Files
sx/examples/1601-platform-sdl-graphics.sx
agra 4e942b5373 test: migrate examples to XXXX-category-name layout + split expected streams
Rename all example tests/companions to the XXXX-category-test-name scheme
(per-category 100-blocks: basic 0010, types 0100, ... errors 1000,
diagnostics 1100, ffi 1200, ffi-objc 1300, ffi-jni 1400, vectors 1500,
platform 1600). Companions and dir/C fixtures move in lockstep with their
parent test; #import/#source/#include paths rewritten to match.

Expected output now lives in examples/expected/ (a sibling dir of the
tests) split into three streams per the new convention:
  <name>.exit / <name>.stdout / <name>.stderr  (+ optional <name>.ir)

run_examples.sh rewritten: scans examples/ and issues/ for an
expected/<name>.exit marker, captures stdout and stderr separately (no
more 2>&1), compares each stream + exit + optional IR snapshot.

Behavior validated unchanged: every renamed test reproduces its prior
merged output + exit (diffs limited to file paths/basenames embedded in
diagnostics + traces, which correctly reflect the new names). Suite:
292 passed, 0 failed. 50-smoke.sx split + issue relocation + docs follow
in subsequent commits.
2026-06-01 19:05:15 +03:00

280 lines
9.2 KiB
Plaintext
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
#import "modules/std.sx";
#import "modules/sdl3.sx";
#import "modules/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 : s32 = glGetUniformLocation(program, "uMVP");
light_loc : s32 = glGetUniformLocation(program, "uLightDir");
wire_loc : s32 = 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;