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minimal cross-platform standalone C headers

Home Page: https://floooh.github.io/sokol-html5

License: zlib License

Shell 0.14% C++ 0.06% Python 2.02% C 80.62% Objective-C 16.92% CMake 0.19% Batchfile 0.05%

sokol's Introduction

Sokol

Simple STB-style cross-platform libraries for C and C++, written in C.

See what's new (10-Jul-2022 sokol_app.h can now set the mouse cursor type, and assorted changes)

Build Bindings build build Odin

Examples and Related Projects

Core libraries

Utility libraries

'Official' Language Bindings

These are automatically updated on changes to the C headers:

Notes

WebAssembly is a 'first-class citizen', one important motivation for the Sokol headers is to provide a collection of cross-platform APIs with a minimal footprint on the web platform while still being useful.

The core headers are standalone and can be used independently from each other.

Why C:

  • easier integration with other languages
  • easier integration into other projects
  • adds only minimal size overhead to executables

A blog post with more background info: A Tour of sokol_gfx.h

sokol_gfx.h:

  • simple, modern wrapper around GLES2/WebGL, GLES3/WebGL2, GL3.3, D3D11 and Metal
  • buffers, images, shaders, pipeline-state-objects and render-passes
  • does not handle window creation or 3D API context initialization
  • does not provide shader dialect cross-translation (BUT there's now an 'official' shader-cross-compiler solution which seamlessly integrates with sokol_gfx.h and IDEs: see here for details

A triangle in C99 with GLFW:

#define SOKOL_IMPL
#define SOKOL_GLCORE33
#include "sokol_gfx.h"
#define GLFW_INCLUDE_NONE
#include "GLFW/glfw3.h"

int main() {

    /* create window and GL context via GLFW */
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    GLFWwindow* w = glfwCreateWindow(640, 480, "Sokol Triangle GLFW", 0, 0);
    glfwMakeContextCurrent(w);
    glfwSwapInterval(1);

    /* setup sokol_gfx */
    sg_setup(&(sg_desc){0});

    /* a vertex buffer */
    const float vertices[] = {
        // positions            // colors
         0.0f,  0.5f, 0.5f,     1.0f, 0.0f, 0.0f, 1.0f,
         0.5f, -0.5f, 0.5f,     0.0f, 1.0f, 0.0f, 1.0f,
        -0.5f, -0.5f, 0.5f,     0.0f, 0.0f, 1.0f, 1.0f
    };
    sg_buffer vbuf = sg_make_buffer(&(sg_buffer_desc){
        .data = SG_RANGE(vertices)
    });

    /* a shader */
    sg_shader shd = sg_make_shader(&(sg_shader_desc){
        .vs.source =
            "#version 330\n"
            "layout(location=0) in vec4 position;\n"
            "layout(location=1) in vec4 color0;\n"
            "out vec4 color;\n"
            "void main() {\n"
            "  gl_Position = position;\n"
            "  color = color0;\n"
            "}\n",
        .fs.source =
            "#version 330\n"
            "in vec4 color;\n"
            "out vec4 frag_color;\n"
            "void main() {\n"
            "  frag_color = color;\n"
            "}\n"
    });

    /* a pipeline state object (default render states are fine for triangle) */
    sg_pipeline pip = sg_make_pipeline(&(sg_pipeline_desc){
        .shader = shd,
        .layout = {
            .attrs = {
                [0].format=SG_VERTEXFORMAT_FLOAT3,
                [1].format=SG_VERTEXFORMAT_FLOAT4
            }
        }
    });

    /* resource bindings */
    sg_bindings bind = {
        .vertex_buffers[0] = vbuf
    };

    /* default pass action (clear to grey) */
    sg_pass_action pass_action = {0};

    /* draw loop */
    while (!glfwWindowShouldClose(w)) {
        int cur_width, cur_height;
        glfwGetFramebufferSize(w, &cur_width, &cur_height);
        sg_begin_default_pass(&pass_action, cur_width, cur_height);
        sg_apply_pipeline(pip);
        sg_apply_bindings(&bind);
        sg_draw(0, 3, 1);
        sg_end_pass();
        sg_commit();
        glfwSwapBuffers(w);
        glfwPollEvents();
    }

    /* cleanup */
    sg_shutdown();
    glfwTerminate();
    return 0;
}

sokol_app.h

A minimal cross-platform application-wrapper library:

  • unified application entry
  • single window or canvas for 3D rendering
  • 3D context initialization
  • event-based keyboard, mouse and touch input
  • supported platforms: Win32, MacOS, Linux (X11), iOS, WASM, Android, UWP
  • supported 3D-APIs: GL3.3 (GLX/WGL), Metal, D3D11, GLES2/WebGL, GLES3/WebGL2

A simple clear-loop sample using sokol_app.h and sokol_gfx.h (does not include separate sokol.c/.m implementation file which is necessary to split the Objective-C code from the C code of the sample):

#include "sokol_gfx.h"
#include "sokol_app.h"
#include "sokol_glue.h"

sg_pass_action pass_action;

void init(void) {
    sg_setup(&(sg_desc){
        .context = sapp_sgcontext()
    });
    pass_action = (sg_pass_action) {
        .colors[0] = { .action=SG_ACTION_CLEAR, .value={1.0f, 0.0f, 0.0f, 1.0f} }
    };
}

void frame(void) {
    float g = pass_action.colors[0].value.g + 0.01f;
    pass_action.colors[0].value.g = (g > 1.0f) ? 0.0f : g;
    sg_begin_default_pass(&pass_action, sapp_width(), sapp_height());
    sg_end_pass();
    sg_commit();
}

void cleanup(void) {
    sg_shutdown();
}

sapp_desc sokol_main(int argc, char* argv[]) {
    return (sapp_desc){
        .init_cb = init,
        .frame_cb = frame,
        .cleanup_cb = cleanup,
        .width = 400,
        .height = 300,
        .window_title = "Clear Sample",
    };
}

sokol_audio.h

A minimal audio-streaming API:

  • you provide a mono- or stereo-stream of 32-bit float samples which sokol_audio.h forwards into platform-specific backends
  • two ways to provide the data:
    1. directly fill backend audio buffer from your callback function running in the audio thread
    2. alternatively push small packets of audio data from your main loop, or a separate thread created by you
  • platform backends:
    • Windows: WASAPI
    • macOS/iOS: CoreAudio
    • Linux: ALSA
    • emscripten: WebAudio + ScriptProcessorNode (doesn't use the emscripten-provided OpenAL or SDL Audio wrappers)

A simple mono square-wave generator using the callback model:

// the sample callback, running in audio thread
static void stream_cb(float* buffer, int num_frames, int num_channels) {
    assert(1 == num_channels);
    static uint32_t count = 0;
    for (int i = 0; i < num_frames; i++) {
        buffer[i] = (count++ & (1<<3)) ? 0.5f : -0.5f;
    }
}

int main() {
    // init sokol-audio with default params
    saudio_setup(&(saudio_desc){
        .stream_cb = stream_cb
    });

    // run main loop
    ...

    // shutdown sokol-audio
    saudio_shutdown();
    return 0;

The same code using the push-model

#define BUF_SIZE (32)
int main() {
    // init sokol-audio with default params, no callback
    saudio_setup(&(saudio_desc){0});
    assert(saudio_channels() == 1);

    // a small intermediate buffer so we don't need to push
    // individual samples, which would be quite inefficient
    float buf[BUF_SIZE];
    int buf_pos = 0;
    uint32_t count = 0;

    // push samples from main loop
    bool done = false;
    while (!done) {
        // generate and push audio samples...
        int num_frames = saudio_expect();
        for (int i = 0; i < num_frames; i++) {
            // simple square wave generator
            buf[buf_pos++] = (count++ & (1<<3)) ? 0.5f : -0.5f;
            if (buf_pos == BUF_SIZE) {
                buf_pos = 0;
                saudio_push(buf, BUF_SIZE);
            }
        }
        // handle other per-frame stuff...
        ...
    }

    // shutdown sokol-audio
    saudio_shutdown();
    return 0;
}

sokol_fetch.h

Load entire files, or stream data asynchronously over HTTP (emscripten/wasm) or the local filesystem (all native platforms).

Simple C99 example loading a file into a static buffer:

#include "sokol_fetch.h"

static void response_callback(const sfetch_response*);

#define MAX_FILE_SIZE (1024*1024)
static uint8_t buffer[MAX_FILE_SIZE];

// application init
static void init(void) {
    ...
    // setup sokol-fetch with default config:
    sfetch_setup(&(sfetch_desc_t){0});

    // start loading a file into a statically allocated buffer:
    sfetch_send(&(sfetch_request_t){
        .path = "hello_world.txt",
        .callback = response_callback
        .buffer_ptr = buffer,
        .buffer_size = sizeof(buffer)
    });
}

// per frame...
static void frame(void) {
    ...
    // need to call sfetch_dowork() once per frame to 'turn the gears':
    sfetch_dowork();
    ...
}

// the response callback is where the interesting stuff happens:
static void response_callback(const sfetch_response_t* response) {
    if (response->fetched) {
        // data has been loaded into the provided buffer, do something
        // with the data...
        const void* data = response->buffer_ptr;
        uint64_t data_size = response->fetched_size;
    }
    // the finished flag is set both on success and failure
    if (response->failed) {
        // oops, something went wrong
        switch (response->error_code) {
            SFETCH_ERROR_FILE_NOT_FOUND: ...
            SFETCH_ERROR_BUFFER_TOO_SMALL: ...
            ...
        }
    }
}

// application shutdown
static void shutdown(void) {
    ...
    sfetch_shutdown();
    ...
}

sokol_time.h:

Simple cross-platform time measurement:

#include "sokol_time.h"
...
/* initialize sokol_time */
stm_setup();

/* take start timestamp */
uint64_t start = stm_now();

...some code to measure...

/* compute elapsed time */
uint64_t elapsed = stm_since(start);

/* convert to time units */
double seconds = stm_sec(elapsed);
double milliseconds = stm_ms(elapsed);
double microseconds = stm_us(elapsed);
double nanoseconds = stm_ns(elapsed);

/* difference between 2 time stamps */
uint64_t start = stm_now();
...
uint64_t end = stm_now();
uint64_t elapsed = stm_diff(end, start);

/* compute a 'lap time' (e.g. for fps) */
uint64_t last_time = 0;
while (!done) {
    ...render something...
    double frame_time_ms = stm_ms(stm_laptime(&last_time));
}

sokol_args.h

Unified argument parsing for web and native apps. Uses argc/argv on native platforms and the URL query string on the web.

Example URL with one arg:

https://floooh.github.io/tiny8bit/kc85.html?type=kc85_4

The same as command line app:

kc85 type=kc85_4

Parsed like this:

#include "sokol_args.h"

int main(int argc, char* argv[]) {
    sargs_setup(&(sargs_desc){ .argc=argc, .argv=argv });
    if (sargs_exists("type")) {
        if (sargs_equals("type", "kc85_4")) {
            // start as KC85/4
        }
        else if (sargs_equals("type", "kc85_3")) {
            // start as KC85/3
        }
        else {
            // start as KC85/2
        }
    }
    sargs_shutdown();
    return 0;
}

See the sokol_args.h header for a more complete documentation, and the Tiny Emulators for more interesting usage examples.

sokol's People

Contributors

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