Add outline pass to cubes

This commit is contained in:
Hugo Mårdbrink 2025-08-27 00:16:42 +02:00
parent 1852cf3a7f
commit 2ee22c118c
10 changed files with 425 additions and 108 deletions

170
shaders/out/outline.odin Normal file
View file

@ -0,0 +1,170 @@
package shaders
import sg "../../sokol/gfx"
/*
#version:1# (machine generated, don't edit!)
Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
Cmdline:
sokol-shdc -i shaders/src/outline.glsl -o shaders/out/outline.odin -l metal_macos -f sokol_odin
Overview:
=========
Shader program: 'outline':
Get shader desc: outline_shader_desc(sg.query_backend())
Vertex Shader: vs_outline
Fragment Shader: fs_outline
Attributes:
ATTR_outline_pos => 0
ATTR_outline_uv => 1
Bindings:
Uniform block 'VsParamsOutline':
Odin struct: Vsparamsoutline
Bind slot: UB_VsParamsOutline => 0
Uniform block 'FsParamsOutline':
Odin struct: Fsparamsoutline
Bind slot: UB_FsParamsOutline => 1
*/
ATTR_outline_pos :: 0
ATTR_outline_uv :: 1
UB_VsParamsOutline :: 0
UB_FsParamsOutline :: 1
Vsparamsoutline :: struct #align(16) {
using _: struct #packed {
mvp: Mat4,
},
}
Fsparamsoutline :: struct #align(16) {
using _: struct #packed {
col: [4]f32,
},
}
/*
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct VsParamsOutline
{
float4x4 mvp;
};
struct main0_out
{
float4 gl_Position [[position]];
};
struct main0_in
{
float3 pos [[attribute(0)]];
};
vertex main0_out main0(main0_in in [[stage_in]], constant VsParamsOutline& _19 [[buffer(0)]])
{
main0_out out = {};
out.gl_Position = _19.mvp * float4(in.pos, 1.0);
return out;
}
*/
@(private="file")
vs_outline_source_metal_macos := [427]u8 {
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}
/*
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct FsParamsOutline
{
float4 col;
};
struct main0_out
{
float4 frag_color [[color(0)]];
};
fragment main0_out main0(constant FsParamsOutline& _12 [[buffer(0)]])
{
main0_out out = {};
out.frag_color = _12.col;
return out;
}
*/
@(private="file")
fs_outline_source_metal_macos := [322]u8 {
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}
outline_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc: sg.Shader_Desc
desc.label = "outline_shader"
#partial switch backend {
case .METAL_MACOS:
desc.vertex_func.source = transmute(cstring)&vs_outline_source_metal_macos
desc.vertex_func.entry = "main0"
desc.fragment_func.source = transmute(cstring)&fs_outline_source_metal_macos
desc.fragment_func.entry = "main0"
desc.attrs[0].base_type = .FLOAT
desc.attrs[1].base_type = .FLOAT
desc.uniform_blocks[0].stage = .VERTEX
desc.uniform_blocks[0].layout = .STD140
desc.uniform_blocks[0].size = 64
desc.uniform_blocks[0].msl_buffer_n = 0
desc.uniform_blocks[1].stage = .FRAGMENT
desc.uniform_blocks[1].layout = .STD140
desc.uniform_blocks[1].size = 16
desc.uniform_blocks[1].msl_buffer_n = 0
}
return desc
}