Initial project import
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## Description
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`sokol` is a thin wrapper around [sokol](https://github.com/floooh/sokol),
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which in turn is a library of "Simple STB-style cross-platform libraries
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for C and C++, written in C.", that provide access to graphics/audio/input
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processing.
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Each `.h` file in the sokol source code is well-documented as can be seen here:
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[sokol_audio.h](https://github.com/floooh/sokol/blob/master/sokol_audio.h)
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## Example from `@VEXEROOT/examples/sokol/sounds/simple_sin_tones.v`
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```v cgen
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import time
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import math
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import sokol.audio
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const sw = time.new_stopwatch()
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const sw_start_ms = sw.elapsed().milliseconds()
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@[inline]
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fn sintone(periods int, frame int, num_frames int) f32 {
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return math.sinf(f32(periods) * (2 * math.pi) * f32(frame) / f32(num_frames))
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}
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fn my_audio_stream_callback(buffer &f32, num_frames int, num_channels int) {
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ms := sw.elapsed().milliseconds() - sw_start_ms
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unsafe {
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mut soundbuffer := buffer
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for frame := 0; frame < num_frames; frame++ {
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for ch := 0; ch < num_channels; ch++ {
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idx := frame * num_channels + ch
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if ms < 250 {
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soundbuffer[idx] = 0.5 * sintone(20, frame, num_frames)
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} else if ms < 300 {
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soundbuffer[idx] = 0.5 * sintone(25, frame, num_frames)
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} else if ms < 1500 {
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soundbuffer[idx] *= sintone(22, frame, num_frames)
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} else {
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soundbuffer[idx] = 0.5 * sintone(25, frame, num_frames)
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}
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}
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}
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}
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}
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fn main() {
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audio.setup(
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stream_cb: my_audio_stream_callback
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)
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time.sleep(2000 * time.millisecond)
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audio.shutdown()
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}
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```
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## Troubleshooting sokol apps
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A common problem, if you draw a lot of primitive elements in the same frame,
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is that there is a chance that your program can exceed the maximum
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allowed amount of vertices and commands, imposed by `sokol`.
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The symptom is that your frame will be suddenly black, after it
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becomes more complex.
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Sokol's default for vertices is 131072.
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Sokol's default for commands is 32768.
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To solve that, you can try adding these lines at the top of your program:
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`#flag -D_SGL_DEFAULT_MAX_VERTICES=4194304`
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`#flag -D_SGL_DEFAULT_MAX_COMMANDS=65536`
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You can see an example of that in:
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https://github.com/vlang/v/blob/master/examples/gg/examples/gg/many_thousands_of_circles_overriding_max_vertices.v
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Another approach to that problem, is to draw everything yourself in a streaming
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texture, then upload that streaming texture as a single draw command to the GPU.
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You can see an example of that done in:
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https://github.com/vlang/v/blob/master/examples/gg/random.v
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and in:
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https://github.com/vlang/v/blob/master/examples/gg/random_stars.v
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A third approach, is to only upload your changing inputs to the GPU, and do all
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the calculations and drawing there in shaders.
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