBufferRegion{buffer = ctx.vertex_buffer, size = u32(vbuffer_size)}, 128 | false, 129 | ) 130 | 131 | sdl.UploadToGPUBuffer( 132 | copy_pass, 133 | sdl.GPUTransferBufferLocation{transfer_buffer = buffer_transfer_buffer, offset = u32(vbuffer_size)}, 134 | sdl.GPUBufferRegion{buffer = ctx.index_buffer, size = u32(ibuffer_size)}, 135 | false, 136 | ) 137 | 138 | sdl.UploadToGPUTexture( 139 | copy_pass, 140 | sdl.GPUTextureTransferInfo{transfer_buffer = texture_transfer_buffer}, 141 | sdl.GPUTextureRegion{texture = ctx.texture, w = u32(img_size.x), h = u32(img_size.y), d = 1}, 142 | false, 143 | ) 144 | 145 | sdl.EndGPUCopyPass(copy_pass) 146 | if !sdl.SubmitGPUCommandBuffer(upload_command_buffer) { 147 | log.errorf("unable to copy from transfer to vertex buffer, err: %s", sdl.GetError()) 148 | return 149 | } 150 | 151 | obj_destroy(model_data) 152 | sdl.ShowWindow(ctx.window) 153 | 154 | sdl.ReleaseGPUTransferBuffer(ctx.device, buffer_transfer_buffer) 155 | sdl.ReleaseGPUTransferBuffer(ctx.device, texture_transfer_buffer) 156 | 157 | pipeline_create_info := sdl.GPUGraphicsPipelineCreateInfo { 158 | vertex_input_state = sdl.GPUVertexInputState { 159 | num_vertex_attributes = u32(len(vertex_attributes)), 160 | vertex_attributes = raw_data(&vertex_attributes), 161 | num_vertex_buffers = u32(len(vertex_buffer_descriptions)), 162 | vertex_buffer_descriptions = raw_data(&vertex_buffer_descriptions), 163 | }, 164 | depth_stencil_state = sdl.GPUDepthStencilState{enable_depth_test = true, enable_depth_write = true, compare_op = .LESS_OR_EQUAL}, 165 | target_info = sdl.GPUGraphicsPipelineTargetInfo { 166 | num_color_targets = u32(len(color_target_descriptions)), 167 | color_target_descriptions = raw_data(&color_target_descriptions), 168 | has_depth_stencil_target = true, 169 | depth_stencil_format = DEPTH_TEXTURE_FORMAT, 170 | }, 171 | primitive_type = .TRIANGLELIST, 172 | vertex_shader = vert_shader, 173 | fragment_shader = frag_shader, 174 | rasterizer_state = sdl.GPURasterizerState{fill_mode = .FILL}, 175 | } 176 | 177 | ctx.graphics_pipeline = sdl.CreateGPUGraphicsPipeline(ctx.device, pipeline_create_info) 178 | if ctx.graphics_pipeline == nil { 179 | log.errorf("unable to create graphics pipeline, error: %s", sdl.GetError()) 180 | return 181 | } 182 | 183 | sdl.ReleaseGPUShader(ctx.device, vert_shader) 184 | sdl.ReleaseGPUShader(ctx.device, frag_shader) 185 | 186 | UBO :: struct { 187 | mvp: matrix[4, 4]f32, 188 | } 189 | 190 | 191 | ROTATION_SPEED :: 90 192 | rotation: f32 = 0 193 | ubo := UBO{} 194 | aspect_ratio := f32(window_size.x) / f32(window_size.y) 195 | fov := linalg.to_radians(f32(70)) 196 | proj_mat := linalg.matrix4_perspective_f32(fov, aspect_ratio, 0.001, 10000) 197 | 198 | is_running := true 199 | event: sdl.Event 200 | 201 | last_tick := sdl.GetTicks() 202 | for is_running { 203 | for sdl.PollEvent(&event) { 204 | #partial switch event.type { 205 | case .QUIT: 206 | is_running = false 207 | case .WINDOW_RESIZED: 208 | // Recalculate aspect ratio and projection matrix 209 | sdl.GetWindowSize(ctx.window, &window_size.x, &window_size.y) 210 | aspect_ratio = f32(window_size.x) / f32(window_size.y) 211 | log.info(aspect_ratio) 212 | proj_mat = linalg.matrix4_perspective_f32(fov, aspect_ratio, 0.001, 10000) 213 | ctx.depth_texture = sdl.CreateGPUTexture( 214 | ctx.device, 215 | sdl.GPUTextureCreateInfo { 216 | format = DEPTH_TEXTURE_FORMAT, 217 | usage = {.DEPTH_STENCIL_TARGET}, 218 | width = u32(window_size.x), 219 | height = u32(window_size.y), 220 | layer_count_or_depth = 1, 221 | num_levels = 1, 222 | }, 223 | ) 224 | } 225 | } 226 | 227 | curr_tick := sdl.GetTicks() 228 | delta_time_ms := f32(curr_tick - last_tick) 229 | last_tick = curr_tick 230 | 231 | command_buffer := sdl.AcquireGPUCommandBuffer(ctx.device) 232 | if command_buffer == nil { 233 | log.errorf("unable to acquire command buffer: %s", sdl.GetError()) 234 | return 235 | } 236 | 237 | rotation += ROTATION_SPEED * delta_time_ms / 1000.0 238 | model_mat := linalg.matrix4_translate_f32({0, 0, -5}) * linalg.matrix4_rotate_f32(linalg.to_radians(rotation), {0, 1, 0}) 239 | ubo.mvp = proj_mat * model_mat 240 | 241 | swapchain_texture: ^sdl.GPUTexture 242 | if sdl.WaitAndAcquireGPUSwapchainTexture(command_buffer, ctx.window, &swapchain_texture, nil, nil) { 243 | color_target_info := sdl.GPUColorTargetInfo { 244 | texture = swapchain_texture, 245 | clear_color = sdl.FColor{0.2, 0.2, 0.2, 1}, 246 | load_op = .CLEAR, 247 | store_op = .STORE, 248 | } 249 | 250 | depth_target_info := sdl.GPUDepthStencilTargetInfo { 251 | texture = ctx.depth_texture, 252 | load_op = .CLEAR, 253 | store_op = .DONT_CARE, 254 | clear_depth = 1, 255 | } 256 | 257 | render_pass := sdl.BeginGPURenderPass(command_buffer, &color_target_info, 1, &depth_target_info) 258 | sdl.BindGPUGraphicsPipeline(render_pass, ctx.graphics_pipeline) 259 | sdl.PushGPUVertexUniformData(command_buffer, 0, &ubo, size_of(ubo)) 260 | // sdl.SetGPUViewport(render_pass, viewport) 261 | // sdl.SetGPUScissor(render_pass, scissor_rect) 262 | 263 | vertex_bindings := []sdl.GPUBufferBinding{{buffer = ctx.vertex_buffer}} 264 | sdl.BindGPUVertexBuffers(render_pass, 0, raw_data(vertex_bindings), u32(len(vertex_bindings))) 265 | sdl.BindGPUIndexBuffer(render_pass, sdl.GPUBufferBinding{buffer = ctx.index_buffer}, ._16BIT) 266 | sampler_bindings := []sdl.GPUTextureSamplerBinding{{texture = ctx.texture, sampler = ctx.sampler}} 267 | sdl.BindGPUFragmentSamplers(render_pass, 0, raw_data(sampler_bindings), u32(len(sampler_bindings))) 268 | 269 | sdl.DrawGPUIndexedPrimitives(render_pass, u32(len(indices)), 1, 0, 0, 0) 270 | sdl.EndGPURenderPass(render_pass) 271 | } 272 | 273 | if !sdl.SubmitGPUCommandBuffer(command_buffer) { 274 | log.errorf("unable to submit command buffer: %s", sdl.GetError()) 275 | return 276 | } 277 | } 278 | } 279 | 280 | destroy_textured_model :: proc() { 281 | if ctx.window != nil { 282 | sdl.DestroyWindow(ctx.window) 283 | } 284 | 285 | if ctx.graphics_pipeline != nil { 286 | sdl.ReleaseGPUGraphicsPipeline(ctx.device, ctx.graphics_pipeline) 287 | } 288 | 289 | if ctx.device != nil { 290 | sdl.DestroyGPUDevice(ctx.device) 291 | } 292 | } 293 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 3, 29 June 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU General Public License is a free, copyleft license for 11 | software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed 14 | to take away your freedom to share and 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You may not convey a covered 525 | work if you are a party to an arrangement with a third party that is 526 | in the business of distributing software, under which you make payment 527 | to the third party based on the extent of your activity of conveying 528 | the work, and under which the third party grants, to any of the 529 | parties who would receive the covered work from you, a discriminatory 530 | patent license (a) in connection with copies of the covered work 531 | conveyed by you (or copies made from those copies), or (b) primarily 532 | for and in connection with specific products or compilations that 533 | contain the covered work, unless you entered into that arrangement, 534 | or that patent license was granted, prior to 28 March 2007. 535 | 536 | Nothing in this License shall be construed as excluding or limiting 537 | any implied license or other defenses to infringement that may 538 | otherwise be available to you under applicable patent law. 539 | 540 | 12. No Surrender of Others' Freedom. 541 | 542 | If conditions are imposed on you (whether by court order, agreement or 543 | otherwise) that contradict the conditions of this License, they do not 544 | excuse you from the conditions of this License. If you cannot convey a 545 | covered work so as to satisfy simultaneously your obligations under this 546 | License and any other pertinent obligations, then as a consequence you may 547 | not convey it at all. For example, if you agree to terms that obligate you 548 | to collect a royalty for further conveying from those to whom you convey 549 | the Program, the only way you could satisfy both those terms and this 550 | License would be to refrain entirely from conveying the Program. 551 | 552 | 13. Use with the GNU Affero General Public License. 553 | 554 | Notwithstanding any other provision of this License, you have 555 | permission to link or combine any covered work with a work licensed 556 | under version 3 of the GNU Affero General Public License into a single 557 | combined work, and to convey the resulting work. The terms of this 558 | License will continue to apply to the part which is the covered work, 559 | but the special requirements of the GNU Affero General Public License, 560 | section 13, concerning interaction through a network will apply to the 561 | combination as such. 562 | 563 | 14. Revised Versions of this License. 564 | 565 | The Free Software Foundation may publish revised and/or new versions of 566 | the GNU General Public License from time to time. Such new versions will 567 | be similar in spirit to the present version, but may differ in detail to 568 | address new problems or concerns. 569 | 570 | Each version is given a distinguishing version number. If the 571 | Program specifies that a certain numbered version of the GNU General 572 | Public License "or any later version" applies to it, you have the 573 | option of following the terms and conditions either of that numbered 574 | version or of any later version published by the Free Software 575 | Foundation. If the Program does not specify a version number of the 576 | GNU General Public License, you may choose any version ever published 577 | by the Free Software Foundation. 578 | 579 | If the Program specifies that a proxy can decide which future 580 | versions of the GNU General Public License can be used, that proxy's 581 | public statement of acceptance of a version permanently authorizes you 582 | to choose that version for the Program. 583 | 584 | Later license versions may give you additional or different 585 | permissions. However, no additional obligations are imposed on any 586 | author or copyright holder as a result of your choosing to follow a 587 | later version. 588 | 589 | 15. Disclaimer of Warranty. 590 | 591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY 592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT 593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY 594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, 595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM 597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF 598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 599 | 600 | 16. Limitation of Liability. 601 | 602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING 603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS 604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY 605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE 606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF 607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD 608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), 609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF 610 | SUCH DAMAGES. 611 | 612 | 17. Interpretation of Sections 15 and 16. 613 | 614 | If the disclaimer of warranty and limitation of liability provided 615 | above cannot be given local legal effect according to their terms, 616 | reviewing courts shall apply local law that most closely approximates 617 | an absolute waiver of all civil liability in connection with the 618 | Program, unless a warranty or assumption of liability accompanies a 619 | copy of the Program in return for a fee. 620 | 621 | END OF TERMS AND CONDITIONS 622 | 623 | How to Apply These Terms to Your New Programs 624 | 625 | If you develop a new program, and you want it to be of the greatest 626 | possible use to the public, the best way to achieve this is to make it 627 | free software which everyone can redistribute and change under these terms. 628 | 629 | To do so, attach the following notices to the program. It is safest 630 | to attach them to the start of each source file to most effectively 631 | state the exclusion of warranty; and each file should have at least 632 | the "copyright" line and a pointer to where the full notice is found. 633 | 634 | 635 | Copyright (C) 636 | 637 | This program is free software: you can redistribute it and/or modify 638 | it under the terms of the GNU General Public License as published by 639 | the Free Software Foundation, either version 3 of the License, or 640 | (at your option) any later version. 641 | 642 | This program is distributed in the hope that it will be useful, 643 | but WITHOUT ANY WARRANTY; without even the implied warranty of 644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 645 | GNU General Public License for more details. 646 | 647 | You should have received a copy of the GNU General Public License 648 | along with this program. If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | Copyright (C) 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . 675 | --------------------------------------------------------------------------------