Files
sx/examples/1601-platform-sdl-graphics.sx
agra d8076b9333 lang: rename signed integer types sN -> iN
Surface rename of the signed integer family: s1..s64 become i1..i64
(u1..u64, usize, isize unchanged). 'string' keeps the s-prefix arm in
name classification; width parsing moves to the i-prefix arm next to
isize.

Internal TypeId tags follow the surface (.s8/.s16/.s32/.s64 ->
.i8/.i16/.i32/.i64), as do mono-key mangle fragments (ptr_i64,
tu_i64_bool) and all display/diagnostic formatting (i{d}).

Migrated in the same sweep: stdlib + examples + issue repros + FFI C
companions (shared symbol names like ffi_id_i64), expected
stdout/stderr/ir snapshots, specs.md, readme.md, CLAUDE.md/AGENTS.md,
implementation_plan.md, docs/, issue writeups. Vendored stb_image and
historical flow state left untouched.

zig build test: 426/426; examples suite: 595/595.
2026-06-12 09:31:53 +03:00

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#import "modules/std.sx";
#import "modules/ffi/sdl3.sx";
#import "modules/ffi/opengl.sx";
#import "modules/math";
WIDTH :f32: 800;
HEIGHT :f32: 600;
vec4 :: (x: f32, y: f32, z: f32, w: f32) -> Vector(4, f32) {
.[x, y, z, w]
}
// ---- Matrix44: column-major 4×4 matrix ----
Matrix44 :: union {
data: [16]f32;
struct { c0, c1, c2, c3: Vector(4, f32); };
}
mat4_multiply :: (a: *Matrix44, b: *Matrix44) -> Matrix44 {
out : Matrix44 = ---;
out.c0 = a.c0 * b.c0.x + a.c1 * b.c0.y + a.c2 * b.c0.z + a.c3 * b.c0.w;
out.c1 = a.c0 * b.c1.x + a.c1 * b.c1.y + a.c2 * b.c1.z + a.c3 * b.c1.w;
out.c2 = a.c0 * b.c2.x + a.c1 * b.c2.y + a.c2 * b.c2.z + a.c3 * b.c2.w;
out.c3 = a.c0 * b.c3.x + a.c1 * b.c3.y + a.c2 * b.c3.z + a.c3 * b.c3.w;
out
}
multiply :: ufcs mat4_multiply;
mat4_perspective :: (fov: f32, aspect: f32, near: f32, far: f32) -> Matrix44 {
half := fov / 2.0;
f := cos(half) / sin(half);
m : Matrix44 = ---;
m.c0 = vec4(f / aspect, 0.0, 0.0, 0.0);
m.c1 = vec4(0.0, f, 0.0, 0.0);
m.c2 = vec4(0.0, 0.0, (far + near) / (near - far), -1.0);
m.c3 = vec4(0.0, 0.0, (2.0 * far * near) / (near - far), 0.0);
m
}
mat4_rotate_y :: (angle: f32) -> Matrix44 {
c := cos(angle);
s := sin(angle);
m : Matrix44 = ---;
m.c0 = vec4(c, 0.0, 0.0 - s, 0.0);
m.c1 = vec4(0.0, 1.0, 0.0, 0.0);
m.c2 = vec4(s, 0.0, c, 0.0);
m.c3 = vec4(0.0, 0.0, 0.0, 1.0);
m
}
mat4_rotate_x :: (angle: f32) -> Matrix44 {
c := cos(angle);
s := sin(angle);
m : Matrix44 = ---;
m.c0 = vec4(1.0, 0.0, 0.0, 0.0);
m.c1 = vec4(0.0, c, s, 0.0);
m.c2 = vec4(0.0, 0.0 - s, c, 0.0);
m.c3 = vec4(0.0, 0.0, 0.0, 1.0);
m
}
mat4_translate :: (tx: f32, ty: f32, tz: f32) -> Matrix44 {
m : Matrix44 = ---;
m.c0 = vec4(1.0, 0.0, 0.0, 0.0);
m.c1 = vec4(0.0, 1.0, 0.0, 0.0);
m.c2 = vec4(0.0, 0.0, 1.0, 0.0);
m.c3 = vec4(tx, ty, tz, 1.0);
m
}
// ---- Main ----
main :: () {
SDL_Init(SDL_INIT_VIDEO);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
window := SDL_CreateWindow("sx GL cube", xx WIDTH, xx HEIGHT, SDL_WINDOW_OPENGL);
gl_ctx := SDL_GL_CreateContext(window);
SDL_GL_MakeCurrent(window, gl_ctx);
SDL_GL_SetSwapInterval(1);
load_gl(SDL_GL_GetProcAddress);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
print("create program: {}\n{}\n", VERT_SHADER_SRC, FRAG_SHADER_SRC);
program := create_program(VERT_SHADER_SRC, FRAG_SHADER_SRC);
glUseProgram(program);
mvp_loc : i32 = glGetUniformLocation(program, "uMVP");
light_loc : i32 = glGetUniformLocation(program, "uLightDir");
wire_loc : i32 = glGetUniformLocation(program, "uWire");
// Cube vertices: pos(vec4 w=1) + normal(vec4 w=0), 36 vertices × 2 vec4s = 72
vertices : []Vector(4, f32) = .[
// Front face (z = +0.5)
.[-0.5, -0.5, 0.5, 1.0], vec4( 0.0, 0.0, 1.0, 0.0),
vec4( 0.5, -0.5, 0.5, 1.0), vec4( 0.0, 0.0, 1.0, 0.0),
vec4( 0.5, 0.5, 0.5, 1.0), vec4( 0.0, 0.0, 1.0, 0.0),
vec4(-0.5, -0.5, 0.5, 1.0), vec4( 0.0, 0.0, 1.0, 0.0),
vec4( 0.5, 0.5, 0.5, 1.0), vec4( 0.0, 0.0, 1.0, 0.0),
vec4(-0.5, 0.5, 0.5, 1.0), vec4( 0.0, 0.0, 1.0, 0.0),
// Back face (z = -0.5)
vec4( 0.5, -0.5, -0.5, 1.0), vec4( 0.0, 0.0, -1.0, 0.0),
vec4(-0.5, -0.5, -0.5, 1.0), vec4( 0.0, 0.0, -1.0, 0.0),
vec4(-0.5, 0.5, -0.5, 1.0), vec4( 0.0, 0.0, -1.0, 0.0),
vec4( 0.5, -0.5, -0.5, 1.0), vec4( 0.0, 0.0, -1.0, 0.0),
vec4(-0.5, 0.5, -0.5, 1.0), vec4( 0.0, 0.0, -1.0, 0.0),
vec4( 0.5, 0.5, -0.5, 1.0), vec4( 0.0, 0.0, -1.0, 0.0),
// Top face (y = +0.5)
vec4(-0.5, 0.5, 0.5, 1.0), vec4( 0.0, 1.0, 0.0, 0.0),
vec4( 0.5, 0.5, 0.5, 1.0), vec4( 0.0, 1.0, 0.0, 0.0),
vec4( 0.5, 0.5, -0.5, 1.0), vec4( 0.0, 1.0, 0.0, 0.0),
vec4(-0.5, 0.5, 0.5, 1.0), vec4( 0.0, 1.0, 0.0, 0.0),
vec4( 0.5, 0.5, -0.5, 1.0), vec4( 0.0, 1.0, 0.0, 0.0),
vec4(-0.5, 0.5, -0.5, 1.0), vec4( 0.0, 1.0, 0.0, 0.0),
// Bottom face (y = -0.5)
vec4(-0.5, -0.5, -0.5, 1.0), vec4( 0.0, -1.0, 0.0, 0.0),
vec4( 0.5, -0.5, -0.5, 1.0), vec4( 0.0, -1.0, 0.0, 0.0),
vec4( 0.5, -0.5, 0.5, 1.0), vec4( 0.0, -1.0, 0.0, 0.0),
vec4(-0.5, -0.5, -0.5, 1.0), vec4( 0.0, -1.0, 0.0, 0.0),
vec4( 0.5, -0.5, 0.5, 1.0), vec4( 0.0, -1.0, 0.0, 0.0),
vec4(-0.5, -0.5, 0.5, 1.0), vec4( 0.0, -1.0, 0.0, 0.0),
// Right face (x = +0.5)
vec4( 0.5, -0.5, 0.5, 1.0), vec4( 1.0, 0.0, 0.0, 0.0),
vec4( 0.5, -0.5, -0.5, 1.0), vec4( 1.0, 0.0, 0.0, 0.0),
vec4( 0.5, 0.5, -0.5, 1.0), vec4( 1.0, 0.0, 0.0, 0.0),
vec4( 0.5, -0.5, 0.5, 1.0), vec4( 1.0, 0.0, 0.0, 0.0),
vec4( 0.5, 0.5, -0.5, 1.0), vec4( 1.0, 0.0, 0.0, 0.0),
vec4( 0.5, 0.5, 0.5, 1.0), vec4( 1.0, 0.0, 0.0, 0.0),
// Left face (x = -0.5)
vec4(-0.5, -0.5, -0.5, 1.0), vec4(-1.0, 0.0, 0.0, 0.0),
vec4(-0.5, -0.5, 0.5, 1.0), vec4(-1.0, 0.0, 0.0, 0.0),
vec4(-0.5, 0.5, 0.5, 1.0), vec4(-1.0, 0.0, 0.0, 0.0),
vec4(-0.5, -0.5, -0.5, 1.0), vec4(-1.0, 0.0, 0.0, 0.0),
vec4(-0.5, 0.5, 0.5, 1.0), vec4(-1.0, 0.0, 0.0, 0.0),
vec4(-0.5, 0.5, -0.5, 1.0), vec4(-1.0, 0.0, 0.0, 0.0)
];
// Create VAO and VBO
vao : u32 = 0;
vbo : u32 = 0;
glGenVertexArrays(1, vao);
glGenBuffers(1, vbo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, 1152, vertices.ptr, GL_STATIC_DRAW);
// Position attribute (location 0): 3 floats, stride 32 bytes, offset 0
glVertexAttribPointer(0, 3, GL_FLOAT, 0, 32, xx 0);
glEnableVertexAttribArray(0);
// Normal attribute (location 1): 3 floats, stride 32 bytes, offset 16
glVertexAttribPointer(1, 3, GL_FLOAT, 0, 32, xx 16);
glEnableVertexAttribArray(1);
// Set light direction
glUniform3f(light_loc, 0.5, 0.7, 1.0);
glUniform1f(wire_loc, 0.0);
// Render loop
running := true;
event : SDL_Event = .none;
while running {
while SDL_PollEvent(event) {
if event == {
case .quit: running = false;
case .key_up: (e) {
if e.key == {
case .escape: running = false;
//case .
}
}
case .window_exposed: (e) {
}
case .key_down: (e) {
k : u32 = xx e.key;
print("ts={} wid={} sc={} key={}\n",
e.timestamp, e.window_id, e.scancode, k);
}
}
}
// Compute rotation angle from time
ticks := SDL_GetTicks();
ms : f32 = xx ticks;
angle := ms * 0.001;
// Build matrices
proj := mat4_perspective(PI / 4.0, WIDTH / HEIGHT, 0.1, 100.0);
view := mat4_translate(0.0, 0.0, -3.0);
rot_y := mat4_rotate_y(angle);
rot_x := mat4_rotate_x(angle * 0.7);
model := mat4_multiply(rot_y, rot_x);
vm := mat4_multiply(view, model);
mvp := mat4_multiply(proj, vm);
glUniformMatrix4fv(mvp_loc, 1, 0, mvp.data);
glClearColor(0.1, 0.1, 0.15, 1.0);
glClear(GL_COLOR_BUFFER_BIT + GL_DEPTH_BUFFER_BIT);
// Solid pass
glUniform1f(wire_loc, 0.0);
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 36);
// Wireframe overlay
glDepthFunc(GL_LEQUAL);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glLineWidth(2.0);
glUniform1f(wire_loc, 1.0);
glDrawArrays(GL_TRIANGLES, 0, 36);
// Restore
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glDepthFunc(GL_LESS);
glUniform1f(wire_loc, 0.0);
SDL_GL_SwapWindow(window);
}
SDL_GL_DestroyContext(gl_ctx);
SDL_DestroyWindow(window);
SDL_Quit();
}
VERT_SHADER_SRC : string = #string GLSL
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
uniform mat4 uMVP;
out vec3 vNormal;
out vec3 vPos;
void main() {
gl_Position = uMVP * vec4(aPos, 1.0);
vNormal = aNormal;
vPos = aPos;
}
GLSL;
FRAG_SHADER_SRC : string = #string GLSL
#version 330 core
in vec3 vNormal;
in vec3 vPos;
out vec4 FragColor;
uniform vec3 uLightDir;
uniform float uWire;
void main() {
if (uWire > 0.5) {
FragColor = vec4(0.05, 0.05, 0.05, 1.0);
return;
}
vec3 n = normalize(vNormal);
vec3 l = normalize(uLightDir);
float diff = max(dot(n, l), 0.15);
float cx = floor(vPos.x * 2.0 + 0.001);
float cy = floor(vPos.y * 2.0 + 0.001);
float cz = floor(vPos.z * 2.0 + 0.001);
float check = mod(cx + cy + cz, 2.0);
vec3 col1 = vec3(0.9, 0.5, 0.2);
vec3 col2 = vec3(0.2, 0.6, 0.9);
vec3 base = mix(col1, col2, check);
FragColor = vec4(base * diff, 1.0);
}
GLSL;