26 Commits

Author SHA1 Message Date
ee8b09aa8f Simplifica Makefile a 3 targets delegats a CMake amb release a dist/ 2026-05-04 13:47:02 +02:00
92450cccb8 Actualitza copyright del LICENSE al nom del projecte 2026-05-04 13:37:07 +02:00
a68d10d38a Reorganitza release/ en icons/macos/windows i afig libwinpthread-1.dll 2026-05-04 13:35:30 +02:00
e51ee84167 Reestructura carpetes: src->source, third_party->source/external, shaders->data/shaders 2026-05-04 13:21:34 +02:00
cec347a97c Merge branch 'audio' 2026-05-04 13:10:50 +02:00
4f844fe17e Migra a jail_audio nou amb streaming i precàrrega 2026-05-04 13:10:43 +02:00
dff5d6fab2 Restaura l'antialiasing de fcos al port Metal de cube_lines 2026-05-04 12:42:49 +02:00
ef37a7a2e6 Porta tots els shaders a Vulkan i Metal 2026-05-04 12:35:58 +02:00
8d42d5741f Format window title with copyright prefix and backend driver 2026-05-04 11:55:34 +02:00
f18d6143d1 Add SDL3 GPU backend (Vulkan/Metal) with OpenGL fallback 2026-05-04 11:45:43 +02:00
0a03509323 corregit makefile per a macos 2026-05-04 09:12:19 +02:00
8f3d013c8e Remove voxel_descent shader, add cube_lines shader, update README
- Removed voxel_descent.frag.glsl (incompatible with OpenGL - multiple overflow issues)
- Added cube_lines.frag.glsl by Danil (raytraced refraction cube with self-intersections)
- Updated README.md:
  - Corrected executable name (shadertoy_sdl3 → shadertoy)
  - Added features section (FPS counter, VSync, metadata, feedback system)
  - Updated keyboard shortcuts (F3, F4, arrows)
  - Added Shadertoy compatibility guide
  - Updated usage examples with correct paths
  - Added shader conversion guide from Shadertoy

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-16 19:16:27 +01:00
9110d689a5 corregit makefile 2025-11-16 17:54:52 +01:00
b290cee689 corregit shader water. afegides metadades en els shaders 2025-11-16 16:04:29 +01:00
194726f823 Add self-feedback system and water shader
Features:
- Self-feedback rendering system for shaders with feedback loops
- Automatic FBO/texture management for feedback
- Metadata parser detects iChannel feedback configuration
- Adaptive render loop (with/without feedback)
- Water shader from Shadertoy (adapted and working)
- Fixed variable initialization issues in shader code

Technical details:
- FBO creation/destruction on shader switch
- Texture binding to iChannel0-3 based on metadata
- Auto-resize feedback buffers on window resize
- Cleanup on exit and shader switch

Files:
- src/main.cpp: Feedback system implementation
- shaders/water.glsl: Water shader with fixes

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-16 15:45:18 +01:00
44de2c7013 Add FPS counter, VSync toggle, shader metadata system, and multi-pass infrastructure
- FPS counter in window title (updates every 500ms)
- F4 key toggles VSync on/off
- Shader metadata: Name and Author from comments
- iChannel metadata parsing for multi-pass support
- Base structures: ShaderBuffer, ShaderPass
- FBO/texture management functions
- Updated all 11 shaders with Name/Author metadata

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-16 15:22:06 +01:00
0a269449a3 modificat makefile per a windows_release 2025-10-25 13:27:25 +02:00
4164cc8e88 modificat el icono 2025-10-25 13:19:25 +02:00
b625916b18 afegit executable path a les rutes 2025-10-25 13:10:41 +02:00
92093e7b3f corregits els makefiles per a macos_release 2025-10-25 13:04:35 +02:00
be8be3a48d afegits elemenys a la carpeta resource 2025-10-25 12:42:59 +02:00
47787abd73 corregit gitignore 2025-10-25 12:12:44 +02:00
fe256704ac Update gitignore to allow release/ DLLs and ignore compiled binaries 2025-10-25 12:07:54 +02:00
8d17b6c047 canvis de shaders al vol amb els cursors 2025-10-25 11:57:37 +02:00
98a16148cc modificada la logica per a fullscreen y window (tecla F3) 2025-10-25 11:42:29 +02:00
f86da327ff corregits cmake i makefile 2025-10-25 11:31:32 +02:00
190 changed files with 91709 additions and 521 deletions

32
.gitignore vendored
View File

@@ -5,22 +5,28 @@
/CMakeFiles/ /CMakeFiles/
/CMakeCache.txt /CMakeCache.txt
/cmake_install.cmake /cmake_install.cmake
/Makefile
/*.cmake /*.cmake
/*.obj /*.obj
/*.o /*.o
/*.lo /*.lo
/*.a /*.a
/*.lib /*.lib
/*.dll *.pdb
/*.so
/*.dylib # Binarios compilados
/*.exe *.dll
/*.pdb *.so
*.dylib
*.exe
shadertoy
Shadertoy
# Permitir DLLs de distribucion en release/
!release/**/*.dll
# Generated by CMake/IDE # Generated by CMake/IDE
/compile_commands.json /compile_commands.json
/.ninja* /.ninja*
/_deps/ /_deps/
/install_manifest.txt /install_manifest.txt
@@ -29,9 +35,16 @@ third_party/**/build/
third_party/**/CMakeFiles/ third_party/**/CMakeFiles/
third_party/**/CMakeCache.txt third_party/**/CMakeCache.txt
# Release artifacts
dist/
*.zip
*.tar.gz
*.dmg
# IDEs and editors # IDEs and editors
.vscode/ .vscode/
.idea/ .idea/
.claude/
*.suo *.suo
*.user *.user
*.userprefs *.userprefs
@@ -49,7 +62,7 @@ Thumbs.db
*.log *.log
*.tmp *.tmp
*.swp *.swp
*~ *~
*.bak *.bak
# Coverage and test artifacts # Coverage and test artifacts
@@ -62,6 +75,3 @@ coverage.info
venv/ venv/
env/ env/
__pycache__/ __pycache__/
# Avoid committing local SDL runtime if you copy it next to the exe
SDL3.dll

290
CLAUDE.md Normal file
View File

@@ -0,0 +1,290 @@
# CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
## Project Overview
This is a cross-platform Shadertoy-like fragment shader viewer built with SDL3. It supports two rendering backends:
- **SDL3 GPU** (default): renders via Vulkan on Linux/Windows and Metal on macOS.
- **OpenGL 3.3** (fallback): the original backend, used automatically if SDL3 GPU init fails.
Selection at launch:
```bash
./shadertoy --backend=gpu # force SDL3 GPU
./shadertoy --backend=opengl # force OpenGL
./shadertoy --backend=auto # default: GPU first, fall back to OpenGL on failure
```
## Build and Development Commands
### Building (CMake - Development)
```bash
mkdir build && cd build
cmake ..
cmake --build . --config Release
```
### Building (Makefile - Release Packages)
```bash
make windows_release # Creates .zip with DLLs
make macos_release # Creates .dmg with app bundle
make linux_release # Creates .tar.gz
make show_version # Display build version (YYYY-MM-DD format)
```
Platform-specific debug builds:
```bash
make windows_debug
make macos_debug
make linux_debug
```
### Compiling Shaders to SPIR-V
The SDL3 GPU backend reads compiled SPIR-V (`.frag.spv`) at runtime. Run this after touching any `.vk.glsl` file:
```bash
cmake --build build --target compile_shaders
```
Requires `glslc` (Debian/Ubuntu: `apt install glslang-tools`; macOS: `brew install glslang`).
### Running the Application
```bash
./shadertoy [SHADER_NAME_OR_PATH] [-F|--fullscreen] [--backend=auto|gpu|opengl]
# Examples:
./shadertoy test # auto backend, data/shaders/test/
./shadertoy --backend=gpu seascape # force SDL3 GPU (Vulkan/Metal)
./shadertoy -F data/shaders/fractal_pyramid # explicit folder path, fullscreen
```
**Runtime Controls:**
- `ESC` - Exit
- `F3` - Toggle fullscreen
- `LEFT/RIGHT ARROW` - Cycle through shaders in directory
## Architecture
### Layered design
- `source/main.cpp` — SDL3 window, event loop, shader-list scanning, dispatch to a backend.
- `source/rendering/shader_backend.hpp` — abstract `IShaderBackend` interface + `ShaderMetadata` / `ShaderUniforms` / `ShaderProgramSpec` shared types. Two factories: `makeOpenGLBackend()`, `makeSdl3GpuBackend()`.
- `source/rendering/opengl_shader_backend.{hpp,cpp}` — OpenGL 3.3 implementation. Loads `<folder>/<name>.gl.glsl` at runtime.
- `source/rendering/sdl3gpu/sdl3gpu_shader_backend.{hpp,cpp}` — SDL3 GPU implementation. Loads `<folder>/<name>.frag.spv` (Linux/Windows) or `<folder>/<name>.frag.msl` (macOS); shares one passthrough vertex shader from `shaders/_common/passthrough.vert.{spv,msl}`.
- `source/rendering/sdl3gpu/shader_factory.hpp` — small helper that loads a shader binary/source from disk and creates an `SDL_GPUShader`.
### Shader folder layout
One folder per shader, under `data/shaders/`:
```
data/shaders/<name>/
<name>.gl.glsl # OpenGL GLSL 3.30 (handwritten)
<name>.vk.glsl # Vulkan GLSL 4.50 (handwritten)
<name>.frag.msl # Metal Shading Language (handwritten)
<name>.frag.spv # generated by `make compile_shaders` from .vk.glsl
meta.txt # Name / Author / iChannelN
data/shaders/_common/
passthrough.vk.glsl # shared fullscreen-triangle vertex (Vulkan)
passthrough.vert.spv # generated
passthrough.vert.msl # handwritten Metal
```
Folders starting with `_` or `.` are skipped by the scanner. The `meta.txt` parser is in `Rendering::parseMetaFile`.
### Backend selection logic (`main.cpp`)
1. Parse `--backend=...` flag (default `auto`).
2. If not OpenGL: create a window with no flags, instantiate `Sdl3GpuShaderBackend`. If `init()` fails AND choice was `auto`, destroy the window and continue. If choice was `gpu`, exit with error.
3. Otherwise: create a window with `SDL_WINDOW_OPENGL` and instantiate `OpenGLShaderBackend`.
### Global State (main.cpp)
```cpp
shader_list_ // Vector<ShaderEntry { folder, base_name }>
current_shader_index_ // Active shader in rotation
shader_start_ticks_ // Base time for iTime uniform calculation
window_ // SDL3 window pointer
backend_ // unique_ptr<IShaderBackend>
shaders_directory_ // Shaders root path (resolved at startup)
```
### Dependencies
- **SDL3** ≥ 3.2 — windowing, events, GPU API (`SDL_gpu.h`)
- **GLAD** — OpenGL 3.3 loader (used only by the OpenGL backend, statically linked via `source/external/glad/`)
- **C++17 stdlib** — filesystem, fstream, vector, algorithms
- Build-time tool: `glslc` (only required to regenerate `.frag.spv`)
### Platform-Specific Code
Uses preprocessor defines (`WINDOWS_BUILD`, `MACOS_BUILD`, `LINUX_BUILD`) for:
- `getExecutableDirectory()` - Windows API, mach-o dyld, or /proc/self/exe
- `getResourcesDirectory()` - Special macOS app bundle handling (Contents/Resources)
- Linking flags - Windows uses static linking, macOS links OpenGL framework
## Shader System
### Authoring a shader (manual steps)
For each new shader, three handwritten files live in `data/shaders/<name>/`:
1. **`<name>.gl.glsl`** — OpenGL GLSL 3.30 (the original Shadertoy-style format described below).
2. **`<name>.vk.glsl`** — Vulkan GLSL 4.50 with explicit `layout(set=3, binding=0) uniform ShadertoyUBO { float iTime; vec2 iResolution; } u;` and `layout(set=2, binding=N) uniform sampler2D` for any texture channel.
3. **`<name>.frag.msl`** — Metal Shading Language. Entry point must be named `<name>_fs`. Uniforms come in via `[[buffer(0)]]`; samplers via `[[texture(N)]] [[sampler(N)]]`.
After editing any `.vk.glsl`, rebuild SPIR-V: `cmake --build build --target compile_shaders`.
The MSL is **not** auto-generated — write it by hand following the same convention as `aee_2026/source/core/rendering/sdl3gpu/msl/*.msl.h`.
### Shadertoy → Vulkan/Metal porting cheatsheet
- `iResolution` is `vec2` here (no `.xy`). Reconstruct vec3 manually if needed.
- Replace `texture(iChannel0, ...)` calls — no texture channels currently wired through the GPU backend (planned).
- The shared vertex stage emits `vUV` already in Shadertoy convention `(0,0)` bottom-left → `(1,1)` top-right; multiply by `iResolution` to get `fragCoord`.
- The Y axis is flipped in NDC inside the shared vertex shader so Vulkan/Metal render right-side-up like OpenGL.
### Shader Format (GLSL 3.3 Core)
All shaders must follow this structure:
```glsl
#version 330 core
precision highp float;
out vec4 FragColor;
in vec2 vUV; // Normalized [0,1] coordinates from vertex shader
uniform vec2 iResolution; // Window resolution in pixels
uniform float iTime; // Time since shader loaded (seconds)
// Shadertoy-style entry point
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
// fragCoord is in pixel coordinates
// Your shader code here
}
// Wrapper converts vUV to pixel coordinates
void main() {
vec2 fragCoordPixels = vUV * iResolution;
vec4 outColor;
mainImage(outColor, fragCoordPixels);
FragColor = outColor;
}
```
### Adding New Shaders
1. Create `.glsl` file in `data/shaders/<name>/` directory (use `.frag.glsl` convention)
2. Follow required format above
3. File automatically appears in runtime shader rotation (arrow keys to navigate)
4. **No code changes required** - directory is scanned at startup
### Shader Loading Pipeline
1. Directory scan on startup (`scanShaderDirectory()`)
2. Sort alphabetically
3. Load fragment shader source from disk
4. Compile vertex shader (fixed, embedded in main.cpp)
5. Compile fragment shader with error logging
6. Link program with error handling
7. Update uniforms each frame (iResolution, iTime)
### Supported Shadertoy Features
-`iTime` - Time uniform
-`iResolution` - Window resolution (vec2, not vec3)
-`mainImage()` function signature
-`iMouse` - Not implemented
-`iChannel0-3` - No texture channels (multi-pass not supported)
-`iFrame`, `iTimeDelta`, `iDate` - Not implemented
### Converting from Shadertoy
When porting Shadertoy shaders:
1. Copy the `mainImage()` function as-is
2. Add standard header (see format above)
3. Add wrapper `main()` function
4. Remove texture channel references (iChannel0-3)
5. Change `iResolution.xy` to `iResolution` (this project uses vec2)
### Common Conversion Issues and Solutions
Based on experience converting complex shaders like ddla_light_tunnel:
#### iResolution vec3 vs vec2
- **Shadertoy:** `iResolution` is `vec3(width, height, width/height)`
- **This project:** `iResolution` is `vec2(width, height)`
- **Solution:** Create vec3 manually: `vec3 r = vec3(iResolution.xy, iResolution.x/iResolution.y);`
- **Then use:** `r.xy` for resolution, `r.y` for height (as in original)
#### Uninitialized Variables
- **Problem:** Shadertoy code may have `vec3 rgb;` without initialization
- **Shadertoy behavior:** Likely initializes to `vec3(0.0)` (black)
- **This project:** Uninitialized variables contain undefined values (often causes black screen or wrong colors)
- **Solution:** Always initialize: `vec3 rgb = vec3(0.0);`
- **Wrong approach:** Don't use random noise unless shader explicitly uses iChannel texture for noise
#### Low mix() Factors Are Intentional
- **Example:** `rgb = mix(rgb, calculated_color, 0.01);` means 1% new color, 99% existing
- **Don't change these factors** - they create subtle effects intentionally
- **If output is black:** Problem is likely the base value (rgb), not the mix factor
#### iChannel Textures
- **Shadertoy shows iChannel0-3** in UI, but shader may not use them
- **If iChannel3 has RGB noise but code doesn't reference it:** The noise is not actually used
- **Check code for `texture(iChannelN, ...)` calls** - if none exist, ignore the iChannel setup
- **Procedural noise replacement:** Only if shader explicitly samples the texture
#### Color Swapping Issues
- **If colors are completely wrong:** Don't randomly swap color variables
- **First verify:** Code matches original Shadertoy exactly (except required GLSL changes)
- **Common mistake:** Changing color applications that were correct in original
- **Debug approach:** Revert to exact original code, only modify for GLSL 3.3 compatibility
#### Division by Small Values - Color Overflow Artifacts
- **Problem:** Division by values near zero causes extreme values → color overflow artifacts (green points, strange colors)
- **Example:** `.01*vec4(6,2,1,0)/length(u*sin(iTime))` can divide by ~0.0 when near center and sin≈0
- **Symptoms:** Bright white center that pulses to green, or random color artifacts in specific areas
- **Root cause:** Even with tonemap (tanh/clamp), extreme intermediate values cause precision issues or saturation
- **Solution - Double Protection:**
1. **Add epsilon to denominator:** `max(denominator, 0.001)` prevents division by exact zero
2. **Clamp the result:** `min(result, vec4(50.0))` prevents extreme accumulation
3. **Only clamp problematic terms:** Don't clamp everything or scene becomes dim
- **Example fix:**
```glsl
// Original (causes overflow):
o += .01*vec4(6,2,1,0)/length(u*sin(t+t+t)) + 1./s * length(u);
// Fixed (prevents overflow while maintaining brightness):
vec4 brightTerm = min(.01*vec4(6,2,1,0)/max(length(u*sin(t+t+t)), 0.001), vec4(50.0));
o += brightTerm + 1./s * length(u);
```
- **Key values:** epsilon ~0.001 (not too small, not too large), clamp ~50.0 (allows brightness without explosion)
- **Why this works in Shadertoy:** WebGL/browsers may handle float overflow differently than native OpenGL drivers
#### Debugging Black/Wrong Output
1. **Check compilation errors first** - shader must compile without errors
2. **Initialize all variables** - especially vec3 colors
3. **Verify vec3 iResolution handling** - create vec3 from vec2 if needed
4. **Don't modify mix factors** - keep original values
5. **Compare with original code** - ensure logic is identical
6. **Test progressive changes** - add header, test; add wrapper, test; etc.
7. **Check for division by small values** - if you see color artifacts (especially green), look for divisions that can approach zero
## Build System Details
### Version Numbering
Releases use build date format: `shadertoy-YYYY-MM-DD-{platform}` (auto-generated by Makefile)
### Release Artifacts
- **Windows:** `.zip` with `shadertoy.exe` + `SDL3.dll` + shaders
- **macOS:** `.dmg` with app bundle containing embedded SDL3.framework (arm64 only)
- **Linux:** `.tar.gz` with binary + shaders
### Resource Bundling
- Shaders copied to release packages
- LICENSE and README.md included
- Platform-specific dependencies bundled (DLLs on Windows, frameworks on macOS)
## Important Notes
### Vertex Shader
The vertex shader is hardcoded in `main.cpp` and creates a fullscreen quad. It:
- Takes `vec2 aPos` (location 0) in NDC space [-1, 1]
- Outputs `vec2 vUV` normalized to [0, 1]
- No transformation matrices needed
### Shader Hot-Reloading
Currently **not implemented**. Shader changes require application restart. The architecture would support adding this via file watching.
### Multi-Pass Rendering
Single-pass only. To add multi-pass (BufferA/B/C like Shadertoy):
- Create FBOs and textures per buffer
- Render buffers in dependency order
- Pass textures as `iChannel0-3` uniforms
- Use ping-pong for feedback loops
### OpenGL Context
Created via SDL3 with core profile (no deprecated functions). Context version: 3.3 core.

View File

@@ -1,143 +1,120 @@
cmake_minimum_required(VERSION 3.14) # CMakeLists.txt
project(shadertoy_sdl3 LANGUAGES C CXX)
cmake_minimum_required(VERSION 3.10)
project(shadertoy VERSION 1.00)
# Estàndard de C++
set(CMAKE_CXX_STANDARD 17) set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON) set(CMAKE_CXX_STANDARD_REQUIRED True)
# Default to Release for single-config generators when none specified # Política CMP0072: usar GLVND (libOpenGL/libGLX) en lloc de la libGL clàssica.
if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES) cmake_policy(SET CMP0072 NEW)
set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE) set(OpenGL_GL_PREFERENCE GLVND)
endif()
# Paths # Opció per a empaquetat de bundle macOS (.app). El Makefile la passa amb -DMACOS_BUNDLE=ON.
set(GLAD_SRC "${CMAKE_CURRENT_SOURCE_DIR}/third_party/glad/src/glad.c") option(MACOS_BUNDLE "Build for macOS .app bundle (rpath into ../Frameworks)" OFF)
if(NOT EXISTS "${GLAD_SRC}")
message(FATAL_ERROR "glad.c no encontrado en: ${GLAD_SRC}")
endif()
# glad library # --- LISTA EXPLÍCITA DE FUENTES ---
add_library(glad_src STATIC "${GLAD_SRC}") set(APP_SOURCES
target_include_directories(glad_src PUBLIC source/main.cpp
${CMAKE_CURRENT_SOURCE_DIR}/third_party/glad/include source/rendering/shader_backend.cpp
source/rendering/opengl_shader_backend.cpp
source/rendering/sdl3gpu/sdl3gpu_shader_backend.cpp
source/audio/jail_audio.cpp
) )
set_target_properties(glad_src PROPERTIES LINKER_LANGUAGE C)
# Executable # Fuentes de librerías de terceros
add_executable(shadertoy_sdl3 set(EXTERNAL_SOURCES
src/main.cpp source/external/glad/src/glad.c
source/external/stb_vorbis_impl.cpp
) )
target_include_directories(shadertoy_sdl3 PRIVATE ${CMAKE_CURRENT_SOURCE_DIR}/third_party/glad/include)
# SDL3 # Configuració de SDL3
find_package(SDL3 REQUIRED) find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
target_link_libraries(shadertoy_sdl3 PRIVATE glad_src SDL3::SDL3) message(STATUS "SDL3 trobat: ${SDL3_INCLUDE_DIRS}")
# Platform-specific flags and linkers (try to mimic your Makefile) # --- COMPILACIÓ DE SHADERS (Vulkan SPIR-V) ---
if(WIN32) # Es fa a cada build: compile_shaders.cmake fa check de timestamps, no
target_compile_definitions(shadertoy_sdl3 PRIVATE WINDOWS_BUILD) # recompila el que ja està al dia.
if(MSVC) find_program(GLSLC_EXE NAMES glslc)
# MSVC: reasonable defaults; adjust as needed if(GLSLC_EXE)
target_compile_options(shadertoy_sdl3 PRIVATE /W3 /permissive-) message(STATUS "glslc trobat: ${GLSLC_EXE}")
# Link to system libraries (MSVC uses system libs automatically for system includes) add_custom_target(compile_shaders ALL
target_link_libraries(shadertoy_sdl3 PRIVATE opengl32) COMMAND ${CMAKE_COMMAND}
else() -D GLSLC=${GLSLC_EXE}
# MinGW / GNU on Windows -D SHADERS_DIR=${CMAKE_SOURCE_DIR}/data/shaders
target_compile_options(shadertoy_sdl3 PRIVATE -std=c++17 -Wall -Os -ffunction-sections -fdata-sections) -P ${CMAKE_SOURCE_DIR}/tools/shaders/compile_shaders.cmake
target_link_options(shadertoy_sdl3 PRIVATE "-Wl,--gc-sections" "-Wl,-Bstatic" "-Wl,-Bdynamic") WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
target_link_libraries(shadertoy_sdl3 PRIVATE -lmingw32 -lws2_32 -lSDL3 -lopengl32) COMMENT "Compiling .vk.glsl shaders to SPIR-V")
endif()
else() else()
# POSIX platforms message(STATUS "glslc no trobat — el target compile_shaders no estarà disponible")
target_compile_options(shadertoy_sdl3 PRIVATE -std=c++17 -Wall -Os) endif()
if(APPLE)
find_library(COCOA_LIBRARY Cocoa REQUIRED) # --- RECURSO DE WINDOWS (icona) ---
find_library(IOKIT_LIBRARY IOKit REQUIRED) # A Windows compilem release/windows/shadertoy.rc amb windres via CMake.
find_library(CORE_VIDEO_LIBRARY CoreVideo REQUIRED) # El .rc fa referència a icon.ico per nom; afegim --include-dir perquè el
target_link_libraries(shadertoy_sdl3 PRIVATE ${COCOA_LIBRARY} ${IOKIT_LIBRARY} ${CORE_VIDEO_LIBRARY}) # trobi a release/icons/.
target_compile_options(shadertoy_sdl3 PRIVATE -arch arm64) if(WIN32)
else() enable_language(RC)
set(WIN_RC_FILE ${CMAKE_SOURCE_DIR}/release/windows/shadertoy.rc)
set_source_files_properties(${WIN_RC_FILE} PROPERTIES
COMPILE_FLAGS "--include-dir=${CMAKE_SOURCE_DIR}/release/icons")
list(APPEND APP_SOURCES ${WIN_RC_FILE})
endif()
# --- AÑADIR EJECUTABLE ---
add_executable(${PROJECT_NAME} ${APP_SOURCES} ${EXTERNAL_SOURCES})
# --- DIRECTORIOS DE INCLUSIÓN ---
target_include_directories(${PROJECT_NAME} PUBLIC
"${CMAKE_SOURCE_DIR}/source"
"${CMAKE_SOURCE_DIR}/source/external/glad/include"
"${CMAKE_SOURCE_DIR}/source/external"
)
# Enllaçar la llibreria SDL3
target_link_libraries(${PROJECT_NAME} PRIVATE SDL3::SDL3)
# --- CONFIGURACIÓ PLATAFORMES I COMPILADOR ---
# Flags de compilació
target_compile_options(${PROJECT_NAME} PRIVATE -Wall)
target_compile_options(${PROJECT_NAME} PRIVATE $<$<CONFIG:RELEASE>:-Os -ffunction-sections -fdata-sections>)
# Definir _DEBUG en mode Debug
target_compile_definitions(${PROJECT_NAME} PRIVATE $<$<CONFIG:DEBUG>:_DEBUG>)
# Configuració específica per a cada plataforma
if(WIN32)
target_compile_definitions(${PROJECT_NAME} PRIVATE WINDOWS_BUILD)
target_link_libraries(${PROJECT_NAME} PRIVATE ws2_32 mingw32 opengl32)
elseif(APPLE)
target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUILD)
target_compile_options(${PROJECT_NAME} PRIVATE -Wno-deprecated)
if(NOT CMAKE_OSX_ARCHITECTURES)
set(CMAKE_OSX_ARCHITECTURES "arm64")
endif()
if(MACOS_BUNDLE)
target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUNDLE)
target_link_options(${PROJECT_NAME} PRIVATE
-rpath @executable_path/../Frameworks/
)
endif()
elseif(UNIX AND NOT APPLE)
target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD)
endif()
# Configuració comuna per a OpenGL
if(NOT WIN32)
find_package(OpenGL REQUIRED) find_package(OpenGL REQUIRED)
target_link_libraries(shadertoy_sdl3 PRIVATE OpenGL::GL) if(OPENGL_FOUND)
endif() message(STATUS "OpenGL trobat: ${OPENGL_LIBRARIES}")
target_link_libraries(${PROJECT_NAME} PRIVATE ${OPENGL_LIBRARIES})
else()
message(FATAL_ERROR "OpenGL no trobat")
endif()
endif() endif()
# Ensure RUNTIME output directory for single-config builds (Release/Debug) # El binari surt a l'arrel del projecte (com fins ara).
set_target_properties(shadertoy_sdl3 PROPERTIES set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin"
RUNTIME_OUTPUT_DIRECTORY_RELEASE "${CMAKE_BINARY_DIR}/bin/Release"
RUNTIME_OUTPUT_DIRECTORY_DEBUG "${CMAKE_BINARY_DIR}/bin/Debug"
)
if(WIN32)
set(RELEASE_DIR "${CMAKE_BINARY_DIR}/release_package")
set(WINDOWS_ZIP "${CMAKE_BINARY_DIR}/${PROJECT_NAME}-${CMAKE_SYSTEM_PROCESSOR}-win.zip")
set(DLL_SOURCE_DIR "${CMAKE_SOURCE_DIR}/release") # coloca tus SDL3.dll aquí
# PowerShell script que realizará las copias y el ZIP de forma robusta.
set(PS_SCRIPT "${CMAKE_BINARY_DIR}/package_windows.ps1")
file(WRITE "${PS_SCRIPT}"
"param(\n"
" [string]\$srcExe,\n"
" [string]\$releaseDir,\n"
" [string]\$readme,\n"
" [string]\$license,\n"
" [string]\$shadersDir,\n"
" [string]\$dllDir,\n"
" [string]\$outZip\n"
")\n"
"\n"
"# Remove old\n"
"if (Test-Path \$releaseDir) { Remove-Item -Recurse -Force \$releaseDir }\n"
"New-Item -ItemType Directory -Path \$releaseDir | Out-Null\n"
"\n"
"# Copy exe\n"
"Write-Host 'Copying executable...'\n"
"Copy-Item -Path \$srcExe -Destination (Join-Path \$releaseDir (Split-Path \$srcExe -Leaf)) -Force\n"
"\n"
"# Copy README / LICENSE if exist\n"
"if (Test-Path \$readme) { Copy-Item -Path \$readme -Destination (Join-Path \$releaseDir 'README.md') -Force }\n"
"if (Test-Path \$license) { Copy-Item -Path \$license -Destination (Join-Path \$releaseDir 'LICENSE') -Force }\n"
"\n"
"# Copy shaders if present\n"
"if (Test-Path \$shadersDir) { Copy-Item -Path (Join-Path \$shadersDir '*') -Destination (Join-Path \$releaseDir 'shaders') -Recurse -Force }\n"
"\n"
"# Copy DLLs if present\n"
"if (Test-Path \$dllDir) { Copy-Item -Path (Join-Path \$dllDir '*') -Destination (Join-Path \$releaseDir 'release') -Recurse -Force }\n"
"\n"
"# Create ZIP\n"
"Write-Host 'Creating zip: ' \$outZip\n"
"if (Test-Path \$outZip) { Remove-Item -Force \$outZip }\n"
"Compress-Archive -Path (Join-Path \$releaseDir '*') -DestinationPath \$outZip\n"
"Write-Host 'Package created: ' \$outZip\n"
)
add_custom_target(package_windows
COMMAND "${CMAKE_COMMAND}" --build "${CMAKE_BINARY_DIR}" --config Release
COMMAND powershell.exe -NoProfile -ExecutionPolicy Bypass -File "${PS_SCRIPT}"
-srcExe "$<TARGET_FILE:shadertoy_sdl3>"
-releaseDir "${RELEASE_DIR}"
-readme "${CMAKE_SOURCE_DIR}/README.md"
-license "${CMAKE_SOURCE_DIR}/LICENSE"
-shadersDir "${CMAKE_SOURCE_DIR}/shaders"
-dllDir "${DLL_SOURCE_DIR}"
-outZip "${WINDOWS_ZIP}"
COMMENT "Building Release and creating Windows package"
BYPRODUCTS "${WINDOWS_ZIP}"
)
endif()
# Helpful messages
message(STATUS "CMake generator: ${CMAKE_GENERATOR}")
message(STATUS "Build type: ${CMAKE_BUILD_TYPE}")
message(STATUS "Binary output (runtime): ${CMAKE_BINARY_DIR}/bin")
# Developer target: build Release and then package on Windows
add_custom_target(build_release
COMMAND ${CMAKE_COMMAND} --build "${CMAKE_BINARY_DIR}" --config Release
COMMENT "Building Release configuration"
)
if(WIN32)
add_dependencies(package_windows build_release)
endif()

View File

@@ -1,6 +1,6 @@
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License
Copyright (c) 2025 Coffee Crisis Arcade Edition Copyright (c) 2025 Shadertoy
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

189
Makefile Normal file
View File

@@ -0,0 +1,189 @@
# ==============================================================================
# Makefile per a Shadertoy
#
# Tres targets:
# make → Release (cmake)
# make debug → Debug (cmake)
# make release → Release + empaquetat per a distribució a dist/
#
# El SO es detecta automàticament. La compilació sempre passa per CMake.
# ==============================================================================
PROJECT := shadertoy
APP_NAME := Shadertoy
DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST)))
BUILDDIR := build
DIST_DIR := dist
RELEASE_FOLDER := $(DIST_DIR)/_tmp
# ==============================================================================
# DETECCIÓ DE PLATAFORMA + GENERADOR CMAKE + JOBS
# ==============================================================================
ifeq ($(OS),Windows_NT)
# MSYS2/Git Bash usa /dev/null, cmd.exe pur usa NUL.
ifneq ($(MSYSTEM),)
NULDEV := /dev/null
else
NULDEV := NUL
endif
JOBS ?= $(NUMBER_OF_PROCESSORS)
HAS_NINJA := $(shell ninja --version 2>$(NULDEV))
ifneq ($(HAS_NINJA),)
CMAKE_GEN := -G "Ninja"
else
CMAKE_GEN := -G "MinGW Makefiles"
endif
UNAME_S := Windows
SHELL := cmd.exe
else
NULDEV := /dev/null
JOBS ?= $(shell nproc 2>/dev/null || echo 4)
CMAKE_GEN :=
UNAME_S := $(shell uname -s)
endif
# ==============================================================================
# VERSIÓ (data, format YYYY.MM.DD)
# ==============================================================================
ifeq ($(OS),Windows_NT)
VERSION := $(shell powershell -Command "Get-Date -Format 'yyyy.MM.dd'")
else
VERSION := $(shell date +%Y.%m.%d)
endif
# ==============================================================================
# NOMS DELS ARTEFACTES DE RELEASE
# ==============================================================================
WINDOWS_RELEASE := $(DIST_DIR)/$(PROJECT)-$(VERSION)-win32-x64.zip
MACOS_APPLE_SILICON_RELEASE := $(DIST_DIR)/$(PROJECT)-$(VERSION)-macos-apple-silicon.dmg
LINUX_RELEASE := $(DIST_DIR)/$(PROJECT)-$(VERSION)-linux.tar.gz
.PHONY: all debug release clean help _windows_release _macos_release _linux_release
# ==============================================================================
# COMPILACIÓ (delegada a CMake)
# ==============================================================================
all:
@cmake $(CMAKE_GEN) -S . -B $(BUILDDIR) -DCMAKE_BUILD_TYPE=Release
@cmake --build $(BUILDDIR) -j$(JOBS)
debug:
@cmake $(CMAKE_GEN) -S . -B $(BUILDDIR) -DCMAKE_BUILD_TYPE=Debug
@cmake --build $(BUILDDIR) -j$(JOBS)
# ==============================================================================
# RELEASE (auto-dispatch per SO)
# ==============================================================================
release:
ifeq ($(OS),Windows_NT)
@"$(MAKE)" _windows_release
else
ifeq ($(UNAME_S),Darwin)
@$(MAKE) _macos_release
else
@$(MAKE) _linux_release
endif
endif
clean:
@rm -rf $(BUILDDIR) $(DIST_DIR)
# ==============================================================================
# RELEASE LINUX
# ==============================================================================
_linux_release:
@echo "Creant release per a Linux - Versió: $(VERSION)"
@cmake $(CMAKE_GEN) -S . -B $(BUILDDIR) -DCMAKE_BUILD_TYPE=Release
@cmake --build $(BUILDDIR) -j$(JOBS)
@mkdir -p $(DIST_DIR)
@rm -rf $(RELEASE_FOLDER)
@mkdir -p $(RELEASE_FOLDER)
@cp -R data $(RELEASE_FOLDER)/
@cp LICENSE $(RELEASE_FOLDER)/
@cp README.md $(RELEASE_FOLDER)/
@cp $(PROJECT) $(RELEASE_FOLDER)/
@strip -s -R .comment -R .gnu.version $(RELEASE_FOLDER)/$(PROJECT) --strip-unneeded
@rm -f $(LINUX_RELEASE)
@tar -czf $(LINUX_RELEASE) -C $(RELEASE_FOLDER) .
@echo "Release creat: $(LINUX_RELEASE)"
@rm -rf $(RELEASE_FOLDER)
# ==============================================================================
# RELEASE MACOS (Apple Silicon, .dmg amb .app bundle)
# ==============================================================================
_macos_release:
@echo "Creant release per a macOS - Versió: $(VERSION)"
@command -v create-dmg >/dev/null 2>&1 || { \
echo "Falta create-dmg. Instal·la amb: brew install create-dmg"; \
exit 1; \
}
@cmake -S . -B $(BUILDDIR) -DCMAKE_BUILD_TYPE=Release -DMACOS_BUNDLE=ON -DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0
@cmake --build $(BUILDDIR) -j$(JOBS)
@mkdir -p $(DIST_DIR)
@rm -rf $(RELEASE_FOLDER)
@rm -f tmp.dmg "$(MACOS_APPLE_SILICON_RELEASE)" $(DIST_DIR)/rw.*
@mkdir -p "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
@mkdir -p "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS"
@mkdir -p "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
@cp -R data "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources/"
@cp -R release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64/SDL3.framework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks/"
@cp release/icons/icon.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources/"
@cp release/macos/Info.plist "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/"
@cp $(PROJECT) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(PROJECT)"
@cp LICENSE "$(RELEASE_FOLDER)/"
@cp README.md "$(RELEASE_FOLDER)/"
@RAW_VERSION=$$(echo "$(VERSION)" | sed 's/^v//'); \
sed -i '' '/<key>CFBundleShortVersionString<\/key>/{n;s|<string>.*</string>|<string>'"$$RAW_VERSION"'</string>|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"; \
sed -i '' '/<key>CFBundleVersion<\/key>/{n;s|<string>.*</string>|<string>'"$$RAW_VERSION"'</string>|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"
@codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
@create-dmg \
--volname "$(APP_NAME)" \
--window-pos 200 120 \
--window-size 720 300 \
--icon-size 96 \
--text-size 12 \
--icon "$(APP_NAME).app" 278 102 \
--icon "LICENSE" 441 102 \
--icon "README.md" 604 102 \
--app-drop-link 115 102 \
--hide-extension "$(APP_NAME).app" \
"$(MACOS_APPLE_SILICON_RELEASE)" \
"$(RELEASE_FOLDER)" || true
@echo "Release creat: $(MACOS_APPLE_SILICON_RELEASE)"
@rm -rf $(RELEASE_FOLDER)
@rm -f $(DIST_DIR)/rw.*
# ==============================================================================
# RELEASE WINDOWS (.zip amb DLLs)
# ==============================================================================
_windows_release:
@echo off
@echo Creant release per a Windows - Versió: $(VERSION)
@cmake $(CMAKE_GEN) -S . -B $(BUILDDIR) -DCMAKE_BUILD_TYPE=Release
@cmake --build $(BUILDDIR) -j$(JOBS)
@powershell -Command "if (-not (Test-Path '$(DIST_DIR)')) {New-Item '$(DIST_DIR)' -ItemType Directory | Out-Null}"
@powershell -Command "if (Test-Path '$(RELEASE_FOLDER)') {Remove-Item '$(RELEASE_FOLDER)' -Recurse -Force}"
@powershell -Command "New-Item '$(RELEASE_FOLDER)' -ItemType Directory | Out-Null"
@powershell -Command "Copy-Item -Path 'data' -Destination '$(RELEASE_FOLDER)' -Recurse"
@powershell -Command "Copy-Item 'LICENSE' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item 'README.md' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item 'release\windows\dll\*.dll' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item -Path '$(PROJECT).exe' -Destination '$(RELEASE_FOLDER)/$(APP_NAME).exe'"
@strip -s -R .comment -R .gnu.version "$(RELEASE_FOLDER)/$(APP_NAME).exe" --strip-unneeded
@powershell -Command "if (Test-Path '$(WINDOWS_RELEASE)') {Remove-Item '$(WINDOWS_RELEASE)'}"
@powershell -Command "Compress-Archive -Path '$(RELEASE_FOLDER)/*' -DestinationPath '$(WINDOWS_RELEASE)'"
@echo Release creat: $(WINDOWS_RELEASE)
@powershell -Command "Remove-Item '$(RELEASE_FOLDER)' -Recurse -Force"
# ==============================================================================
# AJUDA
# ==============================================================================
help:
@echo "Makefile per a $(PROJECT)"
@echo ""
@echo " make Compilar Release (cmake)"
@echo " make debug Compilar Debug (cmake)"
@echo " make release Compilar + empaquetar per a distribució a $(DIST_DIR)/"
@echo " make clean Esborrar $(BUILDDIR)/ i $(DIST_DIR)/"
@echo ""
@echo " Versió actual: $(VERSION)"

133
README.md
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@@ -1,27 +1,37 @@
# Shadertoy # Shadertoy
Proyecto minimal para ejecutar fragment shaders tipo Shadertoy usando SDL3 + GLAD + OpenGL 3.3. Proyecto minimal para ejecutar fragment shaders tipo Shadertoy usando SDL3 + GLAD + OpenGL 3.3.
![Shadertoy - Gameplay](https://php.sustancia.synology.me/images/shadertoy/shadertoy01.png) ![Shadertoy - Gameplay](https://php.sustancia.synology.me/images/shadertoy/shadertoy01.png)
## Características
- **Visualizador de shaders fragment** compatible con formato Shadertoy
- **Contador de FPS** en barra de título
- **Toggle VSync** con tecla F4
- **Cambio de shaders en runtime** con flechas ←/→
- **Sistema de metadata** en shaders (Name/Author automático en título)
- **Sistema de feedback** para shaders que requieren frame anterior (opcional)
- **Soporte de audio** con jail_audio (música de fondo)
## Estructura ## Estructura
- src/ — código fuente C++ (incluye main.cpp). - src/ — código fuente C++ (incluye main.cpp)
- shaders/ — shaders fragment (.frag.glsl) que se cargan en runtime
- shaders/ — shaders fragment (.frag.glsl) que se cargan en runtime. - data/ — recursos (música, texturas, etc.)
- third_party/glad/ — glad.c + headers
- third_party/glad/ — glad.c + headers. - third_party/ — jail_audio y otras dependencias
- CMakeLists.txt — configuración de build
- CMakeLists.txt — configuración de build. - Makefile — builds de release para Windows/macOS/Linux
- .gitignore — recomendado.
@@ -63,55 +73,74 @@ brew install cmake sdl3
## Uso ## Uso
Por defecto el ejecutable carga shaders/test.frag.glsl. Ejecutar con un shader específico:
./shadertoy shaders/fractal_pyramid.frag.glsl
Ejecutar en ventana:
./shadertoy_sdl3 ../shaders/test.frag.glsl
Ejecutar en fullscreen:
Ejecutar en fullscreen nativo: ./shadertoy -F shaders/seascape.frag.glsl
# o
./shadertoy --fullscreen shaders/seascape.frag.glsl
./shadertoy_sdl3 -F ../shaders/test.frag.glsl
Si ejecutas desde la raíz del repo: Si ejecutas desde la raíz del repo:
./build/shadertoy_sdl3 shaders/frag_tile_iter.frag.glsl ./build/shadertoy shaders/water.glsl
Atajos en ejecución
- Escape — salir. ### Atajos de teclado
- F11 — alternar fullscreen desktop. - **ESC**Salir de la aplicación
- **F3** — Toggle fullscreen
- **F4** — Toggle VSync (ON/OFF)
- **← / →** — Cambiar al shader anterior/siguiente en la carpeta shaders/
## Formato de shader esperado ## Formato de shader esperado
- #version 330 core ### Header obligatorio:
```glsl
// Name: Nombre del shader
// Author: Autor
#version 330 core
precision highp float;
- Debe declarar: out vec4 FragColor;
in vec2 vUV;
uniform vec2 iResolution;
uniform float iTime;
```
uniform vec2 iResolution; ### Función mainImage (estilo Shadertoy):
```glsl
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
// Tu código aquí
// fragCoord está en píxeles
vec2 uv = fragCoord / iResolution.xy;
fragColor = vec4(uv, 0.5, 1.0);
}
```
uniform float iTime; ### Wrapper main():
```glsl
void main() {
vec2 fragCoordPixels = vUV * iResolution;
vec4 outColor;
mainImage(outColor, fragCoordPixels);
FragColor = outColor;
}
```
in vec2 vUV; ### Metadata opcional:
- `// Name: Nombre` - Aparece en barra de título
out vec4 FragColor; - `// Author: Autor` - Aparece en barra de título
- `// iChannel3: self` - Habilita feedback (frame anterior)
- Función de entrada esperada (opcional, el main llama a mainImage):
void mainImage(out vec4 fragColor, in vec2 fragCoord);
- main() debe convertir vUV a fragCoord y llamar a mainImage.
@@ -133,15 +162,33 @@ Si obtienes "Failed to load fragment shader file", ejecuta desde la carpeta buil
## Multi-pass / Buffers (nota) ## Compatibilidad con Shadertoy
Ejemplo actual es single-pass. Para portar Shadertoy con BufferA/B/C necesitas: ### Características soportadas:
`iTime` - Tiempo en segundos
`iResolution` - Resolución de ventana (vec2)
`mainImage()` - Función de entrada estándar
✅ Self-feedback - Frame anterior con `// iChannel3: self`
- crear FBOs y textures por buffer ### No soportado actualmente:
`iMouse` - Interacción con ratón
`iChannel0-2` - Texturas externas
❌ Multi-pass completo (BufferA/B/C/D)
`iFrame`, `iTimeDelta`, `iDate`
- renderizar buffers en orden y pasar las texturas como iChannelN a pases posteriores ### Diferencias importantes:
- **`iResolution`**: En Shadertoy es `vec3(width, height, width/height)`, aquí es `vec2(width, height)`
- Solución: `vec3 r = vec3(iResolution.xy, iResolution.x/iResolution.y);`
- **Inicialización de variables**: OpenGL nativo requiere inicializar variables explícitamente
- **División por valores pequeños**: Puede causar overflow - usar `max(divisor, epsilon)`
- evitar leer y escribir la misma textura (usar ping-pong si hace falta) ### Conversión de shaders de Shadertoy:
1. Copiar función `mainImage()` tal cual
2. Añadir header estándar (ver arriba)
3. Añadir wrapper `main()`
4. Eliminar referencias a `iChannel0-3` si no se usan
5. Adaptar `iResolution` de vec3 a vec2 si es necesario
6. Inicializar variables: `vec3 col = vec3(0.0);` en lugar de `vec3 col;`

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@@ -0,0 +1,41 @@
Pack downloaded from Freesound
----------------------------------------
"Ambient pads"
This Pack of sounds contains sounds by the following user:
- Mat397 ( https://freesound.org/people/Mat397/ )
You can find this pack online at: https://freesound.org/people/Mat397/packs/27416/
Licenses in this Pack (see below for individual sound licenses)
---------------------------------------------------------------
Creative Commons 0: http://creativecommons.org/publicdomain/zero/1.0/
Attribution 3.0: http://creativecommons.org/licenses/by/3.0/
Sounds in this Pack
-------------------
* 618042__mat397__bad-electric-dark-pad.wav.wav
* url: https://freesound.org/s/618042/
* license: Creative Commons 0
* 618041__mat397__mangle-dark-pad.wav.wav
* url: https://freesound.org/s/618041/
* license: Creative Commons 0
* 486083__mat397__world-of-ants-pad.wav.wav
* url: https://freesound.org/s/486083/
* license: Attribution 3.0
* 485079__mat397__melancholic-flutes-pad.wav.wav
* url: https://freesound.org/s/485079/
* license: Attribution 3.0
* 485078__mat397__polyflute-pad.wav.wav
* url: https://freesound.org/s/485078/
* license: Attribution 3.0
* 485077__mat397__confused-voices.wav.wav
* url: https://freesound.org/s/485077/
* license: Attribution 3.0

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@@ -0,0 +1,19 @@
#include <metal_stdlib>
using namespace metal;
// Shared fullscreen-triangle vertex shader for the SDL3 GPU backend.
// Emits uv in Shadertoy convention: (0,0) bottom-left, (1,1) top-right.
struct PassthroughVOut {
float4 pos [[position]];
float2 uv;
};
vertex PassthroughVOut passthrough_vs(uint vid [[vertex_id]]) {
const float2 positions[3] = { {-1.0, -1.0}, {3.0, -1.0}, {-1.0, 3.0} };
PassthroughVOut out;
float2 pos = positions[vid];
out.uv = pos * 0.5 + 0.5;
out.pos = float4(pos, 0.0, 1.0);
return out;
}

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@@ -0,0 +1,17 @@
#version 450
// Shared fullscreen-triangle vertex shader for the SDL3 GPU backend.
// Emits vUV in Shadertoy convention: (0,0) bottom-left, (1,1) top-right.
layout(location = 0) out vec2 vUV;
void main() {
const vec2 positions[3] = vec2[3](
vec2(-1.0, -1.0),
vec2( 3.0, -1.0),
vec2(-1.0, 3.0)
);
vec2 pos = positions[gl_VertexIndex];
vUV = pos * 0.5 + 0.5;
gl_Position = vec4(pos, 0.0, 1.0);
}

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@@ -0,0 +1,75 @@
#include <metal_stdlib>
using namespace metal;
// Cineshader Lava — edankwan
// MSL port of cineshader_lava.vk.glsl.
struct ShadertoyUBO {
float iTime;
float2 iResolution;
};
struct PassthroughVOut {
float4 pos [[position]];
float2 uv;
};
static float opSmoothUnion(float d1, float d2, float k) {
float h = clamp(0.5 + 0.5 * (d2 - d1) / k, 0.0, 1.0);
return mix(d2, d1, h) - k * h * (1.0 - h);
}
static float sdSphere(float3 p, float s) {
return length(p) - s;
}
static float map(float3 p, float iTime) {
float d = 2.0;
for (int i = 0; i < 16; i++) {
float fi = float(i);
float time = iTime * (fract(fi * 412.531 + 0.513) - 0.5) * 2.0;
d = opSmoothUnion(
sdSphere(p + sin(time + fi * float3(52.5126, 64.62744, 632.25)) * float3(2.0, 2.0, 0.8),
mix(0.5, 1.0, fract(fi * 412.531 + 0.5124))),
d,
0.4
);
}
return d;
}
static float3 calcNormal(float3 p, float iTime) {
const float h = 1e-5;
const float2 k = float2(1, -1);
return normalize(k.xyy * map(p + k.xyy * h, iTime) +
k.yyx * map(p + k.yyx * h, iTime) +
k.yxy * map(p + k.yxy * h, iTime) +
k.xxx * map(p + k.xxx * h, iTime));
}
fragment float4 cineshader_lava_fs(PassthroughVOut in [[stage_in]],
constant ShadertoyUBO& U [[buffer(0)]]) {
float2 fragCoord = in.uv * U.iResolution;
float2 uv = fragCoord / U.iResolution;
float3 rayOri = float3((uv - 0.5) * float2(U.iResolution.x / U.iResolution.y, 1.0) * 6.0, 3.0);
float3 rayDir = float3(0.0, 0.0, -1.0);
float depth = 0.0;
float3 p = float3(0.0);
for (int i = 0; i < 64; i++) {
p = rayOri + rayDir * depth;
float dist = map(p, U.iTime);
depth += dist;
if (dist < 1e-6) { break; }
}
depth = min(6.0, depth);
float3 n = calcNormal(p, U.iTime);
float b = max(0.0, dot(n, float3(0.577)));
float3 col = (0.5 + 0.5 * cos((b + U.iTime * 3.0) + uv.xyx * 2.0 + float3(0, 2, 4))) * (0.85 + b * 0.35);
col *= exp(-depth * 0.15);
return float4(col, 1.0 - (depth - 0.5) / 2.0);
}

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// Name: Cineshader Lava
// Author: edankwan
// URL: https://www.shadertoy.com/view/3sySRK
#version 330 core
precision highp float;
out vec4 FragColor;
in vec2 vUV;
uniform vec2 iResolution;
uniform float iTime;
float opSmoothUnion( float d1, float d2, float k )
{
float h = clamp( 0.5 + 0.5*(d2-d1)/k, 0.0, 1.0 );
return mix( d2, d1, h ) - k*h*(1.0-h);
}
float sdSphere( vec3 p, float s )
{
return length(p)-s;
}
float map(vec3 p)
{
float d = 2.0;
for (int i = 0; i < 16; i++) {
float fi = float(i);
float time = iTime * (fract(fi * 412.531 + 0.513) - 0.5) * 2.0;
d = opSmoothUnion(
sdSphere(p + sin(time + fi * vec3(52.5126, 64.62744, 632.25)) * vec3(2.0, 2.0, 0.8), mix(0.5, 1.0, fract(fi * 412.531 + 0.5124))),
d,
0.4
);
}
return d;
}
vec3 calcNormal( in vec3 p )
{
const float h = 1e-5; // or some other value
const vec2 k = vec2(1,-1);
return normalize( k.xyy*map( p + k.xyy*h ) +
k.yyx*map( p + k.yyx*h ) +
k.yxy*map( p + k.yxy*h ) +
k.xxx*map( p + k.xxx*h ) );
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord/iResolution.xy;
// screen size is 6m x 6m
vec3 rayOri = vec3((uv - 0.5) * vec2(iResolution.x/iResolution.y, 1.0) * 6.0, 3.0);
vec3 rayDir = vec3(0.0, 0.0, -1.0);
float depth = 0.0;
vec3 p;
for(int i = 0; i < 64; i++) {
p = rayOri + rayDir * depth;
float dist = map(p);
depth += dist;
if (dist < 1e-6) {
break;
}
}
depth = min(6.0, depth);
vec3 n = calcNormal(p);
float b = max(0.0, dot(n, vec3(0.577)));
vec3 col = (0.5 + 0.5 * cos((b + iTime * 3.0) + uv.xyx * 2.0 + vec3(0,2,4))) * (0.85 + b * 0.35);
col *= exp( -depth * 0.15 );
// maximum thickness is 2m in alpha channel
fragColor = vec4(col, 1.0 - (depth - 0.5) / 2.0);
}
void main() {
vec2 fragCoordPixels = vUV * iResolution;
vec4 outColor;
mainImage(outColor, fragCoordPixels);
FragColor = outColor;
}

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#version 450
// Name: Cineshader Lava
// Author: edankwan
// URL: https://www.shadertoy.com/view/3sySRK
layout(location = 0) in vec2 vUV;
layout(location = 0) out vec4 FragColor;
layout(set = 3, binding = 0) uniform ShadertoyUBO {
float iTime;
vec2 iResolution;
};
float opSmoothUnion(float d1, float d2, float k) {
float h = clamp(0.5 + 0.5 * (d2 - d1) / k, 0.0, 1.0);
return mix(d2, d1, h) - k * h * (1.0 - h);
}
float sdSphere(vec3 p, float s) {
return length(p) - s;
}
float map(vec3 p) {
float d = 2.0;
for (int i = 0; i < 16; i++) {
float fi = float(i);
float time = iTime * (fract(fi * 412.531 + 0.513) - 0.5) * 2.0;
d = opSmoothUnion(
sdSphere(p + sin(time + fi * vec3(52.5126, 64.62744, 632.25)) * vec3(2.0, 2.0, 0.8), mix(0.5, 1.0, fract(fi * 412.531 + 0.5124))),
d,
0.4
);
}
return d;
}
vec3 calcNormal(in vec3 p) {
const float h = 1e-5;
const vec2 k = vec2(1, -1);
return normalize(k.xyy * map(p + k.xyy * h) +
k.yyx * map(p + k.yyx * h) +
k.yxy * map(p + k.yxy * h) +
k.xxx * map(p + k.xxx * h));
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord / iResolution.xy;
vec3 rayOri = vec3((uv - 0.5) * vec2(iResolution.x / iResolution.y, 1.0) * 6.0, 3.0);
vec3 rayDir = vec3(0.0, 0.0, -1.0);
float depth = 0.0;
vec3 p;
for (int i = 0; i < 64; i++) {
p = rayOri + rayDir * depth;
float dist = map(p);
depth += dist;
if (dist < 1e-6) { break; }
}
depth = min(6.0, depth);
vec3 n = calcNormal(p);
float b = max(0.0, dot(n, vec3(0.577)));
vec3 col = (0.5 + 0.5 * cos((b + iTime * 3.0) + uv.xyx * 2.0 + vec3(0, 2, 4))) * (0.85 + b * 0.35);
col *= exp(-depth * 0.15);
fragColor = vec4(col, 1.0 - (depth - 0.5) / 2.0);
}
void main() {
vec2 fragCoordPixels = vUV * iResolution;
vec4 outColor;
mainImage(outColor, fragCoordPixels);
FragColor = outColor;
}

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Name: Cineshader Lava
Author: edankwan

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#include <metal_stdlib>
using namespace metal;
// Creation by Silexars — Danguafer
// MSL port of creation.vk.glsl.
struct ShadertoyUBO {
float iTime;
float2 iResolution;
};
struct PassthroughVOut {
float4 pos [[position]];
float2 uv;
};
fragment float4 creation_fs(PassthroughVOut in [[stage_in]],
constant ShadertoyUBO& U [[buffer(0)]]) {
float2 fragCoord = in.uv * U.iResolution;
float t = U.iTime;
float2 r = U.iResolution;
float3 c = float3(0.0);
float l = 0.0;
float z = t;
for (int i = 0; i < 3; i++) {
float2 p = fragCoord / r;
float2 uv = p;
p -= 0.5;
p.x *= r.x / r.y;
z += 0.07;
l = length(p);
float invl = (l > 0.0) ? (1.0 / l) : 0.0;
uv += p * invl * (sin(z) + 1.0) * abs(sin(l * 9.0 - z - z));
float2 m = fract(uv) - 0.5;
float denom = length(m);
if (denom < 1e-6) denom = 1e-6;
c[i] = 0.01 / denom;
}
float L = (l > 0.0) ? l : 1.0;
return float4(c / L, t);
}

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// Name: Creation by Silexars
// Author: Danguafer
// URL: https://www.shadertoy.com/view/XsXXDn
#version 330 core #version 330 core
precision highp float; precision highp float;

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#version 450
// Name: Creation by Silexars
// Author: Danguafer
// URL: https://www.shadertoy.com/view/XsXXDn
layout(location = 0) in vec2 vUV;
layout(location = 0) out vec4 FragColor;
layout(set = 3, binding = 0) uniform ShadertoyUBO {
float iTime;
vec2 iResolution;
};
#define t iTime
#define r iResolution.xy
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec3 c = vec3(0.0);
float l;
float z = t;
for (int i = 0; i < 3; i++) {
vec2 uv, p = fragCoord.xy / r;
uv = p;
p -= 0.5;
p.x *= r.x / r.y;
z += 0.07;
l = length(p);
float invl = (l > 0.0) ? (1.0 / l) : 0.0;
uv += p * invl * (sin(z) + 1.0) * abs(sin(l * 9.0 - z - z));
vec2 m = mod(uv, 1.0) - 0.5;
float denom = length(m);
if (denom < 1e-6) denom = 1e-6;
c[i] = 0.01 / denom;
}
float L = (l > 0.0) ? l : 1.0;
fragColor = vec4(c / L, t);
}
void main() {
vec2 fragCoordPixels = vUV * iResolution;
vec4 outColor;
mainImage(outColor, fragCoordPixels);
FragColor = outColor;
}

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Name: Creation by Silexars
Author: Danguafer

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#include <metal_stdlib>
using namespace metal;
// Cube lines — Danil
// MSL port of cube_lines.vk.glsl. The original Shadertoy is ~780 lines and
// uses every GLSL trick (mat3 chains, arrays, fwidth-based AA, swap macros).
//
// Notes:
// - fcos() uses fwidth() like the GLSL original to soften high-frequency
// terms. The GLSL fallback path that divides by iResolution.y when
// fwidth returns 0/NaN/Inf is omitted here; the main fwidth-based
// branch covers virtually all fragments and the fallback is rarely
// hit in practice.
// - Optional Shadertoy defines (ANIM_SHAPE, ANIM_COLOR, ROTATION_SPEED,
// CAMERA_*, USE_COLOR, AA_*, ONLY_BOX, etc.) are left at their defaults
// just like the .vk.glsl ships them.
struct ShadertoyUBO {
float iTime;
float2 iResolution;
};
struct PassthroughVOut {
float4 pos [[position]];
float2 uv;
};
constant float ROTATION_SPEED = 0.8999;
constant float tshift = 53.0;
constant float FDIST = 0.7;
constant float PI = 3.1415926;
constant float3 BOXDIMS = float3(0.75, 0.75, 1.25);
constant float IOR = 1.33;
static float3x3 rotx(float a) {
float s = sin(a), c = cos(a);
return float3x3(float3(1.0, 0.0, 0.0), float3(0.0, c, s), float3(0.0, -s, c));
}
static float3x3 roty(float a) {
float s = sin(a), c = cos(a);
return float3x3(float3(c, 0.0, s), float3(0.0, 1.0, 0.0), float3(-s, 0.0, c));
}
static float3x3 rotz(float a) {
float s = sin(a), c = cos(a);
return float3x3(float3(c, s, 0.0), float3(-s, c, 0.0), float3(0.0, 0.0, 1.0));
}
static float3 fcos(float3 x) {
float3 w = fwidth(x);
return cos(x) * smoothstep(float3(3.14 * 2.0), float3(0.0), w);
}
static float3 getColor(float3 p) {
p = abs(p);
p *= 1.25;
p = 0.5 * p / dot(p, p);
float t = 0.13 * length(p);
float3 col = float3(0.3, 0.4, 0.5);
col += 0.12 * fcos(6.28318 * t * 1.0 + float3(0.0, 0.8, 1.1));
col += 0.11 * fcos(6.28318 * t * 3.1 + float3(0.3, 0.4, 0.1));
col += 0.10 * fcos(6.28318 * t * 5.1 + float3(0.1, 0.7, 1.1));
col += 0.10 * fcos(6.28318 * t * 17.1 + float3(0.2, 0.6, 0.7));
col += 0.10 * fcos(6.28318 * t * 31.1 + float3(0.1, 0.6, 0.7));
col += 0.10 * fcos(6.28318 * t * 65.1 + float3(0.0, 0.5, 0.8));
col += 0.10 * fcos(6.28318 * t * 115.1 + float3(0.1, 0.4, 0.7));
col += 0.10 * fcos(6.28318 * t * 265.1 + float3(1.1, 1.4, 2.7));
col = clamp(col, 0.0, 1.0);
return col;
}
static void calcColor(float3 ro, float3 rd, float3 nor, float d, float len, int idx,
bool si, float td,
thread float4& colx, thread float4& colsi) {
float3 pos = ro + rd * d;
float a = 1.0 - smoothstep(len - 0.15 * 0.5, len + 0.00001, length(pos));
float3 col = getColor(pos);
colx = float4(col, a);
if (si) {
pos = ro + rd * td;
float ta = 1.0 - smoothstep(len - 0.15 * 0.5, len + 0.00001, length(pos));
col = getColor(pos);
colsi = float4(col, ta);
}
}
static bool iBilinearPatch(float3 ro, float3 rd, float4 ps, float4 ph, float sz,
thread float& t, thread float3& norm,
thread bool& si, thread float& tsi, thread float3& normsi,
thread float& fade, thread float& fadesi) {
float3 va = float3(0.0, 0.0, ph.x + ph.w - ph.y - ph.z);
float3 vb = float3(0.0, ps.w - ps.y, ph.z - ph.x);
float3 vc = float3(ps.z - ps.x, 0.0, ph.y - ph.x);
float3 vd = float3(ps.xy, ph.x);
t = -1.0;
tsi = -1.0;
si = false;
fade = 1.0;
fadesi = 1.0;
norm = float3(0.0, 1.0, 0.0);
normsi = float3(0.0, 1.0, 0.0);
float tmp = 1.0 / (vb.y * vc.x);
float a = 0.0, b = 0.0, c = 0.0;
float d = va.z * tmp;
float e = 0.0, f = 0.0;
float g = (vc.z * vb.y - vd.y * va.z) * tmp;
float h = (vb.z * vc.x - va.z * vd.x) * tmp;
float i = -1.0;
float j = (vd.x * vd.y * va.z + vd.z * vb.y * vc.x) * tmp - (vd.y * vb.z * vc.x + vd.x * vc.z * vb.y) * tmp;
float p = dot(float3(a, b, c), rd.xzy * rd.xzy) + dot(float3(d, e, f), rd.xzy * rd.zyx);
float q = dot(float3(2.0, 2.0, 2.0) * ro.xzy * rd.xyz, float3(a, b, c)) + dot(ro.xzz * rd.zxy, float3(d, d, e)) +
dot(ro.yyx * rd.zxy, float3(e, f, f)) + dot(float3(g, h, i), rd.xzy);
float r = dot(float3(a, b, c), ro.xzy * ro.xzy) + dot(float3(d, e, f), ro.xzy * ro.zyx) + dot(float3(g, h, i), ro.xzy) + j;
if (abs(p) < 0.000001) {
float tt = -r / q;
if (tt <= 0.0) return false;
t = tt;
float3 pos = ro + t * rd;
if (length(pos) > sz) return false;
float3 grad = float3(2.0) * pos.xzy * float3(a, b, c) + pos.zxz * float3(d, d, e) + pos.yyx * float3(f, e, f) + float3(g, h, i);
norm = -normalize(grad);
return true;
} else {
float sq = q * q - 4.0 * p * r;
if (sq < 0.0) return false;
float s = sqrt(sq);
float t0 = (-q + s) / (2.0 * p);
float t1 = (-q - s) / (2.0 * p);
float tt1 = min(t0 < 0.0 ? t1 : t0, t1 < 0.0 ? t0 : t1);
float tt2 = max(t0 > 0.0 ? t1 : t0, t1 > 0.0 ? t0 : t1);
float tt0 = tt1;
if (tt0 <= 0.0) return false;
float3 pos = ro + tt0 * rd;
bool ru = step(sz, length(pos)) > 0.5;
if (ru) {
tt0 = tt2;
pos = ro + tt0 * rd;
}
if (tt0 <= 0.0) return false;
bool ru2 = step(sz, length(pos)) > 0.5;
if (ru2) return false;
if ((tt2 > 0.0) && (!ru) && !(step(sz, length(ro + tt2 * rd)) > 0.5)) {
si = true;
fadesi = s;
tsi = tt2;
float3 tpos = ro + tsi * rd;
float3 tgrad = float3(2.0) * tpos.xzy * float3(a, b, c) + tpos.zxz * float3(d, d, e) +
tpos.yyx * float3(f, e, f) + float3(g, h, i);
normsi = -normalize(tgrad);
}
fade = s;
t = tt0;
float3 grad = float3(2.0) * pos.xzy * float3(a, b, c) + pos.zxz * float3(d, d, e) + pos.yyx * float3(f, e, f) + float3(g, h, i);
norm = -normalize(grad);
return true;
}
}
static float dot2(float3 v) { return dot(v, v); }
static float segShadow(float3 ro, float3 rd, float3 pa, float sh) {
float dm = dot(rd.yz, rd.yz);
float k1 = (ro.x - pa.x) * dm;
float k2 = (ro.x + pa.x) * dm;
float2 k5 = (ro.yz + pa.yz) * dm;
float k3 = dot(ro.yz + pa.yz, rd.yz);
float2 k4 = (pa.yz + pa.yz) * rd.yz;
float2 k6 = (pa.yz + pa.yz) * dm;
for (int i = 0; i < 4; i++) {
float2 s = float2(i & 1, i >> 1);
float t = dot(s, k4) - k3;
if (t > 0.0) {
sh = min(sh, dot2(float3(clamp(-rd.x * t, k1, k2), k5 - k6 * s) + rd * t) / (t * t));
}
}
return sh;
}
static float boxSoftShadow(float3 ro, float3 rd, float3 rad, float sk) {
rd += 0.0001 * (1.0 - abs(sign(rd)));
float3 rdd = rd;
float3 roo = ro;
float3 m = 1.0 / rdd;
float3 n = m * roo;
float3 k = abs(m) * rad;
float3 t1 = -n - k;
float3 t2 = -n + k;
float tN = max(max(t1.x, t1.y), t1.z);
float tF = min(min(t2.x, t2.y), t2.z);
if (tN < tF && tF > 0.0) return 0.0;
float sh = 1.0;
sh = segShadow(roo.xyz, rdd.xyz, rad.xyz, sh);
sh = segShadow(roo.yzx, rdd.yzx, rad.yzx, sh);
sh = segShadow(roo.zxy, rdd.zxy, rad.zxy, sh);
sh = clamp(sk * sqrt(sh), 0.0, 1.0);
return sh * sh * (3.0 - 2.0 * sh);
}
static float boxRay(float3 ro, float3 rd, float3 r, thread float3& nn, bool entering) {
rd += 0.0001 * (1.0 - abs(sign(rd)));
float3 dr = 1.0 / rd;
float3 n = ro * dr;
float3 k = r * abs(dr);
float3 pin = -k - n;
float3 pout = k - n;
float tin = max(pin.x, max(pin.y, pin.z));
float tout = min(pout.x, min(pout.y, pout.z));
if (tin > tout) return -1.0;
if (entering) {
nn = -sign(rd) * step(pin.zxy, pin.xyz) * step(pin.yzx, pin.xyz);
} else {
nn = sign(rd) * step(pout.xyz, pout.zxy) * step(pout.xyz, pout.yzx);
}
return entering ? tin : tout;
}
static float3 bgcol(float3 rd) {
return mix(float3(0.01), float3(0.336, 0.458, 0.668), 1.0 - pow(abs(rd.z + 0.25), 1.3));
}
static float3 background(float3 ro, float3 rd, float3 l_dir, thread float& alpha) {
float t = (-BOXDIMS.z - ro.z) / rd.z;
alpha = 0.0;
float3 bgc = bgcol(rd);
if (t < 0.0) return bgc;
float2 uv = ro.xy + t * rd.xy;
float shad = boxSoftShadow((ro + t * rd), normalize(l_dir + float3(0.0, 0.0, 1.0)) * rotz(PI * 0.65), BOXDIMS, 1.5);
float aofac = smoothstep(-0.95, 0.75, length(abs(uv) - min(abs(uv), float2(0.45))));
aofac = min(aofac, smoothstep(-0.65, 1.0, shad));
float lght = max(dot(normalize(ro + t * rd + float3(0.0, -0.0, -5.0)), normalize(l_dir - float3(0.0, 0.0, 1.0)) * rotz(PI * 0.65)), 0.0);
float3 col = mix(float3(0.4), float3(0.71, 0.772, 0.895), lght * lght * aofac + 0.05) * aofac;
alpha = 1.0 - smoothstep(7.0, 10.0, length(uv));
return mix(col * length(col) * 0.8, bgc, smoothstep(7.0, 10.0, length(uv)));
}
static float4 insides(float3 ro, float3 rd, float3 nor_c, float3 l_dir, thread float& tout) {
tout = -1.0;
float pi = 3.1415926;
if (abs(nor_c.x) > 0.5) {
rd = rd.xzy * nor_c.x;
ro = ro.xzy * nor_c.x;
} else if (abs(nor_c.z) > 0.5) {
l_dir = l_dir * roty(pi);
rd = rd.yxz * nor_c.z;
ro = ro.yxz * nor_c.z;
} else if (abs(nor_c.y) > 0.5) {
l_dir = l_dir * rotz(-pi * 0.5);
rd = rd * nor_c.y;
ro = ro * nor_c.y;
}
const float curvature = 0.5;
float bil_size = 1.0;
float4 ps = float4(-bil_size, -bil_size, bil_size, bil_size) * curvature;
float4 ph = float4(-bil_size, bil_size, bil_size, -bil_size) * curvature;
float4 colx[3] = { float4(0.0), float4(0.0), float4(0.0) };
float3 dx[3] = { float3(-1.0), float3(-1.0), float3(-1.0) };
float4 colxsi[3] = { float4(0.0), float4(0.0), float4(0.0) };
int order[3] = { 0, 1, 2 };
for (int i = 0; i < 3; i++) {
if (abs(nor_c.x) > 0.5) {
ro = ro * rotz(-pi * (1.0 / 3.0));
rd = rd * rotz(-pi * (1.0 / 3.0));
} else if (abs(nor_c.z) > 0.5) {
ro = ro * rotz(pi * (1.0 / 3.0));
rd = rd * rotz(pi * (1.0 / 3.0));
} else if (abs(nor_c.y) > 0.5) {
ro = ro * rotx(pi * (1.0 / 3.0));
rd = rd * rotx(pi * (1.0 / 3.0));
}
float3 normnew;
float tnew;
bool si;
float tsi;
float3 normsi;
float fade;
float fadesi;
if (iBilinearPatch(ro, rd, ps, ph, bil_size, tnew, normnew, si, tsi, normsi, fade, fadesi)) {
if (tnew > 0.0) {
float4 tcol, tcolsi;
calcColor(ro, rd, normnew, tnew, bil_size, i, si, tsi, tcol, tcolsi);
if (tcol.a > 0.0) {
dx[i] = float3(tnew, float(si), tsi);
float dif = clamp(dot(normnew, l_dir), 0.0, 1.0);
float amb = clamp(0.5 + 0.5 * dot(normnew, l_dir), 0.0, 1.0);
{
float3 shad = float3(0.32, 0.43, 0.54) * amb + float3(1.0, 0.9, 0.7) * dif;
const float3 tcr = float3(1.0, 0.21, 0.11);
float ta = clamp(length(tcol.rgb), 0.0, 1.0);
tcol = clamp(tcol * tcol * 2.0, 0.0, 1.0);
float4 tvalx = float4(tcol.rgb * shad * 1.4 + 3.0 * (tcr * tcol.rgb) * clamp(1.0 - (amb + dif), 0.0, 1.0), min(tcol.a, ta));
tvalx.rgb = clamp(2.0 * tvalx.rgb * tvalx.rgb, 0.0, 1.0);
tvalx *= min(fade * 5.0, 1.0);
colx[i] = tvalx;
}
if (si) {
dif = clamp(dot(normsi, l_dir), 0.0, 1.0);
amb = clamp(0.5 + 0.5 * dot(normsi, l_dir), 0.0, 1.0);
float3 shad = float3(0.32, 0.43, 0.54) * amb + float3(1.0, 0.9, 0.7) * dif;
const float3 tcr = float3(1.0, 0.21, 0.11);
float ta = clamp(length(tcolsi.rgb), 0.0, 1.0);
tcolsi = clamp(tcolsi * tcolsi * 2.0, 0.0, 1.0);
float4 tvalx = float4(tcolsi.rgb * shad + 3.0 * (tcr * tcolsi.rgb) * clamp(1.0 - (amb + dif), 0.0, 1.0), min(tcolsi.a, ta));
tvalx.rgb = clamp(2.0 * tvalx.rgb * tvalx.rgb, 0.0, 1.0);
tvalx.rgb *= min(fadesi * 5.0, 1.0);
colxsi[i] = tvalx;
}
}
}
}
}
// sort by dx[*].x descending (3 passes of bubble sort like the GLSL)
if (dx[0].x < dx[1].x) { float3 tv = dx[0]; dx[0] = dx[1]; dx[1] = tv; int ti = order[0]; order[0] = order[1]; order[1] = ti; }
if (dx[1].x < dx[2].x) { float3 tv = dx[1]; dx[1] = dx[2]; dx[2] = tv; int ti = order[1]; order[1] = order[2]; order[2] = ti; }
if (dx[0].x < dx[1].x) { float3 tv = dx[0]; dx[0] = dx[1]; dx[1] = tv; int ti = order[0]; order[0] = order[1]; order[1] = ti; }
tout = max(max(dx[0].x, dx[1].x), dx[2].x);
float a = 1.0;
if (dx[0].y < 0.5) {
a = colx[order[0]].a;
}
bool rul[3] = {
((dx[0].y > 0.5) && (dx[1].x <= 0.0)),
((dx[1].y > 0.5) && (dx[0].x > dx[1].z)),
((dx[2].y > 0.5) && (dx[1].x > dx[2].z))
};
for (int k = 0; k < 3; k++) {
if (rul[k]) {
float4 tcolxsi = colxsi[order[k]];
float4 tcolx = colx[order[k]];
float4 tvalx = mix(tcolxsi, tcolx, tcolx.a);
float4 tvalx2 = mix(float4(0.0), tvalx, max(tcolx.a, tcolxsi.a));
colx[order[k]] = tvalx2;
}
}
float a1 = (dx[1].y < 0.5) ? colx[order[1]].a : ((dx[1].z > dx[0].x) ? colx[order[1]].a : 1.0);
float a2 = (dx[2].y < 0.5) ? colx[order[2]].a : ((dx[2].z > dx[1].x) ? colx[order[2]].a : 1.0);
float3 col = mix(mix(colx[order[0]].rgb, colx[order[1]].rgb, a1), colx[order[2]].rgb, a2);
a = max(max(a, a1), a2);
return float4(col, a);
}
fragment float4 cube_lines_fs(PassthroughVOut in [[stage_in]],
constant ShadertoyUBO& U [[buffer(0)]]) {
float2 fragCoord = in.uv * U.iResolution;
float iTime = U.iTime;
float3 l_dir = normalize(float3(0.0, 1.0, 0.0));
l_dir = l_dir * rotz(0.5);
float mouseY = PI * 0.49 - smoothstep(0.0, 8.5, fmod((iTime + tshift) * 0.33, 25.0))
* (1.0 - smoothstep(14.0, 24.0, fmod((iTime + tshift) * 0.33, 25.0))) * 0.55 * PI;
float mouseX = -2.0 * PI - 0.25 * (iTime * ROTATION_SPEED + tshift);
float3 eye = 4.0 * float3(cos(mouseX) * cos(mouseY), sin(mouseX) * cos(mouseY), sin(mouseY));
float3 w = normalize(-eye);
float3 up = float3(0.0, 0.0, 1.0);
float3 u = normalize(cross(w, up));
float3 v = cross(u, w);
float4 tot = float4(0.0);
float2 uv = (fragCoord - 0.5 * U.iResolution) / U.iResolution.x;
float3 rd = normalize(w * FDIST + uv.x * u + uv.y * v);
float3 ni;
float t = boxRay(eye, rd, BOXDIMS, ni, true);
float3 ro = eye + t * rd;
float2 coords = ro.xy * ni.z / BOXDIMS.xy + ro.yz * ni.x / BOXDIMS.yz + ro.zx * ni.y / BOXDIMS.zx;
float fadeborders = (1.0 - smoothstep(0.915, 1.05, abs(coords.x))) * (1.0 - smoothstep(0.915, 1.05, abs(coords.y)));
if (t > 0.0) {
float3 col = float3(0.0);
float R0 = (IOR - 1.0) / (IOR + 1.0);
R0 *= R0;
float2 theta = float2(0.0);
float3 n = float3(cos(theta.x) * sin(theta.y), sin(theta.x) * sin(theta.y), cos(theta.y));
float3 nr = n.zxy * ni.x + n.yzx * ni.y + n.xyz * ni.z;
float3 rdr = reflect(rd, nr);
float talpha;
float3 reflcol = background(ro, rdr, l_dir, talpha);
float3 rd2 = refract(rd, nr, 1.0 / IOR);
float accum = 1.0;
float3 no2 = ni;
float3 ro_refr = ro;
float4 colo[2] = { float4(0.0), float4(0.0) };
for (int j = 0; j < 2; j++) {
float tb;
float2 coords2 = ro_refr.xy * no2.z + ro_refr.yz * no2.x + ro_refr.zx * no2.y;
float3 eye2 = float3(coords2, -1.0);
float3 rd2trans = rd2.yzx * no2.x + rd2.zxy * no2.y + rd2.xyz * no2.z;
rd2trans.z = -rd2trans.z;
float4 internalcol = insides(eye2, rd2trans, no2, l_dir, tb);
if (tb > 0.0) {
internalcol.rgb *= accum;
colo[j] = internalcol;
}
if ((tb <= 0.0) || (internalcol.a < 1.0)) {
float tout = boxRay(ro_refr, rd2, BOXDIMS, no2, false);
no2 = n.zyx * no2.x + n.xzy * no2.y + n.yxz * no2.z;
float3 rout = ro_refr + tout * rd2;
float3 rdout = refract(rd2, -no2, IOR);
float fresnel2 = R0 + (1.0 - R0) * pow(1.0 - dot(rdout, no2), 1.3);
rd2 = reflect(rd2, -no2);
ro_refr = rout;
ro_refr.z = max(ro_refr.z, -0.999);
accum *= fresnel2;
}
}
float fresnel = R0 + (1.0 - R0) * pow(1.0 - dot(-rd, nr), 5.0);
col = mix(mix(colo[1].rgb * colo[1].a, colo[0].rgb, colo[0].a) * fadeborders, reflcol, pow(fresnel, 1.5));
col = clamp(col, 0.0, 1.0);
float cineshader_alpha = clamp(0.15 * dot(eye, ro), 0.0, 1.0);
tot += float4(col, cineshader_alpha);
} else {
float alpha;
tot += float4(background(eye, rd, l_dir, alpha), 0.15);
}
float4 outColor = tot;
outColor.rgb = clamp(outColor.rgb, 0.0, 1.0);
return outColor;
}

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// Name: Cube lines
// Author: Danil
// URL: https://www.shadertoy.com/view/NslGRN
#version 330 core
precision highp float;
out vec4 FragColor;
in vec2 vUV;
uniform vec2 iResolution;
uniform float iTime;
// Note: Original shader uses iChannel0 for background blending (optional feature)
// Since we don't support texture channels, that line is commented out
// The shader works perfectly without it in default mode
// Created by Danil (2021+) https://cohost.org/arugl
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
// self https://www.shadertoy.com/view/NslGRN
// --defines for "DESKTOP WALLPAPERS" that use this shader--
// comment or uncomment every define to make it work (add or remove "//" before #define)
// this shadertoy use ALPHA, NO_ALPHA set alpha to 1, BG_ALPHA set background as alpha
// iChannel0 used as background if alpha ignored by wallpaper-app
//#define NO_ALPHA
//#define BG_ALPHA
//#define SHADOW_ALPHA
//#define ONLY_BOX
// save PERFORMANCE by disabling shadow
//#define NO_SHADOW
// static CAMERA position, 0.49 on top, 0.001 horizontal
//#define CAMERA_POS 0.049
// speed of ROTATION
#define ROTATION_SPEED 0.8999
// static SHAPE form, default 0.5
//#define STATIC_SHAPE 0.15
// static SCALE far/close to camera, 2.0 is default, exampe 0.5 or 10.0
//#define CAMERA_FAR 0.1
// ANIMATION shape change
//#define ANIM_SHAPE
// ANIMATION color change
//#define ANIM_COLOR
// custom COLOR, and change those const values
//#define USE_COLOR
const vec3 color_blue=vec3(0.5,0.65,0.8);
const vec3 color_red=vec3(0.99,0.2,0.1);
// use 4xAA for cube only (set 2-4-etc level of AA)
//#define AA_CUBE 4
// use 4xAA for everything - derivative filtering will not be used, look fcos2
// this is very slow - DO NOT USE
//#define AA_ALL 4
// --shader code--
// Layers sorted and support transparency and self-intersection-transparency
// Antialiasing is only dFd. (with some dFd fixes around edges)
// using iq's intersectors: https://iquilezles.org/articles/intersectors
// using https://www.shadertoy.com/view/ltKBzG
// using https://www.shadertoy.com/view/tsVXzh
// using https://www.shadertoy.com/view/WlffDn
// using https://www.shadertoy.com/view/WslGz4
#define tshift 53.
// reflect back side
//#define backside_refl
// Camera with mouse
// #define MOUSE_control (disabled - no iMouse support)
// min(iFrame,0) does not speedup compilation in ANGLE
#define ANGLE_loops 0
// this shader discover Nvidia bug with arrays https://www.shadertoy.com/view/NslGR4
// use DEBUG with BUG, BUG trigger that bug and one layer will be white on Nvidia in OpenGL
//#define DEBUG
//#define BUG
#define FDIST 0.7
#define PI 3.1415926
#define GROUNDSPACING 0.5
#define GROUNDGRID 0.05
#define BOXDIMS vec3(0.75, 0.75, 1.25)
#define IOR 1.33
mat3 rotx(float a){float s = sin(a);float c = cos(a);return mat3(vec3(1.0, 0.0, 0.0), vec3(0.0, c, s), vec3(0.0, -s, c)); }
mat3 roty(float a){float s = sin(a);float c = cos(a);return mat3(vec3(c, 0.0, s), vec3(0.0, 1.0, 0.0), vec3(-s, 0.0, c));}
mat3 rotz(float a){float s = sin(a);float c = cos(a);return mat3(vec3(c, s, 0.0), vec3(-s, c, 0.0), vec3(0.0, 0.0, 1.0 ));}
vec3 fcos1(vec3 x) {
vec3 w = fwidth(x);
//if((length(w)==0.))return vec3(0.); // dFd fix2
//w*=0.; //test
float lw=length(w);
if((lw==0.)||isnan(lw)||isinf(lw)){vec3 tc=vec3(0.); for(int i=0;i<8;i++)tc+=cos(x+x*float(i-4)*(0.01*400./iResolution.y));return tc/8.;}
return cos(x) * smoothstep(3.14 * 2.0, 0.0, w);
}
vec3 fcos2( vec3 x){return cos(x);}
vec3 fcos( vec3 x){
#ifdef AA_ALL
return fcos2(x);
#else
return fcos1(x);
#endif
}
vec3 getColor(vec3 p)
{
// dFd fix, dFd broken on borders, but it fix only top level dFd, self intersection has border
//if (length(p) > 0.99)return vec3(0.);
p = abs(p);
p *= 01.25;
p = 0.5 * p / dot(p, p);
#ifdef ANIM_COLOR
p+=0.072*iTime;
#endif
float t = (0.13) * length(p);
vec3 col = vec3(0.3, 0.4, 0.5);
col += 0.12 * fcos(6.28318 * t * 1.0 + vec3(0.0, 0.8, 1.1));
col += 0.11 * fcos(6.28318 * t * 3.1 + vec3(0.3, 0.4, 0.1));
col += 0.10 * fcos(6.28318 * t * 5.1 + vec3(0.1, 0.7, 1.1));
col += 0.10 * fcos(6.28318 * t * 17.1 + vec3(0.2, 0.6, 0.7));
col += 0.10 * fcos(6.28318 * t * 31.1 + vec3(0.1, 0.6, 0.7));
col += 0.10 * fcos(6.28318 * t * 65.1 + vec3(0.0, 0.5, 0.8));
col += 0.10 * fcos(6.28318 * t * 115.1 + vec3(0.1, 0.4, 0.7));
col += 0.10 * fcos(6.28318 * t * 265.1 + vec3(1.1, 1.4, 2.7));
col = clamp(col, 0., 1.);
return col;
}
void calcColor(vec3 ro, vec3 rd, vec3 nor, float d, float len, int idx, bool si, float td, out vec4 colx,
out vec4 colsi)
{
vec3 pos = (ro + rd * d);
#ifdef DEBUG
float a = 1. - smoothstep(len - 0.15, len + 0.00001, length(pos));
if (idx == 0)colx = vec4(1., 0., 0., a);
if (idx == 1)colx = vec4(0., 1., 0., a);
if (idx == 2)colx = vec4(0., 0., 1., a);
if (si)
{
pos = (ro + rd * td);
float ta = 1. - smoothstep(len - 0.15, len + 0.00001, length(pos));
if (idx == 0)colsi = vec4(1., 0., 0., ta);
if (idx == 1)colsi = vec4(0., 1., 0., ta);
if (idx == 2)colsi = vec4(0., 0., 1., ta);
}
#else
float a = 1. - smoothstep(len - 0.15*0.5, len + 0.00001, length(pos));
//a=1.;
vec3 col = getColor(pos);
colx = vec4(col, a);
if (si)
{
pos = (ro + rd * td);
float ta = 1. - smoothstep(len - 0.15*0.5, len + 0.00001, length(pos));
//ta=1.;
col = getColor(pos);
colsi = vec4(col, ta);
}
#endif
}
// xSI is self intersect data, fade to fix dFd on edges
bool iBilinearPatch(in vec3 ro, in vec3 rd, in vec4 ps, in vec4 ph, in float sz, out float t, out vec3 norm,
out bool si, out float tsi, out vec3 normsi, out float fade, out float fadesi)
{
vec3 va = vec3(0.0, 0.0, ph.x + ph.w - ph.y - ph.z);
vec3 vb = vec3(0.0, ps.w - ps.y, ph.z - ph.x);
vec3 vc = vec3(ps.z - ps.x, 0.0, ph.y - ph.x);
vec3 vd = vec3(ps.xy, ph.x);
t = -1.;
tsi = -1.;
si = false;
fade = 1.;
fadesi = 1.;
norm=vec3(0.,1.,0.);normsi=vec3(0.,1.,0.);
float tmp = 1.0 / (vb.y * vc.x);
float a = 0.0;
float b = 0.0;
float c = 0.0;
float d = va.z * tmp;
float e = 0.0;
float f = 0.0;
float g = (vc.z * vb.y - vd.y * va.z) * tmp;
float h = (vb.z * vc.x - va.z * vd.x) * tmp;
float i = -1.0;
float j = (vd.x * vd.y * va.z + vd.z * vb.y * vc.x) * tmp - (vd.y * vb.z * vc.x + vd.x * vc.z * vb.y) * tmp;
float p = dot(vec3(a, b, c), rd.xzy * rd.xzy) + dot(vec3(d, e, f), rd.xzy * rd.zyx);
float q = dot(vec3(2.0, 2.0, 2.0) * ro.xzy * rd.xyz, vec3(a, b, c)) + dot(ro.xzz * rd.zxy, vec3(d, d, e)) +
dot(ro.yyx * rd.zxy, vec3(e, f, f)) + dot(vec3(g, h, i), rd.xzy);
float r =
dot(vec3(a, b, c), ro.xzy * ro.xzy) + dot(vec3(d, e, f), ro.xzy * ro.zyx) + dot(vec3(g, h, i), ro.xzy) + j;
if (abs(p) < 0.000001)
{
float tt = -r / q;
if (tt <= 0.)
return false;
t = tt;
// normal
vec3 pos = ro + t * rd;
if(length(pos)>sz)return false;
vec3 grad =
vec3(2.0) * pos.xzy * vec3(a, b, c) + pos.zxz * vec3(d, d, e) + pos.yyx * vec3(f, e, f) + vec3(g, h, i);
norm = -normalize(grad);
return true;
}
else
{
float sq = q * q - 4.0 * p * r;
if (sq < 0.0)
{
return false;
}
else
{
float s = sqrt(sq);
float t0 = (-q + s) / (2.0 * p);
float t1 = (-q - s) / (2.0 * p);
float tt1 = min(t0 < 0.0 ? t1 : t0, t1 < 0.0 ? t0 : t1);
float tt2 = max(t0 > 0.0 ? t1 : t0, t1 > 0.0 ? t0 : t1);
float tt0 = tt1;
if (tt0 <= 0.)
return false;
vec3 pos = ro + tt0 * rd;
// black border on end of circle and self intersection with alpha come because dFd
// uncomment this to see or rename fcos2 to fcos
//sz+=0.3;
bool ru = step(sz, length(pos)) > 0.5;
if (ru)
{
tt0 = tt2;
pos = ro + tt0 * rd;
}
if (tt0 <= 0.)
return false;
bool ru2 = step(sz, length(pos)) > 0.5;
if (ru2)
return false;
// self intersect
if ((tt2 > 0.) && ((!ru)) && !(step(sz, length(ro + tt2 * rd)) > 0.5))
{
si = true;
fadesi=s;
tsi = tt2;
vec3 tpos = ro + tsi * rd;
// normal
vec3 tgrad = vec3(2.0) * tpos.xzy * vec3(a, b, c) + tpos.zxz * vec3(d, d, e) +
tpos.yyx * vec3(f, e, f) + vec3(g, h, i);
normsi = -normalize(tgrad);
}
fade=s;
t = tt0;
// normal
vec3 grad =
vec3(2.0) * pos.xzy * vec3(a, b, c) + pos.zxz * vec3(d, d, e) + pos.yyx * vec3(f, e, f) + vec3(g, h, i);
norm = -normalize(grad);
return true;
}
}
}
float dot2( in vec3 v ) { return dot(v,v); }
float segShadow( in vec3 ro, in vec3 rd, in vec3 pa, float sh )
{
float dm = dot(rd.yz,rd.yz);
float k1 = (ro.x-pa.x)*dm;
float k2 = (ro.x+pa.x)*dm;
vec2 k5 = (ro.yz+pa.yz)*dm;
float k3 = dot(ro.yz+pa.yz,rd.yz);
vec2 k4 = (pa.yz+pa.yz)*rd.yz;
vec2 k6 = (pa.yz+pa.yz)*dm;
for( int i=0; i<4 + ANGLE_loops; i++ )
{
vec2 s = vec2(i&1,i>>1);
float t = dot(s,k4) - k3;
if( t>0.0 )
sh = min(sh,dot2(vec3(clamp(-rd.x*t,k1,k2),k5-k6*s)+rd*t)/(t*t));
}
return sh;
}
float boxSoftShadow( in vec3 ro, in vec3 rd, in vec3 rad, in float sk )
{
rd += 0.0001 * (1.0 - abs(sign(rd)));
vec3 rdd = rd;
vec3 roo = ro;
vec3 m = 1.0/rdd;
vec3 n = m*roo;
vec3 k = abs(m)*rad;
vec3 t1 = -n - k;
vec3 t2 = -n + k;
float tN = max( max( t1.x, t1.y ), t1.z );
float tF = min( min( t2.x, t2.y ), t2.z );
if( tN<tF && tF>0.0) return 0.0;
float sh = 1.0;
sh = segShadow( roo.xyz, rdd.xyz, rad.xyz, sh );
sh = segShadow( roo.yzx, rdd.yzx, rad.yzx, sh );
sh = segShadow( roo.zxy, rdd.zxy, rad.zxy, sh );
sh = clamp(sk*sqrt(sh),0.0,1.0);
return sh*sh*(3.0-2.0*sh);
}
float box(in vec3 ro, in vec3 rd, in vec3 r, out vec3 nn, bool entering)
{
rd += 0.0001 * (1.0 - abs(sign(rd)));
vec3 dr = 1.0 / rd;
vec3 n = ro * dr;
vec3 k = r * abs(dr);
vec3 pin = -k - n;
vec3 pout = k - n;
float tin = max(pin.x, max(pin.y, pin.z));
float tout = min(pout.x, min(pout.y, pout.z));
if (tin > tout)
return -1.;
if (entering)
{
nn = -sign(rd) * step(pin.zxy, pin.xyz) * step(pin.yzx, pin.xyz);
}
else
{
nn = sign(rd) * step(pout.xyz, pout.zxy) * step(pout.xyz, pout.yzx);
}
return entering ? tin : tout;
}
vec3 bgcol(in vec3 rd)
{
return mix(vec3(0.01), vec3(0.336, 0.458, .668), 1. - pow(abs(rd.z+0.25), 1.3));
}
vec3 background(in vec3 ro, in vec3 rd , vec3 l_dir, out float alpha)
{
#ifdef ONLY_BOX
alpha=0.;
return vec3(0.01);
#endif
float t = (-BOXDIMS.z - ro.z) / rd.z;
alpha=0.;
vec3 bgc = bgcol(rd);
if (t < 0.)
return bgc;
vec2 uv = ro.xy + t * rd.xy;
#ifdef NO_SHADOW
float shad=1.;
#else
float shad = boxSoftShadow((ro + t * rd), normalize(l_dir+vec3(0.,0.,1.))*rotz(PI*0.65) , BOXDIMS, 1.5);
#endif
float aofac = smoothstep(-0.95, .75, length(abs(uv) - min(abs(uv), vec2(0.45))));
aofac = min(aofac,smoothstep(-0.65, 1., shad));
float lght=max(dot(normalize(ro + t * rd+vec3(0.,-0.,-5.)), normalize(l_dir-vec3(0.,0.,1.))*rotz(PI*0.65)), 0.0);
vec3 col = mix(vec3(0.4), vec3(.71,.772,0.895), lght*lght* aofac+ 0.05) * aofac;
alpha=1.-smoothstep(7.,10.,length(uv));
#ifdef SHADOW_ALPHA
//alpha=clamp(alpha*max(lght*lght*0.95,(1.-aofac)*1.25),0.,1.);
alpha=clamp(alpha*(1.-aofac)*1.25,0.,1.);
#endif
return mix(col*length(col)*0.8,bgc,smoothstep(7.,10.,length(uv)));
}
#define swap(a,b) tv=a;a=b;b=tv
vec4 insides(vec3 ro, vec3 rd, vec3 nor_c, vec3 l_dir, out float tout)
{
tout = -1.;
vec3 trd=rd;
vec3 col = vec3(0.);
float pi = 3.1415926;
if (abs(nor_c.x) > 0.5)
{
rd = rd.xzy * nor_c.x;
ro = ro.xzy * nor_c.x;
}
else if (abs(nor_c.z) > 0.5)
{
l_dir *= roty(pi);
rd = rd.yxz * nor_c.z;
ro = ro.yxz * nor_c.z;
}
else if (abs(nor_c.y) > 0.5)
{
l_dir *= rotz(-pi * 0.5);
rd = rd * nor_c.y;
ro = ro * nor_c.y;
}
#ifdef ANIM_SHAPE
float curvature = (0.001+1.5-1.5*smoothstep(0.,8.5,mod((iTime+tshift)*0.44,20.))*(1.-smoothstep(10.,18.5,mod((iTime+tshift)*0.44,20.))));
// curvature(to not const above) make compilation on Angle 15+ sec
#else
#ifdef STATIC_SHAPE
const float curvature = STATIC_SHAPE;
#else
const float curvature = .5;
#endif
#endif
float bil_size = 1.;
vec4 ps = vec4(-bil_size, -bil_size, bil_size, bil_size) * curvature;
vec4 ph = vec4(-bil_size, bil_size, bil_size, -bil_size) * curvature;
vec4 [3]colx=vec4[3](vec4(0.),vec4(0.),vec4(0.));
vec3 [3]dx=vec3[3](vec3(-1.),vec3(-1.),vec3(-1.));
vec4 [3]colxsi=vec4[3](vec4(0.),vec4(0.),vec4(0.));
int [3]order=int[3](0,1,2);
for (int i = 0; i < 3 + ANGLE_loops; i++)
{
if (abs(nor_c.x) > 0.5)
{
ro *= rotz(-pi * (1. / float(3)));
rd *= rotz(-pi * (1. / float(3)));
}
else if (abs(nor_c.z) > 0.5)
{
ro *= rotz(pi * (1. / float(3)));
rd *= rotz(pi * (1. / float(3)));
}
else if (abs(nor_c.y) > 0.5)
{
ro *= rotx(pi * (1. / float(3)));
rd *= rotx(pi * (1. / float(3)));
}
vec3 normnew;
float tnew;
bool si;
float tsi;
vec3 normsi;
float fade;
float fadesi;
if (iBilinearPatch(ro, rd, ps, ph, bil_size, tnew, normnew, si, tsi, normsi, fade, fadesi))
{
if (tnew > 0.)
{
vec4 tcol, tcolsi;
calcColor(ro, rd, normnew, tnew, bil_size, i, si, tsi, tcol, tcolsi);
if (tcol.a > 0.0)
{
{
vec3 tvalx = vec3(tnew, float(si), tsi);
dx[i]=tvalx;
}
#ifdef DEBUG
colx[i]=tcol;
if (si)colxsi[i]=tcolsi;
#else
float dif = clamp(dot(normnew, l_dir), 0.0, 1.0);
float amb = clamp(0.5 + 0.5 * dot(normnew, l_dir), 0.0, 1.0);
{
#ifdef USE_COLOR
vec3 shad = 0.57 * color_blue * amb + 1.5*color_blue.bgr * dif;
const vec3 tcr = color_red;
#else
vec3 shad = vec3(0.32, 0.43, 0.54) * amb + vec3(1.0, 0.9, 0.7) * dif;
const vec3 tcr = vec3(1.,0.21,0.11);
#endif
float ta = clamp(length(tcol.rgb),0.,1.);
tcol=clamp(tcol*tcol*2.,0.,1.);
vec4 tvalx =
vec4((tcol.rgb*shad*1.4 + 3.*(tcr*tcol.rgb)*clamp(1.-(amb+dif),0.,1.)), min(tcol.a,ta));
tvalx.rgb=clamp(2.*tvalx.rgb*tvalx.rgb,0.,1.);
tvalx*=(min(fade*5.,1.));
colx[i]=tvalx;
}
if (si)
{
dif = clamp(dot(normsi, l_dir), 0.0, 1.0);
amb = clamp(0.5 + 0.5 * dot(normsi, l_dir), 0.0, 1.0);
{
#ifdef USE_COLOR
vec3 shad = 0.57 * color_blue * amb + 1.5*color_blue.bgr * dif;
const vec3 tcr = color_red;
#else
vec3 shad = vec3(0.32, 0.43, 0.54) * amb + vec3(1.0, 0.9, 0.7) * dif;
const vec3 tcr = vec3(1.,0.21,0.11);
#endif
float ta = clamp(length(tcolsi.rgb),0.,1.);
tcolsi=clamp(tcolsi*tcolsi*2.,0.,1.);
vec4 tvalx =
vec4(tcolsi.rgb * shad + 3.*(tcr*tcolsi.rgb)*clamp(1.-(amb+dif),0.,1.), min(tcolsi.a,ta));
tvalx.rgb=clamp(2.*tvalx.rgb*tvalx.rgb,0.,1.);
tvalx.rgb*=(min(fadesi*5.,1.));
colxsi[i]=tvalx;
}
}
#endif
}
}
}
}
// transparency logic and layers sorting
float a = 1.;
if (dx[0].x < dx[1].x){{vec3 swap(dx[0], dx[1]);}{int swap(order[0], order[1]);}}
if (dx[1].x < dx[2].x){{vec3 swap(dx[1], dx[2]);}{int swap(order[1], order[2]);}}
if (dx[0].x < dx[1].x){{vec3 swap(dx[0], dx[1]);}{int swap(order[0], order[1]);}}
tout = max(max(dx[0].x, dx[1].x), dx[2].x);
if (dx[0].y < 0.5)
{
a=colx[order[0]].a;
}
#if !(defined(DEBUG)&&defined(BUG))
// self intersection
bool [3] rul= bool[3](
((dx[0].y > 0.5) && (dx[1].x <= 0.)),
((dx[1].y > 0.5) && (dx[0].x > dx[1].z)),
((dx[2].y > 0.5) && (dx[1].x > dx[2].z))
);
for(int k=0;k<3;k++){
if(rul[k]){
vec4 tcolxsi = vec4(0.);
tcolxsi=colxsi[order[k]];
vec4 tcolx = vec4(0.);
tcolx=colx[order[k]];
vec4 tvalx = mix(tcolxsi, tcolx, tcolx.a);
colx[order[k]]=tvalx;
vec4 tvalx2 = mix(vec4(0.), tvalx, max(tcolx.a, tcolxsi.a));
colx[order[k]]=tvalx2;
}
}
#endif
float a1 = (dx[1].y < 0.5) ? colx[order[1]].a : ((dx[1].z > dx[0].x) ? colx[order[1]].a : 1.);
float a2 = (dx[2].y < 0.5) ? colx[order[2]].a : ((dx[2].z > dx[1].x) ? colx[order[2]].a : 1.);
col = mix(mix(colx[order[0]].rgb, colx[order[1]].rgb, a1), colx[order[2]].rgb, a2);
a = max(max(a, a1), a2);
return vec4(col, a);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord)
{
float osc = 0.5;
vec3 l_dir = normalize(vec3(0., 1., 0.));
l_dir *= rotz(0.5);
float mouseY = 1.0 * 0.5 * PI;
// Note: MOUSE_control disabled (no iMouse support)
// #ifdef MOUSE_control
// mouseY = (1.0 - 1.15 * iMouse.y / iResolution.y) * 0.5 * PI;
// if(iMouse.y < 1.)
// #endif
#ifdef CAMERA_POS
mouseY = PI*CAMERA_POS;
#else
mouseY = PI*0.49 - smoothstep(0.,8.5,mod((iTime+tshift)*0.33,25.))*(1.-smoothstep(14.,24.0,mod((iTime+tshift)*0.33,25.))) * 0.55 * PI;
#endif
#ifdef ROTATION_SPEED
float mouseX = -2.*PI-0.25*(iTime*ROTATION_SPEED+tshift);
#else
float mouseX = -2.*PI-0.25*(iTime+tshift);
#endif
// Note: MOUSE_control disabled (no iMouse support)
// #ifdef MOUSE_control
// mouseX+=-(iMouse.x / iResolution.x) * 2. * PI;
// #endif
#ifdef CAMERA_FAR
vec3 eye = (2. + CAMERA_FAR) * vec3(cos(mouseX) * cos(mouseY), sin(mouseX) * cos(mouseY), sin(mouseY));
#else
vec3 eye = 4. * vec3(cos(mouseX) * cos(mouseY), sin(mouseX) * cos(mouseY), sin(mouseY));
#endif
vec3 w = normalize(-eye);
vec3 up = vec3(0., 0., 1.);
vec3 u = normalize(cross(w, up));
vec3 v = cross(u, w);
vec4 tot=vec4(0.);
#if defined(AA_CUBE)||defined(AA_ALL)
#ifdef AA_CUBE
const int AA = AA_CUBE;
#else
const int AA = AA_ALL;
#endif
vec3 incol_once=vec3(0.);
bool in_once=false;
vec4 incolbg_once=vec4(0.);
bool bg_in_once=false;
vec4 outcolbg_once=vec4(0.);
bool bg_out_once=false;
for( int mx=0; mx<AA; mx++ )
for( int nx=0; nx<AA; nx++ )
{
vec2 o = vec2(mod(float(mx+AA/2),float(AA)),mod(float(nx+AA/2),float(AA))) / float(AA) - 0.5;
vec2 uv = (fragCoord + o - 0.5 * iResolution.xy) / iResolution.x;
#else
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.x;
#endif
vec3 rd = normalize(w * FDIST + uv.x * u + uv.y * v);
vec3 ni;
float t = box(eye, rd, BOXDIMS, ni, true);
vec3 ro = eye + t * rd;
vec2 coords = ro.xy * ni.z/BOXDIMS.xy + ro.yz * ni.x/BOXDIMS.yz + ro.zx * ni.y/BOXDIMS.zx;
float fadeborders = (1.-smoothstep(0.915,1.05,abs(coords.x)))*(1.-smoothstep(0.915,1.05,abs(coords.y)));
if (t > 0.)
{
float ang = -iTime * 0.33;
vec3 col = vec3(0.);
#ifdef AA_CUBE
if(in_once)col=incol_once;
else{
in_once=true;
#endif
float R0 = (IOR - 1.) / (IOR + 1.);
R0 *= R0;
vec2 theta = vec2(0.);
vec3 n = vec3(cos(theta.x) * sin(theta.y), sin(theta.x) * sin(theta.y), cos(theta.y));
vec3 nr = n.zxy * ni.x + n.yzx * ni.y + n.xyz * ni.z;
vec3 rdr = reflect(rd, nr);
float talpha;
vec3 reflcol = background(ro, rdr, l_dir,talpha);
vec3 rd2 = refract(rd, nr, 1. / IOR);
float accum = 1.;
vec3 no2 = ni;
vec3 ro_refr = ro;
vec4 [2] colo = vec4[2](vec4(0.),vec4(0.));
for (int j = 0; j < 2 + ANGLE_loops; j++)
{
float tb;
vec2 coords2 = ro_refr.xy * no2.z + ro_refr.yz * no2.x + ro_refr.zx * no2.y;
vec3 eye2 = vec3(coords2, -1.);
vec3 rd2trans = rd2.yzx * no2.x + rd2.zxy * no2.y + rd2.xyz * no2.z;
rd2trans.z = -rd2trans.z;
vec4 internalcol = insides(eye2, rd2trans, no2, l_dir, tb);
if (tb > 0.)
{
internalcol.rgb *= accum;
colo[j]=internalcol;
}
if ((tb <= 0.) || (internalcol.a < 1.))
{
float tout = box(ro_refr, rd2, BOXDIMS, no2, false);
no2 = n.zyx * no2.x + n.xzy * no2.y + n.yxz * no2.z;
vec3 rout = ro_refr + tout * rd2;
vec3 rdout = refract(rd2, -no2, IOR);
float fresnel2 = R0 + (1. - R0) * pow(1. - dot(rdout, no2), 1.3);
rd2 = reflect(rd2, -no2);
#ifdef backside_refl
if((dot(rdout, no2))>0.5){fresnel2=1.;}
#endif
ro_refr = rout;
ro_refr.z = max(ro_refr.z, -0.999);
accum *= fresnel2;
}
}
float fresnel = R0 + (1. - R0) * pow(1. - dot(-rd, nr), 5.);
col = mix(mix(colo[1].rgb * colo[1].a, colo[0].rgb, colo[0].a)*fadeborders, reflcol, pow(fresnel, 1.5));
col=clamp(col,0.,1.);
#ifdef AA_CUBE
}
incol_once=col;
if(!bg_in_once){
bg_in_once=true;
float alpha;
incolbg_once = vec4(background(eye, rd, l_dir, alpha), 0.15);
#if defined(BG_ALPHA)||defined(ONLY_BOX)||defined(SHADOW_ALPHA)
incolbg_once.w = alpha;
#endif
}
#endif
float cineshader_alpha = 0.;
cineshader_alpha = clamp(0.15*dot(eye,ro),0.,1.);
vec4 tcolx = vec4(col, cineshader_alpha);
#if defined(BG_ALPHA)||defined(ONLY_BOX)||defined(SHADOW_ALPHA)
tcolx.w = 1.;
#endif
tot += tcolx;
}
else
{
vec4 tcolx = vec4(0.);
#ifdef AA_CUBE
if(!bg_out_once){
bg_out_once=true;
#endif
float alpha;
tcolx = vec4(background(eye, rd, l_dir, alpha), 0.15);
#if defined(BG_ALPHA)||defined(ONLY_BOX)||defined(SHADOW_ALPHA)
tcolx.w = alpha;
#endif
#ifdef AA_CUBE
outcolbg_once=tcolx;
}else tcolx=max(outcolbg_once,incolbg_once);
#endif
tot += tcolx;
}
#if defined(AA_CUBE)||defined(AA_ALL)
}
tot /= float(AA*AA);
#endif
fragColor = tot;
#ifdef NO_ALPHA
fragColor.w = 1.;
#endif
fragColor.rgb=clamp(fragColor.rgb,0.,1.);
// Note: iChannel0 line removed (texture channel not supported)
// Original line was for optional background blending when BG_ALPHA/ONLY_BOX/SHADOW_ALPHA defined
// #if defined(BG_ALPHA)||defined(ONLY_BOX)||defined(SHADOW_ALPHA)
// fragColor.rgb=fragColor.rgb*fragColor.w+texture(iChannel0, fragCoord/iResolution.xy).rgb*(1.-fragColor.w);
// #endif
}
void main() {
vec2 fragCoordPixels = vUV * iResolution;
vec4 outColor;
mainImage(outColor, fragCoordPixels);
FragColor = outColor;
}

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@@ -0,0 +1,782 @@
#version 450
// Name: Cube lines
// Author: Danil
// URL: https://www.shadertoy.com/view/NslGRN
layout(location = 0) in vec2 vUV;
layout(location = 0) out vec4 FragColor;
layout(set = 3, binding = 0) uniform ShadertoyUBO {
float iTime;
vec2 iResolution;
};
// Note: Original shader uses iChannel0 for background blending (optional feature)
// Since we don't support texture channels, that line is commented out
// The shader works perfectly without it in default mode
// Created by Danil (2021+) https://cohost.org/arugl
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
// self https://www.shadertoy.com/view/NslGRN
// --defines for "DESKTOP WALLPAPERS" that use this shader--
// comment or uncomment every define to make it work (add or remove "//" before #define)
// this shadertoy use ALPHA, NO_ALPHA set alpha to 1, BG_ALPHA set background as alpha
// iChannel0 used as background if alpha ignored by wallpaper-app
//#define NO_ALPHA
//#define BG_ALPHA
//#define SHADOW_ALPHA
//#define ONLY_BOX
// save PERFORMANCE by disabling shadow
//#define NO_SHADOW
// static CAMERA position, 0.49 on top, 0.001 horizontal
//#define CAMERA_POS 0.049
// speed of ROTATION
#define ROTATION_SPEED 0.8999
// static SHAPE form, default 0.5
//#define STATIC_SHAPE 0.15
// static SCALE far/close to camera, 2.0 is default, exampe 0.5 or 10.0
//#define CAMERA_FAR 0.1
// ANIMATION shape change
//#define ANIM_SHAPE
// ANIMATION color change
//#define ANIM_COLOR
// custom COLOR, and change those const values
//#define USE_COLOR
const vec3 color_blue=vec3(0.5,0.65,0.8);
const vec3 color_red=vec3(0.99,0.2,0.1);
// use 4xAA for cube only (set 2-4-etc level of AA)
//#define AA_CUBE 4
// use 4xAA for everything - derivative filtering will not be used, look fcos2
// this is very slow - DO NOT USE
//#define AA_ALL 4
// --shader code--
// Layers sorted and support transparency and self-intersection-transparency
// Antialiasing is only dFd. (with some dFd fixes around edges)
// using iq's intersectors: https://iquilezles.org/articles/intersectors
// using https://www.shadertoy.com/view/ltKBzG
// using https://www.shadertoy.com/view/tsVXzh
// using https://www.shadertoy.com/view/WlffDn
// using https://www.shadertoy.com/view/WslGz4
#define tshift 53.
// reflect back side
//#define backside_refl
// Camera with mouse
// #define MOUSE_control (disabled - no iMouse support)
// min(iFrame,0) does not speedup compilation in ANGLE
#define ANGLE_loops 0
// this shader discover Nvidia bug with arrays https://www.shadertoy.com/view/NslGR4
// use DEBUG with BUG, BUG trigger that bug and one layer will be white on Nvidia in OpenGL
//#define DEBUG
//#define BUG
#define FDIST 0.7
#define PI 3.1415926
#define GROUNDSPACING 0.5
#define GROUNDGRID 0.05
#define BOXDIMS vec3(0.75, 0.75, 1.25)
#define IOR 1.33
mat3 rotx(float a){float s = sin(a);float c = cos(a);return mat3(vec3(1.0, 0.0, 0.0), vec3(0.0, c, s), vec3(0.0, -s, c)); }
mat3 roty(float a){float s = sin(a);float c = cos(a);return mat3(vec3(c, 0.0, s), vec3(0.0, 1.0, 0.0), vec3(-s, 0.0, c));}
mat3 rotz(float a){float s = sin(a);float c = cos(a);return mat3(vec3(c, s, 0.0), vec3(-s, c, 0.0), vec3(0.0, 0.0, 1.0 ));}
vec3 fcos1(vec3 x) {
vec3 w = fwidth(x);
//if((length(w)==0.))return vec3(0.); // dFd fix2
//w*=0.; //test
float lw=length(w);
if((lw==0.)||isnan(lw)||isinf(lw)){vec3 tc=vec3(0.); for(int i=0;i<8;i++)tc+=cos(x+x*float(i-4)*(0.01*400./iResolution.y));return tc/8.;}
return cos(x) * smoothstep(3.14 * 2.0, 0.0, w);
}
vec3 fcos2( vec3 x){return cos(x);}
vec3 fcos( vec3 x){
#ifdef AA_ALL
return fcos2(x);
#else
return fcos1(x);
#endif
}
vec3 getColor(vec3 p)
{
// dFd fix, dFd broken on borders, but it fix only top level dFd, self intersection has border
//if (length(p) > 0.99)return vec3(0.);
p = abs(p);
p *= 01.25;
p = 0.5 * p / dot(p, p);
#ifdef ANIM_COLOR
p+=0.072*iTime;
#endif
float t = (0.13) * length(p);
vec3 col = vec3(0.3, 0.4, 0.5);
col += 0.12 * fcos(6.28318 * t * 1.0 + vec3(0.0, 0.8, 1.1));
col += 0.11 * fcos(6.28318 * t * 3.1 + vec3(0.3, 0.4, 0.1));
col += 0.10 * fcos(6.28318 * t * 5.1 + vec3(0.1, 0.7, 1.1));
col += 0.10 * fcos(6.28318 * t * 17.1 + vec3(0.2, 0.6, 0.7));
col += 0.10 * fcos(6.28318 * t * 31.1 + vec3(0.1, 0.6, 0.7));
col += 0.10 * fcos(6.28318 * t * 65.1 + vec3(0.0, 0.5, 0.8));
col += 0.10 * fcos(6.28318 * t * 115.1 + vec3(0.1, 0.4, 0.7));
col += 0.10 * fcos(6.28318 * t * 265.1 + vec3(1.1, 1.4, 2.7));
col = clamp(col, 0., 1.);
return col;
}
void calcColor(vec3 ro, vec3 rd, vec3 nor, float d, float len, int idx, bool si, float td, out vec4 colx,
out vec4 colsi)
{
vec3 pos = (ro + rd * d);
#ifdef DEBUG
float a = 1. - smoothstep(len - 0.15, len + 0.00001, length(pos));
if (idx == 0)colx = vec4(1., 0., 0., a);
if (idx == 1)colx = vec4(0., 1., 0., a);
if (idx == 2)colx = vec4(0., 0., 1., a);
if (si)
{
pos = (ro + rd * td);
float ta = 1. - smoothstep(len - 0.15, len + 0.00001, length(pos));
if (idx == 0)colsi = vec4(1., 0., 0., ta);
if (idx == 1)colsi = vec4(0., 1., 0., ta);
if (idx == 2)colsi = vec4(0., 0., 1., ta);
}
#else
float a = 1. - smoothstep(len - 0.15*0.5, len + 0.00001, length(pos));
//a=1.;
vec3 col = getColor(pos);
colx = vec4(col, a);
if (si)
{
pos = (ro + rd * td);
float ta = 1. - smoothstep(len - 0.15*0.5, len + 0.00001, length(pos));
//ta=1.;
col = getColor(pos);
colsi = vec4(col, ta);
}
#endif
}
// xSI is self intersect data, fade to fix dFd on edges
bool iBilinearPatch(in vec3 ro, in vec3 rd, in vec4 ps, in vec4 ph, in float sz, out float t, out vec3 norm,
out bool si, out float tsi, out vec3 normsi, out float fade, out float fadesi)
{
vec3 va = vec3(0.0, 0.0, ph.x + ph.w - ph.y - ph.z);
vec3 vb = vec3(0.0, ps.w - ps.y, ph.z - ph.x);
vec3 vc = vec3(ps.z - ps.x, 0.0, ph.y - ph.x);
vec3 vd = vec3(ps.xy, ph.x);
t = -1.;
tsi = -1.;
si = false;
fade = 1.;
fadesi = 1.;
norm=vec3(0.,1.,0.);normsi=vec3(0.,1.,0.);
float tmp = 1.0 / (vb.y * vc.x);
float a = 0.0;
float b = 0.0;
float c = 0.0;
float d = va.z * tmp;
float e = 0.0;
float f = 0.0;
float g = (vc.z * vb.y - vd.y * va.z) * tmp;
float h = (vb.z * vc.x - va.z * vd.x) * tmp;
float i = -1.0;
float j = (vd.x * vd.y * va.z + vd.z * vb.y * vc.x) * tmp - (vd.y * vb.z * vc.x + vd.x * vc.z * vb.y) * tmp;
float p = dot(vec3(a, b, c), rd.xzy * rd.xzy) + dot(vec3(d, e, f), rd.xzy * rd.zyx);
float q = dot(vec3(2.0, 2.0, 2.0) * ro.xzy * rd.xyz, vec3(a, b, c)) + dot(ro.xzz * rd.zxy, vec3(d, d, e)) +
dot(ro.yyx * rd.zxy, vec3(e, f, f)) + dot(vec3(g, h, i), rd.xzy);
float r =
dot(vec3(a, b, c), ro.xzy * ro.xzy) + dot(vec3(d, e, f), ro.xzy * ro.zyx) + dot(vec3(g, h, i), ro.xzy) + j;
if (abs(p) < 0.000001)
{
float tt = -r / q;
if (tt <= 0.)
return false;
t = tt;
// normal
vec3 pos = ro + t * rd;
if(length(pos)>sz)return false;
vec3 grad =
vec3(2.0) * pos.xzy * vec3(a, b, c) + pos.zxz * vec3(d, d, e) + pos.yyx * vec3(f, e, f) + vec3(g, h, i);
norm = -normalize(grad);
return true;
}
else
{
float sq = q * q - 4.0 * p * r;
if (sq < 0.0)
{
return false;
}
else
{
float s = sqrt(sq);
float t0 = (-q + s) / (2.0 * p);
float t1 = (-q - s) / (2.0 * p);
float tt1 = min(t0 < 0.0 ? t1 : t0, t1 < 0.0 ? t0 : t1);
float tt2 = max(t0 > 0.0 ? t1 : t0, t1 > 0.0 ? t0 : t1);
float tt0 = tt1;
if (tt0 <= 0.)
return false;
vec3 pos = ro + tt0 * rd;
// black border on end of circle and self intersection with alpha come because dFd
// uncomment this to see or rename fcos2 to fcos
//sz+=0.3;
bool ru = step(sz, length(pos)) > 0.5;
if (ru)
{
tt0 = tt2;
pos = ro + tt0 * rd;
}
if (tt0 <= 0.)
return false;
bool ru2 = step(sz, length(pos)) > 0.5;
if (ru2)
return false;
// self intersect
if ((tt2 > 0.) && ((!ru)) && !(step(sz, length(ro + tt2 * rd)) > 0.5))
{
si = true;
fadesi=s;
tsi = tt2;
vec3 tpos = ro + tsi * rd;
// normal
vec3 tgrad = vec3(2.0) * tpos.xzy * vec3(a, b, c) + tpos.zxz * vec3(d, d, e) +
tpos.yyx * vec3(f, e, f) + vec3(g, h, i);
normsi = -normalize(tgrad);
}
fade=s;
t = tt0;
// normal
vec3 grad =
vec3(2.0) * pos.xzy * vec3(a, b, c) + pos.zxz * vec3(d, d, e) + pos.yyx * vec3(f, e, f) + vec3(g, h, i);
norm = -normalize(grad);
return true;
}
}
}
float dot2( in vec3 v ) { return dot(v,v); }
float segShadow( in vec3 ro, in vec3 rd, in vec3 pa, float sh )
{
float dm = dot(rd.yz,rd.yz);
float k1 = (ro.x-pa.x)*dm;
float k2 = (ro.x+pa.x)*dm;
vec2 k5 = (ro.yz+pa.yz)*dm;
float k3 = dot(ro.yz+pa.yz,rd.yz);
vec2 k4 = (pa.yz+pa.yz)*rd.yz;
vec2 k6 = (pa.yz+pa.yz)*dm;
for( int i=0; i<4 + ANGLE_loops; i++ )
{
vec2 s = vec2(i&1,i>>1);
float t = dot(s,k4) - k3;
if( t>0.0 )
sh = min(sh,dot2(vec3(clamp(-rd.x*t,k1,k2),k5-k6*s)+rd*t)/(t*t));
}
return sh;
}
float boxSoftShadow( in vec3 ro, in vec3 rd, in vec3 rad, in float sk )
{
rd += 0.0001 * (1.0 - abs(sign(rd)));
vec3 rdd = rd;
vec3 roo = ro;
vec3 m = 1.0/rdd;
vec3 n = m*roo;
vec3 k = abs(m)*rad;
vec3 t1 = -n - k;
vec3 t2 = -n + k;
float tN = max( max( t1.x, t1.y ), t1.z );
float tF = min( min( t2.x, t2.y ), t2.z );
if( tN<tF && tF>0.0) return 0.0;
float sh = 1.0;
sh = segShadow( roo.xyz, rdd.xyz, rad.xyz, sh );
sh = segShadow( roo.yzx, rdd.yzx, rad.yzx, sh );
sh = segShadow( roo.zxy, rdd.zxy, rad.zxy, sh );
sh = clamp(sk*sqrt(sh),0.0,1.0);
return sh*sh*(3.0-2.0*sh);
}
float box(in vec3 ro, in vec3 rd, in vec3 r, out vec3 nn, bool entering)
{
rd += 0.0001 * (1.0 - abs(sign(rd)));
vec3 dr = 1.0 / rd;
vec3 n = ro * dr;
vec3 k = r * abs(dr);
vec3 pin = -k - n;
vec3 pout = k - n;
float tin = max(pin.x, max(pin.y, pin.z));
float tout = min(pout.x, min(pout.y, pout.z));
if (tin > tout)
return -1.;
if (entering)
{
nn = -sign(rd) * step(pin.zxy, pin.xyz) * step(pin.yzx, pin.xyz);
}
else
{
nn = sign(rd) * step(pout.xyz, pout.zxy) * step(pout.xyz, pout.yzx);
}
return entering ? tin : tout;
}
vec3 bgcol(in vec3 rd)
{
return mix(vec3(0.01), vec3(0.336, 0.458, .668), 1. - pow(abs(rd.z+0.25), 1.3));
}
vec3 background(in vec3 ro, in vec3 rd , vec3 l_dir, out float alpha)
{
#ifdef ONLY_BOX
alpha=0.;
return vec3(0.01);
#endif
float t = (-BOXDIMS.z - ro.z) / rd.z;
alpha=0.;
vec3 bgc = bgcol(rd);
if (t < 0.)
return bgc;
vec2 uv = ro.xy + t * rd.xy;
#ifdef NO_SHADOW
float shad=1.;
#else
float shad = boxSoftShadow((ro + t * rd), normalize(l_dir+vec3(0.,0.,1.))*rotz(PI*0.65) , BOXDIMS, 1.5);
#endif
float aofac = smoothstep(-0.95, .75, length(abs(uv) - min(abs(uv), vec2(0.45))));
aofac = min(aofac,smoothstep(-0.65, 1., shad));
float lght=max(dot(normalize(ro + t * rd+vec3(0.,-0.,-5.)), normalize(l_dir-vec3(0.,0.,1.))*rotz(PI*0.65)), 0.0);
vec3 col = mix(vec3(0.4), vec3(.71,.772,0.895), lght*lght* aofac+ 0.05) * aofac;
alpha=1.-smoothstep(7.,10.,length(uv));
#ifdef SHADOW_ALPHA
//alpha=clamp(alpha*max(lght*lght*0.95,(1.-aofac)*1.25),0.,1.);
alpha=clamp(alpha*(1.-aofac)*1.25,0.,1.);
#endif
return mix(col*length(col)*0.8,bgc,smoothstep(7.,10.,length(uv)));
}
#define swap(a,b) tv=a;a=b;b=tv
vec4 insides(vec3 ro, vec3 rd, vec3 nor_c, vec3 l_dir, out float tout)
{
tout = -1.;
vec3 trd=rd;
vec3 col = vec3(0.);
float pi = 3.1415926;
if (abs(nor_c.x) > 0.5)
{
rd = rd.xzy * nor_c.x;
ro = ro.xzy * nor_c.x;
}
else if (abs(nor_c.z) > 0.5)
{
l_dir *= roty(pi);
rd = rd.yxz * nor_c.z;
ro = ro.yxz * nor_c.z;
}
else if (abs(nor_c.y) > 0.5)
{
l_dir *= rotz(-pi * 0.5);
rd = rd * nor_c.y;
ro = ro * nor_c.y;
}
#ifdef ANIM_SHAPE
float curvature = (0.001+1.5-1.5*smoothstep(0.,8.5,mod((iTime+tshift)*0.44,20.))*(1.-smoothstep(10.,18.5,mod((iTime+tshift)*0.44,20.))));
// curvature(to not const above) make compilation on Angle 15+ sec
#else
#ifdef STATIC_SHAPE
const float curvature = STATIC_SHAPE;
#else
const float curvature = .5;
#endif
#endif
float bil_size = 1.;
vec4 ps = vec4(-bil_size, -bil_size, bil_size, bil_size) * curvature;
vec4 ph = vec4(-bil_size, bil_size, bil_size, -bil_size) * curvature;
vec4 [3]colx=vec4[3](vec4(0.),vec4(0.),vec4(0.));
vec3 [3]dx=vec3[3](vec3(-1.),vec3(-1.),vec3(-1.));
vec4 [3]colxsi=vec4[3](vec4(0.),vec4(0.),vec4(0.));
int [3]order=int[3](0,1,2);
for (int i = 0; i < 3 + ANGLE_loops; i++)
{
if (abs(nor_c.x) > 0.5)
{
ro *= rotz(-pi * (1. / float(3)));
rd *= rotz(-pi * (1. / float(3)));
}
else if (abs(nor_c.z) > 0.5)
{
ro *= rotz(pi * (1. / float(3)));
rd *= rotz(pi * (1. / float(3)));
}
else if (abs(nor_c.y) > 0.5)
{
ro *= rotx(pi * (1. / float(3)));
rd *= rotx(pi * (1. / float(3)));
}
vec3 normnew;
float tnew;
bool si;
float tsi;
vec3 normsi;
float fade;
float fadesi;
if (iBilinearPatch(ro, rd, ps, ph, bil_size, tnew, normnew, si, tsi, normsi, fade, fadesi))
{
if (tnew > 0.)
{
vec4 tcol, tcolsi;
calcColor(ro, rd, normnew, tnew, bil_size, i, si, tsi, tcol, tcolsi);
if (tcol.a > 0.0)
{
{
vec3 tvalx = vec3(tnew, float(si), tsi);
dx[i]=tvalx;
}
#ifdef DEBUG
colx[i]=tcol;
if (si)colxsi[i]=tcolsi;
#else
float dif = clamp(dot(normnew, l_dir), 0.0, 1.0);
float amb = clamp(0.5 + 0.5 * dot(normnew, l_dir), 0.0, 1.0);
{
#ifdef USE_COLOR
vec3 shad = 0.57 * color_blue * amb + 1.5*color_blue.bgr * dif;
const vec3 tcr = color_red;
#else
vec3 shad = vec3(0.32, 0.43, 0.54) * amb + vec3(1.0, 0.9, 0.7) * dif;
const vec3 tcr = vec3(1.,0.21,0.11);
#endif
float ta = clamp(length(tcol.rgb),0.,1.);
tcol=clamp(tcol*tcol*2.,0.,1.);
vec4 tvalx =
vec4((tcol.rgb*shad*1.4 + 3.*(tcr*tcol.rgb)*clamp(1.-(amb+dif),0.,1.)), min(tcol.a,ta));
tvalx.rgb=clamp(2.*tvalx.rgb*tvalx.rgb,0.,1.);
tvalx*=(min(fade*5.,1.));
colx[i]=tvalx;
}
if (si)
{
dif = clamp(dot(normsi, l_dir), 0.0, 1.0);
amb = clamp(0.5 + 0.5 * dot(normsi, l_dir), 0.0, 1.0);
{
#ifdef USE_COLOR
vec3 shad = 0.57 * color_blue * amb + 1.5*color_blue.bgr * dif;
const vec3 tcr = color_red;
#else
vec3 shad = vec3(0.32, 0.43, 0.54) * amb + vec3(1.0, 0.9, 0.7) * dif;
const vec3 tcr = vec3(1.,0.21,0.11);
#endif
float ta = clamp(length(tcolsi.rgb),0.,1.);
tcolsi=clamp(tcolsi*tcolsi*2.,0.,1.);
vec4 tvalx =
vec4(tcolsi.rgb * shad + 3.*(tcr*tcolsi.rgb)*clamp(1.-(amb+dif),0.,1.), min(tcolsi.a,ta));
tvalx.rgb=clamp(2.*tvalx.rgb*tvalx.rgb,0.,1.);
tvalx.rgb*=(min(fadesi*5.,1.));
colxsi[i]=tvalx;
}
}
#endif
}
}
}
}
// transparency logic and layers sorting
float a = 1.;
if (dx[0].x < dx[1].x){{vec3 swap(dx[0], dx[1]);}{int swap(order[0], order[1]);}}
if (dx[1].x < dx[2].x){{vec3 swap(dx[1], dx[2]);}{int swap(order[1], order[2]);}}
if (dx[0].x < dx[1].x){{vec3 swap(dx[0], dx[1]);}{int swap(order[0], order[1]);}}
tout = max(max(dx[0].x, dx[1].x), dx[2].x);
if (dx[0].y < 0.5)
{
a=colx[order[0]].a;
}
#if !(defined(DEBUG)&&defined(BUG))
// self intersection
bool [3] rul= bool[3](
((dx[0].y > 0.5) && (dx[1].x <= 0.)),
((dx[1].y > 0.5) && (dx[0].x > dx[1].z)),
((dx[2].y > 0.5) && (dx[1].x > dx[2].z))
);
for(int k=0;k<3;k++){
if(rul[k]){
vec4 tcolxsi = vec4(0.);
tcolxsi=colxsi[order[k]];
vec4 tcolx = vec4(0.);
tcolx=colx[order[k]];
vec4 tvalx = mix(tcolxsi, tcolx, tcolx.a);
colx[order[k]]=tvalx;
vec4 tvalx2 = mix(vec4(0.), tvalx, max(tcolx.a, tcolxsi.a));
colx[order[k]]=tvalx2;
}
}
#endif
float a1 = (dx[1].y < 0.5) ? colx[order[1]].a : ((dx[1].z > dx[0].x) ? colx[order[1]].a : 1.);
float a2 = (dx[2].y < 0.5) ? colx[order[2]].a : ((dx[2].z > dx[1].x) ? colx[order[2]].a : 1.);
col = mix(mix(colx[order[0]].rgb, colx[order[1]].rgb, a1), colx[order[2]].rgb, a2);
a = max(max(a, a1), a2);
return vec4(col, a);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord)
{
float osc = 0.5;
vec3 l_dir = normalize(vec3(0., 1., 0.));
l_dir *= rotz(0.5);
float mouseY = 1.0 * 0.5 * PI;
// Note: MOUSE_control disabled (no iMouse support)
// #ifdef MOUSE_control
// mouseY = (1.0 - 1.15 * iMouse.y / iResolution.y) * 0.5 * PI;
// if(iMouse.y < 1.)
// #endif
#ifdef CAMERA_POS
mouseY = PI*CAMERA_POS;
#else
mouseY = PI*0.49 - smoothstep(0.,8.5,mod((iTime+tshift)*0.33,25.))*(1.-smoothstep(14.,24.0,mod((iTime+tshift)*0.33,25.))) * 0.55 * PI;
#endif
#ifdef ROTATION_SPEED
float mouseX = -2.*PI-0.25*(iTime*ROTATION_SPEED+tshift);
#else
float mouseX = -2.*PI-0.25*(iTime+tshift);
#endif
// Note: MOUSE_control disabled (no iMouse support)
// #ifdef MOUSE_control
// mouseX+=-(iMouse.x / iResolution.x) * 2. * PI;
// #endif
#ifdef CAMERA_FAR
vec3 eye = (2. + CAMERA_FAR) * vec3(cos(mouseX) * cos(mouseY), sin(mouseX) * cos(mouseY), sin(mouseY));
#else
vec3 eye = 4. * vec3(cos(mouseX) * cos(mouseY), sin(mouseX) * cos(mouseY), sin(mouseY));
#endif
vec3 w = normalize(-eye);
vec3 up = vec3(0., 0., 1.);
vec3 u = normalize(cross(w, up));
vec3 v = cross(u, w);
vec4 tot=vec4(0.);
#if defined(AA_CUBE)||defined(AA_ALL)
#ifdef AA_CUBE
const int AA = AA_CUBE;
#else
const int AA = AA_ALL;
#endif
vec3 incol_once=vec3(0.);
bool in_once=false;
vec4 incolbg_once=vec4(0.);
bool bg_in_once=false;
vec4 outcolbg_once=vec4(0.);
bool bg_out_once=false;
for( int mx=0; mx<AA; mx++ )
for( int nx=0; nx<AA; nx++ )
{
vec2 o = vec2(mod(float(mx+AA/2),float(AA)),mod(float(nx+AA/2),float(AA))) / float(AA) - 0.5;
vec2 uv = (fragCoord + o - 0.5 * iResolution.xy) / iResolution.x;
#else
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.x;
#endif
vec3 rd = normalize(w * FDIST + uv.x * u + uv.y * v);
vec3 ni;
float t = box(eye, rd, BOXDIMS, ni, true);
vec3 ro = eye + t * rd;
vec2 coords = ro.xy * ni.z/BOXDIMS.xy + ro.yz * ni.x/BOXDIMS.yz + ro.zx * ni.y/BOXDIMS.zx;
float fadeborders = (1.-smoothstep(0.915,1.05,abs(coords.x)))*(1.-smoothstep(0.915,1.05,abs(coords.y)));
if (t > 0.)
{
float ang = -iTime * 0.33;
vec3 col = vec3(0.);
#ifdef AA_CUBE
if(in_once)col=incol_once;
else{
in_once=true;
#endif
float R0 = (IOR - 1.) / (IOR + 1.);
R0 *= R0;
vec2 theta = vec2(0.);
vec3 n = vec3(cos(theta.x) * sin(theta.y), sin(theta.x) * sin(theta.y), cos(theta.y));
vec3 nr = n.zxy * ni.x + n.yzx * ni.y + n.xyz * ni.z;
vec3 rdr = reflect(rd, nr);
float talpha;
vec3 reflcol = background(ro, rdr, l_dir,talpha);
vec3 rd2 = refract(rd, nr, 1. / IOR);
float accum = 1.;
vec3 no2 = ni;
vec3 ro_refr = ro;
vec4 [2] colo = vec4[2](vec4(0.),vec4(0.));
for (int j = 0; j < 2 + ANGLE_loops; j++)
{
float tb;
vec2 coords2 = ro_refr.xy * no2.z + ro_refr.yz * no2.x + ro_refr.zx * no2.y;
vec3 eye2 = vec3(coords2, -1.);
vec3 rd2trans = rd2.yzx * no2.x + rd2.zxy * no2.y + rd2.xyz * no2.z;
rd2trans.z = -rd2trans.z;
vec4 internalcol = insides(eye2, rd2trans, no2, l_dir, tb);
if (tb > 0.)
{
internalcol.rgb *= accum;
colo[j]=internalcol;
}
if ((tb <= 0.) || (internalcol.a < 1.))
{
float tout = box(ro_refr, rd2, BOXDIMS, no2, false);
no2 = n.zyx * no2.x + n.xzy * no2.y + n.yxz * no2.z;
vec3 rout = ro_refr + tout * rd2;
vec3 rdout = refract(rd2, -no2, IOR);
float fresnel2 = R0 + (1. - R0) * pow(1. - dot(rdout, no2), 1.3);
rd2 = reflect(rd2, -no2);
#ifdef backside_refl
if((dot(rdout, no2))>0.5){fresnel2=1.;}
#endif
ro_refr = rout;
ro_refr.z = max(ro_refr.z, -0.999);
accum *= fresnel2;
}
}
float fresnel = R0 + (1. - R0) * pow(1. - dot(-rd, nr), 5.);
col = mix(mix(colo[1].rgb * colo[1].a, colo[0].rgb, colo[0].a)*fadeborders, reflcol, pow(fresnel, 1.5));
col=clamp(col,0.,1.);
#ifdef AA_CUBE
}
incol_once=col;
if(!bg_in_once){
bg_in_once=true;
float alpha;
incolbg_once = vec4(background(eye, rd, l_dir, alpha), 0.15);
#if defined(BG_ALPHA)||defined(ONLY_BOX)||defined(SHADOW_ALPHA)
incolbg_once.w = alpha;
#endif
}
#endif
float cineshader_alpha = 0.;
cineshader_alpha = clamp(0.15*dot(eye,ro),0.,1.);
vec4 tcolx = vec4(col, cineshader_alpha);
#if defined(BG_ALPHA)||defined(ONLY_BOX)||defined(SHADOW_ALPHA)
tcolx.w = 1.;
#endif
tot += tcolx;
}
else
{
vec4 tcolx = vec4(0.);
#ifdef AA_CUBE
if(!bg_out_once){
bg_out_once=true;
#endif
float alpha;
tcolx = vec4(background(eye, rd, l_dir, alpha), 0.15);
#if defined(BG_ALPHA)||defined(ONLY_BOX)||defined(SHADOW_ALPHA)
tcolx.w = alpha;
#endif
#ifdef AA_CUBE
outcolbg_once=tcolx;
}else tcolx=max(outcolbg_once,incolbg_once);
#endif
tot += tcolx;
}
#if defined(AA_CUBE)||defined(AA_ALL)
}
tot /= float(AA*AA);
#endif
fragColor = tot;
#ifdef NO_ALPHA
fragColor.w = 1.;
#endif
fragColor.rgb=clamp(fragColor.rgb,0.,1.);
// Note: iChannel0 line removed (texture channel not supported)
// Original line was for optional background blending when BG_ALPHA/ONLY_BOX/SHADOW_ALPHA defined
// #if defined(BG_ALPHA)||defined(ONLY_BOX)||defined(SHADOW_ALPHA)
// fragColor.rgb=fragColor.rgb*fragColor.w+texture(iChannel0, fragCoord/iResolution.xy).rgb*(1.-fragColor.w);
// #endif
}
void main() {
vec2 fragCoordPixels = vUV * iResolution;
vec4 outColor;
mainImage(outColor, fragCoordPixels);
FragColor = outColor;
}

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@@ -0,0 +1,2 @@
Name: Cube lines
Author: Danil

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#include <metal_stdlib>
using namespace metal;
// New Leaked 3I/Atlas NASA Footage — msm01
// MSL port of dbz.vk.glsl.
struct ShadertoyUBO {
float iTime;
float2 iResolution;
};
struct PassthroughVOut {
float4 pos [[position]];
float2 uv;
};
constant float NBCaps = 3.0;
static float2x2 r2d(float a) {
float c = cos(a), s = sin(a);
return float2x2(c, s, -s, c);
}
static float hash12(float2 p) {
float3 p3 = fract(float3(p.xyx) * 0.1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
static float fbm(float2 v_p) {
float pvpx = v_p.x;
float2 V1 = float2(floor(pvpx));
float2 V2 = float2(floor(pvpx + 1.0));
return mix(hash12(V1), hash12(V2), smoothstep(0.0, 1.0, fract(pvpx)));
}
#define S(a,b,c) smoothstep(a,b,c)
fragment float4 dbz_fs(PassthroughVOut in [[stage_in]],
constant ShadertoyUBO& U [[buffer(0)]]) {
float2 fragCoord = in.uv * U.iResolution;
float2 p = float2((1.0 / U.iResolution.y) * (fragCoord.x - U.iResolution.x / 2.0),
fragCoord.y / U.iResolution.y - 0.5);
p.x = -p.x;
p *= 150.0;
float4 col = float4(0.05, 0.05, 0.15, 1.0);
float2 save1 = p;
p = p * r2d(-0.05);
col = mix(col, float4(0.2, 0.3, 0.5, 1.0),
smoothstep(75.0, 0.0, abs(p.y - 5.0 * fbm(float2(0.01 * (p.x - 33.333 * U.iTime))) + 3.5)));
p = p * r2d(0.05);
p = p * r2d(-0.05);
p *= 0.35;
p += float2(-5.0 * U.iTime, 0.0);
float2 b = fract(5.0 * p);
p = floor(5.0 * p);
if (fbm(float2(p.x * p.y)) > 0.996) {
col += clamp(1.0 - pow(3.0 * length(b + float2(-0.5)), 0.5), 0.0, 1.0);
}
p = save1;
float2 save3;
float Nb_Capsules = clamp(NBCaps, 0.0, 4.0);
for (float i = 0.0; i < Nb_Capsules; i++) {
p = save1;
p = p * r2d(-0.05);
p *= 2.5;
p *= 1.0 - 0.25 * i;
p += float2(150.0 * fbm(float2(0.15 * U.iTime + i * 54.321)) - 75.0,
50.0 * sin(0.25 * U.iTime + i * 54.321) - 25.0);
save3 = p;
p *= 0.04;
p.y = abs(p.y);
if (p.x > 0.0) {
col += float4(0.0, 1.0, 0.5, 1.0) * smoothstep(0.2, 0.0, abs(p.y - 0.05 * fbm(float2(1.5 * p.x - 40.0 * U.iTime))) - 0.05) * smoothstep(29.0, 0.0, abs(p.x));
col += float4(1.0, 1.0, 1.0, 1.0) * smoothstep(0.1, 0.0, abs(p.y - 0.05 * fbm(float2(1.5 * p.x - 40.0 * U.iTime))) - 0.05) * smoothstep(29.0, 0.0, abs(p.x));
}
p = save3;
p.y = abs(p.y);
p += float2(-10.0, 0.0);
p *= float2(0.75, 1.0);
col += 0.8 * float4(0.0, 1.0, 0.5, 1.0) * S(20.0, 0.0, length(p) - 25.0 + 7.0 * sin(0.30 * length(p) * atan2(p.y, p.x) + 55.0 * U.iTime));
col += 0.8 * float4(1.0, 1.0, 1.0, 1.0) * S(20.0, 0.0, length(p) - 20.0 + 7.0 * sin(0.30 * length(p) * atan2(p.y, p.x) + 55.0 * U.iTime));
p = save3;
col = mix(col, float4(1.0), 0.5 * S(10.0, 0.0, length(p + float2(5.0, 0.0)) - 20.0) * abs(sin(50.0 * U.iTime)));
col = mix(col, float4(1.0), 0.5 * S(20.0, 0.0, length(p + float2(5.0, 0.0)) - 20.0));
col = mix(col, float4(1.0), S(0.01, 0.0, length(p) - 20.0));
if (length(p) - 20.0 < 0.0) {
col = mix(col, float4(0.65, 0.68, 0.68 + 0.1 * (3.0 - i), 1.0), S(0.5, 0.0, length(p - float2(2.0, 0.0)) - 17.0));
if (S(0.0, 1.0, length(float2(3.0, 2.0) * p + float2(33.5, 0.0)) - 23.0) > 0.0) {
col = mix(col, float4(0.45, 0.55, 0.55 + 0.1 * (3.0 - i), 1.0),
0.75 * S(0.5, 0.0, length(p - float2(2.0, 0.0) + 0.5 * fbm(float2(4.5 * atan2(p.y, p.x)))) - 9.0));
}
col = mix(col, float4(0.0), S(0.2, 0.0, abs(length(p) - 19.9) - 0.20));
col = mix(col, float4(0.5, 0.2, 0.3, 1.0)
- S(5.0, 0.0, length(p + float2(-6.0, 15.0)) - 20.0)
- S(0.25, 0.0, abs(length(p + float2(0.0, 3.0)) - 15.0) - 0.4)
- S(0.0, 1.5, p.y - 8.5)
+ 0.25 * float4(1.0, 0.5, 0.0, 1.0) * S(10.0, 0.0, abs(p.y))
,
S(0.5, 0.0, length(float2(3.0, 2.0) * p + float2(35.0, 0.0)) - 19.9));
col = mix(col, float4(0.0, 0.0, 0.0, 1.0), S(1.0, 0.0, abs(length(float2(3.0, 2.0) * p + float2(35.0, 0.0)) - 19.9) - 0.1));
col = mix(col, float4(0.0, 0.0, 0.0, 1.0), S(1.0, 0.0, abs(length(float2(3.0, 2.0) * p + float2(33.5, 0.0)) - 23.0) - 0.1));
if (p.y > 0.0) col = mix(col, float4(0.0, 0.0, 0.0, 1.0), S(1.0, 0.0, abs(length(float2(3.0, 2.0) * p + float2(29.0, 0.0)) - 30.0) - 0.1));
if (p.y < 0.0) col = mix(col, float4(0.0, 0.0, 0.0, 1.0), S(1.0, 0.0, abs(length(float2(3.0, 2.0) * p + float2(-31.0, 0.0)) - 30.0) - 0.1));
}
}
return clamp(col, 0.0, 1.0);
}

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// Name: New Leaked 3I/Atlas NASA Footage
// Author: msm01
// URL: https://www.shadertoy.com/view/3ftcRr
#version 330 core
precision highp float;
out vec4 FragColor;
in vec2 vUV;
uniform vec2 iResolution;
uniform float iTime;
// A small improv/fanart from yesterday.
#define s(a,b,c) smoothstep(a,b,c)
#define PI 3.14159
#define NBCaps 3.
mat2 r2d( float a ){ float c = cos(a), s = sin(a); return mat2( c, s, -s, c ); }
float metaDiamond(vec2 p, vec2 pixel, float r){ vec2 d = abs(p-pixel); return r / (d.x + d.y); }
// Dave Hoskins's hash ! Noone can hash hashes like he hashes !
float hash12(vec2 p)
{
vec3 p3 = fract(vec3(p.xyx) * .1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
// Smoothed 1D-noise. Just like Zoltraak : stupid simple. Powerful.
float fbm(in vec2 v_p)
{
float pvpx = v_p.x;
vec2 V1 = vec2(floor(pvpx ));
vec2 V2 = vec2(floor(pvpx + 1.0));
return mix(hash12(V1),hash12(V2),smoothstep(0.0,1.0,fract(pvpx)));
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// Get Base Coordinates
vec2 p = vec2( (1.0/iResolution.y)*(fragCoord.x - iResolution.x/2.0),fragCoord.y / iResolution.y - 0.5);
// reversed, for accurate Martian perspective... :)
p.x=-p.x;
// Zoom out
p*=150.0;
// Init the Accumulator
vec4 col = vec4(0.05,0.05,0.15,1.0);
// Make up other boxes and save base in them.
vec2 save1 = p;
vec2 save2 = p;
// Faint Nebula Background
// Tilt the camera
p*= r2d(-0.05);
// Space Background Gradient
col = mix(col,vec4(0.2,0.3,0.5,1.0),smoothstep(75.0,0.0,abs(p.y - 5.0*fbm(vec2(0.01*(p.x - 33.333*iTime))) + 3.5)));
// Untilt the camera
p*= r2d( 0.05);
// BG Starfield
// Rotate
p*= r2d(-0.05);
// Zoom In
p*= 0.35;
// Scroll Left
p+= vec2(-5.0*iTime,0.0);
// Hack the coords...
vec2 b = fract(5.0*p);
p = floor(5.0*p);
// Draw the stars
if( fbm(vec2(p.x*p.y)) > 0.996)col += clamp(1.0-pow(3.0*length(b+vec2(-0.5)),0.5),0.0,1.0);
// Reload because the coords are all f.. up now !
p = save1;
// Another Box...
vec2 save3;
// We're going to draw max 4 capsules max.
// Yes we could draw more but Earth must survive, man. Have mercy !
float Nb_Capsules = clamp(NBCaps,0.0,4.0);
for( float i = 0.0;i<Nb_Capsules; i++ )
{
// Reloooooaaaaad !
p = save1;
// Tilt as much as we tilted the stars...
p*= r2d(-0.05);
// Zoom out a bit
p*=2.5;
// Then zoom in a bit closer every loop.
p*=1.0-0.25*i;
// Compute Random Coordinates For Each Capsule Position
// Move To That Position.
p += vec2(150.0*fbm(vec2(0.15*iTime + i*54.321)) - 75.0, // X varies randomly
50.0*sin( 0.25*iTime + i*54.321) - 25.0); // Y varies periodically
// Save Position
save3 = p;
// Mega Zoom
p*=0.04;
// (Ox)-axis Symetry for jets
p.y = abs(p.y);
if( p.x > 0.0 )
{
// Green Jet
col += vec4(0.0,1.0,0.5,1.0)*smoothstep(0.2,0.0,abs(p.y - 0.05*fbm(vec2(1.5*p.x - 40.0*iTime)))-0.05)*smoothstep(29.0,0.0,abs(p.x));
// White Jet
col += vec4(1.0,1.0,1.0,1.0)*smoothstep(0.1,0.0,abs(p.y - 0.05*fbm(vec2(1.5*p.x - 40.0*iTime)))-0.05)*smoothstep(29.0,0.0,abs(p.x));
};
// Reload !
p = save3;
// (Ox)-axis Symetry for the flames
p.y = abs(p.y);
// Fine-tuning Flames position
p+= vec2(-10.0,0.0);
// Fine-tuning Flames Shape
p *= vec2(0.75,1.0);
// Green Flames
col += 0.8*vec4(0.0,1.0,0.5,1.0)*s(20.0,0.0,length(p)-25.0+7.0*sin(0.30*length(p)*atan(p.y,p.x) + 55.0*iTime));
// White flames
col += 0.8*vec4(1.0,1.0,1.0,1.0)*s(20.0,0.0,length(p)-20.0+7.0*sin(0.30*length(p)*atan(p.y,p.x) + 55.0*iTime));
p = save3;
// Fat Aura
col = mix(col,vec4(1.0),0.5*s(10.0,0.0,length(p + vec2(5.0,0.0))-20.0)*abs(sin(50.0*iTime)));
// Less-Fat Aura
col = mix(col,vec4(1.0),0.5*s(20.0,0.0,length(p + vec2(5.0,0.0))-20.0));
// Frieren : "Aura ? Shader yourself !"
// The Pod
// White Disk
col = mix(col,vec4(1.0),s(0.01,0.0,length(p)-20.0));
if( length(p) - 20.0 < 0.0 ) // Basic Masking
{
// 2D Shading : bluish large shadow
col = mix(col,vec4(0.65,0.68,0.68 + 0.1*(3.0-i),1.0),s(0.5,0.0,length(p - vec2(2.0,0.0))-17.0));
// 2D Shading : dark small shadow
// If Outside Porthole Zone
if(s(0.0,1.0,length(vec2(3.0,2.0)*p + vec2(33.5,0.0))-23.0)>0.0)
col = mix(col,vec4(0.45,0.55,0.55 + 0.1*(3.0-i),1.0),0.75*s(0.5,0.0,length(p - vec2(2.0,0.0)+ 0.5*fbm(vec2(4.5*atan(p.y,p.x))))-9.0));
// Small 2D Indentation Details On The Spheres Using A Procedural Texture
// NOTE: Original used texture(iChannel0, ...) which is not supported
// Texture detail removed - not essential for the effect
// vec4 colorCapsule = vec4(hash12(0.0003*p*dot(p,p) + 0.789*i));
// if(colorCapsule.x>0.75)if(s(0.0,1.0,length(vec2(3.0,2.0)*p + vec2(33.5,0.0))-23.0)>0.0)col *= vec4(0.25,0.25,0.25,1.0);
// Bigger Dark Line All Around The Pod
col = mix(col,vec4(0.0),s(0.2,0.0,abs(length(p)-19.9)-0.20));
// Draw The Porthole :
col = mix(col,vec4(0.5,0.2,0.3,1.0) // Base Color
-s(5.0,0.0,length(p + vec2(-6.0,15.0))-20.0) // Main Shadow
-s(0.25,0.0,abs(length(p + vec2(0.0,3.0))-15.0)-0.4)// Vertical Shadow
-s(0.0,1.5,p.y-8.5) // top Shadow
+0.25*vec4(1.0,0.5,0.0,1.0)*s(10.0,0.0,abs(p.y)) // Fake Glass Gradient
,
s(0.5,0.0,length(vec2(3.0,2.0)*p + vec2(35.0,0.0))-19.9));
// Porthole Black Rings
// Internal
col = mix(col,vec4(0.0,0.0,0.0,1.0),s(1.0,0.0,abs(length(vec2(3.0,2.0)*p + vec2(35.0,0.0))-19.9)-0.1));
// External
col = mix(col,vec4(0.0,0.0,0.0,1.0),s(1.0,0.0,abs(length(vec2(3.0,2.0)*p + vec2(33.5,0.0))-23.0)-0.1));
// Pod Tennis-Ball Door Line...
if(p.y>0.0)col = mix(col,vec4(0.0,0.0,0.0,1.0),s(1.0,0.0,abs(length(vec2(3.0,2.0)*p + vec2( 29.0,0.0))-30.0)-0.1));
if(p.y<0.0)col = mix(col,vec4(0.0,0.0,0.0,1.0),s(1.0,0.0,abs(length(vec2(3.0,2.0)*p + vec2(-31.0,0.0))-30.0)-0.1));
};
};
// WAKE UP SHEEPLE !
fragColor = clamp(col,0.0,1.0);
}
void main() {
vec2 fragCoordPixels = vUV * iResolution;
vec4 outColor;
mainImage(outColor, fragCoordPixels);
FragColor = outColor;
}

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#version 450
// Name: New Leaked 3I/Atlas NASA Footage
// Author: msm01
// URL: https://www.shadertoy.com/view/3ftcRr
layout(location = 0) in vec2 vUV;
layout(location = 0) out vec4 FragColor;
layout(set = 3, binding = 0) uniform ShadertoyUBO {
float iTime;
vec2 iResolution;
};
#define s(a,b,c) smoothstep(a,b,c)
#define PI 3.14159
#define NBCaps 3.
mat2 r2d(float a) { float c = cos(a), s = sin(a); return mat2(c, s, -s, c); }
float metaDiamond(vec2 p, vec2 pixel, float r) { vec2 d = abs(p - pixel); return r / (d.x + d.y); }
float hash12(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * .1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
float fbm(in vec2 v_p) {
float pvpx = v_p.x;
vec2 V1 = vec2(floor(pvpx));
vec2 V2 = vec2(floor(pvpx + 1.0));
return mix(hash12(V1), hash12(V2), smoothstep(0.0, 1.0, fract(pvpx)));
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 p = vec2((1.0 / iResolution.y) * (fragCoord.x - iResolution.x / 2.0),
fragCoord.y / iResolution.y - 0.5);
p.x = -p.x;
p *= 150.0;
vec4 col = vec4(0.05, 0.05, 0.15, 1.0);
vec2 save1 = p;
vec2 save2 = p;
p *= r2d(-0.05);
col = mix(col, vec4(0.2, 0.3, 0.5, 1.0),
smoothstep(75.0, 0.0, abs(p.y - 5.0 * fbm(vec2(0.01 * (p.x - 33.333 * iTime))) + 3.5)));
p *= r2d(0.05);
p *= r2d(-0.05);
p *= 0.35;
p += vec2(-5.0 * iTime, 0.0);
vec2 b = fract(5.0 * p);
p = floor(5.0 * p);
if (fbm(vec2(p.x * p.y)) > 0.996) col += clamp(1.0 - pow(3.0 * length(b + vec2(-0.5)), 0.5), 0.0, 1.0);
p = save1;
vec2 save3;
float Nb_Capsules = clamp(NBCaps, 0.0, 4.0);
for (float i = 0.0; i < Nb_Capsules; i++) {
p = save1;
p *= r2d(-0.05);
p *= 2.5;
p *= 1.0 - 0.25 * i;
p += vec2(150.0 * fbm(vec2(0.15 * iTime + i * 54.321)) - 75.0,
50.0 * sin(0.25 * iTime + i * 54.321) - 25.0);
save3 = p;
p *= 0.04;
p.y = abs(p.y);
if (p.x > 0.0) {
col += vec4(0.0, 1.0, 0.5, 1.0) * smoothstep(0.2, 0.0, abs(p.y - 0.05 * fbm(vec2(1.5 * p.x - 40.0 * iTime))) - 0.05) * smoothstep(29.0, 0.0, abs(p.x));
col += vec4(1.0, 1.0, 1.0, 1.0) * smoothstep(0.1, 0.0, abs(p.y - 0.05 * fbm(vec2(1.5 * p.x - 40.0 * iTime))) - 0.05) * smoothstep(29.0, 0.0, abs(p.x));
}
p = save3;
p.y = abs(p.y);
p += vec2(-10.0, 0.0);
p *= vec2(0.75, 1.0);
col += 0.8 * vec4(0.0, 1.0, 0.5, 1.0) * s(20.0, 0.0, length(p) - 25.0 + 7.0 * sin(0.30 * length(p) * atan(p.y, p.x) + 55.0 * iTime));
col += 0.8 * vec4(1.0, 1.0, 1.0, 1.0) * s(20.0, 0.0, length(p) - 20.0 + 7.0 * sin(0.30 * length(p) * atan(p.y, p.x) + 55.0 * iTime));
p = save3;
col = mix(col, vec4(1.0), 0.5 * s(10.0, 0.0, length(p + vec2(5.0, 0.0)) - 20.0) * abs(sin(50.0 * iTime)));
col = mix(col, vec4(1.0), 0.5 * s(20.0, 0.0, length(p + vec2(5.0, 0.0)) - 20.0));
col = mix(col, vec4(1.0), s(0.01, 0.0, length(p) - 20.0));
if (length(p) - 20.0 < 0.0) {
col = mix(col, vec4(0.65, 0.68, 0.68 + 0.1 * (3.0 - i), 1.0), s(0.5, 0.0, length(p - vec2(2.0, 0.0)) - 17.0));
if (s(0.0, 1.0, length(vec2(3.0, 2.0) * p + vec2(33.5, 0.0)) - 23.0) > 0.0)
col = mix(col, vec4(0.45, 0.55, 0.55 + 0.1 * (3.0 - i), 1.0),
0.75 * s(0.5, 0.0, length(p - vec2(2.0, 0.0) + 0.5 * fbm(vec2(4.5 * atan(p.y, p.x)))) - 9.0));
col = mix(col, vec4(0.0), s(0.2, 0.0, abs(length(p) - 19.9) - 0.20));
col = mix(col, vec4(0.5, 0.2, 0.3, 1.0)
- s(5.0, 0.0, length(p + vec2(-6.0, 15.0)) - 20.0)
- s(0.25, 0.0, abs(length(p + vec2(0.0, 3.0)) - 15.0) - 0.4)
- s(0.0, 1.5, p.y - 8.5)
+ 0.25 * vec4(1.0, 0.5, 0.0, 1.0) * s(10.0, 0.0, abs(p.y))
,
s(0.5, 0.0, length(vec2(3.0, 2.0) * p + vec2(35.0, 0.0)) - 19.9));
col = mix(col, vec4(0.0, 0.0, 0.0, 1.0), s(1.0, 0.0, abs(length(vec2(3.0, 2.0) * p + vec2(35.0, 0.0)) - 19.9) - 0.1));
col = mix(col, vec4(0.0, 0.0, 0.0, 1.0), s(1.0, 0.0, abs(length(vec2(3.0, 2.0) * p + vec2(33.5, 0.0)) - 23.0) - 0.1));
if (p.y > 0.0) col = mix(col, vec4(0.0, 0.0, 0.0, 1.0), s(1.0, 0.0, abs(length(vec2(3.0, 2.0) * p + vec2(29.0, 0.0)) - 30.0) - 0.1));
if (p.y < 0.0) col = mix(col, vec4(0.0, 0.0, 0.0, 1.0), s(1.0, 0.0, abs(length(vec2(3.0, 2.0) * p + vec2(-31.0, 0.0)) - 30.0) - 0.1));
}
}
fragColor = clamp(col, 0.0, 1.0);
}
void main() {
vec2 fragCoordPixels = vUV * iResolution;
vec4 outColor;
mainImage(outColor, fragCoordPixels);
FragColor = outColor;
}

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Name: New Leaked 3I/Atlas NASA Footage
Author: msm01

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#include <metal_stdlib>
using namespace metal;
// Fractal Pyramid — bradjamesgrant
// MSL port of fractal_pyramid.vk.glsl.
struct ShadertoyUBO {
float iTime;
float2 iResolution;
};
struct PassthroughVOut {
float4 pos [[position]];
float2 uv;
};
static float3 palette(float d) {
return mix(float3(0.2, 0.7, 0.9), float3(1.0, 0.0, 1.0), d);
}
static float2 rotate(float2 p, float a) {
float c = cos(a);
float s = sin(a);
return p * float2x2(c, s, -s, c);
}
static float mapScene(float3 p, float iTime) {
for (int i = 0; i < 8; ++i) {
float t = iTime * 0.2;
p.xz = rotate(p.xz, t);
p.xy = rotate(p.xy, t * 1.89);
p.xz = abs(p.xz);
p.xz -= 0.5;
}
return dot(sign(p), p) / 5.0;
}
static float4 rm(float3 ro, float3 rd, float iTime) {
float t = 0.0;
float3 col = float3(0.0);
float d = 1.0;
for (int i = 0; i < 64; ++i) {
float3 p = ro + rd * t;
d = mapScene(p, iTime) * 0.5;
if (d < 0.02) break;
if (d > 100.0) break;
col += palette(length(p) * 0.1) / (400.0 * d);
t += d;
}
return float4(col, 1.0 / (d * 100.0));
}
fragment float4 fractal_pyramid_fs(PassthroughVOut in [[stage_in]],
constant ShadertoyUBO& U [[buffer(0)]]) {
float2 fragCoord = in.uv * U.iResolution;
float2 uv = (fragCoord - (U.iResolution * 0.5)) / U.iResolution.x;
float3 ro = float3(0.0, 0.0, -50.0);
ro.xz = rotate(ro.xz, U.iTime);
float3 cf = normalize(-ro);
float3 cs = normalize(cross(cf, float3(0.0, 1.0, 0.0)));
float3 cu = normalize(cross(cf, cs));
float3 uuv = ro + cf * 3.0 + uv.x * cs + uv.y * cu;
float3 rd = normalize(uuv - ro);
return rm(ro, rd, U.iTime);
}

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// Name: Fractal Pyramid
// Author: bradjamesgrant
// URL: https://www.shadertoy.com/view/tsXBzS
#version 330 core #version 330 core
precision highp float; precision highp float;

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#version 450
// Name: Fractal Pyramid
// Author: bradjamesgrant
// URL: https://www.shadertoy.com/view/tsXBzS
layout(location = 0) in vec2 vUV;
layout(location = 0) out vec4 FragColor;
layout(set = 3, binding = 0) uniform ShadertoyUBO {
float iTime;
vec2 iResolution;
};
vec3 palette(float d) {
return mix(vec3(0.2, 0.7, 0.9), vec3(1.0, 0.0, 1.0), d);
}
vec2 rotate(vec2 p, float a) {
float c = cos(a);
float s = sin(a);
return p * mat2(c, s, -s, c);
}
float mapScene(vec3 p) {
for (int i = 0; i < 8; ++i) {
float t = iTime * 0.2;
p.xz = rotate(p.xz, t);
p.xy = rotate(p.xy, t * 1.89);
p.xz = abs(p.xz);
p.xz -= 0.5;
}
return dot(sign(p), p) / 5.0;
}
vec4 rm(vec3 ro, vec3 rd) {
float t = 0.0;
vec3 col = vec3(0.0);
float d = 1.0;
for (int i = 0; i < 64; ++i) {
vec3 p = ro + rd * t;
d = mapScene(p) * 0.5;
if (d < 0.02) break;
if (d > 100.0) break;
col += palette(length(p) * 0.1) / (400.0 * d);
t += d;
}
return vec4(col, 1.0 / (d * 100.0));
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - (iResolution.xy * 0.5)) / iResolution.x;
vec3 ro = vec3(0.0, 0.0, -50.0);
ro.xz = rotate(ro.xz, iTime);
vec3 cf = normalize(-ro);
vec3 cs = normalize(cross(cf, vec3(0.0, 1.0, 0.0)));
vec3 cu = normalize(cross(cf, cs));
vec3 uuv = ro + cf * 3.0 + uv.x * cs + uv.y * cu;
vec3 rd = normalize(uuv - ro);
vec4 col = rm(ro, rd);
fragColor = col;
}
void main() {
vec2 fragCoordPixels = vUV * iResolution;
vec4 outColor;
mainImage(outColor, fragCoordPixels);
FragColor = outColor;
}

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Name: Fractal Pyramid
Author: bradjamesgrant

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#include <metal_stdlib>
using namespace metal;
// Just Another Cube — mrange
// MSL port of just_another_cube.vk.glsl. The Shadertoy original uses
// mutable file-scope globals; in MSL we pass them by reference.
struct ShadertoyUBO {
float iTime;
float2 iResolution;
};
struct PassthroughVOut {
float4 pos [[position]];
float2 uv;
};
constant float M = 1e-3;
static float D(float3 p,
thread float2x2& R,
thread float& d,
thread float& G) {
p.xy = p.xy * R;
p.xz = p.xz * R;
float3 S = sin(123.0 * p);
float shell = abs(length(p) - 0.6);
p *= p * p * p;
d = pow(dot(p, p), 0.125) - 0.5
- pow(1.0 + S.x * S.y * S.z, 8.0) / 1e5;
G = min(G, max(shell, d));
return d;
}
fragment float4 just_another_cube_fs(PassthroughVOut in [[stage_in]],
constant ShadertoyUBO& U [[buffer(0)]]) {
float2 C = in.uv * U.iResolution;
float2x2 R;
float d = 1.0, z = 0.0, G = 9.0;
float3 r = float3(U.iResolution, U.iResolution.y);
float3 I = normalize(float3(C - 0.5 * r.xy, r.y));
float3 B = float3(1, 2, 9) * M;
float3 p = float3(0.0);
float3 O = float3(0.0);
{
float4 cs = cos(0.3 * U.iTime + float4(0, 11, 33, 0));
R = float2x2(cs.x, cs.y, cs.z, cs.w);
}
for (; z < 9.0 && d > M; z += D(p, R, d, G)) {
p = z * I;
p.z -= 2.0;
}
if (z < 9.0) {
for (int i = 0; i < 3; ) {
r = float3(0.0);
r[i] = M;
O[i++] = D(p + r, R, d, G) - D(p - r, R, d, G);
}
O = normalize(O);
z = 1.0 + dot(O, I);
r = reflect(I, O);
C = (p + r * (5.0 - p.y) / abs(r.y)).xz;
float3 colorTerm;
if (r.y > 0.0) {
d = sqrt(length(C * C)) + 1.0;
colorTerm = 5e2 * smoothstep(5.0, 4.0, d) * d * B;
} else {
colorTerm = exp(-2.0 * length(C)) * (B / M - 1.0);
}
O = z * z * colorTerm + pow(1.0 + O.y, 5.0) * B;
}
float4 result = sqrt(float4(O + B / G, O.x + B.x / G));
return result;
}

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// Name: Just Another Cube
// Author: mrange
// URL: https://www.shadertoy.com/view/3XdXRr
#version 330 core
precision highp float;
out vec4 FragColor;
in vec2 vUV;
uniform vec2 iResolution;
uniform float iTime;
// CC0: Just another cube
// Glowtracers are great for compact coding, but I wanted to see how much
// I could squeeze a more normal raymarcher in terms of characters used.
// Twigl: https://twigl.app?ol=true&ss=-OW-y9xgRgWubwKcn0Nd
// == Globals ==
// Single-letter variable names are used to save characters (code golfing).
mat2 R; // A 2D rotation matrix, calculated once per frame in mainImage and used by D.
float d=1. // Stores the most recent distance to the scene from the ray's position.
, z=0. // Stores the total distance traveled along the ray (initialized to avoid undefined behavior)
, G=9. // "Glow" variable. Tracks the closest the ray comes to the object (for volumetric glow effect).
, M=1e-3
;
// == Distance Function (SDF - Signed Distance Field) ==
// This function calculates the shortest distance from a given point 'p' to the scene geometry.
// A positive result means the point is outside an object, negative is inside, and zero is on the surface.
// This is the core of "raymarching", as it tells us the largest safe step we can take along a ray.
float D(vec3 p) {
// Apply two rotations to the point's coordinates. This twists the space the object
// exists in, making the simple cube shape appear more complex and animated.
p.xy *= R;
p.xz *= R;
// Create a higher-frequency version of the coordinate for detailed surface patterns.
vec3 S = sin(123.*p);
// This creates a volumetric glow effect by tracking the minimum distance
// to either the existing glow value or a glowing shell around the object.
G = min(
G
// The glowing shell
, max(
abs(length(p)-.6)
// The main object distance calculation:
// 1. A superquadric (rounded cube shape) is created using an L8-norm.
// The expression `pow(dot(p=p*p*p*p,p),.125)` is a golfed version of
// `pow(pow(p.x,8)+pow(p.y,8)+pow(p.z,8), 1./8.)`.
// The `- .5` defines the object's size.
, d = pow(dot(p*=p*p*p,p),.125) - .5
// 2. Surface detail subtraction. This creates small surface variations
// using high-frequency sine waves for more appealing reflections.
- pow(1.+S.x*S.y*S.z,8.)/1e5
)
);
return d;
}
// == Main Render Function ==
// This function is called for every pixel on the screen to determine its color.
// 'o' is the final output color (rgba). 'C' is the input pixel coordinate (xy).
void mainImage(out vec4 o, vec2 C) {
// Single-letter variable names are used to save characters (code golfing).
vec3 p // The current point in 3D space along the ray.
, O // Multi-purpose vector: color accumulator, then normal vector, then final color.
, r=vec3(iResolution.xy, iResolution.y) // 'r' holds screen resolution, later re-used for the epsilon vector and reflection.
// 'I' is the Ray Direction vector. It's calculated once per pixel.
// This converts the 2D screen coordinate 'C' into a 3D direction, creating the camera perspective.
, I=normalize(vec3(C-.5*r.xy, r.y))
// Base glow color (dark bluish tint).
, B=vec3(1,2,9)*M
;
// == Raymarching Loop ==
// This loop "marches" a ray from the camera out into the scene to find what it hits.
// It uses a golfed structure where the body of the loop updates the ray position 'p',
// and the "advancement" step moves the ray forward.
for(
// -- Initializer (runs once before the loop) --
// Calculate the rotation matrix for this frame based on time.
R = mat2(cos(.3*iTime+vec4(0,11,33,0)))
// -- Condition --
// Loop while total distance 'z' is less than 9 and we are not yet touching a surface (d > 1e-3).
; z<9. && d > M
// -- Advancement --
// The ray advances by the safe distance 'd' returned by D(p).
// The result of D(p) is also assigned to the global 'd' inside the function.
; z += D(p)
)
// -- Loop Body --
// Calculate the current position 'p' in world space.
// The camera starts at (0,0,-2) and points forward.
p = z*I
, p.z -= 2.
;
// -- Hit Condition --
// If the loop finished because z exceeded the max distance, we hit nothing. Otherwise, we hit the surface.
if (z < 9.) {
// -- Calculate Surface Normal --
// Estimate the gradient ∇D at the hit point 'p' via central differences on the SDF D.
// We use ε = 1e-3 and loop over each axis (x, y, z):
// • Zero r, then set r[i] = ε.
// • Compute O[i] = D(p + r) D(p r).
// After the loop, O holds the unnormalized normal vector.
for (
int i=0 // axis index: 0→x, 1→y, 2→z (initialized to avoid warnings)
; i < 3
; O[i++] = D(p+r) - D(p-r)
)
r -= r // clear r to vec3(0)
, r[i] = M // set only the i-th component
;
// -- Lighting and Shading --
// 'z' is re-purposed to store a fresnel factor (1 - cos(angle)) for edge brightness.
// `dot(O, I)` calculates how much the surface faces away from the camera.
// O is also normalized here to become a proper normal vector.
z = 1.+dot(O = normalize(O),I);
// 'r' is re-purposed to store the reflection vector.
r = reflect(I,O);
// Calculate a point 'C' along the reflection vector 'r' to sample a background color.
// For upward reflections (r.y > 0), this finds the intersection with the plane y=5.
C = (p+r*(5.-p.y)/abs(r.y)).xz;
// Calculate the final color 'O' of the hit point.
O =
// Multiply by the fresnel factor squared for stronger edge reflections.
z*z *
// Use a ternary operator to decide the color based on where the reflection ray goes.
(
// If the reflection vector points upward...
r.y>0.
// ...sample a procedural "sky" with a radial gradient and blue tint.
? 5e2*smoothstep(5., 4., d = sqrt(length(C*C))+1.)*d*B
// ...otherwise, sample a "floor" with a deep blue exponential falloff.
: exp(-2.*length(C))*(B/M-1.)
)
// Add rim lighting (brighter on upward-facing surfaces).
+ pow(1.+O.y,5.)*B
;
}
// == Tonemapping & Output ==
// Apply final effects and map the High Dynamic Range (HDR) color to a displayable range.
// Add glow contribution: smaller G values (closer ray passes) create a brighter blue glow.
o = sqrt(O+B/G).xyzx;
}
void main() {
vec2 fragCoordPixels = vUV * iResolution;
vec4 outColor;
mainImage(outColor, fragCoordPixels);
FragColor = outColor;
}

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#version 450
// Name: Just Another Cube
// Author: mrange
// URL: https://www.shadertoy.com/view/3XdXRr
// CC0: Just another cube
layout(location = 0) in vec2 vUV;
layout(location = 0) out vec4 FragColor;
layout(set = 3, binding = 0) uniform ShadertoyUBO {
float iTime;
vec2 iResolution;
};
mat2 R;
float d = 1.;
float z = 0.;
float G = 9.;
float M = 1e-3;
float D(vec3 p) {
p.xy *= R;
p.xz *= R;
vec3 S = sin(123. * p);
G = min(
G,
max(
abs(length(p) - .6),
d = pow(dot(p *= p * p * p, p), .125) - .5
- pow(1. + S.x * S.y * S.z, 8.) / 1e5
)
);
return d;
}
void mainImage(out vec4 o, vec2 C) {
vec3 p,
O,
r = vec3(iResolution.xy, iResolution.y),
I = normalize(vec3(C - .5 * r.xy, r.y)),
B = vec3(1, 2, 9) * M;
for (
R = mat2(cos(.3 * iTime + vec4(0, 11, 33, 0)));
z < 9. && d > M;
z += D(p)
)
p = z * I,
p.z -= 2.;
O = vec3(0.0);
if (z < 9.) {
for (int i = 0; i < 3; ) {
r -= r;
r[i] = M;
O[i++] = D(p + r) - D(p - r);
}
z = 1. + dot(O = normalize(O), I);
r = reflect(I, O);
C = (p + r * (5. - p.y) / abs(r.y)).xz;
O =
z * z *
(
r.y > 0.
? 5e2 * smoothstep(5., 4., d = sqrt(length(C * C)) + 1.) * d * B
: exp(-2. * length(C)) * (B / M - 1.)
)
+ pow(1. + O.y, 5.) * B;
}
o = sqrt(O + B / G).xyzx;
}
void main() {
vec2 fragCoordPixels = vUV * iResolution;
vec4 outColor;
mainImage(outColor, fragCoordPixels);
FragColor = outColor;
}

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Name: Just Another Cube
Author: mrange

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Name: Octograms
Author: whisky_shusuky

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#include <metal_stdlib>
using namespace metal;
// Octograms — whisky_shusuky
// MSL port of octograms.vk.glsl. The Shadertoy original uses a mutable
// file-scope `gTime`; in MSL we pass it as a parameter through the chain.
struct ShadertoyUBO {
float iTime;
float2 iResolution;
};
struct PassthroughVOut {
float4 pos [[position]];
float2 uv;
};
static float2x2 rot(float a) {
float c = cos(a), s = sin(a);
return float2x2(c, s, -s, c);
}
static float sdBox(float3 p, float3 b) {
float3 q = abs(p) - b;
return length(max(q, float3(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0);
}
static float boxGeom(float3 pos, float scale) {
pos *= scale;
float base = sdBox(pos, float3(0.4, 0.4, 0.1)) / 1.5;
pos.xy = (pos.xy * 5.0 - float2(0.0, 3.5)) * rot(0.75);
return -base;
}
static float box_set(float3 pos, float gTime) {
float3 pos_origin = pos;
pos = pos_origin;
pos.y += sin(gTime * 0.4) * 2.5;
pos.xy = pos.xy * rot(0.8);
float box1 = boxGeom(pos, 2.0 - abs(sin(gTime * 0.4)) * 1.5);
pos = pos_origin;
pos.y -= sin(gTime * 0.4) * 2.5;
pos.xy = pos.xy * rot(0.8);
float box2 = boxGeom(pos, 2.0 - abs(sin(gTime * 0.4)) * 1.5);
pos = pos_origin;
pos.x += sin(gTime * 0.4) * 2.5;
pos.xy = pos.xy * rot(0.8);
float box3 = boxGeom(pos, 2.0 - abs(sin(gTime * 0.4)) * 1.5);
pos = pos_origin;
pos.x -= sin(gTime * 0.4) * 2.5;
pos.xy = pos.xy * rot(0.8);
float box4 = boxGeom(pos, 2.0 - abs(sin(gTime * 0.4)) * 1.5);
pos = pos_origin;
pos.xy = pos.xy * rot(0.8);
float box5 = boxGeom(pos, 0.5) * 6.0;
pos = pos_origin;
float box6 = boxGeom(pos, 0.5) * 6.0;
return max(max(max(max(max(box1, box2), box3), box4), box5), box6);
}
fragment float4 octograms_fs(PassthroughVOut in [[stage_in]],
constant ShadertoyUBO& U [[buffer(0)]]) {
float2 fragCoord = in.uv * U.iResolution;
float2 p = (fragCoord * 2.0 - U.iResolution) / min(U.iResolution.x, U.iResolution.y);
float3 ro = float3(0.0, -0.2, U.iTime * 4.0);
float3 ray = normalize(float3(p, 1.5));
ray.xy = ray.xy * rot(sin(U.iTime * 0.03) * 5.0);
ray.yz = ray.yz * rot(sin(U.iTime * 0.05) * 0.2);
float t = 0.1;
float ac = 0.0;
for (int i = 0; i < 99; i++) {
float3 pos = ro + ray * t;
pos = fract((pos - 2.0) / 4.0) * 4.0 - 2.0;
float gTime = U.iTime - float(i) * 0.01;
float d = box_set(pos, gTime);
d = max(abs(d), 0.01);
ac += exp(-d * 23.0);
t += d * 0.55;
}
float3 col = float3(ac * 0.02);
col += float3(0.0, 0.2 * abs(sin(U.iTime)), 0.5 + sin(U.iTime) * 0.2);
return float4(col, 1.0 - t * (0.02 + 0.02 * sin(U.iTime)));
}

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// Name: Octograms
// Author: whisky_shusuky
// URL: https://www.shadertoy.com/view/tlVGDt
#version 330 core #version 330 core
precision highp float; precision highp float;

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#version 450
// Name: Octograms
// Author: whisky_shusuky
// URL: https://www.shadertoy.com/view/tlVGDt
layout(location = 0) in vec2 vUV;
layout(location = 0) out vec4 FragColor;
layout(set = 3, binding = 0) uniform ShadertoyUBO {
float iTime;
vec2 iResolution;
};
float gTime = 0.0;
const float REPEAT = 5.0;
mat2 rot(float a) {
float c = cos(a), s = sin(a);
return mat2(c, s, -s, c);
}
float sdBox(vec3 p, vec3 b) {
vec3 q = abs(p) - b;
return length(max(q, vec3(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0);
}
float boxGeom(vec3 pos, float scale) {
pos *= scale;
float base = sdBox(pos, vec3(.4, .4, .1)) / 1.5;
pos.xy *= 5.0;
pos.y -= 3.5;
pos.xy *= rot(.75);
float result = -base;
return result;
}
float box_set(vec3 pos, float iTimeLocal) {
vec3 pos_origin = pos;
pos = pos_origin;
pos.y += sin(gTime * 0.4) * 2.5;
pos.xy *= rot(.8);
float box1 = boxGeom(pos, 2.0 - abs(sin(gTime * 0.4)) * 1.5);
pos = pos_origin;
pos.y -= sin(gTime * 0.4) * 2.5;
pos.xy *= rot(.8);
float box2 = boxGeom(pos, 2.0 - abs(sin(gTime * 0.4)) * 1.5);
pos = pos_origin;
pos.x += sin(gTime * 0.4) * 2.5;
pos.xy *= rot(.8);
float box3 = boxGeom(pos, 2.0 - abs(sin(gTime * 0.4)) * 1.5);
pos = pos_origin;
pos.x -= sin(gTime * 0.4) * 2.5;
pos.xy *= rot(.8);
float box4 = boxGeom(pos, 2.0 - abs(sin(gTime * 0.4)) * 1.5);
pos = pos_origin;
pos.xy *= rot(.8);
float box5 = boxGeom(pos, .5) * 6.0;
pos = pos_origin;
float box6 = boxGeom(pos, .5) * 6.0;
float result = max(max(max(max(max(box1, box2), box3), box4), box5), box6);
return result;
}
float mapScene(vec3 pos, float iTimeLocal) {
return box_set(pos, iTimeLocal);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 p = (fragCoord.xy * 2.0 - iResolution.xy) / min(iResolution.x, iResolution.y);
vec3 ro = vec3(0.0, -0.2, iTime * 4.0);
vec3 ray = normalize(vec3(p, 1.5));
ray.xy = ray.xy * rot(sin(iTime * .03) * 5.0);
ray.yz = ray.yz * rot(sin(iTime * .05) * .2);
float t = 0.1;
vec3 col = vec3(0.0);
float ac = 0.0;
for (int i = 0; i < 99; i++) {
vec3 pos = ro + ray * t;
pos = mod(pos - 2.0, 4.0) - 2.0;
gTime = iTime - float(i) * 0.01;
float d = mapScene(pos, iTime);
d = max(abs(d), 0.01);
ac += exp(-d * 23.0);
t += d * 0.55;
}
col = vec3(ac * 0.02);
col += vec3(0.0, 0.2 * abs(sin(iTime)), 0.5 + sin(iTime) * 0.2);
fragColor = vec4(col, 1.0 - t * (0.02 + 0.02 * sin(iTime)));
}
void main() {
vec2 fragCoordPixels = vUV * iResolution;
vec4 outColor;
mainImage(outColor, fragCoordPixels);
FragColor = outColor;
}

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Name: Remember
Author: diatribes

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#include <metal_stdlib>
using namespace metal;
// Remember — diatribes
// MSL port of remember.vk.glsl.
struct ShadertoyUBO {
float iTime;
float2 iResolution;
};
struct PassthroughVOut {
float4 pos [[position]];
float2 uv;
};
static float hash12(float2 p) {
float3 p3 = fract(float3(p.xyx) * 0.1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
fragment float4 remember_fs(PassthroughVOut in [[stage_in]],
constant ShadertoyUBO& U [[buffer(0)]]) {
float2 fragCoord = in.uv * U.iResolution;
float2 u = fragCoord;
float3 q, p = float3(U.iResolution, U.iResolution.x / U.iResolution.y);
float i = 0.0, s = 0.0;
float d = 0.125 * hash12(u);
float t = U.iTime * 0.1;
u = (u + u - p.xy) / p.y;
if (abs(u.y) > 0.8) { return float4(0); }
float4 o = float4(0.0);
for (; i < 64.0; i++) {
q = p = float3(u * d, d + t * 5.0);
// mat2(cos(.1*p.z+.1*t+vec4(0,33,11,0))) — column-major: (m00,m10,m01,m11)
float4 cs = cos(0.1 * p.z + 0.1 * t + float4(0, 33, 11, 0));
float2x2 m = float2x2(cs.x, cs.y, cs.z, cs.w);
p.xy = p.xy * m;
q.xz = cos(q.xz);
p.z = cos(p.z);
for (s = 1.0; s++ < 6.0;) {
q += sin(0.6 * t + p.zxy * 0.6);
p += sin(t + t + p.yzx * s) * 0.6;
}
s = 0.02 + abs(min(length(p + 3.0 * sin(p.z * 0.5)) - 4.0, length(q - 2.0 * sin(p.z * 0.4)) - 6.0)) * 0.2;
d += s;
float4 brightTerm = min(0.01 * float4(6, 2, 1, 0) / max(length(u * sin(t + t + t)), 0.001), float4(50.0));
o += brightTerm + 1.0 / s * length(u);
}
o = tanh(max(o / 6e2 + dot(u, u) * 0.35, 0.0));
return o;
}

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// Name: Remember
// Author: diatribes
// URL: https://www.shadertoy.com/view/tXSBDK
#version 330 core
precision highp float;
out vec4 FragColor;
in vec2 vUV;
uniform vec2 iResolution;
uniform float iTime;
// fuzzy brain
// Hash function to replace iChannel0 texture noise
float hash12(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * .1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
void mainImage(out vec4 o, vec2 u) {
vec3 q,p = vec3(iResolution.xy, iResolution.x / iResolution.y);
float i = 0.0, s,
// start the ray at a small random distance,
// this will reduce banding
// Replaced texelFetch(iChannel0, ...) with hash function
d = .125 * hash12(u),
t = iTime * .1;
// scale coords
u = (u+u-p.xy)/p.y;
if (abs(u.y) > .8) { o = vec4(0); return; }
// Initialize output color (out parameter must be initialized before use)
o = vec4(0.0);
for(; i<64.; i++) {
// shorthand for standard raymarch sample, then move forward:
// p = ro + rd * d, p.z + t
q = p = vec3(u * d, d + t*5.);
p.xy *= mat2(cos(.1*p.z+.1*t+vec4(0,33,11,0)));
q.xz = cos(q.xz);
p.z = cos(p.z) ;
// turbulence
for (s = 1.; s++ <6.;
q += sin(.6*t+p.zxy*.6),
p += sin(t+t+p.yzx*s)*.6);
// distance to spheres
d += s = .02 + abs(min(length(p+3.*sin(p.z*.5))-4., length(q-2.*sin(p.z*.4))-6.))*.2;
// color: 1.+cos so we don't go negative, cos(d+vec4(6,4,2,0)) samples from the palette
// divide by s for form and distance
// Clamp only the first term to prevent extreme overflow, leave second term free
vec4 brightTerm = min(.01*vec4(6,2,1,0)/max(length(u*sin(t+t+t)), 0.001), vec4(50.0));
o += brightTerm + 1. / s * length(u);
}
// tonemap and divide brightness
o = tanh(max(o /6e2 + dot(u,u)*.35, 0.));
}
void main() {
vec2 fragCoordPixels = vUV * iResolution;
vec4 outColor;
mainImage(outColor, fragCoordPixels);
FragColor = outColor;
}

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#version 450
// Name: Remember
// Author: diatribes
// URL: https://www.shadertoy.com/view/tXSBDK
layout(location = 0) in vec2 vUV;
layout(location = 0) out vec4 FragColor;
layout(set = 3, binding = 0) uniform ShadertoyUBO {
float iTime;
vec2 iResolution;
};
// fuzzy brain — Hash function to replace iChannel0 texture noise
float hash12(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * .1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
void mainImage(out vec4 o, vec2 u) {
vec3 q, p = vec3(iResolution.xy, iResolution.x / iResolution.y);
float i = 0.0, s,
d = .125 * hash12(u),
t = iTime * .1;
u = (u + u - p.xy) / p.y;
if (abs(u.y) > .8) { o = vec4(0); return; }
o = vec4(0.0);
for (; i < 64.; i++) {
q = p = vec3(u * d, d + t * 5.);
p.xy *= mat2(cos(.1 * p.z + .1 * t + vec4(0, 33, 11, 0)));
q.xz = cos(q.xz);
p.z = cos(p.z);
for (s = 1.; s++ < 6.;
q += sin(.6 * t + p.zxy * .6),
p += sin(t + t + p.yzx * s) * .6);
d += s = .02 + abs(min(length(p + 3. * sin(p.z * .5)) - 4., length(q - 2. * sin(p.z * .4)) - 6.)) * .2;
vec4 brightTerm = min(.01 * vec4(6, 2, 1, 0) / max(length(u * sin(t + t + t)), 0.001), vec4(50.0));
o += brightTerm + 1. / s * length(u);
}
o = tanh(max(o / 6e2 + dot(u, u) * .35, 0.));
}
void main() {
vec2 fragCoordPixels = vUV * iResolution;
vec4 outColor;
mainImage(outColor, fragCoordPixels);
FragColor = outColor;
}

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Name: Seascape
Author: Alexander Alekseev

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#include <metal_stdlib>
using namespace metal;
// Seascape — Alexander Alekseev (TDM, 2014)
// MSL port of seascape.vk.glsl. iTime threaded through helpers because
// MSL does not allow file-scope mutable globals.
struct ShadertoyUBO {
float iTime;
float2 iResolution;
};
struct PassthroughVOut {
float4 pos [[position]];
float2 uv;
};
constant int NUM_STEPS = 32;
constant float PI = 3.141592;
constant float EPSILON = 1e-3;
constant int ITER_GEOMETRY = 3;
constant int ITER_FRAGMENT = 5;
constant float SEA_HEIGHT = 0.6;
constant float SEA_CHOPPY = 4.0;
constant float SEA_SPEED = 0.8;
constant float SEA_FREQ = 0.16;
constant float3 SEA_BASE = float3(0.0, 0.09, 0.18);
constant float3 SEA_WATER_COLOR = float3(0.8, 0.9, 0.6) * 0.6;
constant float2x2 octave_m = float2x2(1.6, 1.2, -1.2, 1.6);
static float3x3 fromEuler(float3 ang) {
float2 a1 = float2(sin(ang.x), cos(ang.x));
float2 a2 = float2(sin(ang.y), cos(ang.y));
float2 a3 = float2(sin(ang.z), cos(ang.z));
float3x3 m;
m[0] = float3(a1.y * a3.y + a1.x * a2.x * a3.x, a1.y * a2.x * a3.x + a3.y * a1.x, -a2.y * a3.x);
m[1] = float3(-a2.y * a1.x, a1.y * a2.y, a2.x);
m[2] = float3(a3.y * a1.x * a2.x + a1.y * a3.x, a1.x * a3.x - a1.y * a3.y * a2.x, a2.y * a3.y);
return m;
}
static float hash(float2 p) {
float h = dot(p, float2(127.1, 311.7));
return fract(sin(h) * 43758.5453123);
}
static float noise(float2 p) {
float2 i = floor(p);
float2 f = fract(p);
float2 u = f * f * (3.0 - 2.0 * f);
return -1.0 + 2.0 * mix(mix(hash(i + float2(0.0, 0.0)),
hash(i + float2(1.0, 0.0)), u.x),
mix(hash(i + float2(0.0, 1.0)),
hash(i + float2(1.0, 1.0)), u.x), u.y);
}
static float diffuseLight(float3 n, float3 l, float p) {
return pow(dot(n, l) * 0.4 + 0.6, p);
}
static float specularLight(float3 n, float3 l, float3 e, float s) {
float nrm = (s + 8.0) / (PI * 8.0);
return pow(max(dot(reflect(e, n), l), 0.0), s) * nrm;
}
static float3 getSkyColor(float3 e) {
e.y = (max(e.y, 0.0) * 0.8 + 0.2) * 0.8;
return float3(pow(1.0 - e.y, 2.0), 1.0 - e.y, 0.6 + (1.0 - e.y) * 0.4) * 1.1;
}
static float sea_octave(float2 uv, float choppy) {
uv += noise(uv);
float2 wv = 1.0 - abs(sin(uv));
float2 swv = abs(cos(uv));
wv = mix(wv, swv, wv);
return pow(1.0 - pow(wv.x * wv.y, 0.65), choppy);
}
static float seaMap(float3 p, float iTime, int iter) {
float SEA_TIME = 1.0 + iTime * SEA_SPEED;
float freq = SEA_FREQ;
float amp = SEA_HEIGHT;
float choppy = SEA_CHOPPY;
float2 uv = p.xz; uv.x *= 0.75;
float d, h = 0.0;
for (int i = 0; i < iter; i++) {
d = sea_octave((uv + SEA_TIME) * freq, choppy);
d += sea_octave((uv - SEA_TIME) * freq, choppy);
h += d * amp;
uv = uv * octave_m;
freq *= 1.9;
amp *= 0.22;
choppy = mix(choppy, 1.0, 0.2);
}
return p.y - h;
}
static float3 getSeaColor(float3 p, float3 n, float3 l, float3 eye, float3 dist) {
float fresnel = clamp(1.0 - dot(n, -eye), 0.0, 1.0);
fresnel = min(fresnel * fresnel * fresnel, 0.5);
float3 reflected = getSkyColor(reflect(eye, n));
float3 refracted = SEA_BASE + diffuseLight(n, l, 80.0) * SEA_WATER_COLOR * 0.12;
float3 color = mix(refracted, reflected, fresnel);
float atten = max(1.0 - dot(dist, dist) * 0.001, 0.0);
color += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten;
color += specularLight(n, l, eye, 600.0 * rsqrt(dot(dist, dist)));
return color;
}
static float3 getNormal(float3 p, float eps, float iTime) {
float3 n;
n.y = seaMap(p, iTime, ITER_FRAGMENT);
n.x = seaMap(float3(p.x + eps, p.y, p.z), iTime, ITER_FRAGMENT) - n.y;
n.z = seaMap(float3(p.x, p.y, p.z + eps), iTime, ITER_FRAGMENT) - n.y;
n.y = eps;
return normalize(n);
}
static float heightMapTracing(float3 ori, float3 dir, thread float3& p, float iTime) {
float tm = 0.0;
float tx = 1000.0;
float hx = seaMap(ori + dir * tx, iTime, ITER_GEOMETRY);
if (hx > 0.0) {
p = ori + dir * tx;
return tx;
}
float hm = seaMap(ori, iTime, ITER_GEOMETRY);
for (int i = 0; i < NUM_STEPS; i++) {
float tmid = mix(tm, tx, hm / (hm - hx));
p = ori + dir * tmid;
float hmid = seaMap(p, iTime, ITER_GEOMETRY);
if (hmid < 0.0) {
tx = tmid;
hx = hmid;
} else {
tm = tmid;
hm = hmid;
}
if (abs(hmid) < EPSILON) break;
}
return mix(tm, tx, hm / (hm - hx));
}
static float3 getPixel(float2 coord, float time, float2 iResolution, float iTime) {
float2 uv = coord / iResolution;
uv = uv * 2.0 - 1.0;
uv.x *= iResolution.x / iResolution.y;
float3 ang = float3(sin(time * 3.0) * 0.1, sin(time) * 0.2 + 0.3, time);
float3 ori = float3(0.0, 3.5, time * 5.0);
float3 dir = normalize(float3(uv.xy, -2.0));
dir.z += length(uv) * 0.14;
dir = normalize(dir) * fromEuler(ang);
float3 p;
heightMapTracing(ori, dir, p, iTime);
float3 dist = p - ori;
float EPSILON_NRM = 0.1 / iResolution.x;
float3 n = getNormal(p, dot(dist, dist) * EPSILON_NRM, iTime);
float3 light = normalize(float3(0.0, 1.0, 0.8));
return mix(
getSkyColor(dir),
getSeaColor(p, n, light, dir, dist),
pow(smoothstep(0.0, -0.02, dir.y), 0.2));
}
fragment float4 seascape_fs(PassthroughVOut in [[stage_in]],
constant ShadertoyUBO& U [[buffer(0)]]) {
float2 fragCoord = in.uv * U.iResolution;
float time = U.iTime * 0.3;
float3 color = getPixel(fragCoord, time, U.iResolution, U.iTime);
return float4(pow(color, float3(0.65)), 1.0);
}

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// Name: Seascape
// Author: Alexander Alekseev
// URL: https://www.shadertoy.com/view/Ms2SD1
#version 330 core
precision highp float;
out vec4 FragColor;
in vec2 vUV;
uniform vec2 iResolution;
uniform float iTime;
/*
* "Seascape" by Alexander Alekseev aka TDM - 2014
* License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
* Contact: tdmaav@gmail.com
*/
const int NUM_STEPS = 32;
const float PI = 3.141592;
const float EPSILON = 1e-3;
#define EPSILON_NRM (0.1 / iResolution.x)
//#define AA
// sea
const int ITER_GEOMETRY = 3;
const int ITER_FRAGMENT = 5;
const float SEA_HEIGHT = 0.6;
const float SEA_CHOPPY = 4.0;
const float SEA_SPEED = 0.8;
const float SEA_FREQ = 0.16;
const vec3 SEA_BASE = vec3(0.0,0.09,0.18);
const vec3 SEA_WATER_COLOR = vec3(0.8,0.9,0.6)*0.6;
#define SEA_TIME (1.0 + iTime * SEA_SPEED)
const mat2 octave_m = mat2(1.6,1.2,-1.2,1.6);
// math
mat3 fromEuler(vec3 ang) {
vec2 a1 = vec2(sin(ang.x),cos(ang.x));
vec2 a2 = vec2(sin(ang.y),cos(ang.y));
vec2 a3 = vec2(sin(ang.z),cos(ang.z));
mat3 m;
m[0] = vec3(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x);
m[1] = vec3(-a2.y*a1.x,a1.y*a2.y,a2.x);
m[2] = vec3(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y);
return m;
}
float hash( vec2 p ) {
float h = dot(p,vec2(127.1,311.7));
return fract(sin(h)*43758.5453123);
}
float noise( in vec2 p ) {
vec2 i = floor( p );
vec2 f = fract( p );
vec2 u = f*f*(3.0-2.0*f);
return -1.0+2.0*mix( mix( hash( i + vec2(0.0,0.0) ),
hash( i + vec2(1.0,0.0) ), u.x),
mix( hash( i + vec2(0.0,1.0) ),
hash( i + vec2(1.0,1.0) ), u.x), u.y);
}
// lighting
float diffuse(vec3 n,vec3 l,float p) {
return pow(dot(n,l) * 0.4 + 0.6,p);
}
float specular(vec3 n,vec3 l,vec3 e,float s) {
float nrm = (s + 8.0) / (PI * 8.0);
return pow(max(dot(reflect(e,n),l),0.0),s) * nrm;
}
// sky
vec3 getSkyColor(vec3 e) {
e.y = (max(e.y,0.0)*0.8+0.2)*0.8;
return vec3(pow(1.0-e.y,2.0), 1.0-e.y, 0.6+(1.0-e.y)*0.4) * 1.1;
}
// sea
float sea_octave(vec2 uv, float choppy) {
uv += noise(uv);
vec2 wv = 1.0-abs(sin(uv));
vec2 swv = abs(cos(uv));
wv = mix(wv,swv,wv);
return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
}
float map(vec3 p) {
float freq = SEA_FREQ;
float amp = SEA_HEIGHT;
float choppy = SEA_CHOPPY;
vec2 uv = p.xz; uv.x *= 0.75;
float d, h = 0.0;
for(int i = 0; i < ITER_GEOMETRY; i++) {
d = sea_octave((uv+SEA_TIME)*freq,choppy);
d += sea_octave((uv-SEA_TIME)*freq,choppy);
h += d * amp;
uv *= octave_m; freq *= 1.9; amp *= 0.22;
choppy = mix(choppy,1.0,0.2);
}
return p.y - h;
}
float map_detailed(vec3 p) {
float freq = SEA_FREQ;
float amp = SEA_HEIGHT;
float choppy = SEA_CHOPPY;
vec2 uv = p.xz; uv.x *= 0.75;
float d, h = 0.0;
for(int i = 0; i < ITER_FRAGMENT; i++) {
d = sea_octave((uv+SEA_TIME)*freq,choppy);
d += sea_octave((uv-SEA_TIME)*freq,choppy);
h += d * amp;
uv *= octave_m; freq *= 1.9; amp *= 0.22;
choppy = mix(choppy,1.0,0.2);
}
return p.y - h;
}
vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye, vec3 dist) {
float fresnel = clamp(1.0 - dot(n, -eye), 0.0, 1.0);
fresnel = min(fresnel * fresnel * fresnel, 0.5);
vec3 reflected = getSkyColor(reflect(eye, n));
vec3 refracted = SEA_BASE + diffuse(n, l, 80.0) * SEA_WATER_COLOR * 0.12;
vec3 color = mix(refracted, reflected, fresnel);
float atten = max(1.0 - dot(dist, dist) * 0.001, 0.0);
color += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten;
color += specular(n, l, eye, 600.0 * inversesqrt(dot(dist,dist)));
return color;
}
// tracing
vec3 getNormal(vec3 p, float eps) {
vec3 n;
n.y = map_detailed(p);
n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - n.y;
n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - n.y;
n.y = eps;
return normalize(n);
}
float heightMapTracing(vec3 ori, vec3 dir, out vec3 p) {
float tm = 0.0;
float tx = 1000.0;
float hx = map(ori + dir * tx);
if(hx > 0.0) {
p = ori + dir * tx;
return tx;
}
float hm = map(ori);
for(int i = 0; i < NUM_STEPS; i++) {
float tmid = mix(tm, tx, hm / (hm - hx));
p = ori + dir * tmid;
float hmid = map(p);
if(hmid < 0.0) {
tx = tmid;
hx = hmid;
} else {
tm = tmid;
hm = hmid;
}
if(abs(hmid) < EPSILON) break;
}
return mix(tm, tx, hm / (hm - hx));
}
vec3 getPixel(in vec2 coord, float time) {
vec2 uv = coord / iResolution.xy;
uv = uv * 2.0 - 1.0;
uv.x *= iResolution.x / iResolution.y;
// ray
vec3 ang = vec3(sin(time*3.0)*0.1,sin(time)*0.2+0.3,time);
vec3 ori = vec3(0.0,3.5,time*5.0);
vec3 dir = normalize(vec3(uv.xy,-2.0)); dir.z += length(uv) * 0.14;
dir = normalize(dir) * fromEuler(ang);
// tracing
vec3 p;
heightMapTracing(ori,dir,p);
vec3 dist = p - ori;
vec3 n = getNormal(p, dot(dist,dist) * EPSILON_NRM);
vec3 light = normalize(vec3(0.0,1.0,0.8));
// color
return mix(
getSkyColor(dir),
getSeaColor(p,n,light,dir,dist),
pow(smoothstep(0.0,-0.02,dir.y),0.2));
}
// main
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
// Removed mouse interaction (iMouse not available)
float time = iTime * 0.3;
#ifdef AA
vec3 color = vec3(0.0);
for(int i = -1; i <= 1; i++) {
for(int j = -1; j <= 1; j++) {
vec2 uv = fragCoord+vec2(i,j)/3.0;
color += getPixel(uv, time);
}
}
color /= 9.0;
#else
vec3 color = getPixel(fragCoord, time);
#endif
// post
fragColor = vec4(pow(color,vec3(0.65)), 1.0);
}
void main() {
vec2 fragCoordPixels = vUV * iResolution;
vec4 outColor;
mainImage(outColor, fragCoordPixels);
FragColor = outColor;
}

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#version 450
// Name: Seascape
// Author: Alexander Alekseev
// URL: https://www.shadertoy.com/view/Ms2SD1
//
// "Seascape" by Alexander Alekseev aka TDM - 2014
// CC BY-NC-SA 3.0 Unported License.
layout(location = 0) in vec2 vUV;
layout(location = 0) out vec4 FragColor;
layout(set = 3, binding = 0) uniform ShadertoyUBO {
float iTime;
vec2 iResolution;
};
const int NUM_STEPS = 32;
const float PI = 3.141592;
const float EPSILON = 1e-3;
#define EPSILON_NRM (0.1 / iResolution.x)
const int ITER_GEOMETRY = 3;
const int ITER_FRAGMENT = 5;
const float SEA_HEIGHT = 0.6;
const float SEA_CHOPPY = 4.0;
const float SEA_SPEED = 0.8;
const float SEA_FREQ = 0.16;
const vec3 SEA_BASE = vec3(0.0, 0.09, 0.18);
const vec3 SEA_WATER_COLOR = vec3(0.8, 0.9, 0.6) * 0.6;
#define SEA_TIME (1.0 + iTime * SEA_SPEED)
const mat2 octave_m = mat2(1.6, 1.2, -1.2, 1.6);
mat3 fromEuler(vec3 ang) {
vec2 a1 = vec2(sin(ang.x), cos(ang.x));
vec2 a2 = vec2(sin(ang.y), cos(ang.y));
vec2 a3 = vec2(sin(ang.z), cos(ang.z));
mat3 m;
m[0] = vec3(a1.y * a3.y + a1.x * a2.x * a3.x, a1.y * a2.x * a3.x + a3.y * a1.x, -a2.y * a3.x);
m[1] = vec3(-a2.y * a1.x, a1.y * a2.y, a2.x);
m[2] = vec3(a3.y * a1.x * a2.x + a1.y * a3.x, a1.x * a3.x - a1.y * a3.y * a2.x, a2.y * a3.y);
return m;
}
float hash(vec2 p) {
float h = dot(p, vec2(127.1, 311.7));
return fract(sin(h) * 43758.5453123);
}
float noise(in vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
vec2 u = f * f * (3.0 - 2.0 * f);
return -1.0 + 2.0 * mix(mix(hash(i + vec2(0.0, 0.0)),
hash(i + vec2(1.0, 0.0)), u.x),
mix(hash(i + vec2(0.0, 1.0)),
hash(i + vec2(1.0, 1.0)), u.x), u.y);
}
float diffuse(vec3 n, vec3 l, float p) {
return pow(dot(n, l) * 0.4 + 0.6, p);
}
float specular(vec3 n, vec3 l, vec3 e, float s) {
float nrm = (s + 8.0) / (PI * 8.0);
return pow(max(dot(reflect(e, n), l), 0.0), s) * nrm;
}
vec3 getSkyColor(vec3 e) {
e.y = (max(e.y, 0.0) * 0.8 + 0.2) * 0.8;
return vec3(pow(1.0 - e.y, 2.0), 1.0 - e.y, 0.6 + (1.0 - e.y) * 0.4) * 1.1;
}
float sea_octave(vec2 uv, float choppy) {
uv += noise(uv);
vec2 wv = 1.0 - abs(sin(uv));
vec2 swv = abs(cos(uv));
wv = mix(wv, swv, wv);
return pow(1.0 - pow(wv.x * wv.y, 0.65), choppy);
}
float map(vec3 p) {
float freq = SEA_FREQ;
float amp = SEA_HEIGHT;
float choppy = SEA_CHOPPY;
vec2 uv = p.xz; uv.x *= 0.75;
float d, h = 0.0;
for (int i = 0; i < ITER_GEOMETRY; i++) {
d = sea_octave((uv + SEA_TIME) * freq, choppy);
d += sea_octave((uv - SEA_TIME) * freq, choppy);
h += d * amp;
uv *= octave_m; freq *= 1.9; amp *= 0.22;
choppy = mix(choppy, 1.0, 0.2);
}
return p.y - h;
}
float map_detailed(vec3 p) {
float freq = SEA_FREQ;
float amp = SEA_HEIGHT;
float choppy = SEA_CHOPPY;
vec2 uv = p.xz; uv.x *= 0.75;
float d, h = 0.0;
for (int i = 0; i < ITER_FRAGMENT; i++) {
d = sea_octave((uv + SEA_TIME) * freq, choppy);
d += sea_octave((uv - SEA_TIME) * freq, choppy);
h += d * amp;
uv *= octave_m; freq *= 1.9; amp *= 0.22;
choppy = mix(choppy, 1.0, 0.2);
}
return p.y - h;
}
vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye, vec3 dist) {
float fresnel = clamp(1.0 - dot(n, -eye), 0.0, 1.0);
fresnel = min(fresnel * fresnel * fresnel, 0.5);
vec3 reflected = getSkyColor(reflect(eye, n));
vec3 refracted = SEA_BASE + diffuse(n, l, 80.0) * SEA_WATER_COLOR * 0.12;
vec3 color = mix(refracted, reflected, fresnel);
float atten = max(1.0 - dot(dist, dist) * 0.001, 0.0);
color += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten;
color += specular(n, l, eye, 600.0 * inversesqrt(dot(dist, dist)));
return color;
}
vec3 getNormal(vec3 p, float eps) {
vec3 n;
n.y = map_detailed(p);
n.x = map_detailed(vec3(p.x + eps, p.y, p.z)) - n.y;
n.z = map_detailed(vec3(p.x, p.y, p.z + eps)) - n.y;
n.y = eps;
return normalize(n);
}
float heightMapTracing(vec3 ori, vec3 dir, out vec3 p) {
float tm = 0.0;
float tx = 1000.0;
float hx = map(ori + dir * tx);
if (hx > 0.0) {
p = ori + dir * tx;
return tx;
}
float hm = map(ori);
for (int i = 0; i < NUM_STEPS; i++) {
float tmid = mix(tm, tx, hm / (hm - hx));
p = ori + dir * tmid;
float hmid = map(p);
if (hmid < 0.0) {
tx = tmid;
hx = hmid;
} else {
tm = tmid;
hm = hmid;
}
if (abs(hmid) < EPSILON) break;
}
return mix(tm, tx, hm / (hm - hx));
}
vec3 getPixel(in vec2 coord, float time) {
vec2 uv = coord / iResolution.xy;
uv = uv * 2.0 - 1.0;
uv.x *= iResolution.x / iResolution.y;
vec3 ang = vec3(sin(time * 3.0) * 0.1, sin(time) * 0.2 + 0.3, time);
vec3 ori = vec3(0.0, 3.5, time * 5.0);
vec3 dir = normalize(vec3(uv.xy, -2.0)); dir.z += length(uv) * 0.14;
dir = normalize(dir) * fromEuler(ang);
vec3 p;
heightMapTracing(ori, dir, p);
vec3 dist = p - ori;
vec3 n = getNormal(p, dot(dist, dist) * EPSILON_NRM);
vec3 light = normalize(vec3(0.0, 1.0, 0.8));
return mix(
getSkyColor(dir),
getSeaColor(p, n, light, dir, dist),
pow(smoothstep(0.0, -0.02, dir.y), 0.2));
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
float time = iTime * 0.3;
vec3 color = getPixel(fragCoord, time);
fragColor = vec4(pow(color, vec3(0.65)), 1.0);
}
void main() {
vec2 fragCoordPixels = vUV * iResolution;
vec4 outColor;
mainImage(outColor, fragCoordPixels);
FragColor = outColor;
}

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Name: Shader Art Coding Introduction
Author: kishimisu

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#include <metal_stdlib>
using namespace metal;
// Shader Art Coding Introduction — kishimisu
// MSL port of shader_art_coding_introduction.vk.glsl.
struct ShadertoyUBO {
float iTime;
float2 iResolution;
};
struct PassthroughVOut {
float4 pos [[position]];
float2 uv;
};
static float3 palette(float t) {
float3 a = float3(0.5, 0.5, 0.5);
float3 b = float3(0.5, 0.5, 0.5);
float3 c = float3(1.0, 1.0, 1.0);
float3 d = float3(0.263, 0.416, 0.557);
return a + b * cos(6.28318 * (c * t * d));
}
fragment float4 shader_art_coding_introduction_fs(PassthroughVOut in [[stage_in]],
constant ShadertoyUBO& U [[buffer(0)]]) {
float2 fragCoord = in.uv * U.iResolution;
float2 uv = (fragCoord * 2.0 - U.iResolution) / U.iResolution.y;
float2 uv0 = uv;
float3 finalColor = float3(0.0);
for (float i = 0.0; i < 4.0; i++) {
uv = fract(uv * 1.5) - 0.5;
float d = length(uv) * exp(-length(uv0));
float3 col = palette(length(uv0) + i * 0.4 + U.iTime * 0.4);
d = sin(d * 8.0 + U.iTime) / 8.0;
d = abs(d);
d = pow(0.01 / d, 1.2);
finalColor += col * d;
}
return float4(finalColor, 1.0);
}

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@@ -1,3 +1,6 @@
// Name: Shader Art Coding Introduction
// Author: kishimisu
// URL: https://www.shadertoy.com/view/mtyGWy
#version 330 core #version 330 core
precision highp float; precision highp float;

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#version 450
// Name: Shader Art Coding Introduction
// Author: kishimisu
// URL: https://www.shadertoy.com/view/mtyGWy
layout(location = 0) in vec2 vUV;
layout(location = 0) out vec4 FragColor;
layout(set = 3, binding = 0) uniform ShadertoyUBO {
float iTime;
vec2 iResolution;
};
vec3 palette(float t) {
vec3 a = vec3(0.5, 0.5, 0.5);
vec3 b = vec3(0.5, 0.5, 0.5);
vec3 c = vec3(1.0, 1.0, 1.0);
vec3 d = vec3(0.263, 0.416, 0.557);
return a + b * cos(6.28318 * (c * t * d));
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord * 2.0 - iResolution.xy) / iResolution.y;
vec2 uv0 = uv;
vec3 finalColor = vec3(0.0);
for (float i = 0.0; i < 4.0; i++) {
uv = fract(uv * 1.5) - 0.5;
float d = length(uv) * exp(-length(uv0));
vec3 col = palette(length(uv0) + i * 0.4 + iTime * 0.4);
d = sin(d * 8.0 + iTime) / 8.0;
d = abs(d);
d = pow(0.01 / d, 1.2);
finalColor += col * d;
}
fragColor = vec4(finalColor, 1.0);
}
void main() {
vec2 fragCoordPixels = vUV * iResolution;
vec4 outColor;
mainImage(outColor, fragCoordPixels);
FragColor = outColor;
}

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Name: Test
Author: JailDesigner

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#include <metal_stdlib>
using namespace metal;
// Test shader (Metal Shading Language port of test.vk.glsl).
// Author: JailDesigner
struct ShadertoyUBO {
float iTime;
float2 iResolution;
};
struct PassthroughVOut {
float4 pos [[position]];
float2 uv;
};
static float3 palette(float t) {
float3 a = float3(1.0, 0.5, 0.5);
float3 b = float3(1.0, 0.5, 0.5);
float3 c = float3(1.0, 1.0, 1.0);
float3 d = float3(0.263, 0.416, 0.557);
return a + b * cos(6.28318 * (c * t * d));
}
fragment float4 test_fs(PassthroughVOut in [[stage_in]],
constant ShadertoyUBO& u [[buffer(0)]]) {
float2 fragCoord = in.uv * u.iResolution;
float2 uv = (fragCoord * 2.0 - u.iResolution) / u.iResolution.y;
float d = length(uv);
float3 col = palette(d);
d = sin(d * 8.0 + u.iTime) / 8.0;
d = abs(d);
d = 0.02 / d;
col *= d;
return float4(col, 1.0);
}

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@@ -1,3 +1,5 @@
// Name: Test
// Author: JailDesigner
#version 330 core #version 330 core
out vec4 FragColor; out vec4 FragColor;
in vec2 vUV; in vec2 vUV;

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#version 450
// Name: Test
// Author: JailDesigner
//
// Vulkan port of test.gl.glsl. Bindings follow the SDL3 GPU convention:
// set=3, binding=0 — fragment uniform buffer (anonymous block: members
// are accessible directly as iTime / iResolution, like Shadertoy).
layout(location = 0) in vec2 vUV;
layout(location = 0) out vec4 FragColor;
layout(set = 3, binding = 0) uniform ShadertoyUBO {
float iTime;
vec2 iResolution;
};
vec3 palette(float t) {
vec3 a = vec3(1.0, 0.5, 0.5);
vec3 b = vec3(1.0, 0.5, 0.5);
vec3 c = vec3(1.0, 1.0, 1.0);
vec3 d = vec3(0.263, 0.416, 0.557);
return a + b * cos(6.28318 * (c * t * d));
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord * 2.0 - iResolution) / iResolution.y;
float d = length(uv);
vec3 col = palette(d);
d = sin(d * 8.0 + iTime) / 8.0;
d = abs(d);
d = 0.02 / d;
col *= d;
fragColor = vec4(col, 1.0);
}
void main() {
vec2 fragCoordPixels = vUV * iResolution;
vec4 outColor;
mainImage(outColor, fragCoordPixels);
FragColor = outColor;
}

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Name: Water
Author: diatribes

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#include <metal_stdlib>
using namespace metal;
// Water — diatribes
// MSL port of water.vk.glsl. Entry point is named after the shader (water_fs).
struct ShadertoyUBO {
float iTime;
float2 iResolution;
};
struct PassthroughVOut {
float4 pos [[position]];
float2 uv;
};
fragment float4 water_fs(PassthroughVOut in [[stage_in]],
constant ShadertoyUBO& U [[buffer(0)]]) {
float2 fragCoord = in.uv * U.iResolution;
float2 u = fragCoord;
float s = 0.002, i = 0.0, n;
float3 r = float3(U.iResolution, U.iResolution.x / U.iResolution.y);
float3 p = float3(0);
u = (u - r.xy / 2.0) / r.y - 0.3;
float4 o = float4(0);
for (; i < 32.0 && s > 0.001; i++) {
float4 term = float4(5, 2, 1, 0) / max(length(u - 0.1), 0.001);
o += min(term, float4(100.0));
p += float3(u * s, s);
s = 1.0 + p.y;
for (n = 0.01; n < 1.0; n += n) {
s += abs(dot(sin(p.z + U.iTime + p / n), float3(1))) * n * 0.1;
}
}
o = tanh(o / 5e2);
return o;
}

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// Name: Water
// Author: diatribes
// URL: https://www.shadertoy.com/view/tXjXDy
#version 330 core
precision highp float;
out vec4 FragColor;
in vec2 vUV;
uniform vec2 iResolution;
uniform float iTime;
/*
-2 by @FabriceNeyret2
thanks!! :D
If it doesn't display correctly, change line 17 "r/r" to "vec3(1)"
*/
void mainImage( out vec4 o, vec2 u ) {
float s=.002, i=0., n; // FIXED: Initialize i=0
vec3 r = vec3(iResolution.xy, iResolution.x/iResolution.y);
vec3 p = vec3(0);
u = (u-r.xy/2.)/r.y-.3;
o = vec4(0); // FIXED: Initialize output to black
for(; i < 32. && s > .001; i++) {
// Clamp only extreme overflow values, let normal brightness through
vec4 term = vec4(5,2,1,0)/max(length(u-.1), 0.001);
o += min(term, vec4(100.0));
for (p += vec3(u*s,s), s = 1. + p.y, n =.01; n < 1.; n+=n) {
s += abs(dot(sin(p.z+iTime+p / n), vec3(1))) * n*.1;
}
}
o = tanh(o/5e2);
}
void main() {
vec2 fragCoordPixels = vUV * iResolution;
vec4 outColor;
mainImage(outColor, fragCoordPixels);
FragColor = outColor;
}

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#version 450
// Name: Water
// Author: diatribes
// URL: https://www.shadertoy.com/view/tXjXDy
layout(location = 0) in vec2 vUV;
layout(location = 0) out vec4 FragColor;
layout(set = 3, binding = 0) uniform ShadertoyUBO {
float iTime;
vec2 iResolution;
};
/*
-2 by @FabriceNeyret2
thanks!! :D
If it doesn't display correctly, change line "r/r" to "vec3(1)"
*/
void mainImage( out vec4 o, vec2 u ) {
float s=.002, i=0., n;
vec3 r = vec3(iResolution.xy, iResolution.x/iResolution.y);
vec3 p = vec3(0);
u = (u-r.xy/2.)/r.y-.3;
o = vec4(0);
for(; i < 32. && s > .001; i++) {
vec4 term = vec4(5,2,1,0)/max(length(u-.1), 0.001);
o += min(term, vec4(100.0));
for (p += vec3(u*s,s), s = 1. + p.y, n =.01; n < 1.; n+=n) {
s += abs(dot(sin(p.z+iTime+p / n), vec3(1))) * n*.1;
}
}
o = tanh(o/5e2);
}
void main() {
vec2 fragCoordPixels = vUV * iResolution;
vec4 outColor;
mainImage(outColor, fragCoordPixels);
FragColor = outColor;
}

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#!/usr/bin/env python3
import os
import sys
import shutil
import subprocess
from pathlib import Path
def check_dependencies():
"""Verifica que ImageMagick esté instalado"""
try:
subprocess.run(['magick', '--version'], capture_output=True, check=True)
except (subprocess.CalledProcessError, FileNotFoundError):
print("Error: ImageMagick no está instalado o no se encuentra en el PATH")
print("Instala ImageMagick desde: https://imagemagick.org/script/download.php")
sys.exit(1)
# Verificar iconutil solo en macOS
if sys.platform == 'darwin':
try:
# iconutil no tiene --version, mejor usar which o probar con -h
result = subprocess.run(['which', 'iconutil'], capture_output=True, check=True)
if result.returncode == 0:
print("✓ iconutil disponible - se crearán archivos .ico e .icns")
except (subprocess.CalledProcessError, FileNotFoundError):
print("Error: iconutil no está disponible (solo funciona en macOS)")
print("Solo se creará el archivo .ico")
else:
print(" Sistema no-macOS detectado - solo se creará archivo .ico")
def create_icons(input_file):
"""Crea archivos .icns e .ico a partir de un PNG"""
# Verificar que el archivo existe
if not os.path.isfile(input_file):
print(f"Error: El archivo {input_file} no existe.")
return False
# Obtener información del archivo
file_path = Path(input_file)
file_dir = file_path.parent
file_name = file_path.stem # Nombre sin extensión
file_extension = file_path.suffix
if file_extension.lower() not in ['.png', '.jpg', '.jpeg', '.bmp', '.tiff']:
print(f"Advertencia: {file_extension} puede no ser compatible. Se recomienda usar PNG.")
# Crear archivo .ico usando el método simplificado
ico_output = file_dir / f"{file_name}.ico"
try:
print(f"Creando {ico_output}...")
subprocess.run([
'magick', str(input_file),
'-define', 'icon:auto-resize=256,128,64,48,32,16',
str(ico_output)
], check=True)
print(f"✓ Archivo .ico creado: {ico_output}")
except subprocess.CalledProcessError as e:
print(f"Error creando archivo .ico: {e}")
return False
# Crear archivo .icns (solo en macOS)
if sys.platform == 'darwin':
try:
# Crear carpeta temporal para iconset
temp_folder = file_dir / "icon.iconset"
# Eliminar carpeta temporal si existe
if temp_folder.exists():
shutil.rmtree(temp_folder)
# Crear carpeta temporal
temp_folder.mkdir(parents=True)
# Definir los tamaños y nombres de archivo para .icns
icon_sizes = [
(16, "icon_16x16.png"),
(32, "icon_16x16@2x.png"),
(32, "icon_32x32.png"),
(64, "icon_32x32@2x.png"),
(128, "icon_128x128.png"),
(256, "icon_128x128@2x.png"),
(256, "icon_256x256.png"),
(512, "icon_256x256@2x.png"),
(512, "icon_512x512.png"),
(1024, "icon_512x512@2x.png")
]
print("Generando imágenes para .icns...")
# Crear cada tamaño de imagen
for size, output_name in icon_sizes:
output_path = temp_folder / output_name
subprocess.run([
'magick', str(input_file),
'-resize', f'{size}x{size}',
str(output_path)
], check=True)
# Crear archivo .icns usando iconutil
icns_output = file_dir / f"{file_name}.icns"
print(f"Creando {icns_output}...")
subprocess.run([
'iconutil', '-c', 'icns',
str(temp_folder),
'-o', str(icns_output)
], check=True)
# Limpiar carpeta temporal
if temp_folder.exists():
shutil.rmtree(temp_folder)
print(f"✓ Archivo .icns creado: {icns_output}")
except subprocess.CalledProcessError as e:
print(f"Error creando archivo .icns: {e}")
# Limpiar carpeta temporal en caso de error
if temp_folder.exists():
shutil.rmtree(temp_folder)
return False
else:
print(" Archivo .icns no creado (solo disponible en macOS)")
return True
def main():
"""Función principal"""
# Verificar argumentos
if len(sys.argv) != 2:
print(f"Uso: {sys.argv[0]} ARCHIVO")
print("Ejemplo: python3 create_icons.py imagen.png")
sys.exit(0)
input_file = sys.argv[1]
# Verificar dependencias
check_dependencies()
# Crear iconos
if create_icons(input_file):
print("\n✅ Proceso completado exitosamente")
else:
print("\n❌ El proceso falló")
sys.exit(1)
if __name__ == "__main__":
main()

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release/macos/Info.plist Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>es</string>
<key>CFBundleDisplayName</key>
<string>Shadertoy</string>
<key>CFBundleExecutable</key>
<string>shadertoy</string>
<key>CFBundleIconFile</key>
<string>icon</string>
<key>CFBundleIconName</key>
<string>icon</string>
<key>CFBundleIdentifier</key>
<string>net.jailgames.shadertoy</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>shadertoy</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>1.00</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>1.00</string>
<key>CSResourcesFileMapped</key>
<true/>
<key>LSMinimumSystemVersion</key>
<string>12.0</string>
<key>NSHighResolutionCapable</key>
<true/>
<key>NSHumanReadableCopyright</key>
<string>Copyright 2025 JailDesigner</string>
<key>NSPrincipalClass</key>
<string>NSApplication</string>
<key>SUPublicDSAKeyFile</key>
<string>dsa_pub.pem</string>
</dict>
</plist>

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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>AvailableLibraries</key>
<array>
<dict>
<key>BinaryPath</key>
<string>SDL3.framework/Versions/A/SDL3</string>
<key>LibraryIdentifier</key>
<string>macos-arm64_x86_64</string>
<key>LibraryPath</key>
<string>SDL3.framework</string>
<key>SupportedArchitectures</key>
<array>
<string>arm64</string>
<string>x86_64</string>
</array>
<key>SupportedPlatform</key>
<string>macos</string>
</dict>
<dict>
<key>BinaryPath</key>
<string>SDL3.framework/SDL3</string>
<key>LibraryIdentifier</key>
<string>tvos-arm64</string>
<key>LibraryPath</key>
<string>SDL3.framework</string>
<key>SupportedArchitectures</key>
<array>
<string>arm64</string>
</array>
<key>SupportedPlatform</key>
<string>tvos</string>
</dict>
<dict>
<key>BinaryPath</key>
<string>SDL3.framework/SDL3</string>
<key>LibraryIdentifier</key>
<string>ios-arm64</string>
<key>LibraryPath</key>
<string>SDL3.framework</string>
<key>SupportedArchitectures</key>
<array>
<string>arm64</string>
</array>
<key>SupportedPlatform</key>
<string>ios</string>
</dict>
<dict>
<key>BinaryPath</key>
<string>SDL3.framework/SDL3</string>
<key>LibraryIdentifier</key>
<string>ios-arm64_x86_64-simulator</string>
<key>LibraryPath</key>
<string>SDL3.framework</string>
<key>SupportedArchitectures</key>
<array>
<string>arm64</string>
<string>x86_64</string>
</array>
<key>SupportedPlatform</key>
<string>ios</string>
<key>SupportedPlatformVariant</key>
<string>simulator</string>
</dict>
<dict>
<key>BinaryPath</key>
<string>SDL3.framework/SDL3</string>
<key>LibraryIdentifier</key>
<string>tvos-arm64_x86_64-simulator</string>
<key>LibraryPath</key>
<string>SDL3.framework</string>
<key>SupportedArchitectures</key>
<array>
<string>arm64</string>
<string>x86_64</string>
</array>
<key>SupportedPlatform</key>
<string>tvos</string>
<key>SupportedPlatformVariant</key>
<string>simulator</string>
</dict>
</array>
<key>CFBundlePackageType</key>
<string>XFWK</string>
<key>XCFrameworkFormatVersion</key>
<string>1.0</string>
</dict>
</plist>

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Versions/Current/Headers

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Versions/Current/Resources

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Versions/Current/SDL3

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* Main include header for the SDL library, version 3.2.20
*
* It is almost always best to include just this one header instead of
* picking out individual headers included here. There are exceptions to
* this rule--SDL_main.h is special and not included here--but usually
* letting SDL.h include the kitchen sink for you is the correct approach.
*/
#ifndef SDL_h_
#define SDL_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_assert.h>
#include <SDL3/SDL_asyncio.h>
#include <SDL3/SDL_atomic.h>
#include <SDL3/SDL_audio.h>
#include <SDL3/SDL_bits.h>
#include <SDL3/SDL_blendmode.h>
#include <SDL3/SDL_camera.h>
#include <SDL3/SDL_clipboard.h>
#include <SDL3/SDL_cpuinfo.h>
#include <SDL3/SDL_dialog.h>
#include <SDL3/SDL_endian.h>
#include <SDL3/SDL_error.h>
#include <SDL3/SDL_events.h>
#include <SDL3/SDL_filesystem.h>
#include <SDL3/SDL_gamepad.h>
#include <SDL3/SDL_gpu.h>
#include <SDL3/SDL_guid.h>
#include <SDL3/SDL_haptic.h>
#include <SDL3/SDL_hidapi.h>
#include <SDL3/SDL_hints.h>
#include <SDL3/SDL_init.h>
#include <SDL3/SDL_iostream.h>
#include <SDL3/SDL_joystick.h>
#include <SDL3/SDL_keyboard.h>
#include <SDL3/SDL_keycode.h>
#include <SDL3/SDL_loadso.h>
#include <SDL3/SDL_locale.h>
#include <SDL3/SDL_log.h>
#include <SDL3/SDL_messagebox.h>
#include <SDL3/SDL_metal.h>
#include <SDL3/SDL_misc.h>
#include <SDL3/SDL_mouse.h>
#include <SDL3/SDL_mutex.h>
#include <SDL3/SDL_pen.h>
#include <SDL3/SDL_pixels.h>
#include <SDL3/SDL_platform.h>
#include <SDL3/SDL_power.h>
#include <SDL3/SDL_process.h>
#include <SDL3/SDL_properties.h>
#include <SDL3/SDL_rect.h>
#include <SDL3/SDL_render.h>
#include <SDL3/SDL_scancode.h>
#include <SDL3/SDL_sensor.h>
#include <SDL3/SDL_storage.h>
#include <SDL3/SDL_surface.h>
#include <SDL3/SDL_system.h>
#include <SDL3/SDL_thread.h>
#include <SDL3/SDL_time.h>
#include <SDL3/SDL_timer.h>
#include <SDL3/SDL_tray.h>
#include <SDL3/SDL_touch.h>
#include <SDL3/SDL_version.h>
#include <SDL3/SDL_video.h>
#include <SDL3/SDL_oldnames.h>
#endif /* SDL_h_ */

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@@ -0,0 +1,662 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryAssert
*
* A helpful assertion macro!
*
* SDL assertions operate like your usual `assert` macro, but with some added
* features:
*
* - It uses a trick with the `sizeof` operator, so disabled assertions
* vaporize out of the compiled code, but variables only referenced in the
* assertion won't trigger compiler warnings about being unused.
* - It is safe to use with a dangling-else: `if (x) SDL_assert(y); else
* do_something();`
* - It works the same everywhere, instead of counting on various platforms'
* compiler and C runtime to behave.
* - It provides multiple levels of assertion (SDL_assert, SDL_assert_release,
* SDL_assert_paranoid) instead of a single all-or-nothing option.
* - It offers a variety of responses when an assertion fails (retry, trigger
* the debugger, abort the program, ignore the failure once, ignore it for
* the rest of the program's run).
* - It tries to show the user a dialog by default, if possible, but the app
* can provide a callback to handle assertion failures however they like.
* - It lets failed assertions be retried. Perhaps you had a network failure
* and just want to retry the test after plugging your network cable back
* in? You can.
* - It lets the user ignore an assertion failure, if there's a harmless
* problem that one can continue past.
* - It lets the user mark an assertion as ignored for the rest of the
* program's run; if there's a harmless problem that keeps popping up.
* - It provides statistics and data on all failed assertions to the app.
* - It allows the default assertion handler to be controlled with environment
* variables, in case an automated script needs to control it.
* - It can be used as an aid to Clang's static analysis; it will treat SDL
* assertions as universally true (under the assumption that you are serious
* about the asserted claims and that your debug builds will detect when
* these claims were wrong). This can help the analyzer avoid false
* positives.
*
* To use it: compile a debug build and just sprinkle around tests to check
* your code!
*/
#ifndef SDL_assert_h_
#define SDL_assert_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
/**
* The level of assertion aggressiveness.
*
* This value changes depending on compiler options and other preprocessor
* defines.
*
* It is currently one of the following values, but future SDL releases might
* add more:
*
* - 0: All SDL assertion macros are disabled.
* - 1: Release settings: SDL_assert disabled, SDL_assert_release enabled.
* - 2: Debug settings: SDL_assert and SDL_assert_release enabled.
* - 3: Paranoid settings: All SDL assertion macros enabled, including
* SDL_assert_paranoid.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_ASSERT_LEVEL SomeNumberBasedOnVariousFactors
#elif !defined(SDL_ASSERT_LEVEL)
#ifdef SDL_DEFAULT_ASSERT_LEVEL
#define SDL_ASSERT_LEVEL SDL_DEFAULT_ASSERT_LEVEL
#elif defined(_DEBUG) || defined(DEBUG) || \
(defined(__GNUC__) && !defined(__OPTIMIZE__))
#define SDL_ASSERT_LEVEL 2
#else
#define SDL_ASSERT_LEVEL 1
#endif
#endif
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
/**
* Attempt to tell an attached debugger to pause.
*
* This allows an app to programmatically halt ("break") the debugger as if it
* had hit a breakpoint, allowing the developer to examine program state, etc.
*
* This is a macro--not a function--so that the debugger breaks on the source
* code line that used SDL_TriggerBreakpoint and not in some random guts of
* SDL. SDL_assert uses this macro for the same reason.
*
* If the program is not running under a debugger, SDL_TriggerBreakpoint will
* likely terminate the app, possibly without warning. If the current platform
* isn't supported, this macro is left undefined.
*
* \threadsafety It is safe to call this macro from any thread.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_TriggerBreakpoint() TriggerABreakpointInAPlatformSpecificManner
#elif defined(_MSC_VER) && _MSC_VER >= 1310
/* Don't include intrin.h here because it contains C++ code */
extern void __cdecl __debugbreak(void);
#define SDL_TriggerBreakpoint() __debugbreak()
#elif defined(_MSC_VER) && defined(_M_IX86)
#define SDL_TriggerBreakpoint() { _asm { int 0x03 } }
#elif defined(ANDROID)
#include <assert.h>
#define SDL_TriggerBreakpoint() assert(0)
#elif SDL_HAS_BUILTIN(__builtin_debugtrap)
#define SDL_TriggerBreakpoint() __builtin_debugtrap()
#elif SDL_HAS_BUILTIN(__builtin_trap)
#define SDL_TriggerBreakpoint() __builtin_trap()
#elif (defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__))
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "int $3\n\t" )
#elif (defined(__GNUC__) || defined(__clang__)) && defined(__riscv)
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "ebreak\n\t" )
#elif ( defined(SDL_PLATFORM_APPLE) && (defined(__arm64__) || defined(__aarch64__)) ) /* this might work on other ARM targets, but this is a known quantity... */
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #22\n\t" )
#elif defined(SDL_PLATFORM_APPLE) && defined(__arm__)
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "bkpt #22\n\t" )
#elif defined(_WIN32) && ((defined(__GNUC__) || defined(__clang__)) && (defined(__arm64__) || defined(__aarch64__)) )
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #0xF000\n\t" )
#elif defined(__GNUC__) || defined(__clang__)
#define SDL_TriggerBreakpoint() __builtin_trap() /* older gcc may not support SDL_HAS_BUILTIN(__builtin_trap) above */
#elif defined(__386__) && defined(__WATCOMC__)
#define SDL_TriggerBreakpoint() { _asm { int 0x03 } }
#elif defined(HAVE_SIGNAL_H) && !defined(__WATCOMC__)
#include <signal.h>
#define SDL_TriggerBreakpoint() raise(SIGTRAP)
#else
/* SDL_TriggerBreakpoint is intentionally left undefined on unknown platforms. */
#endif
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
/**
* A macro that reports the current function being compiled.
*
* If SDL can't figure how the compiler reports this, it will use "???".
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_FUNCTION __FUNCTION__
#elif defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199901L) /* C99 supports __func__ as a standard. */
# define SDL_FUNCTION __func__
#elif ((defined(__GNUC__) && (__GNUC__ >= 2)) || defined(_MSC_VER) || defined (__WATCOMC__))
# define SDL_FUNCTION __FUNCTION__
#else
# define SDL_FUNCTION "???"
#endif
/**
* A macro that reports the current file being compiled.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_FILE __FILE__
/**
* A macro that reports the current line number of the file being compiled.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_LINE __LINE__
/*
sizeof (x) makes the compiler still parse the expression even without
assertions enabled, so the code is always checked at compile time, but
doesn't actually generate code for it, so there are no side effects or
expensive checks at run time, just the constant size of what x WOULD be,
which presumably gets optimized out as unused.
This also solves the problem of...
int somevalue = blah();
SDL_assert(somevalue == 1);
...which would cause compiles to complain that somevalue is unused if we
disable assertions.
*/
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
/**
* A macro for wrapping code in `do {} while (0);` without compiler warnings.
*
* Visual Studio with really aggressive warnings enabled needs this to avoid
* compiler complaints.
*
* the `do {} while (0);` trick is useful for wrapping code in a macro that
* may or may not be a single statement, to avoid various C language
* accidents.
*
* To use:
*
* ```c
* do { SomethingOnce(); } while (SDL_NULL_WHILE_LOOP_CONDITION (0));
* ```
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_NULL_WHILE_LOOP_CONDITION (0)
#elif defined(_MSC_VER) /* Avoid /W4 warnings. */
/* "while (0,0)" fools Microsoft's compiler's /W4 warning level into thinking
this condition isn't constant. And looks like an owl's face! */
#define SDL_NULL_WHILE_LOOP_CONDITION (0,0)
#else
#define SDL_NULL_WHILE_LOOP_CONDITION (0)
#endif
/**
* The macro used when an assertion is disabled.
*
* This isn't for direct use by apps, but this is the code that is inserted
* when an SDL_assert is disabled (perhaps in a release build).
*
* The code does nothing, but wraps `condition` in a sizeof operator, which
* generates no code and has no side effects, but avoid compiler warnings
* about unused variables.
*
* \param condition the condition to assert (but not actually run here).
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_disabled_assert(condition) \
do { (void) sizeof ((condition)); } while (SDL_NULL_WHILE_LOOP_CONDITION)
/**
* Possible outcomes from a triggered assertion.
*
* When an enabled assertion triggers, it may call the assertion handler
* (possibly one provided by the app via SDL_SetAssertionHandler), which will
* return one of these values, possibly after asking the user.
*
* Then SDL will respond based on this outcome (loop around to retry the
* condition, try to break in a debugger, kill the program, or ignore the
* problem).
*
* \since This enum is available since SDL 3.2.0.
*/
typedef enum SDL_AssertState
{
SDL_ASSERTION_RETRY, /**< Retry the assert immediately. */
SDL_ASSERTION_BREAK, /**< Make the debugger trigger a breakpoint. */
SDL_ASSERTION_ABORT, /**< Terminate the program. */
SDL_ASSERTION_IGNORE, /**< Ignore the assert. */
SDL_ASSERTION_ALWAYS_IGNORE /**< Ignore the assert from now on. */
} SDL_AssertState;
/**
* Information about an assertion failure.
*
* This structure is filled in with information about a triggered assertion,
* used by the assertion handler, then added to the assertion report. This is
* returned as a linked list from SDL_GetAssertionReport().
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_AssertData
{
bool always_ignore; /**< true if app should always continue when assertion is triggered. */
unsigned int trigger_count; /**< Number of times this assertion has been triggered. */
const char *condition; /**< A string of this assert's test code. */
const char *filename; /**< The source file where this assert lives. */
int linenum; /**< The line in `filename` where this assert lives. */
const char *function; /**< The name of the function where this assert lives. */
const struct SDL_AssertData *next; /**< next item in the linked list. */
} SDL_AssertData;
/**
* Never call this directly.
*
* Use the SDL_assert macros instead.
*
* \param data assert data structure.
* \param func function name.
* \param file file name.
* \param line line number.
* \returns assert state.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *data,
const char *func,
const char *file, int line) SDL_ANALYZER_NORETURN;
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
/**
* The macro used when an assertion triggers a breakpoint.
*
* This isn't for direct use by apps; use SDL_assert or SDL_TriggerBreakpoint
* instead.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_AssertBreakpoint() SDL_TriggerBreakpoint()
#elif !defined(SDL_AssertBreakpoint)
# if defined(ANDROID) && defined(assert)
/* Define this as empty in case assert() is defined as SDL_assert */
# define SDL_AssertBreakpoint()
# else
# define SDL_AssertBreakpoint() SDL_TriggerBreakpoint()
# endif
#endif /* !SDL_AssertBreakpoint */
/**
* The macro used when an assertion is enabled.
*
* This isn't for direct use by apps, but this is the code that is inserted
* when an SDL_assert is enabled.
*
* The `do {} while(0)` avoids dangling else problems:
*
* ```c
* if (x) SDL_assert(y); else blah();
* ```
*
* ... without the do/while, the "else" could attach to this macro's "if". We
* try to handle just the minimum we need here in a macro...the loop, the
* static vars, and break points. The heavy lifting is handled in
* SDL_ReportAssertion().
*
* \param condition the condition to assert.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_enabled_assert(condition) \
do { \
while ( !(condition) ) { \
static struct SDL_AssertData sdl_assert_data = { false, 0, #condition, NULL, 0, NULL, NULL }; \
const SDL_AssertState sdl_assert_state = SDL_ReportAssertion(&sdl_assert_data, SDL_FUNCTION, SDL_FILE, SDL_LINE); \
if (sdl_assert_state == SDL_ASSERTION_RETRY) { \
continue; /* go again. */ \
} else if (sdl_assert_state == SDL_ASSERTION_BREAK) { \
SDL_AssertBreakpoint(); \
} \
break; /* not retrying. */ \
} \
} while (SDL_NULL_WHILE_LOOP_CONDITION)
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
/**
* An assertion test that is normally performed only in debug builds.
*
* This macro is enabled when the SDL_ASSERT_LEVEL is >= 2, otherwise it is
* disabled. This is meant to only do these tests in debug builds, so they can
* tend to be more expensive, and they are meant to bring everything to a halt
* when they fail, with the programmer there to assess the problem.
*
* In short: you can sprinkle these around liberally and assume they will
* evaporate out of the build when building for end-users.
*
* When assertions are disabled, this wraps `condition` in a `sizeof`
* operator, which means any function calls and side effects will not run, but
* the compiler will not complain about any otherwise-unused variables that
* are only referenced in the assertion.
*
* One can set the environment variable "SDL_ASSERT" to one of several strings
* ("abort", "break", "retry", "ignore", "always_ignore") to force a default
* behavior, which may be desirable for automation purposes. If your platform
* requires GUI interfaces to happen on the main thread but you're debugging
* an assertion in a background thread, it might be desirable to set this to
* "break" so that your debugger takes control as soon as assert is triggered,
* instead of risking a bad UI interaction (deadlock, etc) in the application.
*
* \param condition boolean value to test.
*
* \threadsafety It is safe to call this macro from any thread.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_assert(condition) if (assertion_enabled && (condition)) { trigger_assertion; }
/**
* An assertion test that is performed even in release builds.
*
* This macro is enabled when the SDL_ASSERT_LEVEL is >= 1, otherwise it is
* disabled. This is meant to be for tests that are cheap to make and
* extremely unlikely to fail; generally it is frowned upon to have an
* assertion failure in a release build, so these assertions generally need to
* be of more than life-and-death importance if there's a chance they might
* trigger. You should almost always consider handling these cases more
* gracefully than an assert allows.
*
* When assertions are disabled, this wraps `condition` in a `sizeof`
* operator, which means any function calls and side effects will not run, but
* the compiler will not complain about any otherwise-unused variables that
* are only referenced in the assertion.
*
* One can set the environment variable "SDL_ASSERT" to one of several strings
* ("abort", "break", "retry", "ignore", "always_ignore") to force a default
* behavior, which may be desirable for automation purposes. If your platform
* requires GUI interfaces to happen on the main thread but you're debugging
* an assertion in a background thread, it might be desirable to set this to
* "break" so that your debugger takes control as soon as assert is triggered,
* instead of risking a bad UI interaction (deadlock, etc) in the application.
* *
*
* \param condition boolean value to test.
*
* \threadsafety It is safe to call this macro from any thread.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_assert_release(condition) SDL_disabled_assert(condition)
/**
* An assertion test that is performed only when built with paranoid settings.
*
* This macro is enabled when the SDL_ASSERT_LEVEL is >= 3, otherwise it is
* disabled. This is a higher level than both release and debug, so these
* tests are meant to be expensive and only run when specifically looking for
* extremely unexpected failure cases in a special build.
*
* When assertions are disabled, this wraps `condition` in a `sizeof`
* operator, which means any function calls and side effects will not run, but
* the compiler will not complain about any otherwise-unused variables that
* are only referenced in the assertion.
*
* One can set the environment variable "SDL_ASSERT" to one of several strings
* ("abort", "break", "retry", "ignore", "always_ignore") to force a default
* behavior, which may be desirable for automation purposes. If your platform
* requires GUI interfaces to happen on the main thread but you're debugging
* an assertion in a background thread, it might be desirable to set this to
* "break" so that your debugger takes control as soon as assert is triggered,
* instead of risking a bad UI interaction (deadlock, etc) in the application.
*
* \param condition boolean value to test.
*
* \threadsafety It is safe to call this macro from any thread.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
/* Enable various levels of assertions. */
#elif SDL_ASSERT_LEVEL == 0 /* assertions disabled */
# define SDL_assert(condition) SDL_disabled_assert(condition)
# define SDL_assert_release(condition) SDL_disabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
#elif SDL_ASSERT_LEVEL == 1 /* release settings. */
# define SDL_assert(condition) SDL_disabled_assert(condition)
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
#elif SDL_ASSERT_LEVEL == 2 /* debug settings. */
# define SDL_assert(condition) SDL_enabled_assert(condition)
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
#elif SDL_ASSERT_LEVEL == 3 /* paranoid settings. */
# define SDL_assert(condition) SDL_enabled_assert(condition)
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_enabled_assert(condition)
#else
# error Unknown assertion level.
#endif
/**
* An assertion test that is always performed.
*
* This macro is always enabled no matter what SDL_ASSERT_LEVEL is set to. You
* almost never want to use this, as it could trigger on an end-user's system,
* crashing your program.
*
* One can set the environment variable "SDL_ASSERT" to one of several strings
* ("abort", "break", "retry", "ignore", "always_ignore") to force a default
* behavior, which may be desirable for automation purposes. If your platform
* requires GUI interfaces to happen on the main thread but you're debugging
* an assertion in a background thread, it might be desirable to set this to
* "break" so that your debugger takes control as soon as assert is triggered,
* instead of risking a bad UI interaction (deadlock, etc) in the application.
*
* \param condition boolean value to test.
*
* \threadsafety It is safe to call this macro from any thread.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_assert_always(condition) SDL_enabled_assert(condition)
/**
* A callback that fires when an SDL assertion fails.
*
* \param data a pointer to the SDL_AssertData structure corresponding to the
* current assertion.
* \param userdata what was passed as `userdata` to SDL_SetAssertionHandler().
* \returns an SDL_AssertState value indicating how to handle the failure.
*
* \threadsafety This callback may be called from any thread that triggers an
* assert at any time.
*
* \since This datatype is available since SDL 3.2.0.
*/
typedef SDL_AssertState (SDLCALL *SDL_AssertionHandler)(
const SDL_AssertData *data, void *userdata);
/**
* Set an application-defined assertion handler.
*
* This function allows an application to show its own assertion UI and/or
* force the response to an assertion failure. If the application doesn't
* provide this, SDL will try to do the right thing, popping up a
* system-specific GUI dialog, and probably minimizing any fullscreen windows.
*
* This callback may fire from any thread, but it runs wrapped in a mutex, so
* it will only fire from one thread at a time.
*
* This callback is NOT reset to SDL's internal handler upon SDL_Quit()!
*
* \param handler the SDL_AssertionHandler function to call when an assertion
* fails or NULL for the default handler.
* \param userdata a pointer that is passed to `handler`.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetAssertionHandler
*/
extern SDL_DECLSPEC void SDLCALL SDL_SetAssertionHandler(
SDL_AssertionHandler handler,
void *userdata);
/**
* Get the default assertion handler.
*
* This returns the function pointer that is called by default when an
* assertion is triggered. This is an internal function provided by SDL, that
* is used for assertions when SDL_SetAssertionHandler() hasn't been used to
* provide a different function.
*
* \returns the default SDL_AssertionHandler that is called when an assert
* triggers.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetAssertionHandler
*/
extern SDL_DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetDefaultAssertionHandler(void);
/**
* Get the current assertion handler.
*
* This returns the function pointer that is called when an assertion is
* triggered. This is either the value last passed to
* SDL_SetAssertionHandler(), or if no application-specified function is set,
* is equivalent to calling SDL_GetDefaultAssertionHandler().
*
* The parameter `puserdata` is a pointer to a void*, which will store the
* "userdata" pointer that was passed to SDL_SetAssertionHandler(). This value
* will always be NULL for the default handler. If you don't care about this
* data, it is safe to pass a NULL pointer to this function to ignore it.
*
* \param puserdata pointer which is filled with the "userdata" pointer that
* was passed to SDL_SetAssertionHandler().
* \returns the SDL_AssertionHandler that is called when an assert triggers.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SetAssertionHandler
*/
extern SDL_DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetAssertionHandler(void **puserdata);
/**
* Get a list of all assertion failures.
*
* This function gets all assertions triggered since the last call to
* SDL_ResetAssertionReport(), or the start of the program.
*
* The proper way to examine this data looks something like this:
*
* ```c
* const SDL_AssertData *item = SDL_GetAssertionReport();
* while (item) {
* printf("'%s', %s (%s:%d), triggered %u times, always ignore: %s.\\n",
* item->condition, item->function, item->filename,
* item->linenum, item->trigger_count,
* item->always_ignore ? "yes" : "no");
* item = item->next;
* }
* ```
*
* \returns a list of all failed assertions or NULL if the list is empty. This
* memory should not be modified or freed by the application. This
* pointer remains valid until the next call to SDL_Quit() or
* SDL_ResetAssertionReport().
*
* \threadsafety This function is not thread safe. Other threads calling
* SDL_ResetAssertionReport() simultaneously, may render the
* returned pointer invalid.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_ResetAssertionReport
*/
extern SDL_DECLSPEC const SDL_AssertData * SDLCALL SDL_GetAssertionReport(void);
/**
* Clear the list of all assertion failures.
*
* This function will clear the list of all assertions triggered up to that
* point. Immediately following this call, SDL_GetAssertionReport will return
* no items. In addition, any previously-triggered assertions will be reset to
* a trigger_count of zero, and their always_ignore state will be false.
*
* \threadsafety This function is not thread safe. Other threads triggering an
* assertion, or simultaneously calling this function may cause
* memory leaks or crashes.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetAssertionReport
*/
extern SDL_DECLSPEC void SDLCALL SDL_ResetAssertionReport(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_assert_h_ */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/* WIKI CATEGORY: AsyncIO */
/**
* # CategoryAsyncIO
*
* SDL offers a way to perform I/O asynchronously. This allows an app to read
* or write files without waiting for data to actually transfer; the functions
* that request I/O never block while the request is fulfilled.
*
* Instead, the data moves in the background and the app can check for results
* at their leisure.
*
* This is more complicated than just reading and writing files in a
* synchronous way, but it can allow for more efficiency, and never having
* framerate drops as the hard drive catches up, etc.
*
* The general usage pattern for async I/O is:
*
* - Create one or more SDL_AsyncIOQueue objects.
* - Open files with SDL_AsyncIOFromFile.
* - Start I/O tasks to the files with SDL_ReadAsyncIO or SDL_WriteAsyncIO,
* putting those tasks into one of the queues.
* - Later on, use SDL_GetAsyncIOResult on a queue to see if any task is
* finished without blocking. Tasks might finish in any order with success
* or failure.
* - When all your tasks are done, close the file with SDL_CloseAsyncIO. This
* also generates a task, since it might flush data to disk!
*
* This all works, without blocking, in a single thread, but one can also wait
* on a queue in a background thread, sleeping until new results have arrived:
*
* - Call SDL_WaitAsyncIOResult from one or more threads to efficiently block
* until new tasks complete.
* - When shutting down, call SDL_SignalAsyncIOQueue to unblock any sleeping
* threads despite there being no new tasks completed.
*
* And, of course, to match the synchronous SDL_LoadFile, we offer
* SDL_LoadFileAsync as a convenience function. This will handle allocating a
* buffer, slurping in the file data, and null-terminating it; you still check
* for results later.
*
* Behind the scenes, SDL will use newer, efficient APIs on platforms that
* support them: Linux's io_uring and Windows 11's IoRing, for example. If
* those technologies aren't available, SDL will offload the work to a thread
* pool that will manage otherwise-synchronous loads without blocking the app.
*
* ## Best Practices
*
* Simple non-blocking I/O--for an app that just wants to pick up data
* whenever it's ready without losing framerate waiting on disks to spin--can
* use whatever pattern works well for the program. In this case, simply call
* SDL_ReadAsyncIO, or maybe SDL_LoadFileAsync, as needed. Once a frame, call
* SDL_GetAsyncIOResult to check for any completed tasks and deal with the
* data as it arrives.
*
* If two separate pieces of the same program need their own I/O, it is legal
* for each to create their own queue. This will prevent either piece from
* accidentally consuming the other's completed tasks. Each queue does require
* some amount of resources, but it is not an overwhelming cost. Do not make a
* queue for each task, however. It is better to put many tasks into a single
* queue. They will be reported in order of completion, not in the order they
* were submitted, so it doesn't generally matter what order tasks are
* started.
*
* One async I/O queue can be shared by multiple threads, or one thread can
* have more than one queue, but the most efficient way--if ruthless
* efficiency is the goal--is to have one queue per thread, with multiple
* threads working in parallel, and attempt to keep each queue loaded with
* tasks that are both started by and consumed by the same thread. On modern
* platforms that can use newer interfaces, this can keep data flowing as
* efficiently as possible all the way from storage hardware to the app, with
* no contention between threads for access to the same queue.
*
* Written data is not guaranteed to make it to physical media by the time a
* closing task is completed, unless SDL_CloseAsyncIO is called with its
* `flush` parameter set to true, which is to say that a successful result
* here can still result in lost data during an unfortunately-timed power
* outage if not flushed. However, flushing will take longer and may be
* unnecessary, depending on the app's needs.
*/
#ifndef SDL_asyncio_h_
#define SDL_asyncio_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* The asynchronous I/O operation structure.
*
* This operates as an opaque handle. One can then request read or write
* operations on it.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_AsyncIOFromFile
*/
typedef struct SDL_AsyncIO SDL_AsyncIO;
/**
* Types of asynchronous I/O tasks.
*
* \since This enum is available since SDL 3.2.0.
*/
typedef enum SDL_AsyncIOTaskType
{
SDL_ASYNCIO_TASK_READ, /**< A read operation. */
SDL_ASYNCIO_TASK_WRITE, /**< A write operation. */
SDL_ASYNCIO_TASK_CLOSE /**< A close operation. */
} SDL_AsyncIOTaskType;
/**
* Possible outcomes of an asynchronous I/O task.
*
* \since This enum is available since SDL 3.2.0.
*/
typedef enum SDL_AsyncIOResult
{
SDL_ASYNCIO_COMPLETE, /**< request was completed without error */
SDL_ASYNCIO_FAILURE, /**< request failed for some reason; check SDL_GetError()! */
SDL_ASYNCIO_CANCELED /**< request was canceled before completing. */
} SDL_AsyncIOResult;
/**
* Information about a completed asynchronous I/O request.
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_AsyncIOOutcome
{
SDL_AsyncIO *asyncio; /**< what generated this task. This pointer will be invalid if it was closed! */
SDL_AsyncIOTaskType type; /**< What sort of task was this? Read, write, etc? */
SDL_AsyncIOResult result; /**< the result of the work (success, failure, cancellation). */
void *buffer; /**< buffer where data was read/written. */
Uint64 offset; /**< offset in the SDL_AsyncIO where data was read/written. */
Uint64 bytes_requested; /**< number of bytes the task was to read/write. */
Uint64 bytes_transferred; /**< actual number of bytes that were read/written. */
void *userdata; /**< pointer provided by the app when starting the task */
} SDL_AsyncIOOutcome;
/**
* A queue of completed asynchronous I/O tasks.
*
* When starting an asynchronous operation, you specify a queue for the new
* task. A queue can be asked later if any tasks in it have completed,
* allowing an app to manage multiple pending tasks in one place, in whatever
* order they complete.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_CreateAsyncIOQueue
* \sa SDL_ReadAsyncIO
* \sa SDL_WriteAsyncIO
* \sa SDL_GetAsyncIOResult
* \sa SDL_WaitAsyncIOResult
*/
typedef struct SDL_AsyncIOQueue SDL_AsyncIOQueue;
/**
* Use this function to create a new SDL_AsyncIO object for reading from
* and/or writing to a named file.
*
* The `mode` string understands the following values:
*
* - "r": Open a file for reading only. It must exist.
* - "w": Open a file for writing only. It will create missing files or
* truncate existing ones.
* - "r+": Open a file for update both reading and writing. The file must
* exist.
* - "w+": Create an empty file for both reading and writing. If a file with
* the same name already exists its content is erased and the file is
* treated as a new empty file.
*
* There is no "b" mode, as there is only "binary" style I/O, and no "a" mode
* for appending, since you specify the position when starting a task.
*
* This function supports Unicode filenames, but they must be encoded in UTF-8
* format, regardless of the underlying operating system.
*
* This call is _not_ asynchronous; it will open the file before returning,
* under the assumption that doing so is generally a fast operation. Future
* reads and writes to the opened file will be async, however.
*
* \param file a UTF-8 string representing the filename to open.
* \param mode an ASCII string representing the mode to be used for opening
* the file.
* \returns a pointer to the SDL_AsyncIO structure that is created or NULL on
* failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CloseAsyncIO
* \sa SDL_ReadAsyncIO
* \sa SDL_WriteAsyncIO
*/
extern SDL_DECLSPEC SDL_AsyncIO * SDLCALL SDL_AsyncIOFromFile(const char *file, const char *mode);
/**
* Use this function to get the size of the data stream in an SDL_AsyncIO.
*
* This call is _not_ asynchronous; it assumes that obtaining this info is a
* non-blocking operation in most reasonable cases.
*
* \param asyncio the SDL_AsyncIO to get the size of the data stream from.
* \returns the size of the data stream in the SDL_IOStream on success or a
* negative error code on failure; call SDL_GetError() for more
* information.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC Sint64 SDLCALL SDL_GetAsyncIOSize(SDL_AsyncIO *asyncio);
/**
* Start an async read.
*
* This function reads up to `size` bytes from `offset` position in the data
* source to the area pointed at by `ptr`. This function may read less bytes
* than requested.
*
* This function returns as quickly as possible; it does not wait for the read
* to complete. On a successful return, this work will continue in the
* background. If the work begins, even failure is asynchronous: a failing
* return value from this function only means the work couldn't start at all.
*
* `ptr` must remain available until the work is done, and may be accessed by
* the system at any time until then. Do not allocate it on the stack, as this
* might take longer than the life of the calling function to complete!
*
* An SDL_AsyncIOQueue must be specified. The newly-created task will be added
* to it when it completes its work.
*
* \param asyncio a pointer to an SDL_AsyncIO structure.
* \param ptr a pointer to a buffer to read data into.
* \param offset the position to start reading in the data source.
* \param size the number of bytes to read from the data source.
* \param queue a queue to add the new SDL_AsyncIO to.
* \param userdata an app-defined pointer that will be provided with the task
* results.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_WriteAsyncIO
* \sa SDL_CreateAsyncIOQueue
*/
extern SDL_DECLSPEC bool SDLCALL SDL_ReadAsyncIO(SDL_AsyncIO *asyncio, void *ptr, Uint64 offset, Uint64 size, SDL_AsyncIOQueue *queue, void *userdata);
/**
* Start an async write.
*
* This function writes `size` bytes from `offset` position in the data source
* to the area pointed at by `ptr`.
*
* This function returns as quickly as possible; it does not wait for the
* write to complete. On a successful return, this work will continue in the
* background. If the work begins, even failure is asynchronous: a failing
* return value from this function only means the work couldn't start at all.
*
* `ptr` must remain available until the work is done, and may be accessed by
* the system at any time until then. Do not allocate it on the stack, as this
* might take longer than the life of the calling function to complete!
*
* An SDL_AsyncIOQueue must be specified. The newly-created task will be added
* to it when it completes its work.
*
* \param asyncio a pointer to an SDL_AsyncIO structure.
* \param ptr a pointer to a buffer to write data from.
* \param offset the position to start writing to the data source.
* \param size the number of bytes to write to the data source.
* \param queue a queue to add the new SDL_AsyncIO to.
* \param userdata an app-defined pointer that will be provided with the task
* results.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_ReadAsyncIO
* \sa SDL_CreateAsyncIOQueue
*/
extern SDL_DECLSPEC bool SDLCALL SDL_WriteAsyncIO(SDL_AsyncIO *asyncio, void *ptr, Uint64 offset, Uint64 size, SDL_AsyncIOQueue *queue, void *userdata);
/**
* Close and free any allocated resources for an async I/O object.
*
* Closing a file is _also_ an asynchronous task! If a write failure were to
* happen during the closing process, for example, the task results will
* report it as usual.
*
* Closing a file that has been written to does not guarantee the data has
* made it to physical media; it may remain in the operating system's file
* cache, for later writing to disk. This means that a successfully-closed
* file can be lost if the system crashes or loses power in this small window.
* To prevent this, call this function with the `flush` parameter set to true.
* This will make the operation take longer, and perhaps increase system load
* in general, but a successful result guarantees that the data has made it to
* physical storage. Don't use this for temporary files, caches, and
* unimportant data, and definitely use it for crucial irreplaceable files,
* like game saves.
*
* This function guarantees that the close will happen after any other pending
* tasks to `asyncio`, so it's safe to open a file, start several operations,
* close the file immediately, then check for all results later. This function
* will not block until the tasks have completed.
*
* Once this function returns true, `asyncio` is no longer valid, regardless
* of any future outcomes. Any completed tasks might still contain this
* pointer in their SDL_AsyncIOOutcome data, in case the app was using this
* value to track information, but it should not be used again.
*
* If this function returns false, the close wasn't started at all, and it's
* safe to attempt to close again later.
*
* An SDL_AsyncIOQueue must be specified. The newly-created task will be added
* to it when it completes its work.
*
* \param asyncio a pointer to an SDL_AsyncIO structure to close.
* \param flush true if data should sync to disk before the task completes.
* \param queue a queue to add the new SDL_AsyncIO to.
* \param userdata an app-defined pointer that will be provided with the task
* results.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \threadsafety It is safe to call this function from any thread, but two
* threads should not attempt to close the same object.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_CloseAsyncIO(SDL_AsyncIO *asyncio, bool flush, SDL_AsyncIOQueue *queue, void *userdata);
/**
* Create a task queue for tracking multiple I/O operations.
*
* Async I/O operations are assigned to a queue when started. The queue can be
* checked for completed tasks thereafter.
*
* \returns a new task queue object or NULL if there was an error; call
* SDL_GetError() for more information.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_DestroyAsyncIOQueue
* \sa SDL_GetAsyncIOResult
* \sa SDL_WaitAsyncIOResult
*/
extern SDL_DECLSPEC SDL_AsyncIOQueue * SDLCALL SDL_CreateAsyncIOQueue(void);
/**
* Destroy a previously-created async I/O task queue.
*
* If there are still tasks pending for this queue, this call will block until
* those tasks are finished. All those tasks will be deallocated. Their
* results will be lost to the app.
*
* Any pending reads from SDL_LoadFileAsync() that are still in this queue
* will have their buffers deallocated by this function, to prevent a memory
* leak.
*
* Once this function is called, the queue is no longer valid and should not
* be used, including by other threads that might access it while destruction
* is blocking on pending tasks.
*
* Do not destroy a queue that still has threads waiting on it through
* SDL_WaitAsyncIOResult(). You can call SDL_SignalAsyncIOQueue() first to
* unblock those threads, and take measures (such as SDL_WaitThread()) to make
* sure they have finished their wait and won't wait on the queue again.
*
* \param queue the task queue to destroy.
*
* \threadsafety It is safe to call this function from any thread, so long as
* no other thread is waiting on the queue with
* SDL_WaitAsyncIOResult.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_DestroyAsyncIOQueue(SDL_AsyncIOQueue *queue);
/**
* Query an async I/O task queue for completed tasks.
*
* If a task assigned to this queue has finished, this will return true and
* fill in `outcome` with the details of the task. If no task in the queue has
* finished, this function will return false. This function does not block.
*
* If a task has completed, this function will free its resources and the task
* pointer will no longer be valid. The task will be removed from the queue.
*
* It is safe for multiple threads to call this function on the same queue at
* once; a completed task will only go to one of the threads.
*
* \param queue the async I/O task queue to query.
* \param outcome details of a finished task will be written here. May not be
* NULL.
* \returns true if a task has completed, false otherwise.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_WaitAsyncIOResult
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GetAsyncIOResult(SDL_AsyncIOQueue *queue, SDL_AsyncIOOutcome *outcome);
/**
* Block until an async I/O task queue has a completed task.
*
* This function puts the calling thread to sleep until there a task assigned
* to the queue that has finished.
*
* If a task assigned to the queue has finished, this will return true and
* fill in `outcome` with the details of the task. If no task in the queue has
* finished, this function will return false.
*
* If a task has completed, this function will free its resources and the task
* pointer will no longer be valid. The task will be removed from the queue.
*
* It is safe for multiple threads to call this function on the same queue at
* once; a completed task will only go to one of the threads.
*
* Note that by the nature of various platforms, more than one waiting thread
* may wake to handle a single task, but only one will obtain it, so
* `timeoutMS` is a _maximum_ wait time, and this function may return false
* sooner.
*
* This function may return false if there was a system error, the OS
* inadvertently awoke multiple threads, or if SDL_SignalAsyncIOQueue() was
* called to wake up all waiting threads without a finished task.
*
* A timeout can be used to specify a maximum wait time, but rather than
* polling, it is possible to have a timeout of -1 to wait forever, and use
* SDL_SignalAsyncIOQueue() to wake up the waiting threads later.
*
* \param queue the async I/O task queue to wait on.
* \param outcome details of a finished task will be written here. May not be
* NULL.
* \param timeoutMS the maximum time to wait, in milliseconds, or -1 to wait
* indefinitely.
* \returns true if task has completed, false otherwise.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SignalAsyncIOQueue
*/
extern SDL_DECLSPEC bool SDLCALL SDL_WaitAsyncIOResult(SDL_AsyncIOQueue *queue, SDL_AsyncIOOutcome *outcome, Sint32 timeoutMS);
/**
* Wake up any threads that are blocking in SDL_WaitAsyncIOResult().
*
* This will unblock any threads that are sleeping in a call to
* SDL_WaitAsyncIOResult for the specified queue, and cause them to return
* from that function.
*
* This can be useful when destroying a queue to make sure nothing is touching
* it indefinitely. In this case, once this call completes, the caller should
* take measures to make sure any previously-blocked threads have returned
* from their wait and will not touch the queue again (perhaps by setting a
* flag to tell the threads to terminate and then using SDL_WaitThread() to
* make sure they've done so).
*
* \param queue the async I/O task queue to signal.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_WaitAsyncIOResult
*/
extern SDL_DECLSPEC void SDLCALL SDL_SignalAsyncIOQueue(SDL_AsyncIOQueue *queue);
/**
* Load all the data from a file path, asynchronously.
*
* This function returns as quickly as possible; it does not wait for the read
* to complete. On a successful return, this work will continue in the
* background. If the work begins, even failure is asynchronous: a failing
* return value from this function only means the work couldn't start at all.
*
* The data is allocated with a zero byte at the end (null terminated) for
* convenience. This extra byte is not included in SDL_AsyncIOOutcome's
* bytes_transferred value.
*
* This function will allocate the buffer to contain the file. It must be
* deallocated by calling SDL_free() on SDL_AsyncIOOutcome's buffer field
* after completion.
*
* An SDL_AsyncIOQueue must be specified. The newly-created task will be added
* to it when it completes its work.
*
* \param file the path to read all available data from.
* \param queue a queue to add the new SDL_AsyncIO to.
* \param userdata an app-defined pointer that will be provided with the task
* results.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_LoadFile_IO
*/
extern SDL_DECLSPEC bool SDLCALL SDL_LoadFileAsync(const char *file, SDL_AsyncIOQueue *queue, void *userdata);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_asyncio_h_ */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryAtomic
*
* Atomic operations.
*
* IMPORTANT: If you are not an expert in concurrent lockless programming, you
* should not be using any functions in this file. You should be protecting
* your data structures with full mutexes instead.
*
* ***Seriously, here be dragons!***
*
* You can find out a little more about lockless programming and the subtle
* issues that can arise here:
* https://learn.microsoft.com/en-us/windows/win32/dxtecharts/lockless-programming
*
* There's also lots of good information here:
*
* - https://www.1024cores.net/home/lock-free-algorithms
* - https://preshing.com/
*
* These operations may or may not actually be implemented using processor
* specific atomic operations. When possible they are implemented as true
* processor specific atomic operations. When that is not possible the are
* implemented using locks that *do* use the available atomic operations.
*
* All of the atomic operations that modify memory are full memory barriers.
*/
#ifndef SDL_atomic_h_
#define SDL_atomic_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_platform_defines.h>
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* An atomic spinlock.
*
* The atomic locks are efficient spinlocks using CPU instructions, but are
* vulnerable to starvation and can spin forever if a thread holding a lock
* has been terminated. For this reason you should minimize the code executed
* inside an atomic lock and never do expensive things like API or system
* calls while holding them.
*
* They are also vulnerable to starvation if the thread holding the lock is
* lower priority than other threads and doesn't get scheduled. In general you
* should use mutexes instead, since they have better performance and
* contention behavior.
*
* The atomic locks are not safe to lock recursively.
*
* Porting Note: The spin lock functions and type are required and can not be
* emulated because they are used in the atomic emulation code.
*/
typedef int SDL_SpinLock;
/**
* Try to lock a spin lock by setting it to a non-zero value.
*
* ***Please note that spinlocks are dangerous if you don't know what you're
* doing. Please be careful using any sort of spinlock!***
*
* \param lock a pointer to a lock variable.
* \returns true if the lock succeeded, false if the lock is already held.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_LockSpinlock
* \sa SDL_UnlockSpinlock
*/
extern SDL_DECLSPEC bool SDLCALL SDL_TryLockSpinlock(SDL_SpinLock *lock);
/**
* Lock a spin lock by setting it to a non-zero value.
*
* ***Please note that spinlocks are dangerous if you don't know what you're
* doing. Please be careful using any sort of spinlock!***
*
* \param lock a pointer to a lock variable.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_TryLockSpinlock
* \sa SDL_UnlockSpinlock
*/
extern SDL_DECLSPEC void SDLCALL SDL_LockSpinlock(SDL_SpinLock *lock);
/**
* Unlock a spin lock by setting it to 0.
*
* Always returns immediately.
*
* ***Please note that spinlocks are dangerous if you don't know what you're
* doing. Please be careful using any sort of spinlock!***
*
* \param lock a pointer to a lock variable.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_LockSpinlock
* \sa SDL_TryLockSpinlock
*/
extern SDL_DECLSPEC void SDLCALL SDL_UnlockSpinlock(SDL_SpinLock *lock);
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
/**
* Mark a compiler barrier.
*
* A compiler barrier prevents the compiler from reordering reads and writes
* to globally visible variables across the call.
*
* This macro only prevents the compiler from reordering reads and writes, it
* does not prevent the CPU from reordering reads and writes. However, all of
* the atomic operations that modify memory are full memory barriers.
*
* \threadsafety Obviously this macro is safe to use from any thread at any
* time, but if you find yourself needing this, you are probably
* dealing with some very sensitive code; be careful!
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_CompilerBarrier() DoCompilerSpecificReadWriteBarrier()
#elif defined(_MSC_VER) && (_MSC_VER > 1200) && !defined(__clang__)
void _ReadWriteBarrier(void);
#pragma intrinsic(_ReadWriteBarrier)
#define SDL_CompilerBarrier() _ReadWriteBarrier()
#elif (defined(__GNUC__) && !defined(SDL_PLATFORM_EMSCRIPTEN)) || (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120))
/* This is correct for all CPUs when using GCC or Solaris Studio 12.1+. */
#define SDL_CompilerBarrier() __asm__ __volatile__ ("" : : : "memory")
#elif defined(__WATCOMC__)
extern __inline void SDL_CompilerBarrier(void);
#pragma aux SDL_CompilerBarrier = "" parm [] modify exact [];
#else
#define SDL_CompilerBarrier() \
{ SDL_SpinLock _tmp = 0; SDL_LockSpinlock(&_tmp); SDL_UnlockSpinlock(&_tmp); }
#endif
/**
* Insert a memory release barrier (function version).
*
* Please refer to SDL_MemoryBarrierRelease for details. This is a function
* version, which might be useful if you need to use this functionality from a
* scripting language, etc. Also, some of the macro versions call this
* function behind the scenes, where more heavy lifting can happen inside of
* SDL. Generally, though, an app written in C/C++/etc should use the macro
* version, as it will be more efficient.
*
* \threadsafety Obviously this function is safe to use from any thread at any
* time, but if you find yourself needing this, you are probably
* dealing with some very sensitive code; be careful!
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_MemoryBarrierRelease
*/
extern SDL_DECLSPEC void SDLCALL SDL_MemoryBarrierReleaseFunction(void);
/**
* Insert a memory acquire barrier (function version).
*
* Please refer to SDL_MemoryBarrierRelease for details. This is a function
* version, which might be useful if you need to use this functionality from a
* scripting language, etc. Also, some of the macro versions call this
* function behind the scenes, where more heavy lifting can happen inside of
* SDL. Generally, though, an app written in C/C++/etc should use the macro
* version, as it will be more efficient.
*
* \threadsafety Obviously this function is safe to use from any thread at any
* time, but if you find yourself needing this, you are probably
* dealing with some very sensitive code; be careful!
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_MemoryBarrierAcquire
*/
extern SDL_DECLSPEC void SDLCALL SDL_MemoryBarrierAcquireFunction(void);
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
/**
* Insert a memory release barrier (macro version).
*
* Memory barriers are designed to prevent reads and writes from being
* reordered by the compiler and being seen out of order on multi-core CPUs.
*
* A typical pattern would be for thread A to write some data and a flag, and
* for thread B to read the flag and get the data. In this case you would
* insert a release barrier between writing the data and the flag,
* guaranteeing that the data write completes no later than the flag is
* written, and you would insert an acquire barrier between reading the flag
* and reading the data, to ensure that all the reads associated with the flag
* have completed.
*
* In this pattern you should always see a release barrier paired with an
* acquire barrier and you should gate the data reads/writes with a single
* flag variable.
*
* For more information on these semantics, take a look at the blog post:
* http://preshing.com/20120913/acquire-and-release-semantics
*
* This is the macro version of this functionality; if possible, SDL will use
* compiler intrinsics or inline assembly, but some platforms might need to
* call the function version of this, SDL_MemoryBarrierReleaseFunction to do
* the heavy lifting. Apps that can use the macro should favor it over the
* function.
*
* \threadsafety Obviously this macro is safe to use from any thread at any
* time, but if you find yourself needing this, you are probably
* dealing with some very sensitive code; be careful!
*
* \since This macro is available since SDL 3.2.0.
*
* \sa SDL_MemoryBarrierAcquire
* \sa SDL_MemoryBarrierReleaseFunction
*/
#define SDL_MemoryBarrierRelease() SDL_MemoryBarrierReleaseFunction()
/**
* Insert a memory acquire barrier (macro version).
*
* Please see SDL_MemoryBarrierRelease for the details on what memory barriers
* are and when to use them.
*
* This is the macro version of this functionality; if possible, SDL will use
* compiler intrinsics or inline assembly, but some platforms might need to
* call the function version of this, SDL_MemoryBarrierAcquireFunction, to do
* the heavy lifting. Apps that can use the macro should favor it over the
* function.
*
* \threadsafety Obviously this macro is safe to use from any thread at any
* time, but if you find yourself needing this, you are probably
* dealing with some very sensitive code; be careful!
*
* \since This macro is available since SDL 3.2.0.
*
* \sa SDL_MemoryBarrierRelease
* \sa SDL_MemoryBarrierAcquireFunction
*/
#define SDL_MemoryBarrierAcquire() SDL_MemoryBarrierAcquireFunction()
#elif defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__))
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("lwsync" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("lwsync" : : : "memory")
#elif defined(__GNUC__) && defined(__aarch64__)
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory")
#elif defined(__GNUC__) && defined(__arm__)
#if 0 /* defined(SDL_PLATFORM_LINUX) || defined(SDL_PLATFORM_ANDROID) */
/* Information from:
https://chromium.googlesource.com/chromium/chromium/+/trunk/base/atomicops_internals_arm_gcc.h#19
The Linux kernel provides a helper function which provides the right code for a memory barrier,
hard-coded at address 0xffff0fa0
*/
typedef void (*SDL_KernelMemoryBarrierFunc)();
#define SDL_MemoryBarrierRelease() ((SDL_KernelMemoryBarrierFunc)0xffff0fa0)()
#define SDL_MemoryBarrierAcquire() ((SDL_KernelMemoryBarrierFunc)0xffff0fa0)()
#else
#if defined(__ARM_ARCH_7__) || defined(__ARM_ARCH_7A__) || defined(__ARM_ARCH_7EM__) || defined(__ARM_ARCH_7R__) || defined(__ARM_ARCH_7M__) || defined(__ARM_ARCH_7S__) || defined(__ARM_ARCH_8A__)
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory")
#elif defined(__ARM_ARCH_6__) || defined(__ARM_ARCH_6J__) || defined(__ARM_ARCH_6K__) || defined(__ARM_ARCH_6T2__) || defined(__ARM_ARCH_6Z__) || defined(__ARM_ARCH_6ZK__)
#ifdef __thumb__
/* The mcr instruction isn't available in thumb mode, use real functions */
#define SDL_MEMORY_BARRIER_USES_FUNCTION
#define SDL_MemoryBarrierRelease() SDL_MemoryBarrierReleaseFunction()
#define SDL_MemoryBarrierAcquire() SDL_MemoryBarrierAcquireFunction()
#else
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("mcr p15, 0, %0, c7, c10, 5" : : "r"(0) : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("mcr p15, 0, %0, c7, c10, 5" : : "r"(0) : "memory")
#endif /* __thumb__ */
#else
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("" : : : "memory")
#endif /* SDL_PLATFORM_LINUX || SDL_PLATFORM_ANDROID */
#endif /* __GNUC__ && __arm__ */
#else
#if (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120))
/* This is correct for all CPUs on Solaris when using Solaris Studio 12.1+. */
#include <mbarrier.h>
#define SDL_MemoryBarrierRelease() __machine_rel_barrier()
#define SDL_MemoryBarrierAcquire() __machine_acq_barrier()
#else
/* This is correct for the x86 and x64 CPUs, and we'll expand this over time. */
#define SDL_MemoryBarrierRelease() SDL_CompilerBarrier()
#define SDL_MemoryBarrierAcquire() SDL_CompilerBarrier()
#endif
#endif
/* "REP NOP" is PAUSE, coded for tools that don't know it by that name. */
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
/**
* A macro to insert a CPU-specific "pause" instruction into the program.
*
* This can be useful in busy-wait loops, as it serves as a hint to the CPU as
* to the program's intent; some CPUs can use this to do more efficient
* processing. On some platforms, this doesn't do anything, so using this
* macro might just be a harmless no-op.
*
* Note that if you are busy-waiting, there are often more-efficient
* approaches with other synchronization primitives: mutexes, semaphores,
* condition variables, etc.
*
* \threadsafety This macro is safe to use from any thread.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_CPUPauseInstruction() DoACPUPauseInACompilerAndArchitectureSpecificWay
#elif (defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__))
#define SDL_CPUPauseInstruction() __asm__ __volatile__("pause\n") /* Some assemblers can't do REP NOP, so go with PAUSE. */
#elif (defined(__arm__) && defined(__ARM_ARCH) && __ARM_ARCH >= 7) || defined(__aarch64__)
#define SDL_CPUPauseInstruction() __asm__ __volatile__("yield" ::: "memory")
#elif (defined(__powerpc__) || defined(__powerpc64__))
#define SDL_CPUPauseInstruction() __asm__ __volatile__("or 27,27,27");
#elif (defined(__riscv) && __riscv_xlen == 64)
#define SDL_CPUPauseInstruction() __asm__ __volatile__(".insn i 0x0F, 0, x0, x0, 0x010");
#elif defined(_MSC_VER) && (defined(_M_IX86) || defined(_M_X64))
#define SDL_CPUPauseInstruction() _mm_pause() /* this is actually "rep nop" and not a SIMD instruction. No inline asm in MSVC x86-64! */
#elif defined(_MSC_VER) && (defined(_M_ARM) || defined(_M_ARM64))
#define SDL_CPUPauseInstruction() __yield()
#elif defined(__WATCOMC__) && defined(__386__)
extern __inline void SDL_CPUPauseInstruction(void);
#pragma aux SDL_CPUPauseInstruction = ".686p" ".xmm2" "pause"
#else
#define SDL_CPUPauseInstruction()
#endif
/**
* A type representing an atomic integer value.
*
* This can be used to manage a value that is synchronized across multiple
* CPUs without a race condition; when an app sets a value with
* SDL_SetAtomicInt all other threads, regardless of the CPU it is running on,
* will see that value when retrieved with SDL_GetAtomicInt, regardless of CPU
* caches, etc.
*
* This is also useful for atomic compare-and-swap operations: a thread can
* change the value as long as its current value matches expectations. When
* done in a loop, one can guarantee data consistency across threads without a
* lock (but the usual warnings apply: if you don't know what you're doing, or
* you don't do it carefully, you can confidently cause any number of
* disasters with this, so in most cases, you _should_ use a mutex instead of
* this!).
*
* This is a struct so people don't accidentally use numeric operations on it
* directly. You have to use SDL atomic functions.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_CompareAndSwapAtomicInt
* \sa SDL_GetAtomicInt
* \sa SDL_SetAtomicInt
* \sa SDL_AddAtomicInt
*/
typedef struct SDL_AtomicInt { int value; } SDL_AtomicInt;
/**
* Set an atomic variable to a new value if it is currently an old value.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to an SDL_AtomicInt variable to be modified.
* \param oldval the old value.
* \param newval the new value.
* \returns true if the atomic variable was set, false otherwise.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetAtomicInt
* \sa SDL_SetAtomicInt
*/
extern SDL_DECLSPEC bool SDLCALL SDL_CompareAndSwapAtomicInt(SDL_AtomicInt *a, int oldval, int newval);
/**
* Set an atomic variable to a value.
*
* This function also acts as a full memory barrier.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to an SDL_AtomicInt variable to be modified.
* \param v the desired value.
* \returns the previous value of the atomic variable.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetAtomicInt
*/
extern SDL_DECLSPEC int SDLCALL SDL_SetAtomicInt(SDL_AtomicInt *a, int v);
/**
* Get the value of an atomic variable.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to an SDL_AtomicInt variable.
* \returns the current value of an atomic variable.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SetAtomicInt
*/
extern SDL_DECLSPEC int SDLCALL SDL_GetAtomicInt(SDL_AtomicInt *a);
/**
* Add to an atomic variable.
*
* This function also acts as a full memory barrier.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to an SDL_AtomicInt variable to be modified.
* \param v the desired value to add.
* \returns the previous value of the atomic variable.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_AtomicDecRef
* \sa SDL_AtomicIncRef
*/
extern SDL_DECLSPEC int SDLCALL SDL_AddAtomicInt(SDL_AtomicInt *a, int v);
#ifndef SDL_AtomicIncRef
/**
* Increment an atomic variable used as a reference count.
*
* ***Note: If you don't know what this macro is for, you shouldn't use it!***
*
* \param a a pointer to an SDL_AtomicInt to increment.
* \returns the previous value of the atomic variable.
*
* \threadsafety It is safe to call this macro from any thread.
*
* \since This macro is available since SDL 3.2.0.
*
* \sa SDL_AtomicDecRef
*/
#define SDL_AtomicIncRef(a) SDL_AddAtomicInt(a, 1)
#endif
#ifndef SDL_AtomicDecRef
/**
* Decrement an atomic variable used as a reference count.
*
* ***Note: If you don't know what this macro is for, you shouldn't use it!***
*
* \param a a pointer to an SDL_AtomicInt to decrement.
* \returns true if the variable reached zero after decrementing, false
* otherwise.
*
* \threadsafety It is safe to call this macro from any thread.
*
* \since This macro is available since SDL 3.2.0.
*
* \sa SDL_AtomicIncRef
*/
#define SDL_AtomicDecRef(a) (SDL_AddAtomicInt(a, -1) == 1)
#endif
/**
* A type representing an atomic unsigned 32-bit value.
*
* This can be used to manage a value that is synchronized across multiple
* CPUs without a race condition; when an app sets a value with
* SDL_SetAtomicU32 all other threads, regardless of the CPU it is running on,
* will see that value when retrieved with SDL_GetAtomicU32, regardless of CPU
* caches, etc.
*
* This is also useful for atomic compare-and-swap operations: a thread can
* change the value as long as its current value matches expectations. When
* done in a loop, one can guarantee data consistency across threads without a
* lock (but the usual warnings apply: if you don't know what you're doing, or
* you don't do it carefully, you can confidently cause any number of
* disasters with this, so in most cases, you _should_ use a mutex instead of
* this!).
*
* This is a struct so people don't accidentally use numeric operations on it
* directly. You have to use SDL atomic functions.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_CompareAndSwapAtomicU32
* \sa SDL_GetAtomicU32
* \sa SDL_SetAtomicU32
*/
typedef struct SDL_AtomicU32 { Uint32 value; } SDL_AtomicU32;
/**
* Set an atomic variable to a new value if it is currently an old value.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to an SDL_AtomicU32 variable to be modified.
* \param oldval the old value.
* \param newval the new value.
* \returns true if the atomic variable was set, false otherwise.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetAtomicU32
* \sa SDL_SetAtomicU32
*/
extern SDL_DECLSPEC bool SDLCALL SDL_CompareAndSwapAtomicU32(SDL_AtomicU32 *a, Uint32 oldval, Uint32 newval);
/**
* Set an atomic variable to a value.
*
* This function also acts as a full memory barrier.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to an SDL_AtomicU32 variable to be modified.
* \param v the desired value.
* \returns the previous value of the atomic variable.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetAtomicU32
*/
extern SDL_DECLSPEC Uint32 SDLCALL SDL_SetAtomicU32(SDL_AtomicU32 *a, Uint32 v);
/**
* Get the value of an atomic variable.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to an SDL_AtomicU32 variable.
* \returns the current value of an atomic variable.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SetAtomicU32
*/
extern SDL_DECLSPEC Uint32 SDLCALL SDL_GetAtomicU32(SDL_AtomicU32 *a);
/**
* Set a pointer to a new value if it is currently an old value.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to a pointer.
* \param oldval the old pointer value.
* \param newval the new pointer value.
* \returns true if the pointer was set, false otherwise.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CompareAndSwapAtomicInt
* \sa SDL_GetAtomicPointer
* \sa SDL_SetAtomicPointer
*/
extern SDL_DECLSPEC bool SDLCALL SDL_CompareAndSwapAtomicPointer(void **a, void *oldval, void *newval);
/**
* Set a pointer to a value atomically.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to a pointer.
* \param v the desired pointer value.
* \returns the previous value of the pointer.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CompareAndSwapAtomicPointer
* \sa SDL_GetAtomicPointer
*/
extern SDL_DECLSPEC void * SDLCALL SDL_SetAtomicPointer(void **a, void *v);
/**
* Get the value of a pointer atomically.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to a pointer.
* \returns the current value of a pointer.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CompareAndSwapAtomicPointer
* \sa SDL_SetAtomicPointer
*/
extern SDL_DECLSPEC void * SDLCALL SDL_GetAtomicPointer(void **a);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_atomic_h_ */

View File

@@ -0,0 +1,486 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/* WIKI CATEGORY: BeginCode */
/**
* # CategoryBeginCode
*
* `SDL_begin_code.h` sets things up for C dynamic library function
* definitions, static inlined functions, and structures aligned at 4-byte
* alignment. If you don't like ugly C preprocessor code, don't look at this
* file. :)
*
* SDL's headers use this; applications generally should not include this
* header directly.
*/
/* This shouldn't be nested -- included it around code only. */
#ifdef SDL_begin_code_h
#error Nested inclusion of SDL_begin_code.h
#endif
#define SDL_begin_code_h
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
/**
* A macro to tag a symbol as deprecated.
*
* A function is marked deprecated by adding this macro to its declaration:
*
* ```c
* extern SDL_DEPRECATED int ThisFunctionWasABadIdea(void);
* ```
*
* Compilers with deprecation support can give a warning when a deprecated
* function is used. This symbol may be used in SDL's headers, but apps are
* welcome to use it for their own interfaces as well.
*
* SDL, on occasion, might deprecate a function for various reasons. However,
* SDL never removes symbols before major versions, so deprecated interfaces
* in SDL3 will remain available until SDL4, where it would be expected an app
* would have to take steps to migrate anyhow.
*
* On compilers without a deprecation mechanism, this is defined to nothing,
* and using a deprecated function will not generate a warning.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_DEPRECATED __attribute__((deprecated))
/**
* A macro to tag a symbol as a public API.
*
* SDL uses this macro for all its public functions. On some targets, it is
* used to signal to the compiler that this function needs to be exported from
* a shared library, but it might have other side effects.
*
* This symbol is used in SDL's headers, but apps and other libraries are
* welcome to use it for their own interfaces as well.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_DECLSPEC __attribute__ ((visibility("default")))
/**
* A macro to set a function's calling conventions.
*
* SDL uses this macro for all its public functions, and any callbacks it
* defines. This macro guarantees that calling conventions match between SDL
* and the app, even if the two were built with different compilers or
* optimization settings.
*
* When writing a callback function, it is very important for it to be
* correctly tagged with SDLCALL, as mismatched calling conventions can cause
* strange behaviors and can be difficult to diagnose. Plus, on many
* platforms, SDLCALL is defined to nothing, so compilers won't be able to
* warn that the tag is missing.
*
* This symbol is used in SDL's headers, but apps and other libraries are
* welcome to use it for their own interfaces as well.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDLCALL __cdecl
/**
* A macro to request a function be inlined.
*
* This is a hint to the compiler to inline a function. The compiler is free
* to ignore this request. On compilers without inline support, this is
* defined to nothing.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_INLINE __inline
/**
* A macro to demand a function be inlined.
*
* This is a command to the compiler to inline a function. SDL uses this macro
* in its public headers for a handful of simple functions. On compilers
* without forceinline support, this is defined to `static SDL_INLINE`, which
* is often good enough.
*
* This symbol is used in SDL's headers, but apps and other libraries are
* welcome to use it for their own interfaces as well.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_FORCE_INLINE __forceinline
/**
* A macro to tag a function as never-returning.
*
* This is a hint to the compiler that a function does not return. An example
* of a function like this is the C runtime's exit() function.
*
* This hint can lead to code optimizations, and help analyzers understand
* code flow better. On compilers without noreturn support, this is defined to
* nothing.
*
* This symbol is used in SDL's headers, but apps and other libraries are
* welcome to use it for their own interfaces as well.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_NORETURN __attribute__((noreturn))
/**
* A macro to tag a function as never-returning (for analysis purposes).
*
* This is almost identical to SDL_NORETURN, except functions marked with this
* _can_ actually return. The difference is that this isn't used for code
* generation, but rather static analyzers use this information to assume
* truths about program state and available code paths. Specifically, this tag
* is useful for writing an assertion mechanism. Indeed, SDL_assert uses this
* tag behind the scenes. Generally, apps that don't understand the specific
* use-case for this tag should avoid using it directly.
*
* On compilers without analyzer_noreturn support, this is defined to nothing.
*
* This symbol is used in SDL's headers, but apps and other libraries are
* welcome to use it for their own interfaces as well.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_ANALYZER_NORETURN __attribute__((analyzer_noreturn))
/**
* A macro to signal that a case statement without a `break` is intentional.
*
* C compilers have gotten more aggressive about warning when a switch's
* `case` block does not end with a `break` or other flow control statement,
* flowing into the next case's code, as this is a common accident that leads
* to strange bugs. But sometimes falling through to the next case is the
* correct and desired behavior. This symbol lets an app communicate this
* intention to the compiler, so it doesn't generate a warning.
*
* It is used like this:
*
* ```c
* switch (x) {
* case 1:
* DoSomethingOnlyForOne();
* SDL_FALLTHROUGH; // tell the compiler this was intentional.
* case 2:
* DoSomethingForOneAndTwo();
* break;
* }
* ```
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_FALLTHROUGH [[fallthrough]]
/**
* A macro to tag a function's return value as critical.
*
* This is a hint to the compiler that a function's return value should not be
* ignored.
*
* If an NODISCARD function's return value is thrown away (the function is
* called as if it returns `void`), the compiler will issue a warning.
*
* While it's generally good practice to check return values for errors, often
* times legitimate programs do not for good reasons. Be careful about what
* functions are tagged as NODISCARD. It operates best when used on a function
* that's failure is surprising and catastrophic; a good example would be a
* program that checks the return values of all its file write function calls
* but not the call to close the file, which it assumes incorrectly never
* fails.
*
* Function callers that want to throw away a NODISCARD return value can call
* the function with a `(void)` cast, which informs the compiler the act is
* intentional.
*
* On compilers without nodiscard support, this is defined to nothing.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_NODISCARD [[nodiscard]]
/**
* A macro to tag a function as an allocator.
*
* This is a hint to the compiler that a function is an allocator, like
* malloc(), with certain rules. A description of how GCC treats this hint is
* here:
*
* https://gcc.gnu.org/onlinedocs/gcc/Common-Function-Attributes.html#index-malloc-function-attribute
*
* On compilers without allocator tag support, this is defined to nothing.
*
* Most apps don't need to, and should not, use this directly.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_MALLOC __declspec(allocator) __desclspec(restrict)
/**
* A macro to tag a function as returning a certain allocation.
*
* This is a hint to the compiler that a function allocates and returns a
* specific amount of memory based on one of its arguments. For example, the C
* runtime's malloc() function could use this macro with an argument of 1
* (first argument to malloc is the size of the allocation).
*
* On compilers without alloc_size support, this is defined to nothing.
*
* Most apps don't need to, and should not, use this directly.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_ALLOC_SIZE(p) __attribute__((alloc_size(p)))
/**
* A macro to tag a pointer variable, to help with pointer aliasing.
*
* A good explanation of the restrict keyword is here:
*
* https://en.wikipedia.org/wiki/Restrict
*
* On compilers without restrict support, this is defined to nothing.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_RESTRICT __restrict__
/**
* Check if the compiler supports a given builtin functionality.
*
* This allows preprocessor checks for things that otherwise might fail to
* compile.
*
* Supported by virtually all clang versions and more-recent GCCs. Use this
* instead of checking the clang version if possible.
*
* On compilers without has_builtin support, this is defined to 0 (always
* false).
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_HAS_BUILTIN(x) __has_builtin(x)
/* end of wiki documentation section. */
#endif
#ifndef SDL_HAS_BUILTIN
#ifdef __has_builtin
#define SDL_HAS_BUILTIN(x) __has_builtin(x)
#else
#define SDL_HAS_BUILTIN(x) 0
#endif
#endif
#ifndef SDL_DEPRECATED
# if defined(__GNUC__) && (__GNUC__ >= 4) /* technically, this arrived in gcc 3.1, but oh well. */
# define SDL_DEPRECATED __attribute__((deprecated))
# elif defined(_MSC_VER)
# define SDL_DEPRECATED __declspec(deprecated)
# else
# define SDL_DEPRECATED
# endif
#endif
#ifndef SDL_UNUSED
# ifdef __GNUC__
# define SDL_UNUSED __attribute__((unused))
# else
# define SDL_UNUSED
# endif
#endif
/* Some compilers use a special export keyword */
#ifndef SDL_DECLSPEC
# if defined(SDL_PLATFORM_WINDOWS)
# ifdef DLL_EXPORT
# define SDL_DECLSPEC __declspec(dllexport)
# else
# define SDL_DECLSPEC
# endif
# else
# if defined(__GNUC__) && __GNUC__ >= 4
# define SDL_DECLSPEC __attribute__ ((visibility("default")))
# else
# define SDL_DECLSPEC
# endif
# endif
#endif
/* By default SDL uses the C calling convention */
#ifndef SDLCALL
#if defined(SDL_PLATFORM_WINDOWS) && !defined(__GNUC__)
#define SDLCALL __cdecl
#else
#define SDLCALL
#endif
#endif /* SDLCALL */
/* Force structure packing at 4 byte alignment.
This is necessary if the header is included in code which has structure
packing set to an alternate value, say for loading structures from disk.
The packing is reset to the previous value in SDL_close_code.h
*/
#if defined(_MSC_VER) || defined(__MWERKS__) || defined(__BORLANDC__)
#ifdef _MSC_VER
#pragma warning(disable: 4103)
#endif
#ifdef __clang__
#pragma clang diagnostic ignored "-Wpragma-pack"
#endif
#ifdef __BORLANDC__
#pragma nopackwarning
#endif
#ifdef _WIN64
/* Use 8-byte alignment on 64-bit architectures, so pointers are aligned */
#pragma pack(push,8)
#else
#pragma pack(push,4)
#endif
#endif /* Compiler needs structure packing set */
#ifndef SDL_INLINE
#ifdef __GNUC__
#define SDL_INLINE __inline__
#elif defined(_MSC_VER) || defined(__BORLANDC__) || \
defined(__DMC__) || defined(__SC__) || \
defined(__WATCOMC__) || defined(__LCC__) || \
defined(__DECC) || defined(__CC_ARM)
#define SDL_INLINE __inline
#ifndef __inline__
#define __inline__ __inline
#endif
#else
#define SDL_INLINE inline
#ifndef __inline__
#define __inline__ inline
#endif
#endif
#endif /* SDL_INLINE not defined */
#ifndef SDL_FORCE_INLINE
#ifdef _MSC_VER
#define SDL_FORCE_INLINE __forceinline
#elif ( (defined(__GNUC__) && (__GNUC__ >= 4)) || defined(__clang__) )
#define SDL_FORCE_INLINE __attribute__((always_inline)) static __inline__
#else
#define SDL_FORCE_INLINE static SDL_INLINE
#endif
#endif /* SDL_FORCE_INLINE not defined */
#ifndef SDL_NORETURN
#ifdef __GNUC__
#define SDL_NORETURN __attribute__((noreturn))
#elif defined(_MSC_VER)
#define SDL_NORETURN __declspec(noreturn)
#else
#define SDL_NORETURN
#endif
#endif /* SDL_NORETURN not defined */
#ifdef __clang__
#if __has_feature(attribute_analyzer_noreturn)
#define SDL_ANALYZER_NORETURN __attribute__((analyzer_noreturn))
#endif
#endif
#ifndef SDL_ANALYZER_NORETURN
#define SDL_ANALYZER_NORETURN
#endif
/* Apparently this is needed by several Windows compilers */
#ifndef __MACH__
#ifndef NULL
#ifdef __cplusplus
#define NULL 0
#else
#define NULL ((void *)0)
#endif
#endif /* NULL */
#endif /* ! macOS - breaks precompiled headers */
#ifndef SDL_FALLTHROUGH
#if (defined(__cplusplus) && __cplusplus >= 201703L) || \
(defined(__STDC_VERSION__) && __STDC_VERSION__ >= 202000L)
#define SDL_FALLTHROUGH [[fallthrough]]
#else
#if defined(__has_attribute) && !defined(__SUNPRO_C) && !defined(__SUNPRO_CC)
#define SDL_HAS_FALLTHROUGH __has_attribute(__fallthrough__)
#else
#define SDL_HAS_FALLTHROUGH 0
#endif /* __has_attribute */
#if SDL_HAS_FALLTHROUGH && \
((defined(__GNUC__) && __GNUC__ >= 7) || \
(defined(__clang_major__) && __clang_major__ >= 10))
#define SDL_FALLTHROUGH __attribute__((__fallthrough__))
#else
#define SDL_FALLTHROUGH do {} while (0) /* fallthrough */
#endif /* SDL_HAS_FALLTHROUGH */
#undef SDL_HAS_FALLTHROUGH
#endif /* C++17 or C2x */
#endif /* SDL_FALLTHROUGH not defined */
#ifndef SDL_NODISCARD
#if (defined(__cplusplus) && __cplusplus >= 201703L) || \
(defined(__STDC_VERSION__) && __STDC_VERSION__ >= 202311L)
#define SDL_NODISCARD [[nodiscard]]
#elif ( (defined(__GNUC__) && (__GNUC__ >= 4)) || defined(__clang__) )
#define SDL_NODISCARD __attribute__((warn_unused_result))
#elif defined(_MSC_VER) && (_MSC_VER >= 1700)
#define SDL_NODISCARD _Check_return_
#else
#define SDL_NODISCARD
#endif /* C++17 or C23 */
#endif /* SDL_NODISCARD not defined */
#ifndef SDL_MALLOC
#if defined(__GNUC__) && (__GNUC__ >= 3)
#define SDL_MALLOC __attribute__((malloc))
/** FIXME
#elif defined(_MSC_VER)
#define SDL_MALLOC __declspec(allocator) __desclspec(restrict)
**/
#else
#define SDL_MALLOC
#endif
#endif /* SDL_MALLOC not defined */
#ifndef SDL_ALLOC_SIZE
#if (defined(__clang__) && __clang_major__ >= 4) || (defined(__GNUC__) && (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3)))
#define SDL_ALLOC_SIZE(p) __attribute__((alloc_size(p)))
#elif defined(_MSC_VER)
#define SDL_ALLOC_SIZE(p)
#else
#define SDL_ALLOC_SIZE(p)
#endif
#endif /* SDL_ALLOC_SIZE not defined */
#ifndef SDL_ALLOC_SIZE2
#if (defined(__clang__) && __clang_major__ >= 4) || (defined(__GNUC__) && (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3)))
#define SDL_ALLOC_SIZE2(p1, p2) __attribute__((alloc_size(p1, p2)))
#elif defined(_MSC_VER)
#define SDL_ALLOC_SIZE2(p1, p2)
#else
#define SDL_ALLOC_SIZE2(p1, p2)
#endif
#endif /* SDL_ALLOC_SIZE2 not defined */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryBits
*
* Functions for fiddling with bits and bitmasks.
*/
#ifndef SDL_bits_h_
#define SDL_bits_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
#if defined(__WATCOMC__) && defined(__386__)
extern __inline int _SDL_bsr_watcom(Uint32);
#pragma aux _SDL_bsr_watcom = \
"bsr eax, eax" \
parm [eax] nomemory \
value [eax] \
modify exact [eax] nomemory;
#endif
/**
* Get the index of the most significant (set) bit in a 32-bit number.
*
* Result is undefined when called with 0. This operation can also be stated
* as "count leading zeroes" and "log base 2".
*
* Note that this is a forced-inline function in a header, and not a public
* API function available in the SDL library (which is to say, the code is
* embedded in the calling program and the linker and dynamic loader will not
* be able to find this function inside SDL itself).
*
* \param x the 32-bit value to examine.
* \returns the index of the most significant bit, or -1 if the value is 0.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
SDL_FORCE_INLINE int SDL_MostSignificantBitIndex32(Uint32 x)
{
#if defined(__GNUC__) && (__GNUC__ >= 4 || (__GNUC__ == 3 && __GNUC_MINOR__ >= 4))
/* Count Leading Zeroes builtin in GCC.
* http://gcc.gnu.org/onlinedocs/gcc-4.3.4/gcc/Other-Builtins.html
*/
if (x == 0) {
return -1;
}
return 31 - __builtin_clz(x);
#elif defined(__WATCOMC__) && defined(__386__)
if (x == 0) {
return -1;
}
return _SDL_bsr_watcom(x);
#elif defined(_MSC_VER) && _MSC_VER >= 1400
unsigned long index;
if (_BitScanReverse(&index, x)) {
return (int)index;
}
return -1;
#else
/* Based off of Bit Twiddling Hacks by Sean Eron Anderson
* <seander@cs.stanford.edu>, released in the public domain.
* http://graphics.stanford.edu/~seander/bithacks.html#IntegerLog
*/
const Uint32 b[] = {0x2, 0xC, 0xF0, 0xFF00, 0xFFFF0000};
const int S[] = {1, 2, 4, 8, 16};
int msbIndex = 0;
int i;
if (x == 0) {
return -1;
}
for (i = 4; i >= 0; i--)
{
if (x & b[i])
{
x >>= S[i];
msbIndex |= S[i];
}
}
return msbIndex;
#endif
}
/**
* Determine if a unsigned 32-bit value has exactly one bit set.
*
* If there are no bits set (`x` is zero), or more than one bit set, this
* returns false. If any one bit is exclusively set, this returns true.
*
* Note that this is a forced-inline function in a header, and not a public
* API function available in the SDL library (which is to say, the code is
* embedded in the calling program and the linker and dynamic loader will not
* be able to find this function inside SDL itself).
*
* \param x the 32-bit value to examine.
* \returns true if exactly one bit is set in `x`, false otherwise.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
SDL_FORCE_INLINE bool SDL_HasExactlyOneBitSet32(Uint32 x)
{
if (x && !(x & (x - 1))) {
return true;
}
return false;
}
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_bits_h_ */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryBlendmode
*
* Blend modes decide how two colors will mix together. There are both
* standard modes for basic needs and a means to create custom modes,
* dictating what sort of math to do on what color components.
*/
#ifndef SDL_blendmode_h_
#define SDL_blendmode_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* A set of blend modes used in drawing operations.
*
* These predefined blend modes are supported everywhere.
*
* Additional values may be obtained from SDL_ComposeCustomBlendMode.
*
* \since This datatype is available since SDL 3.2.0.
*
* \sa SDL_ComposeCustomBlendMode
*/
typedef Uint32 SDL_BlendMode;
#define SDL_BLENDMODE_NONE 0x00000000u /**< no blending: dstRGBA = srcRGBA */
#define SDL_BLENDMODE_BLEND 0x00000001u /**< alpha blending: dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA)), dstA = srcA + (dstA * (1-srcA)) */
#define SDL_BLENDMODE_BLEND_PREMULTIPLIED 0x00000010u /**< pre-multiplied alpha blending: dstRGBA = srcRGBA + (dstRGBA * (1-srcA)) */
#define SDL_BLENDMODE_ADD 0x00000002u /**< additive blending: dstRGB = (srcRGB * srcA) + dstRGB, dstA = dstA */
#define SDL_BLENDMODE_ADD_PREMULTIPLIED 0x00000020u /**< pre-multiplied additive blending: dstRGB = srcRGB + dstRGB, dstA = dstA */
#define SDL_BLENDMODE_MOD 0x00000004u /**< color modulate: dstRGB = srcRGB * dstRGB, dstA = dstA */
#define SDL_BLENDMODE_MUL 0x00000008u /**< color multiply: dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA)), dstA = dstA */
#define SDL_BLENDMODE_INVALID 0x7FFFFFFFu
/**
* The blend operation used when combining source and destination pixel
* components.
*
* \since This enum is available since SDL 3.2.0.
*/
typedef enum SDL_BlendOperation
{
SDL_BLENDOPERATION_ADD = 0x1, /**< dst + src: supported by all renderers */
SDL_BLENDOPERATION_SUBTRACT = 0x2, /**< src - dst : supported by D3D, OpenGL, OpenGLES, and Vulkan */
SDL_BLENDOPERATION_REV_SUBTRACT = 0x3, /**< dst - src : supported by D3D, OpenGL, OpenGLES, and Vulkan */
SDL_BLENDOPERATION_MINIMUM = 0x4, /**< min(dst, src) : supported by D3D, OpenGL, OpenGLES, and Vulkan */
SDL_BLENDOPERATION_MAXIMUM = 0x5 /**< max(dst, src) : supported by D3D, OpenGL, OpenGLES, and Vulkan */
} SDL_BlendOperation;
/**
* The normalized factor used to multiply pixel components.
*
* The blend factors are multiplied with the pixels from a drawing operation
* (src) and the pixels from the render target (dst) before the blend
* operation. The comma-separated factors listed above are always applied in
* the component order red, green, blue, and alpha.
*
* \since This enum is available since SDL 3.2.0.
*/
typedef enum SDL_BlendFactor
{
SDL_BLENDFACTOR_ZERO = 0x1, /**< 0, 0, 0, 0 */
SDL_BLENDFACTOR_ONE = 0x2, /**< 1, 1, 1, 1 */
SDL_BLENDFACTOR_SRC_COLOR = 0x3, /**< srcR, srcG, srcB, srcA */
SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR = 0x4, /**< 1-srcR, 1-srcG, 1-srcB, 1-srcA */
SDL_BLENDFACTOR_SRC_ALPHA = 0x5, /**< srcA, srcA, srcA, srcA */
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA = 0x6, /**< 1-srcA, 1-srcA, 1-srcA, 1-srcA */
SDL_BLENDFACTOR_DST_COLOR = 0x7, /**< dstR, dstG, dstB, dstA */
SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR = 0x8, /**< 1-dstR, 1-dstG, 1-dstB, 1-dstA */
SDL_BLENDFACTOR_DST_ALPHA = 0x9, /**< dstA, dstA, dstA, dstA */
SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA = 0xA /**< 1-dstA, 1-dstA, 1-dstA, 1-dstA */
} SDL_BlendFactor;
/**
* Compose a custom blend mode for renderers.
*
* The functions SDL_SetRenderDrawBlendMode and SDL_SetTextureBlendMode accept
* the SDL_BlendMode returned by this function if the renderer supports it.
*
* A blend mode controls how the pixels from a drawing operation (source) get
* combined with the pixels from the render target (destination). First, the
* components of the source and destination pixels get multiplied with their
* blend factors. Then, the blend operation takes the two products and
* calculates the result that will get stored in the render target.
*
* Expressed in pseudocode, it would look like this:
*
* ```c
* dstRGB = colorOperation(srcRGB * srcColorFactor, dstRGB * dstColorFactor);
* dstA = alphaOperation(srcA * srcAlphaFactor, dstA * dstAlphaFactor);
* ```
*
* Where the functions `colorOperation(src, dst)` and `alphaOperation(src,
* dst)` can return one of the following:
*
* - `src + dst`
* - `src - dst`
* - `dst - src`
* - `min(src, dst)`
* - `max(src, dst)`
*
* The red, green, and blue components are always multiplied with the first,
* second, and third components of the SDL_BlendFactor, respectively. The
* fourth component is not used.
*
* The alpha component is always multiplied with the fourth component of the
* SDL_BlendFactor. The other components are not used in the alpha
* calculation.
*
* Support for these blend modes varies for each renderer. To check if a
* specific SDL_BlendMode is supported, create a renderer and pass it to
* either SDL_SetRenderDrawBlendMode or SDL_SetTextureBlendMode. They will
* return with an error if the blend mode is not supported.
*
* This list describes the support of custom blend modes for each renderer.
* All renderers support the four blend modes listed in the SDL_BlendMode
* enumeration.
*
* - **direct3d**: Supports all operations with all factors. However, some
* factors produce unexpected results with `SDL_BLENDOPERATION_MINIMUM` and
* `SDL_BLENDOPERATION_MAXIMUM`.
* - **direct3d11**: Same as Direct3D 9.
* - **opengl**: Supports the `SDL_BLENDOPERATION_ADD` operation with all
* factors. OpenGL versions 1.1, 1.2, and 1.3 do not work correctly here.
* - **opengles2**: Supports the `SDL_BLENDOPERATION_ADD`,
* `SDL_BLENDOPERATION_SUBTRACT`, `SDL_BLENDOPERATION_REV_SUBTRACT`
* operations with all factors.
* - **psp**: No custom blend mode support.
* - **software**: No custom blend mode support.
*
* Some renderers do not provide an alpha component for the default render
* target. The `SDL_BLENDFACTOR_DST_ALPHA` and
* `SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA` factors do not have an effect in this
* case.
*
* \param srcColorFactor the SDL_BlendFactor applied to the red, green, and
* blue components of the source pixels.
* \param dstColorFactor the SDL_BlendFactor applied to the red, green, and
* blue components of the destination pixels.
* \param colorOperation the SDL_BlendOperation used to combine the red,
* green, and blue components of the source and
* destination pixels.
* \param srcAlphaFactor the SDL_BlendFactor applied to the alpha component of
* the source pixels.
* \param dstAlphaFactor the SDL_BlendFactor applied to the alpha component of
* the destination pixels.
* \param alphaOperation the SDL_BlendOperation used to combine the alpha
* component of the source and destination pixels.
* \returns an SDL_BlendMode that represents the chosen factors and
* operations.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SetRenderDrawBlendMode
* \sa SDL_GetRenderDrawBlendMode
* \sa SDL_SetTextureBlendMode
* \sa SDL_GetTextureBlendMode
*/
extern SDL_DECLSPEC SDL_BlendMode SDLCALL SDL_ComposeCustomBlendMode(SDL_BlendFactor srcColorFactor,
SDL_BlendFactor dstColorFactor,
SDL_BlendOperation colorOperation,
SDL_BlendFactor srcAlphaFactor,
SDL_BlendFactor dstAlphaFactor,
SDL_BlendOperation alphaOperation);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_blendmode_h_ */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryCamera
*
* Video capture for the SDL library.
*
* This API lets apps read input from video sources, like webcams. Camera
* devices can be enumerated, queried, and opened. Once opened, it will
* provide SDL_Surface objects as new frames of video come in. These surfaces
* can be uploaded to an SDL_Texture or processed as pixels in memory.
*
* Several platforms will alert the user if an app tries to access a camera,
* and some will present a UI asking the user if your application should be
* allowed to obtain images at all, which they can deny. A successfully opened
* camera will not provide images until permission is granted. Applications,
* after opening a camera device, can see if they were granted access by
* either polling with the SDL_GetCameraPermissionState() function, or waiting
* for an SDL_EVENT_CAMERA_DEVICE_APPROVED or SDL_EVENT_CAMERA_DEVICE_DENIED
* event. Platforms that don't have any user approval process will report
* approval immediately.
*
* Note that SDL cameras only provide video as individual frames; they will
* not provide full-motion video encoded in a movie file format, although an
* app is free to encode the acquired frames into any format it likes. It also
* does not provide audio from the camera hardware through this API; not only
* do many webcams not have microphones at all, many people--from streamers to
* people on Zoom calls--will want to use a separate microphone regardless of
* the camera. In any case, recorded audio will be available through SDL's
* audio API no matter what hardware provides the microphone.
*
* ## Camera gotchas
*
* Consumer-level camera hardware tends to take a little while to warm up,
* once the device has been opened. Generally most camera apps have some sort
* of UI to take a picture (a button to snap a pic while a preview is showing,
* some sort of multi-second countdown for the user to pose, like a photo
* booth), which puts control in the users' hands, or they are intended to
* stay on for long times (Pokemon Go, etc).
*
* It's not uncommon that a newly-opened camera will provide a couple of
* completely black frames, maybe followed by some under-exposed images. If
* taking a single frame automatically, or recording video from a camera's
* input without the user initiating it from a preview, it could be wise to
* drop the first several frames (if not the first several _seconds_ worth of
* frames!) before using images from a camera.
*/
#ifndef SDL_camera_h_
#define SDL_camera_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_error.h>
#include <SDL3/SDL_pixels.h>
#include <SDL3/SDL_properties.h>
#include <SDL3/SDL_surface.h>
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* This is a unique ID for a camera device for the time it is connected to the
* system, and is never reused for the lifetime of the application.
*
* If the device is disconnected and reconnected, it will get a new ID.
*
* The value 0 is an invalid ID.
*
* \since This datatype is available since SDL 3.2.0.
*
* \sa SDL_GetCameras
*/
typedef Uint32 SDL_CameraID;
/**
* The opaque structure used to identify an opened SDL camera.
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_Camera SDL_Camera;
/**
* The details of an output format for a camera device.
*
* Cameras often support multiple formats; each one will be encapsulated in
* this struct.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_GetCameraSupportedFormats
* \sa SDL_GetCameraFormat
*/
typedef struct SDL_CameraSpec
{
SDL_PixelFormat format; /**< Frame format */
SDL_Colorspace colorspace; /**< Frame colorspace */
int width; /**< Frame width */
int height; /**< Frame height */
int framerate_numerator; /**< Frame rate numerator ((num / denom) == FPS, (denom / num) == duration in seconds) */
int framerate_denominator; /**< Frame rate demoninator ((num / denom) == FPS, (denom / num) == duration in seconds) */
} SDL_CameraSpec;
/**
* The position of camera in relation to system device.
*
* \since This enum is available since SDL 3.2.0.
*
* \sa SDL_GetCameraPosition
*/
typedef enum SDL_CameraPosition
{
SDL_CAMERA_POSITION_UNKNOWN,
SDL_CAMERA_POSITION_FRONT_FACING,
SDL_CAMERA_POSITION_BACK_FACING
} SDL_CameraPosition;
/**
* Use this function to get the number of built-in camera drivers.
*
* This function returns a hardcoded number. This never returns a negative
* value; if there are no drivers compiled into this build of SDL, this
* function returns zero. The presence of a driver in this list does not mean
* it will function, it just means SDL is capable of interacting with that
* interface. For example, a build of SDL might have v4l2 support, but if
* there's no kernel support available, SDL's v4l2 driver would fail if used.
*
* By default, SDL tries all drivers, in its preferred order, until one is
* found to be usable.
*
* \returns the number of built-in camera drivers.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetCameraDriver
*/
extern SDL_DECLSPEC int SDLCALL SDL_GetNumCameraDrivers(void);
/**
* Use this function to get the name of a built in camera driver.
*
* The list of camera drivers is given in the order that they are normally
* initialized by default; the drivers that seem more reasonable to choose
* first (as far as the SDL developers believe) are earlier in the list.
*
* The names of drivers are all simple, low-ASCII identifiers, like "v4l2",
* "coremedia" or "android". These never have Unicode characters, and are not
* meant to be proper names.
*
* \param index the index of the camera driver; the value ranges from 0 to
* SDL_GetNumCameraDrivers() - 1.
* \returns the name of the camera driver at the requested index, or NULL if
* an invalid index was specified.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetNumCameraDrivers
*/
extern SDL_DECLSPEC const char * SDLCALL SDL_GetCameraDriver(int index);
/**
* Get the name of the current camera driver.
*
* The names of drivers are all simple, low-ASCII identifiers, like "v4l2",
* "coremedia" or "android". These never have Unicode characters, and are not
* meant to be proper names.
*
* \returns the name of the current camera driver or NULL if no driver has
* been initialized.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC const char * SDLCALL SDL_GetCurrentCameraDriver(void);
/**
* Get a list of currently connected camera devices.
*
* \param count a pointer filled in with the number of cameras returned, may
* be NULL.
* \returns a 0 terminated array of camera instance IDs or NULL on failure;
* call SDL_GetError() for more information. This should be freed
* with SDL_free() when it is no longer needed.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_OpenCamera
*/
extern SDL_DECLSPEC SDL_CameraID * SDLCALL SDL_GetCameras(int *count);
/**
* Get the list of native formats/sizes a camera supports.
*
* This returns a list of all formats and frame sizes that a specific camera
* can offer. This is useful if your app can accept a variety of image formats
* and sizes and so want to find the optimal spec that doesn't require
* conversion.
*
* This function isn't strictly required; if you call SDL_OpenCamera with a
* NULL spec, SDL will choose a native format for you, and if you instead
* specify a desired format, it will transparently convert to the requested
* format on your behalf.
*
* If `count` is not NULL, it will be filled with the number of elements in
* the returned array.
*
* Note that it's legal for a camera to supply an empty list. This is what
* will happen on Emscripten builds, since that platform won't tell _anything_
* about available cameras until you've opened one, and won't even tell if
* there _is_ a camera until the user has given you permission to check
* through a scary warning popup.
*
* \param instance_id the camera device instance ID.
* \param count a pointer filled in with the number of elements in the list,
* may be NULL.
* \returns a NULL terminated array of pointers to SDL_CameraSpec or NULL on
* failure; call SDL_GetError() for more information. This is a
* single allocation that should be freed with SDL_free() when it is
* no longer needed.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetCameras
* \sa SDL_OpenCamera
*/
extern SDL_DECLSPEC SDL_CameraSpec ** SDLCALL SDL_GetCameraSupportedFormats(SDL_CameraID instance_id, int *count);
/**
* Get the human-readable device name for a camera.
*
* \param instance_id the camera device instance ID.
* \returns a human-readable device name or NULL on failure; call
* SDL_GetError() for more information.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetCameras
*/
extern SDL_DECLSPEC const char * SDLCALL SDL_GetCameraName(SDL_CameraID instance_id);
/**
* Get the position of the camera in relation to the system.
*
* Most platforms will report UNKNOWN, but mobile devices, like phones, can
* often make a distinction between cameras on the front of the device (that
* points towards the user, for taking "selfies") and cameras on the back (for
* filming in the direction the user is facing).
*
* \param instance_id the camera device instance ID.
* \returns the position of the camera on the system hardware.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetCameras
*/
extern SDL_DECLSPEC SDL_CameraPosition SDLCALL SDL_GetCameraPosition(SDL_CameraID instance_id);
/**
* Open a video recording device (a "camera").
*
* You can open the device with any reasonable spec, and if the hardware can't
* directly support it, it will convert data seamlessly to the requested
* format. This might incur overhead, including scaling of image data.
*
* If you would rather accept whatever format the device offers, you can pass
* a NULL spec here and it will choose one for you (and you can use
* SDL_Surface's conversion/scaling functions directly if necessary).
*
* You can call SDL_GetCameraFormat() to get the actual data format if passing
* a NULL spec here. You can see the exact specs a device can support without
* conversion with SDL_GetCameraSupportedFormats().
*
* SDL will not attempt to emulate framerate; it will try to set the hardware
* to the rate closest to the requested speed, but it won't attempt to limit
* or duplicate frames artificially; call SDL_GetCameraFormat() to see the
* actual framerate of the opened the device, and check your timestamps if
* this is crucial to your app!
*
* Note that the camera is not usable until the user approves its use! On some
* platforms, the operating system will prompt the user to permit access to
* the camera, and they can choose Yes or No at that point. Until they do, the
* camera will not be usable. The app should either wait for an
* SDL_EVENT_CAMERA_DEVICE_APPROVED (or SDL_EVENT_CAMERA_DEVICE_DENIED) event,
* or poll SDL_GetCameraPermissionState() occasionally until it returns
* non-zero. On platforms that don't require explicit user approval (and
* perhaps in places where the user previously permitted access), the approval
* event might come immediately, but it might come seconds, minutes, or hours
* later!
*
* \param instance_id the camera device instance ID.
* \param spec the desired format for data the device will provide. Can be
* NULL.
* \returns an SDL_Camera object or NULL on failure; call SDL_GetError() for
* more information.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetCameras
* \sa SDL_GetCameraFormat
*/
extern SDL_DECLSPEC SDL_Camera * SDLCALL SDL_OpenCamera(SDL_CameraID instance_id, const SDL_CameraSpec *spec);
/**
* Query if camera access has been approved by the user.
*
* Cameras will not function between when the device is opened by the app and
* when the user permits access to the hardware. On some platforms, this
* presents as a popup dialog where the user has to explicitly approve access;
* on others the approval might be implicit and not alert the user at all.
*
* This function can be used to check the status of that approval. It will
* return 0 if still waiting for user response, 1 if the camera is approved
* for use, and -1 if the user denied access.
*
* Instead of polling with this function, you can wait for a
* SDL_EVENT_CAMERA_DEVICE_APPROVED (or SDL_EVENT_CAMERA_DEVICE_DENIED) event
* in the standard SDL event loop, which is guaranteed to be sent once when
* permission to use the camera is decided.
*
* If a camera is declined, there's nothing to be done but call
* SDL_CloseCamera() to dispose of it.
*
* \param camera the opened camera device to query.
* \returns -1 if user denied access to the camera, 1 if user approved access,
* 0 if no decision has been made yet.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_OpenCamera
* \sa SDL_CloseCamera
*/
extern SDL_DECLSPEC int SDLCALL SDL_GetCameraPermissionState(SDL_Camera *camera);
/**
* Get the instance ID of an opened camera.
*
* \param camera an SDL_Camera to query.
* \returns the instance ID of the specified camera on success or 0 on
* failure; call SDL_GetError() for more information.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_OpenCamera
*/
extern SDL_DECLSPEC SDL_CameraID SDLCALL SDL_GetCameraID(SDL_Camera *camera);
/**
* Get the properties associated with an opened camera.
*
* \param camera the SDL_Camera obtained from SDL_OpenCamera().
* \returns a valid property ID on success or 0 on failure; call
* SDL_GetError() for more information.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetCameraProperties(SDL_Camera *camera);
/**
* Get the spec that a camera is using when generating images.
*
* Note that this might not be the native format of the hardware, as SDL might
* be converting to this format behind the scenes.
*
* If the system is waiting for the user to approve access to the camera, as
* some platforms require, this will return false, but this isn't necessarily
* a fatal error; you should either wait for an
* SDL_EVENT_CAMERA_DEVICE_APPROVED (or SDL_EVENT_CAMERA_DEVICE_DENIED) event,
* or poll SDL_GetCameraPermissionState() occasionally until it returns
* non-zero.
*
* \param camera opened camera device.
* \param spec the SDL_CameraSpec to be initialized by this function.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_OpenCamera
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GetCameraFormat(SDL_Camera *camera, SDL_CameraSpec *spec);
/**
* Acquire a frame.
*
* The frame is a memory pointer to the image data, whose size and format are
* given by the spec requested when opening the device.
*
* This is a non blocking API. If there is a frame available, a non-NULL
* surface is returned, and timestampNS will be filled with a non-zero value.
*
* Note that an error case can also return NULL, but a NULL by itself is
* normal and just signifies that a new frame is not yet available. Note that
* even if a camera device fails outright (a USB camera is unplugged while in
* use, etc), SDL will send an event separately to notify the app, but
* continue to provide blank frames at ongoing intervals until
* SDL_CloseCamera() is called, so real failure here is almost always an out
* of memory condition.
*
* After use, the frame should be released with SDL_ReleaseCameraFrame(). If
* you don't do this, the system may stop providing more video!
*
* Do not call SDL_DestroySurface() on the returned surface! It must be given
* back to the camera subsystem with SDL_ReleaseCameraFrame!
*
* If the system is waiting for the user to approve access to the camera, as
* some platforms require, this will return NULL (no frames available); you
* should either wait for an SDL_EVENT_CAMERA_DEVICE_APPROVED (or
* SDL_EVENT_CAMERA_DEVICE_DENIED) event, or poll
* SDL_GetCameraPermissionState() occasionally until it returns non-zero.
*
* \param camera opened camera device.
* \param timestampNS a pointer filled in with the frame's timestamp, or 0 on
* error. Can be NULL.
* \returns a new frame of video on success, NULL if none is currently
* available.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_ReleaseCameraFrame
*/
extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_AcquireCameraFrame(SDL_Camera *camera, Uint64 *timestampNS);
/**
* Release a frame of video acquired from a camera.
*
* Let the back-end re-use the internal buffer for camera.
*
* This function _must_ be called only on surface objects returned by
* SDL_AcquireCameraFrame(). This function should be called as quickly as
* possible after acquisition, as SDL keeps a small FIFO queue of surfaces for
* video frames; if surfaces aren't released in a timely manner, SDL may drop
* upcoming video frames from the camera.
*
* If the app needs to keep the surface for a significant time, they should
* make a copy of it and release the original.
*
* The app should not use the surface again after calling this function;
* assume the surface is freed and the pointer is invalid.
*
* \param camera opened camera device.
* \param frame the video frame surface to release.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_AcquireCameraFrame
*/
extern SDL_DECLSPEC void SDLCALL SDL_ReleaseCameraFrame(SDL_Camera *camera, SDL_Surface *frame);
/**
* Use this function to shut down camera processing and close the camera
* device.
*
* \param camera opened camera device.
*
* \threadsafety It is safe to call this function from any thread, but no
* thread may reference `device` once this function is called.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_OpenCamera
*/
extern SDL_DECLSPEC void SDLCALL SDL_CloseCamera(SDL_Camera *camera);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_camera_h_ */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryClipboard
*
* SDL provides access to the system clipboard, both for reading information
* from other processes and publishing information of its own.
*
* This is not just text! SDL apps can access and publish data by mimetype.
*
* ## Basic use (text)
*
* Obtaining and publishing simple text to the system clipboard is as easy as
* calling SDL_GetClipboardText() and SDL_SetClipboardText(), respectively.
* These deal with C strings in UTF-8 encoding. Data transmission and encoding
* conversion is completely managed by SDL.
*
* ## Clipboard callbacks (data other than text)
*
* Things get more complicated when the clipboard contains something other
* than text. Not only can the system clipboard contain data of any type, in
* some cases it can contain the same data in different formats! For example,
* an image painting app might let the user copy a graphic to the clipboard,
* and offers it in .BMP, .JPG, or .PNG format for other apps to consume.
*
* Obtaining clipboard data ("pasting") like this is a matter of calling
* SDL_GetClipboardData() and telling it the mimetype of the data you want.
* But how does one know if that format is available? SDL_HasClipboardData()
* can report if a specific mimetype is offered, and
* SDL_GetClipboardMimeTypes() can provide the entire list of mimetypes
* available, so the app can decide what to do with the data and what formats
* it can support.
*
* Setting the clipboard ("copying") to arbitrary data is done with
* SDL_SetClipboardData. The app does not provide the data in this call, but
* rather the mimetypes it is willing to provide and a callback function.
* During the callback, the app will generate the data. This allows massive
* data sets to be provided to the clipboard, without any data being copied
* before it is explicitly requested. More specifically, it allows an app to
* offer data in multiple formats without providing a copy of all of them
* upfront. If the app has an image that it could provide in PNG or JPG
* format, it doesn't have to encode it to either of those unless and until
* something tries to paste it.
*
* ## Primary Selection
*
* The X11 and Wayland video targets have a concept of the "primary selection"
* in addition to the usual clipboard. This is generally highlighted (but not
* explicitly copied) text from various apps. SDL offers APIs for this through
* SDL_GetPrimarySelectionText() and SDL_SetPrimarySelectionText(). SDL offers
* these APIs on platforms without this concept, too, but only so far that it
* will keep a copy of a string that the app sets for later retrieval; the
* operating system will not ever attempt to change the string externally if
* it doesn't support a primary selection.
*/
#ifndef SDL_clipboard_h_
#define SDL_clipboard_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_error.h>
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* Function prototypes */
/**
* Put UTF-8 text into the clipboard.
*
* \param text the text to store in the clipboard.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetClipboardText
* \sa SDL_HasClipboardText
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetClipboardText(const char *text);
/**
* Get UTF-8 text from the clipboard.
*
* This function returns an empty string if there is not enough memory left
* for a copy of the clipboard's content.
*
* \returns the clipboard text on success or an empty string on failure; call
* SDL_GetError() for more information. This should be freed with
* SDL_free() when it is no longer needed.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_HasClipboardText
* \sa SDL_SetClipboardText
*/
extern SDL_DECLSPEC char * SDLCALL SDL_GetClipboardText(void);
/**
* Query whether the clipboard exists and contains a non-empty text string.
*
* \returns true if the clipboard has text, or false if it does not.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetClipboardText
* \sa SDL_SetClipboardText
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasClipboardText(void);
/**
* Put UTF-8 text into the primary selection.
*
* \param text the text to store in the primary selection.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetPrimarySelectionText
* \sa SDL_HasPrimarySelectionText
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetPrimarySelectionText(const char *text);
/**
* Get UTF-8 text from the primary selection.
*
* This function returns an empty string if there is not enough memory left
* for a copy of the primary selection's content.
*
* \returns the primary selection text on success or an empty string on
* failure; call SDL_GetError() for more information. This should be
* freed with SDL_free() when it is no longer needed.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_HasPrimarySelectionText
* \sa SDL_SetPrimarySelectionText
*/
extern SDL_DECLSPEC char * SDLCALL SDL_GetPrimarySelectionText(void);
/**
* Query whether the primary selection exists and contains a non-empty text
* string.
*
* \returns true if the primary selection has text, or false if it does not.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetPrimarySelectionText
* \sa SDL_SetPrimarySelectionText
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasPrimarySelectionText(void);
/**
* Callback function that will be called when data for the specified mime-type
* is requested by the OS.
*
* The callback function is called with NULL as the mime_type when the
* clipboard is cleared or new data is set. The clipboard is automatically
* cleared in SDL_Quit().
*
* \param userdata a pointer to the provided user data.
* \param mime_type the requested mime-type.
* \param size a pointer filled in with the length of the returned data.
* \returns a pointer to the data for the provided mime-type. Returning NULL
* or setting the length to 0 will cause no data to be sent to the
* "receiver". It is up to the receiver to handle this. Essentially
* returning no data is more or less undefined behavior and may cause
* breakage in receiving applications. The returned data will not be
* freed, so it needs to be retained and dealt with internally.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SetClipboardData
*/
typedef const void *(SDLCALL *SDL_ClipboardDataCallback)(void *userdata, const char *mime_type, size_t *size);
/**
* Callback function that will be called when the clipboard is cleared, or when new
* data is set.
*
* \param userdata a pointer to the provided user data.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SetClipboardData
*/
typedef void (SDLCALL *SDL_ClipboardCleanupCallback)(void *userdata);
/**
* Offer clipboard data to the OS.
*
* Tell the operating system that the application is offering clipboard data
* for each of the provided mime-types. Once another application requests the
* data the callback function will be called, allowing it to generate and
* respond with the data for the requested mime-type.
*
* The size of text data does not include any terminator, and the text does
* not need to be null-terminated (e.g., you can directly copy a portion of a
* document).
*
* \param callback a function pointer to the function that provides the
* clipboard data.
* \param cleanup a function pointer to the function that cleans up the
* clipboard data.
* \param userdata an opaque pointer that will be forwarded to the callbacks.
* \param mime_types a list of mime-types that are being offered. SDL copies the given list.
* \param num_mime_types the number of mime-types in the mime_types list.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_ClearClipboardData
* \sa SDL_GetClipboardData
* \sa SDL_HasClipboardData
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetClipboardData(SDL_ClipboardDataCallback callback, SDL_ClipboardCleanupCallback cleanup, void *userdata, const char **mime_types, size_t num_mime_types);
/**
* Clear the clipboard data.
*
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SetClipboardData
*/
extern SDL_DECLSPEC bool SDLCALL SDL_ClearClipboardData(void);
/**
* Get the data from the clipboard for a given mime type.
*
* The size of text data does not include the terminator, but the text is
* guaranteed to be null-terminated.
*
* \param mime_type the mime type to read from the clipboard.
* \param size a pointer filled in with the length of the returned data.
* \returns the retrieved data buffer or NULL on failure; call SDL_GetError()
* for more information. This should be freed with SDL_free() when it
* is no longer needed.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_HasClipboardData
* \sa SDL_SetClipboardData
*/
extern SDL_DECLSPEC void * SDLCALL SDL_GetClipboardData(const char *mime_type, size_t *size);
/**
* Query whether there is data in the clipboard for the provided mime type.
*
* \param mime_type the mime type to check for data.
* \returns true if data exists in the clipboard for the provided mime type,
* false if it does not.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SetClipboardData
* \sa SDL_GetClipboardData
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasClipboardData(const char *mime_type);
/**
* Retrieve the list of mime types available in the clipboard.
*
* \param num_mime_types a pointer filled with the number of mime types, may
* be NULL.
* \returns a null-terminated array of strings with mime types, or NULL on
* failure; call SDL_GetError() for more information. This should be
* freed with SDL_free() when it is no longer needed.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SetClipboardData
*/
extern SDL_DECLSPEC char ** SDLCALL SDL_GetClipboardMimeTypes(size_t *num_mime_types);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_clipboard_h_ */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/*
* This file reverses the effects of SDL_begin_code.h and should be included
* after you finish any function and structure declarations in your headers.
*
* SDL's headers use this; applications generally should not include this
* header directly.
*/
#ifndef SDL_begin_code_h
#error SDL_close_code.h included without matching SDL_begin_code.h
#endif
#undef SDL_begin_code_h
/* Reset structure packing at previous byte alignment */
#if defined(_MSC_VER) || defined(__MWERKS__) || defined(__BORLANDC__)
#ifdef __BORLANDC__
#pragma nopackwarning
#endif
#pragma pack(pop)
#endif /* Compiler needs structure packing set */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/* Header file containing SDL's license. */

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@@ -0,0 +1,353 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/* WIKI CATEGORY: CPUInfo */
/**
* # CategoryCPUInfo
*
* CPU feature detection for SDL.
*
* These functions are largely concerned with reporting if the system has
* access to various SIMD instruction sets, but also has other important info
* to share, such as system RAM size and number of logical CPU cores.
*
* CPU instruction set checks, like SDL_HasSSE() and SDL_HasNEON(), are
* available on all platforms, even if they don't make sense (an ARM processor
* will never have SSE and an x86 processor will never have NEON, for example,
* but these functions still exist and will simply return false in these
* cases).
*/
#ifndef SDL_cpuinfo_h_
#define SDL_cpuinfo_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* A guess for the cacheline size used for padding.
*
* Most x86 processors have a 64 byte cache line. The 64-bit PowerPC
* processors have a 128 byte cache line. We use the larger value to be
* generally safe.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_CACHELINE_SIZE 128
/**
* Get the number of logical CPU cores available.
*
* \returns the total number of logical CPU cores. On CPUs that include
* technologies such as hyperthreading, the number of logical cores
* may be more than the number of physical cores.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_GetNumLogicalCPUCores(void);
/**
* Determine the L1 cache line size of the CPU.
*
* This is useful for determining multi-threaded structure padding or SIMD
* prefetch sizes.
*
* \returns the L1 cache line size of the CPU, in bytes.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_GetCPUCacheLineSize(void);
/**
* Determine whether the CPU has AltiVec features.
*
* This always returns false on CPUs that aren't using PowerPC instruction
* sets.
*
* \returns true if the CPU has AltiVec features or false if not.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasAltiVec(void);
/**
* Determine whether the CPU has MMX features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns true if the CPU has MMX features or false if not.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasMMX(void);
/**
* Determine whether the CPU has SSE features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns true if the CPU has SSE features or false if not.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasSSE(void);
/**
* Determine whether the CPU has SSE2 features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns true if the CPU has SSE2 features or false if not.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_HasSSE
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasSSE2(void);
/**
* Determine whether the CPU has SSE3 features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns true if the CPU has SSE3 features or false if not.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasSSE3(void);
/**
* Determine whether the CPU has SSE4.1 features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns true if the CPU has SSE4.1 features or false if not.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE42
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasSSE41(void);
/**
* Determine whether the CPU has SSE4.2 features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns true if the CPU has SSE4.2 features or false if not.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasSSE42(void);
/**
* Determine whether the CPU has AVX features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns true if the CPU has AVX features or false if not.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_HasAVX2
* \sa SDL_HasAVX512F
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasAVX(void);
/**
* Determine whether the CPU has AVX2 features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns true if the CPU has AVX2 features or false if not.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_HasAVX
* \sa SDL_HasAVX512F
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasAVX2(void);
/**
* Determine whether the CPU has AVX-512F (foundation) features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns true if the CPU has AVX-512F features or false if not.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasAVX512F(void);
/**
* Determine whether the CPU has ARM SIMD (ARMv6) features.
*
* This is different from ARM NEON, which is a different instruction set.
*
* This always returns false on CPUs that aren't using ARM instruction sets.
*
* \returns true if the CPU has ARM SIMD features or false if not.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_HasNEON
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasARMSIMD(void);
/**
* Determine whether the CPU has NEON (ARM SIMD) features.
*
* This always returns false on CPUs that aren't using ARM instruction sets.
*
* \returns true if the CPU has ARM NEON features or false if not.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasNEON(void);
/**
* Determine whether the CPU has LSX (LOONGARCH SIMD) features.
*
* This always returns false on CPUs that aren't using LOONGARCH instruction
* sets.
*
* \returns true if the CPU has LOONGARCH LSX features or false if not.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasLSX(void);
/**
* Determine whether the CPU has LASX (LOONGARCH SIMD) features.
*
* This always returns false on CPUs that aren't using LOONGARCH instruction
* sets.
*
* \returns true if the CPU has LOONGARCH LASX features or false if not.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasLASX(void);
/**
* Get the amount of RAM configured in the system.
*
* \returns the amount of RAM configured in the system in MiB.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_GetSystemRAM(void);
/**
* Report the alignment this system needs for SIMD allocations.
*
* This will return the minimum number of bytes to which a pointer must be
* aligned to be compatible with SIMD instructions on the current machine. For
* example, if the machine supports SSE only, it will return 16, but if it
* supports AVX-512F, it'll return 64 (etc). This only reports values for
* instruction sets SDL knows about, so if your SDL build doesn't have
* SDL_HasAVX512F(), then it might return 16 for the SSE support it sees and
* not 64 for the AVX-512 instructions that exist but SDL doesn't know about.
* Plan accordingly.
*
* \returns the alignment in bytes needed for available, known SIMD
* instructions.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_aligned_alloc
* \sa SDL_aligned_free
*/
extern SDL_DECLSPEC size_t SDLCALL SDL_GetSIMDAlignment(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_cpuinfo_h_ */

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