Sample code for https://github.com/floooh/sokol
WASM live demos:
Platform | Build Status |
---|---|
GH Actions (OSX/Linux/Win+VS2019/iOS/WASM/Android) |
First check that the following tools are in the path. Exact versions shouldn't matter (on Windows you can use scoop.sh to easily install the required tools from the command line):
> git --version
2.x.x (any version should do)
> python3 --version
Python 3.x
> cmake --version
cmake version 3.21.x or later
# on OSX (on Windows you just need a recent VS)
> xcodebuild -version
Xcode xx.x (newer is better, older version are no longer tested)
# ninja is recommended for cmdline builds, faster and also cleaner terminal output
> ninja --version
1.x.y
NOTE in Linux you'll also need to install the OpenGL, X11 and ALSA development packages (e.g. mesa-common-dev, libx11-dev and libasound2-dev).
Create a scratch/workspace dir and clone the project:
> mkdir ~/scratch
> cd ~/scratch
> git clone https://github.com/floooh/sokol-samples
> cd sokol-samples
Select a build config for your platform and 3D backend combination:
# macOS with Metal:
> ./fips set config sapp-metal-osx-ninja-debug
# macOS with OpenGL:
> ./fips set config sapp-osx-ninja-debug
# Windows with D3D11:
> ./fips set config sapp-d3d11-win64-vstudio-debug
# Windows with OpenGL:
> ./fips set config sapp-win64-vstudio-debug
# Linux:
> ./fips set config sapp-linux-ninja-debug
Build the project (this will also fetch additional dependencies):
> ./fips build
List and run the build targets:
> ./fips list targets
...
> ./fips run triangle-sapp
...to open the project in Visual Studio or Xcode:
> ./fips gen
> ./fips open
...you can also open the project in VSCode (with the MS C/C++ extension), for instance on Linux:
> ./fips set config linux-vscode-debug
> ./fips gen
> ./fips open
For additional platforms (like iOS/Android), continue reading the README past the What's New section.
For more information on the fips build system see here: https://floooh.github.io/fips/
Building the sokol_app.h samples is currently supported for MacOS, Windows, Linux, iOS, HTML5 and Android.
Use any of the following custom build configs starting with sapp-
which matches your platform and build system:
> ./fips list configs | grep sapp-
sapp-android-ninja-debug
...
sapp-d3d11-win64-vs2017-debug
sapp-d3d11-win64-vs2017-release
sapp-d3d11-win64-vscode-debug
sapp-d3d11-win64-vstudio-debug
sapp-d3d11-win64-vstudio-release
sapp-ios-xcode-debug
...
sapp-win64-vstudio-debug
sapp-win64-vstudio-release
...
sapp-webgl2-wasm-ninja-debug
sapp-webgl2-wasm-ninja-release
sapp-webgl2-wasm-vscode-debug
sapp-webgl2-wasm-vscode-release
...
sapp-wgpu-wasm-ninja-debug
sapp-wgpu-wasm-ninja-release
sapp-wgpu-wasm-vscode-debug
sapp-wgpu-wasm-vscode-release
> ./fips set config sapp-...
> ./fips build
> ./fips list targets
> ./fips run cube-sapp
Note the following caveats:
There are two types of samples, platform-specific samples in the
folders d3d11
, glfw
, html5
and metal
, and
platform-agnostic samples using the sokol_app.h
application-wrapper
header in the folder sapp
.
> mkdir ~/scratch
> cd ~/scratch
> git clone https://github.com/floooh/sokol-samples
> cd sokol-samples
> ./fips build
...
> ./fips list targets
...
> ./fips run triangle-glfw
...
On Linux you'll need to install a couple of development packages for GLFW: http://www.glfw.org/docs/latest/compile.html#compile_deps_x11
> cd ~/scratch/sokol-samples
> ./fips set config metal-osx-xcode-debug
> ./fips build
...
> ./fips list targets
...
> ./fips run triangle-metal
> cd ~/scratch/sokol-samples
> ./fips set config metal-ios-xcode-debug
> ./fips set iosteam [YOUR-TEAM-ID]
> ./fips gen
> ./fips open
# Xcode should open now, where you can build and run the iOS code as usual
The [YOUR-TEAM-ID] must be replaced with your Apple Developer Team ID, this
is a 10-character string which you can look up on
https://developer.apple.com/account/#/membership. If you get build errors
about 32-bit targets, exit Xcode, run ./fips clean
, ./fips gen
and ./fips open
again. This is a known but unsolved issue which I need
to investigate.
Another known issue: The arraytex-metal sample currently has a weird rendering artefact at least on my iPad Mini4 which looks like Z-fighting.
> cd /scratch/sokol-samples
> fips set config d3d11-win64-vstudio-debug
> fips build
...
> fips list targets
...
> fips run triangle-d3d11
> cd ~/scratch/sokol-samples
> ./fips setup emscripten
[...this will take a while]
> ./fips set config webgl2-wasm-ninja-release
> ./fips build
...
> ./fips list targets
...
> ./fips run triangle-emsc
...
> cd ~/scratch/sokol-samples
> ./fips setup emscripten
[...this will take a while]
> ./fips set config wgpu-wasm-ninja-release
> ./fips build
...
> ./fips list targets
...
> ./fips run triangle-wgpu
...
Plug an Android device into your computer, and then:
> cd ~/scratch/sokol-samples
> ./fips setup android
[...this will install a local Android SDK/NDK under ../fips-sdks/android]
> ./fips set config sapp-android-ninja-debug
> ./fips build
...
> ./fips list targets
...
> ./fips run triangle-sapp
...
The last command should install and run the triangle-sapp
sample on the
connected Android device.
To debug Android applications I recommend using Android Studio with
"Profile or debug APK". You can find the compiled APK files under
../fips-deploy/[project]/[config]
.
Many samples are simple enough to be built directly on the command line without a build system, and the following examples of that might be helpful for integrating the sokol headers and/or the sokol sample code into your own project with the build system of your choice.
The expected directory structure for building the sokol-samples manually is as follows (e.g. those directories must be cloned side-by-side):
sokol-samples
sokol
sokol-tools-bin
For instance:
> mkdir scratch
> cd scratch
> git clone https://github.com/floooh/sokol-samples
> git clone https://github.com/floooh/sokol
> git clone https://github.com/floooh/sokol-tools-bin
Of course, in your own project you can put the sokol headers wherever you want (I recommend copying them somewhere into your source directory), and you don't have to use the prebuilt sokol-shdc shader compiler either.
NOTE: for Release builds, you might want to add the compiler's respective optimization flags, and provide an
NDEBUG
define so that assert() checks and the sokol-gfx validation layer are removed (BUT please don't do this for the Debug/Dev builds because asserts() and the validation layer give useful feedback if something goes wrong).
To build one of the Metal samples:
> cd sokol-samples/metal
> cc cube-metal.c osxentry.m sokol_gfx.m -o cube-metal -fobjc-arc -I../../sokol -framework Metal -framework Cocoa -framework MetalKit -framework Quartz
To build one of the GLFW samples (requires a system-wide glfw install, e.g. brew install glfw
):
> cd sokol-samples/glfw
> cc cube-glfw.c flextgl/flextGL.c -o cube-glfw -I../../sokol -lglfw -framework OpenGL -framework Cocoa
To build one of the sokol-app samples for Metal:
> cd sokol-samples/sapp
> ../../sokol-tools-bin/bin/osx/sokol-shdc -i cube-sapp.glsl -o cube-sapp.glsl.h -l metal_macos
> cc cube-sapp.c ../libs/sokol/sokol.m -o cube-sapp -DSOKOL_METAL -fobjc-arc -I../../sokol -I ../libs -framework Metal -framework Cocoa -framework MetalKit -framework Quartz -framework AudioToolbox
To build one of the sokol-app samples for GL on macOS:
> cd sokol-samples/sapp
> ../../sokol-tools-bin/bin/osx/sokol-shdc -i cube-sapp.glsl -o cube-sapp.glsl.h -l glsl330
> cc cube-sapp.c ../libs/sokol/sokol.m -o cube-sapp -fobjc-arc -DSOKOL_GLCORE -I../../sokol -I../libs -framework OpenGL -framework Cocoa -framework AudioToolbox
From the VSxxxx x64 Native Tools Command Prompt
(for 64-bit builds)
or Developer Command Prompt for VSxxxx
(for 32-bit builds):
To build one of the D3D11 samples:
> cd sokol-samples\d3d11
> cl cube-d3d11.c d3d11entry.c /I..\..\sokol
To build one of the sokol-app samples for D3D11:
> cd sokol-samples\sapp
> ..\..\sokol-tools-bin\bin\win32\sokol-shdc -i cube-sapp.glsl -o cube-sapp.glsl.h -l hlsl5
> cl cube-sapp.c ..\libs\sokol\sokol.c /DSOKOL_D3D11 /I..\..\sokol /I..\libs
To build one of the sokol-app samples for GL on Windows:
> cd sokol-samples\sapp
> ..\..\sokol-tools-bin\bin\win32\sokol-shdc -i cube-sapp.glsl -o cube-sapp.glsl.h -l glsl330
> cl cube-sapp.c ..\libs\sokol\sokol.c /DSOKOL_GLCORE /I..\..\sokol /I..\libs kernel32.lib user32.lib gdi32.lib
NOTE: compile with '-mwin32' (this defines _WIN32 for proper platform detection)
From the MSYS2 shell:
> cd sokol-samples/sapp
# compile shaders for HLSL and GLSL:
> ../../sokol-tools-bin/bin/win32/sokol-shdc -i cube-sapp.glsl -o cube-sapp.glsl.h -l hlsl5:glsl330
# build and run with D3D11 backend:
> gcc cube-sapp.c ../libs/sokol/sokol.c -o cube-sapp-d3d11 -mwin32 -O2 -DSOKOL_D3D11 -I../../sokol -I ../libs -lkernel32 -luser32 -lshell32 -ldxgi -ld3d11 -lole32 -lgdi32
> ./cube-sapp-d3d11
# build and run with GL backend:
> gcc cube-sapp.c ../libs/sokol/sokol.c -o cube-sapp-gl -mwin32 -O2 -DSOKOL_GLCORE -I../../sokol -I ../libs -lkernel32 -luser32 -lshell32 -lgdi32 -lole32
> ./cube-sapp-gl
NOTE: AFAIK Clang for Windows needs a working MSVC toolchain and Windows SDK installed, I haven't tested without.
Clang recognizes the #pragma comment(lib,...)
statements in the Sokol headers, so you don't
need to specify the link libraries manually.
> cd sokol-samples/sapp
# compile shaders for HLSL and GLSL:
> ..\..\sokol-tools-bin\bin\win32\sokol-shdc -i cube-sapp.glsl -o cube-sapp.glsl.h -l hlsl5:glsl330
# build and run with D3D11 backend:
> clang cube-sapp.c ../libs/sokol/sokol.c -o cube-sapp-d3d11.exe -O2 -DSOKOL_D3D11 -I ../../sokol -I ../libs
> cube-sapp-d3d11
# build and run with GL backend:
> clang cube-sapp.c ../libs/sokol/sokol.c -o cube-sapp-gl.exe -O2 -DSOKOL_GLCORE -I ../../sokol -I ../libs
> cube-sapp-gl
On Linux you need the "usual" development-packages for OpenGL development, and for the GLFW samples, also the GLFW development package (on Ubuntu it's called libglfw3-dev).
To build one of the GLFW samples on Linux:
> cd sokol-samples/glfw
> cc cube-glfw.c glfw_glue.c flextgl/flextGL.c -o cube-glfw -I../../sokol -lGL -ldl -lm -lglfw3
To build one of the sokol-app samples on Linux:
> cd sokol-samples/sapp
> ../../sokol-tools-bin/bin/linux/sokol-shdc -i cube-sapp.glsl -o cube-sapp.glsl.h -l glsl330
> cc cube-sapp.c ../libs/sokol/sokol.c -o cube-sapp -DSOKOL_GLCORE -pthread -I../../sokol -I../libs -lGL -ldl -lm -lX11 -lasound -lXi -lXcursor
Make sure emcc
and emrun
from the Emscripten SDK are in the path.
> cd sokol-samples/html5
> emcc cube-emsc.c -o cube-emsc.html -I../../sokol -sUSE_WEBGL2 --shell-file=../webpage/shell.html
> emrun cube-emsc.html
...and for the sokol-app samples:
> sokol-samples/sapp
> ../../sokol-tools-bin/bin/[platform]/sokol-shdc -i cube-sapp.glsl -o cube-sapp.glsl.h -l glsl300es
> emcc cube-sapp.c ../libs/sokol/sokol.c -o cube-sapp.html -DSOKOL_GLES3 -I../../sokol -I../libs -sUSE_WEBGL2 --shell-file=../webpage/shell.html
> emrun cube-sapp.html
Enjoy!
(FIXME: this stuff really needs to go into a separate CHANGELOG.md)
(lots of stuff missing here)
23-Sep-2020: samples can now be built for UWP using the sapp-uwp-vstudio-debug
and sapp-uwp-vstudio-release
build configs
NOTE that fips support for UWP built apps is incomplete (e.g. fips run
doesn't work, and UWP app bundle creation is also not supported)
27-May-2020: four new test and demonstration samples for the new sokol_debugtext.h header
30-Apr-2020: New sokol_gfx.h WebGPU backend samples, and updated all other samples for the breaking changes in sokol_gfx.h initialization, see the Updates section in the sokol_gfx.h README for details!
24-Feb-2020: I have added a section to the readme with examples of how to build (most of) the examples without a build system by invoking the C compiler directly on the command line. This might be useful for integration of the sokol headers into your own projects using your own preferred build system.
22-Jan-2020: New sample to demonstrate how to render from inside a Dear ImGui user draw callback: imgui-usercallback-sapp
26-Aug-2019: New sample: fontstash-sapp
06-Jul-2019: Two new samples for the new sokol_fetch.h header:
04-Jun-2019: New sample on how to compile and use the sokol headers as DLL (currently only on Windows). This demonstrates the new SOKOL_DLL configuration define which annotates public function declarations with declspec(dllexport) or declspec(dllimport). See here for the DLL, and here for the example code using the DLL.
15-May-2019: the sokol-app samples in the sapp
directory have
been "ported" to the new shader-cross-compiler solution (see here for
details).
Shaders are written as 'annotated GLSL', and cross-compiled to various
GLSL dialects, HLSL and MSL through a custom-build job which invokes the
sokol-shdc
command line tool.
01-Apr-2019: sample code for the new sokol_gl.h header:
05-Mar-2019: the sokol-app samples (in the sapp directory) now come with optional debugging UIs implemented via the new Dear ImGui based debug-inspection headers, these are compiled as separate executables, so the executable-versions without UI are still as small as possible.
19-Feb-2019: a new sokol_app.h sample has been added to demonstrate the
new SOKOL_NO_ENTRY feature (in which sokol_app.h doesn't hijack the main function):
sapp/noentry-sapp.c
26-Jan-2019: The sokol_app.h samples now also work on Android. See below for build instructions.
12-Apr-2018: New samples have been added to demonstrate the new optional vertex-buffer- and index-buffer-offsets in the sg_draw_state struct. Also the location of fips build-system files have changed, please update fips with a 'git pull' from the fips directory.
27-Mar-2018: The Dear Imgui fips wrapper has recently been moved to a new repository at https://github.com/fips-libs/fips-imgui and updated to the latest ImGui version which required some code changes. If you already had checked out sokol-samples, perform the following steps to udpate: