Sokol (Сокол): Russian for Falcon, a smaller and more nimble bird of prey than the Eagle (Орёл, Oryol)
Minimalistic header-only platform abstraction libs in C:
- sokol_gfx.h
- sokol_input.h
- ...???
These are the internal parts of the Oryol C++ framework rewritten in pure C as standalone header-only libs.
Sample code is in a separate repo: https://github.com/floooh/sokol-samples
asm.js/wasm live demos: https://floooh.github.io/sokol-html5/index.html
- easier integration with other languages
- easier integration into other projects
- allows even smaller program binaries than Oryol
Sokol will be a bit less convenient to use than Oryol, but that's ok since the Sokol headers are intended to be low-level building blocks.
Eventually Oryol will just be a thin C++ layer over Sokol.
A blog post with more background info: A Tour of sokol_gfx.h
- simple, modern wrapper around GLES2/WebGL, GLES3/WebGL2, GL3.3, D3D11 and Metal
- buffers, images, shaders, pipeline-state-objects and render-passes
- does not handle window creation or 3D API context initialization
- does not provide shader dialect cross-translation
A triangle in C99 with GLFW and FlextGL:
#define GLFW_INCLUDE_NONE
#include "GLFW/glfw3.h"
#include "flextgl/flextGL.h"
#define SOKOL_IMPL
#define SOKOL_GLCORE33
#include "sokol_gfx.h"
int main() {
/* create window and GL context via GLFW */
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* w = glfwCreateWindow(640, 480, "Sokol Triangle GLFW", 0, 0);
glfwMakeContextCurrent(w);
glfwSwapInterval(1);
flextInit(w);
/* setup sokol_gfx */
sg_setup(&(sg_desc){0});
/* a vertex buffer */
const float vertices[] = {
// positions // colors
0.0f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f
};
sg_buffer vbuf = sg_make_buffer(&(sg_buffer_desc){
.size = sizeof(vertices),
.content = vertices,
});
/* a shader */
sg_shader shd = sg_make_shader(&(sg_shader_desc){
.vs.source =
"#version 330\n"
"in vec4 position;\n"
"in vec4 color0;\n"
"out vec4 color;\n"
"void main() {\n"
" gl_Position = position;\n"
" color = color0;\n"
"}\n",
.fs.source =
"#version 330\n"
"in vec4 color;\n"
"out vec4 frag_color;\n"
"void main() {\n"
" frag_color = color;\n"
"}\n"
});
/* a pipeline state object (default render states are fine for triangle) */
sg_pipeline pip = sg_make_pipeline(&(sg_pipeline_desc){
.shader = shd,
.vertex_layouts[0] = {
.stride = 28,
.attrs = {
[0] = { .name="position", .offset=0, .format=SG_VERTEXFORMAT_FLOAT3 },
[1] = { .name="color0", .offset=12, .format=SG_VERTEXFORMAT_FLOAT4 }
}
}
});
/* a draw state with all the resource binding */
sg_draw_state draw_state = {
.pipeline = pip,
.vertex_buffers[0] = vbuf
};
/* default pass action (clear to grey) */
sg_pass_action pass_action = {0};
/* draw loop */
while (!glfwWindowShouldClose(w)) {
int cur_width, cur_height;
glfwGetFramebufferSize(w, &cur_width, &cur_height);
sg_begin_default_pass(&pass_action, cur_width, cur_height);
sg_apply_draw_state(&draw_state);
sg_draw(0, 3, 1);
sg_end_pass();
sg_commit();
glfwSwapBuffers(w);
glfwPollEvents();
}
/* cleanup */
sg_shutdown();
glfwTerminate();
return 0;
}
See https://github.com/floooh/sokol-samples for more samples.
Enjoy!