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sokol-samples

Sample code for https://github.com/floooh/sokol

WASM live demos:

Build Status:

PlatformBuild Status
GH Actions (OSX/Linux/Win+VS2019/iOS/WASM/Android)Build Status

How to Build on Windows, Linux and macOS

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 platform-agnostic sokol_app.h + sokol_gfx.h samples for additional platforms:

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:

Building the platform-specific samples

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.

To build the GLFW samples on Linux, MacOS and Windows:

> 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

To build for Metal on OSX:

> cd ~/scratch/sokol-samples
> ./fips set config metal-osx-xcode-debug
> ./fips build
...
> ./fips list targets
...
> ./fips run triangle-metal

To build for Metal on iOS:

> 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.

To build for D3D11 on Windows:

> cd /scratch/sokol-samples
> fips set config d3d11-win64-vstudio-debug
> fips build
...
> fips list targets
...
> fips run triangle-d3d11

To build for WebGL2+WASM on Emscripten:

> 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
...

To build for WebGPU+WASM on Emscripten:

> 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
...

To build for Android:

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].

How to build without a build system

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).

Building manually on macOS with clang

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

Building manually on Windows with MSVC

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

Building manually on Windows with MSYS2/mingw gcc:

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

Building manually on Windows with Clang:

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

Building manually on Linux with gcc

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

Building for WASM / WebGL2

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

Many Thanks to:

Enjoy!

What's New:

(FIXME: this stuff really needs to go into a separate CHANGELOG.md)

(lots of stuff missing here)