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- #+vet explicit-allocators
- package karl2d
- import "base:runtime"
- import "core:mem"
- import "core:log"
- import "core:math"
- import "core:math/linalg"
- import "core:slice"
- import "core:strings"
- import "core:reflect"
- import "core:os"
- import fs "vendor:fontstash"
- import "core:image"
- import "core:image/jpeg"
- import "core:image/bmp"
- import "core:image/png"
- import "core:image/tga"
- import hm "handle_map"
- //-----------------------------------------------//
- // SETUP, WINDOW MANAGEMENT AND FRAME MANAGEMENT //
- //-----------------------------------------------//
- // Opens a window and initializes some internal state. The internal state will use `allocator` for
- // all dynamically allocated memory. The return value can be ignored unless you need to later call
- // `set_internal_state`.
- init :: proc(window_width: int, window_height: int, window_title: string,
- window_creation_flags := Window_Flags {},
- allocator := context.allocator, loc := #caller_location) -> ^State {
- assert(s == nil, "Don't call 'init' twice.")
- context.allocator = allocator
- s = new(State, allocator, loc)
- // This is the same type of arena as the default temp allocator. This arena is for allocations
- // that have a lifetime of "one frame". They are valid until you call `present()`, at which
- // point the frame allocator is cleared.
- s.frame_allocator = runtime.arena_allocator(&s.frame_arena)
- frame_allocator = s.frame_allocator
- s.allocator = allocator
- s.win = WINDOW_INTERFACE
- win = s.win
- // We alloc memory for the windowing backend and pass the blob of memory to it.
- window_state_alloc_error: runtime.Allocator_Error
- s.window_state, window_state_alloc_error = mem.alloc(win.state_size(), allocator = allocator)
- log.assertf(window_state_alloc_error == nil, "Failed allocating memory for window state: %v", window_state_alloc_error)
- win.init(s.window_state, window_width, window_height, window_title, window_creation_flags, allocator)
- // This is a OS-independent handle that we can pass to any rendering backend.
- s.window = win.window_handle()
- // See `config.odin` for how this is picked.
- s.rb = RENDER_BACKEND
- // Depending on backend the depth is counted in one of two ways. It can be counted from `1` and
- // to lower numbers. Or from `-1` and to higher numbers.
- s.depth_start = DEPTH_START
- s.depth_increment = DEPTH_INCREMENT
- if s.rb.flip_z() {
- s.depth_start = -DEPTH_START
- s.depth_increment = -DEPTH_INCREMENT
- }
- s.depth = s.depth_start
- rb = s.rb
- rb_alloc_error: runtime.Allocator_Error
- s.rb_state, rb_alloc_error = mem.alloc(rb.state_size(), allocator = allocator)
- log.assertf(rb_alloc_error == nil, "Failed allocating memory for rendering backend: %v", rb_alloc_error)
- s.proj_matrix = make_default_projection(win.get_width(), win.get_height())
- s.view_matrix = 1
- // Boot up the render backend. It will render into our previously created window.
- rb.init(s.rb_state, s.window, win.get_width(), win.get_height(), allocator)
- // The vertex buffer is created in a render backend-independent way. It is passed to the
- // render backend each frame as part of `draw_current_batch()`
- s.vertex_buffer_cpu = make([]u8, VERTEX_BUFFER_MAX, allocator, loc)
- // The shapes drawing texture is sampled when any shape is drawn. This way we can use the same
- // shader for textured drawing and shape drawing. It's just a white box.
- white_rect: [16*16*4]u8
- slice.fill(white_rect[:], 255)
- s.shape_drawing_texture = rb.load_texture(white_rect[:], 16, 16, .RGBA_8_Norm)
- // The default shader will arrive in a different format depending on backend. GLSL for GL,
- // HLSL for d3d etc.
- s.default_shader = load_shader_from_memory(rb.default_shader_vertex_source(), rb.default_shader_fragment_source())
- s.batch_shader = s.default_shader
- // FontStash enables us to bake fonts from TTF files on-the-fly.
- fs.Init(&s.fs, FONT_DEFAULT_ATLAS_SIZE, FONT_DEFAULT_ATLAS_SIZE, .TOPLEFT)
- DEFAULT_FONT_DATA :: #load("roboto.ttf")
- // Dummy element so font with index 0 means 'no font'.
- append_nothing(&s.fonts)
- s.default_font = load_font_from_bytes(DEFAULT_FONT_DATA)
- set_font(s.default_font)
- return s
- }
- // Returns true if the program wants to shut down. This happens when for example pressing the close
- // button on the window. The application can decide if it wants to shut down or if it wants to show
- // some kind of confirmation dialogue and shut down later.
- //
- // Commonly used for creating the "main loop" of a game.
- shutdown_wanted :: proc() -> bool {
- return s.shutdown_wanted
- }
- // Closes the window and cleans up the internal state.
- shutdown :: proc() {
- assert(s != nil, "You've called 'shutdown' without calling 'init' first")
- context.allocator = s.allocator
- destroy_font(s.default_font)
- rb.destroy_texture(s.shape_drawing_texture)
- destroy_shader(s.default_shader)
- rb.shutdown()
- delete(s.vertex_buffer_cpu, s.allocator)
- win.shutdown()
- fs.Destroy(&s.fs)
- delete(s.fonts)
- a := s.allocator
- free(s.window_state, a)
- free(s.rb_state, a)
- free(s, a)
- s = nil
- }
- // Clear the backbuffer with supplied color.
- clear :: proc(color: Color) {
- draw_current_batch()
- rb.clear(s.batch_render_target, color)
- s.depth = s.depth_start
- }
- // Present the backbuffer. Call at end of frame to make everything you've drawn appear on the
- // screen. Also clears the frame_allocator that Karl2D uses for allocations that have the lifetime
- // of a single frame.
- present :: proc() {
- draw_current_batch()
- rb.present()
- free_all(s.frame_allocator)
- }
- // Call at start or end of frame to process all events that have arrived to the window. This
- // includes keyboard, mouse, gamepad and window events.
- //
- // WARNING: Not calling this will make your program impossible to interact with.
- process_events :: proc() {
- s.key_went_up = {}
- s.key_went_down = {}
- s.mouse_button_went_up = {}
- s.mouse_button_went_down = {}
- s.gamepad_button_went_up = {}
- s.gamepad_button_went_down = {}
- s.mouse_delta = {}
- s.mouse_wheel_delta = 0
- win.process_events()
- events := win.get_events()
- for &event in events {
- switch &e in event {
- case Window_Event_Close_Wanted:
- s.shutdown_wanted = true
- case Window_Event_Key_Went_Down:
- s.key_went_down[e.key] = true
- s.key_is_held[e.key] = true
- case Window_Event_Key_Went_Up:
- s.key_went_up[e.key] = true
- s.key_is_held[e.key] = false
- case Window_Event_Mouse_Button_Went_Down:
- s.mouse_button_went_down[e.button] = true
- s.mouse_button_is_held[e.button] = true
- case Window_Event_Mouse_Button_Went_Up:
- s.mouse_button_went_up[e.button] = true
- s.mouse_button_is_held[e.button] = false
- case Window_Event_Mouse_Move:
- prev_pos := s.mouse_position
- s.mouse_position = e.position
- s.mouse_delta = s.mouse_position - prev_pos
- case Window_Event_Mouse_Wheel:
- s.mouse_wheel_delta = e.delta
- case Window_Event_Gamepad_Button_Went_Down:
- if e.gamepad < MAX_GAMEPADS {
- s.gamepad_button_went_down[e.gamepad][e.button] = true
- s.gamepad_button_is_held[e.gamepad][e.button] = true
- }
- case Window_Event_Gamepad_Button_Went_Up:
- if e.gamepad < MAX_GAMEPADS {
- s.gamepad_button_went_up[e.gamepad][e.button] = true
- s.gamepad_button_is_held[e.gamepad][e.button] = false
- }
- case Window_Event_Resize:
- rb.resize_swapchain(e.width, e.height)
- s.proj_matrix = make_default_projection(e.width, e.height)
- }
- }
- win.clear_events()
- }
- get_screen_width :: proc() -> int {
- return win.get_width()
- }
- get_screen_height :: proc() -> int {
- return win.get_height()
- }
- set_window_position :: proc(x: int, y: int) {
- win.set_position(x, y)
- }
- set_window_size :: proc(width: int, height: int) {
- // TODO not sure if we should resize swapchain here. On windows the WM_SIZE event fires and
- // it all works out. But perhaps not on all platforms?
- win.set_size(width, height)
- }
- // Fetch the scale of the window. This usually comes from some DPI scaling setting in the OS.
- // 1 means 100% scale, 1.5 means 150% etc.
- get_window_scale :: proc() -> f32 {
- return win.get_window_scale()
- }
- set_window_flags :: proc(flags: Window_Flags) {
- win.set_flags(flags)
- }
- // Flushes the current batch. This sends off everything to the GPU that has been queued in the
- // current batch. Normally, you do not need to do this manually. It is done automatically when these
- // procedures run:
- //
- // - present
- // - set_camera
- // - set_shader
- // - set_shader_constant
- // - set_scissor_rect
- // - draw_texture_* IF previous draw did not use the same texture (1)
- // - draw_rect_*, draw_circle_*, draw_line IF previous draw did not use the shapes drawing texture (2)
- //
- // (1) When drawing textures, the current texture is fed into the active shader. Everything within
- // the same batch must use the same texture. So drawing with a new texture will draw the current
- // batch. You can combine several textures into an atlas to get bigger batches.
- //
- // (2) In order to use the same shader for shapes drawing and textured drawing, the shapes drawing
- // uses a blank, white texture. For the same reasons as (1), drawing something else than shapes
- // before drawing a shape will break up the batches. TODO: Add possibility to customize shape
- // drawing texture so that you can put it into an atlas.
- //
- // The batch has maximum size of VERTEX_BUFFER_MAX bytes. The shader dictates how big a vertex is
- // so the maximum number of vertices that can be drawn in each batch is
- // VERTEX_BUFFER_MAX / shader.vertex_size
- draw_current_batch :: proc() {
- update_font(s.batch_font)
- if s.vertex_buffer_cpu_used == 0 {
- return
- }
- shader := s.batch_shader
- mvp := s.proj_matrix * s.view_matrix
- for mloc, builtin in shader.constant_builtin_locations {
- constant, constant_ok := mloc.?
- if !constant_ok {
- continue
- }
- switch builtin {
- case .MVP:
- if constant.size == size_of(mvp) {
- dst := (^matrix[4,4]f32)(&shader.constants_data[constant.offset])
- dst^ = mvp
- }
- }
- }
- if def_tex_idx, has_def_tex_idx := shader.default_texture_index.?; has_def_tex_idx {
- shader.texture_bindpoints[def_tex_idx] = s.batch_texture
- }
- rb.draw(shader, s.batch_render_target, shader.texture_bindpoints, s.batch_scissor, s.batch_blend_mode, s.vertex_buffer_cpu[:s.vertex_buffer_cpu_used])
- s.vertex_buffer_cpu_used = 0
- }
- //-------//
- // INPUT //
- //-------//
- // Returns true if a keyboard key went down between the current and the previous frame. Set when
- // 'process_events' runs (probably once per frame).
- key_went_down :: proc(key: Keyboard_Key) -> bool {
- return s.key_went_down[key]
- }
- // Returns true if a keyboard key went up (was released) between the current and the previous frame.
- // Set when 'process_events' runs (probably once per frame).
- key_went_up :: proc(key: Keyboard_Key) -> bool {
- return s.key_went_up[key]
- }
- // Returns true if a keyboard is currently being held down. Set when 'process_events' runs (probably
- // once per frame).
- key_is_held :: proc(key: Keyboard_Key) -> bool {
- return s.key_is_held[key]
- }
- mouse_button_went_down :: proc(button: Mouse_Button) -> bool {
- return s.mouse_button_went_down[button]
- }
- mouse_button_went_up :: proc(button: Mouse_Button) -> bool {
- return s.mouse_button_went_up[button]
- }
- mouse_button_is_held :: proc(button: Mouse_Button) -> bool {
- return s.mouse_button_is_held[button]
- }
- get_mouse_wheel_delta :: proc() -> f32 {
- return s.mouse_wheel_delta
- }
- get_mouse_position :: proc() -> Vec2 {
- return s.mouse_position
- }
- get_mouse_delta :: proc() -> Vec2 {
- return s.mouse_delta
- }
- is_gamepad_active :: proc(gamepad: Gamepad_Index) -> bool {
- return win.is_gamepad_active(gamepad)
- }
- gamepad_button_went_down :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool {
- if gamepad < 0 || gamepad >= MAX_GAMEPADS {
- return false
- }
- return s.gamepad_button_went_down[gamepad][button]
- }
- gamepad_button_went_up :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool {
- if gamepad < 0 || gamepad >= MAX_GAMEPADS {
- return false
- }
- return s.gamepad_button_went_up[gamepad][button]
- }
- gamepad_button_is_held :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool {
- if gamepad < 0 || gamepad >= MAX_GAMEPADS {
- return false
- }
- return s.gamepad_button_is_held[gamepad][button]
- }
- get_gamepad_axis :: proc(gamepad: Gamepad_Index, axis: Gamepad_Axis) -> f32 {
- return win.get_gamepad_axis(gamepad, axis)
- }
- // Set the left and right vibration motor speed. The range of left and right is 0 to 1. Note that on
- // most gamepads, the left motor is "low frequency" and the right motor is "high frequency". They do
- // not vibrate with the same speed.
- set_gamepad_vibration :: proc(gamepad: Gamepad_Index, left: f32, right: f32) {
- win.set_gamepad_vibration(gamepad, left, right)
- }
- //---------//
- // DRAWING //
- //---------//
- draw_rect :: proc(r: Rect, c: Color) {
- if s.vertex_buffer_cpu_used + s.batch_shader.vertex_size * 6 > len(s.vertex_buffer_cpu) {
- draw_current_batch()
- }
- if s.batch_texture != s.shape_drawing_texture {
- draw_current_batch()
- }
- s.batch_texture = s.shape_drawing_texture
- z := get_next_depth()
- batch_vertex({r.x, r.y, z}, {0, 0}, c)
- batch_vertex({r.x + r.w, r.y, z}, {1, 0}, c)
- batch_vertex({r.x + r.w, r.y + r.h, z}, {1, 1}, c)
- batch_vertex({r.x, r.y, z}, {0, 0}, c)
- batch_vertex({r.x + r.w, r.y + r.h, z}, {1, 1}, c)
- batch_vertex({r.x, r.y + r.h, z}, {0, 1}, c)
- }
- draw_rect_vec :: proc(pos: Vec2, size: Vec2, c: Color) {
- draw_rect({pos.x, pos.y, size.x, size.y}, c)
- }
- draw_rect_ex :: proc(r: Rect, origin: Vec2, rot: f32, c: Color) {
- if s.vertex_buffer_cpu_used + s.batch_shader.vertex_size * 6 > len(s.vertex_buffer_cpu) {
- draw_current_batch()
- }
- if s.batch_texture != s.shape_drawing_texture {
- draw_current_batch()
- }
- s.batch_texture = s.shape_drawing_texture
- tl, tr, bl, br: Vec2
- // Rotation adapted from Raylib's "DrawTexturePro"
- if rot == 0 {
- x := r.x - origin.x
- y := r.y - origin.y
- tl = { x, y }
- tr = { x + r.w, y }
- bl = { x, y + r.h }
- br = { x + r.w, y + r.h }
- } else {
- sin_rot := math.sin(rot * math.RAD_PER_DEG)
- cos_rot := math.cos(rot * math.RAD_PER_DEG)
- x := r.x
- y := r.y
- dx := -origin.x
- dy := -origin.y
- tl = {
- x + dx * cos_rot - dy * sin_rot,
- y + dx * sin_rot + dy * cos_rot,
- }
- tr = {
- x + (dx + r.w) * cos_rot - dy * sin_rot,
- y + (dx + r.w) * sin_rot + dy * cos_rot,
- }
- bl = {
- x + dx * cos_rot - (dy + r.h) * sin_rot,
- y + dx * sin_rot + (dy + r.h) * cos_rot,
- }
- br = {
- x + (dx + r.w) * cos_rot - (dy + r.h) * sin_rot,
- y + (dx + r.w) * sin_rot + (dy + r.h) * cos_rot,
- }
- }
- z := get_next_depth()
-
- batch_vertex(vec3(tl, z), {0, 0}, c)
- batch_vertex(vec3(tr, z), {1, 0}, c)
- batch_vertex(vec3(br, z), {1, 1}, c)
- batch_vertex(vec3(tl, z), {0, 0}, c)
- batch_vertex(vec3(br, z), {1, 1}, c)
- batch_vertex(vec3(bl, z), {0, 1}, c)
- }
- draw_rect_outline :: proc(r: Rect, thickness: f32, color: Color) {
- t := thickness
-
- // Based on DrawRectangleLinesEx from Raylib
- top := Rect {
- r.x,
- r.y,
- r.w,
- t,
- }
- bottom := Rect {
- r.x,
- r.y + r.h - t,
- r.w,
- t,
- }
- left := Rect {
- r.x,
- r.y + t,
- t,
- r.h - t * 2,
- }
- right := Rect {
- r.x + r.w - t,
- r.y + t,
- t,
- r.h - t * 2,
- }
- draw_rect(top, color)
- draw_rect(bottom, color)
- draw_rect(left, color)
- draw_rect(right, color)
- }
- draw_circle :: proc(center: Vec2, radius: f32, color: Color, segments := 16) {
- if s.vertex_buffer_cpu_used + s.batch_shader.vertex_size * 3 * segments > len(s.vertex_buffer_cpu) {
- draw_current_batch()
- }
- if s.batch_texture != s.shape_drawing_texture {
- draw_current_batch()
- }
- s.batch_texture = s.shape_drawing_texture
- z := get_next_depth()
- prev := center + {radius, 0}
- for s in 1..=segments {
- sr := (f32(s)/f32(segments)) * 2*math.PI
- rot := linalg.matrix2_rotate(sr)
- p := center + rot * Vec2{radius, 0}
- batch_vertex(vec3(prev, z), {0, 0}, color)
- batch_vertex(vec3(p, z), {1, 0}, color)
- batch_vertex(vec3(center, z), {1, 1}, color)
- prev = p
- }
- }
- draw_circle_outline :: proc(center: Vec2, radius: f32, thickness: f32, color: Color, segments := 16) {
- prev := center + {radius, 0}
- for s in 1..=segments {
- sr := (f32(s)/f32(segments)) * 2*math.PI
- rot := linalg.matrix2_rotate(sr)
- p := center + rot * Vec2{radius, 0}
- draw_line(prev, p, thickness, color)
- prev = p
- }
- }
- draw_line :: proc(start: Vec2, end: Vec2, thickness: f32, color: Color) {
- p := Vec2{start.x, start.y + thickness*0.5}
- s := Vec2{linalg.length(end - start), thickness}
- origin := Vec2 {0, thickness*0.5}
- r := Rect {p.x, p.y, s.x, s.y}
- rot := math.atan2(end.y - start.y, end.x - start.x)
- draw_rect_ex(r, origin, rot * math.DEG_PER_RAD, color)
- }
- draw_texture :: proc(tex: Texture, pos: Vec2, tint := WHITE) {
- draw_texture_ex(
- tex,
- {0, 0, f32(tex.width), f32(tex.height)},
- {pos.x, pos.y, f32(tex.width), f32(tex.height)},
- {},
- 0,
- tint,
- )
- }
- draw_texture_rect :: proc(tex: Texture, rect: Rect, pos: Vec2, tint := WHITE) {
- draw_texture_ex(
- tex,
- rect,
- {pos.x, pos.y, rect.w, rect.h},
- {},
- 0,
- tint,
- )
- }
- draw_texture_ex :: proc(tex: Texture, src: Rect, dst: Rect, origin: Vec2, rotation: f32, tint := WHITE) {
- if tex.width == 0 || tex.height == 0 {
- return
- }
- if s.vertex_buffer_cpu_used + s.batch_shader.vertex_size * 6 > len(s.vertex_buffer_cpu) {
- draw_current_batch()
- }
- if s.batch_texture != tex.handle {
- draw_current_batch()
- }
-
- s.batch_texture = tex.handle
- flip_x, flip_y: bool
- src := src
- dst := dst
- if src.w < 0 {
- flip_x = true
- src.w = -src.w
- }
- if src.h < 0 {
- flip_y = true
- src.h = -src.h
- }
- if dst.w < 0 {
- dst.w *= -1
- }
- if dst.h < 0 {
- dst.h *= -1
- }
- tl, tr, bl, br: Vec2
- // Rotation adapted from Raylib's "DrawTexturePro"
- if rotation == 0 {
- x := dst.x - origin.x
- y := dst.y - origin.y
- tl = { x, y }
- tr = { x + dst.w, y }
- bl = { x, y + dst.h }
- br = { x + dst.w, y + dst.h }
- } else {
- sin_rot := math.sin(rotation * math.RAD_PER_DEG)
- cos_rot := math.cos(rotation * math.RAD_PER_DEG)
- x := dst.x
- y := dst.y
- dx := -origin.x
- dy := -origin.y
- tl = {
- x + dx * cos_rot - dy * sin_rot,
- y + dx * sin_rot + dy * cos_rot,
- }
- tr = {
- x + (dx + dst.w) * cos_rot - dy * sin_rot,
- y + (dx + dst.w) * sin_rot + dy * cos_rot,
- }
- bl = {
- x + dx * cos_rot - (dy + dst.h) * sin_rot,
- y + dx * sin_rot + (dy + dst.h) * cos_rot,
- }
- br = {
- x + (dx + dst.w) * cos_rot - (dy + dst.h) * sin_rot,
- y + (dx + dst.w) * sin_rot + (dy + dst.h) * cos_rot,
- }
- }
-
- ts := Vec2{f32(tex.width), f32(tex.height)}
- up := Vec2{src.x, src.y} / ts
- us := Vec2{src.w, src.h} / ts
- c := tint
- uv0 := up
- uv1 := up + {us.x, 0}
- uv2 := up + us
- uv3 := up
- uv4 := up + us
- uv5 := up + {0, us.y}
- if flip_x {
- uv0.x += us.x
- uv1.x -= us.x
- uv2.x -= us.x
- uv3.x += us.x
- uv4.x -= us.x
- uv5.x += us.x
- }
- // HACK: We ask the render backend if this texture needs flipping. The idea is that GL will
- // flip render textures, so we need to automatically unflip them.
- //
- // Could we do something with the projection matrix while drawing into those render textures
- // instead? I tried that, but couldn't get it to work.
- if rb.texture_needs_vertical_flip(tex.handle) {
- flip_y = !flip_y
- }
- if flip_y {
- uv0.y += us.y
- uv1.y += us.y
- uv2.y -= us.y
- uv3.y += us.y
- uv4.y -= us.y
- uv5.y -= us.y
- }
- z := get_next_depth()
- batch_vertex(vec3(tl, z), uv0, c)
- batch_vertex(vec3(tr, z), uv1, c)
- batch_vertex(vec3(br, z), uv2, c)
- batch_vertex(vec3(tl, z), uv3, c)
- batch_vertex(vec3(br, z), uv4, c)
- batch_vertex(vec3(bl, z), uv5, c)
- }
- measure_text :: proc(text: string, font_size: f32) -> Vec2 {
- fs.SetSize(&s.fs, font_size)
- b: [4]f32
- fs.TextBounds(&s.fs, text, bounds = &b)
- return {b[2] - b[0], b[3] - b[1]}
- }
- draw_text :: proc(text: string, pos: Vec2, font_size: f32, color: Color) {
- draw_text_ex(s.default_font, text, pos, font_size, color)
- }
- draw_text_ex :: proc(font_handle: Font_Handle, text: string, pos: Vec2, font_size: f32, color: Color) {
- if int(font_handle) >= len(s.fonts) {
- return
- }
- set_font(font_handle)
- font := &s.fonts[font_handle]
- fs.SetSize(&s.fs, font_size)
- iter := fs.TextIterInit(&s.fs, pos.x, pos.y+font_size/2, text)
- q: fs.Quad
- for fs.TextIterNext(&s.fs, &iter, &q) {
- src := Rect {
- q.s0, q.t0,
- q.s1 - q.s0, q.t1 - q.t0,
- }
- w := f32(FONT_DEFAULT_ATLAS_SIZE)
- h := f32(FONT_DEFAULT_ATLAS_SIZE)
- src.x *= w
- src.y *= h
- src.w *= w
- src.h *= h
- dst := Rect {
- q.x0, q.y0,
- q.x1 - q.x0, q.y1 - q.y0,
- }
- draw_texture_ex(font.atlas, src, dst, {}, 0, color)
- }
- }
- //--------------------//
- // TEXTURE MANAGEMENT //
- //--------------------//
- create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture {
- h := rb.create_texture(width, height, format)
- return {
- handle = h,
- width = width,
- height = height,
- }
- }
- // Load a texture from disk and upload it to the GPU so you can draw it to the screen.
- // Supports PNG, BMP, TGA and baseline PNG. Note that progressive PNG files are not supported!
- //
- // The `options` parameter can be used to specify things things such as premultiplication of alpha.
- load_texture_from_file :: proc(filename: string, options: Load_Texture_Options = {}) -> Texture {
- when FILESYSTEM_SUPPORTED {
- load_options := image.Options {
- .alpha_add_if_missing,
- }
- if .Premultiply_Alpha in options {
- load_options += { .alpha_premultiply }
- }
- img, img_err := image.load_from_file(filename, options = load_options, allocator = s.frame_allocator)
- if img_err != nil {
- log.errorf("Error loading texture %v: %v", filename, img_err)
- return {}
- }
- return load_texture_from_bytes_raw(img.pixels.buf[:], img.width, img.height, .RGBA_8_Norm)
- } else {
- log.errorf("load_texture_from_file failed: OS %v has no filesystem support!", ODIN_OS)
- return {}
- }
- }
- // Load a texture from a byte slice and upload it to the GPU so you can draw it to the screen.
- // Supports PNG, BMP, TGA and baseline PNG. Note that progressive PNG files are not supported!
- //
- // The `options` parameter can be used to specify things things such as premultiplication of alpha.
- load_texture_from_bytes :: proc(bytes: []u8, options: Load_Texture_Options = {}) -> Texture {
- load_options := image.Options {
- .alpha_add_if_missing,
- }
- if .Premultiply_Alpha in options {
- load_options += { .alpha_premultiply }
- }
- img, img_err := image.load_from_bytes(bytes, options = load_options, allocator = s.frame_allocator)
- if img_err != nil {
- log.errorf("Error loading texture: %v", img_err)
- return {}
- }
- return load_texture_from_bytes_raw(img.pixels.buf[:], img.width, img.height, .RGBA_8_Norm)
- }
- // Load raw texture data. You need to specify the data, size and format of the texture yourself.
- // This assumes that there is no header in the data. If your data has a header (you read the data
- // from a file on disk), then please use `load_texture_from_bytes` instead.
- load_texture_from_bytes_raw :: proc(bytes: []u8, width: int, height: int, format: Pixel_Format) -> Texture {
- backend_tex := rb.load_texture(bytes[:], width, height, format)
- if backend_tex == TEXTURE_NONE {
- return {}
- }
- return {
- handle = backend_tex,
- width = width,
- height = height,
- }
- }
- // Get a rectangle that spans the whole texture. Coordinates will be (x, y) = (0, 0) and size
- // (w, h) = (texture_width, texture_height)
- get_texture_rect :: proc(t: Texture) -> Rect {
- return {
- 0, 0,
- f32(t.width), f32(t.height),
- }
- }
- // Update a texture with new pixels. `bytes` is the new pixel data. `rect` is the rectangle in
- // `tex` where the new pixels should end up.
- update_texture :: proc(tex: Texture, bytes: []u8, rect: Rect) -> bool {
- return rb.update_texture(tex.handle, bytes, rect)
- }
- destroy_texture :: proc(tex: Texture) {
- rb.destroy_texture(tex.handle)
- }
- // Controls how a texture should be filtered. You can choose "point" or "linear" filtering. Which
- // means "pixly" or "smooth". This filter will be used for up and down-scaling as well as for
- // mipmap sampling. Use `set_texture_filter_ex` if you need to control these settings separately.
- set_texture_filter :: proc(t: Texture, filter: Texture_Filter) {
- set_texture_filter_ex(t, filter, filter, filter)
- }
- // Controls how a texture should be filtered. `scale_down_filter` and `scale_up_filter` controls how
- // the texture is filtered when we render the texture at a smaller or larger size.
- // `mip_filter` controls how the texture is filtered when it is sampled using _mipmapping_.
- //
- // TODO: Add mipmapping generation controls for texture and refer to it from here.
- set_texture_filter_ex :: proc(
- t: Texture,
- scale_down_filter: Texture_Filter,
- scale_up_filter: Texture_Filter,
- mip_filter: Texture_Filter,
- ) {
- rb.set_texture_filter(t.handle, scale_down_filter, scale_up_filter, mip_filter)
- }
- //-----------------//
- // RENDER TEXTURES //
- //-----------------//
- // Create a texture that you can render into. Meaning that you can draw into it instead of drawing
- // onto the screen. Set the texture using `set_render_texture`.
- create_render_texture :: proc(width: int, height: int) -> Render_Texture {
- texture, render_target := rb.create_render_texture(width, height)
- return {
- texture = {
- handle = texture,
- width = width,
- height = height,
- },
- render_target = render_target,
- }
- }
- // Destroy a Render_Texture previously created using `create_render_texture`.
- destroy_render_texture :: proc(render_texture: Render_Texture) {
- rb.destroy_texture(render_texture.texture.handle)
- rb.destroy_render_target(render_texture.render_target)
- }
- // Make all rendering go into a texture instead of onto the screen. Create the render texture using
- // `create_render_texture`. Pass `nil` to resume drawing onto the screen.
- set_render_texture :: proc(render_texture: Maybe(Render_Texture)) {
- if rt, rt_ok := render_texture.?; rt_ok {
- if s.batch_render_target == rt.render_target {
- return
- }
- draw_current_batch()
- s.batch_render_target = rt.render_target
- s.proj_matrix = make_default_projection(rt.texture.width, rt.texture.height)
- } else {
- if s.batch_render_target == RENDER_TARGET_NONE {
- return
- }
- draw_current_batch()
- s.batch_render_target = RENDER_TARGET_NONE
- s.proj_matrix = make_default_projection(win.get_width(), win.get_height())
- }
- }
- //-------//
- // FONTS //
- //-------//
- load_font_from_file :: proc(filename: string) -> Font_Handle {
- if data, data_ok := os.read_entire_file(filename, frame_allocator); data_ok {
- return load_font_from_bytes(data)
- }
- return FONT_NONE
- }
- load_font_from_bytes :: proc(data: []u8) -> Font_Handle {
- font := fs.AddFontMem(&s.fs, "", data, false)
- h := Font_Handle(len(s.fonts))
- append(&s.fonts, Font {
- fontstash_handle = font,
- atlas = {
- handle = rb.create_texture(FONT_DEFAULT_ATLAS_SIZE, FONT_DEFAULT_ATLAS_SIZE, .RGBA_8_Norm),
- width = FONT_DEFAULT_ATLAS_SIZE,
- height = FONT_DEFAULT_ATLAS_SIZE,
- },
- })
- return h
- }
- destroy_font :: proc(font: Font_Handle) {
- if int(font) >= len(s.fonts) {
- return
- }
- f := &s.fonts[font]
- rb.destroy_texture(f.atlas.handle)
- // TODO fontstash has no "destroy font" proc... I should make my own version of fontstash
- delete(s.fs.fonts[f.fontstash_handle].glyphs)
- s.fs.fonts[f.fontstash_handle].glyphs = {}
- }
- get_default_font :: proc() -> Font_Handle {
- return s.default_font
- }
- //---------//
- // SHADERS //
- //---------//
- load_shader_from_file :: proc(
- vertex_filename: string,
- fragment_filename: string,
- layout_formats: []Pixel_Format = {}
- ) -> Shader {
- vertex_source, vertex_source_ok := os.read_entire_file(vertex_filename, frame_allocator)
- if !vertex_source_ok {
- log.errorf("Failed loading shader %s", vertex_filename)
- return {}
- }
- fragment_source: []byte
-
- if fragment_filename == vertex_filename {
- fragment_source = vertex_source
- } else {
- fragment_source_ok: bool
- fragment_source, fragment_source_ok = os.read_entire_file(fragment_filename, frame_allocator)
- if !fragment_source_ok {
- log.errorf("Failed loading shader %s", fragment_filename)
- return {}
- }
- }
- return load_shader_from_memory(vertex_source, fragment_source, layout_formats)
- }
- load_shader_from_memory :: proc(
- vertex_shader_bytes: []byte,
- fragment_shader_bytes: []byte,
- layout_formats: []Pixel_Format = {},
- ) -> Shader {
- handle, desc := rb.load_shader(
- vertex_shader_bytes,
- fragment_shader_bytes,
- s.frame_allocator,
- layout_formats,
- )
- if handle == SHADER_NONE {
- log.error("Failed loading shader")
- return {}
- }
- constants_size: int
- for c in desc.constants {
- constants_size += c.size
- }
- shd := Shader {
- handle = handle,
- constants_data = make([]u8, constants_size, s.allocator),
- constants = make([]Shader_Constant_Location, len(desc.constants), s.allocator),
- constant_lookup = make(map[string]Shader_Constant_Location, s.allocator),
- inputs = slice.clone(desc.inputs, s.allocator),
- input_overrides = make([]Shader_Input_Value_Override, len(desc.inputs), s.allocator),
- texture_bindpoints = make([]Texture_Handle, len(desc.texture_bindpoints), s.allocator),
- texture_lookup = make(map[string]int, s.allocator),
- }
- for &input in shd.inputs {
- input.name = strings.clone(input.name, s.allocator)
- }
- constant_offset: int
- for cidx in 0..<len(desc.constants) {
- constant_desc := &desc.constants[cidx]
- loc := Shader_Constant_Location {
- offset = constant_offset,
- size = constant_desc.size,
- }
- shd.constants[cidx] = loc
- constant_offset += constant_desc.size
- if constant_desc.name != "" {
- shd.constant_lookup[strings.clone(constant_desc.name, s.allocator)] = loc
- switch constant_desc.name {
- case "mvp":
- shd.constant_builtin_locations[.MVP] = loc
- }
- }
- }
- for tbp, tbp_idx in desc.texture_bindpoints {
- shd.texture_lookup[tbp.name] = tbp_idx
- if tbp.name == "tex" {
- shd.default_texture_index = tbp_idx
- }
- }
- for &d in shd.default_input_offsets {
- d = -1
- }
- input_offset: int
- for &input in shd.inputs {
- default_format := get_shader_input_default_type(input.name, input.type)
- if default_format != .Unknown {
- shd.default_input_offsets[default_format] = input_offset
- }
-
- input_offset += pixel_format_size(input.format)
- }
- shd.vertex_size = input_offset
- return shd
- }
- destroy_shader :: proc(shader: Shader) {
- rb.destroy_shader(shader.handle)
- a := s.allocator
- delete(shader.constants_data, a)
- delete(shader.constants, a)
- delete(shader.texture_lookup)
- delete(shader.texture_bindpoints, a)
- for k, _ in shader.constant_lookup {
- delete(k, a)
- }
- delete(shader.constant_lookup)
- for i in shader.inputs {
- delete(i.name, a)
- }
- delete(shader.inputs, a)
- delete(shader.input_overrides, a)
- }
- get_default_shader :: proc() -> Shader {
- return s.default_shader
- }
- set_shader :: proc(shader: Maybe(Shader)) {
- if shd, shd_ok := shader.?; shd_ok {
- if shd.handle == s.batch_shader.handle {
- return
- }
- } else {
- if s.batch_shader.handle == s.default_shader.handle {
- return
- }
- }
- draw_current_batch()
- s.batch_shader = shader.? or_else s.default_shader
- }
- set_shader_constant :: proc(shd: Shader, loc: Shader_Constant_Location, val: any) {
- if shd.handle == SHADER_NONE {
- log.error("Invalid shader")
- return
- }
- if loc.size == 0 {
- log.error("Could not find shader constant")
- return
- }
- draw_current_batch()
- if loc.offset + loc.size > len(shd.constants_data) {
- log.errorf("Constant with offset %v and size %v is out of bounds. Buffer ends at %v", loc.offset, loc.size, len(shd.constants_data))
- return
- }
- sz := reflect.size_of_typeid(val.id)
- if sz != loc.size {
- log.errorf("Trying to set constant of type %v, but it is not of correct size %v", val.id, loc.size)
- return
- }
- mem.copy(&shd.constants_data[loc.offset], val.data, sz)
- }
- override_shader_input :: proc(shader: Shader, input: int, val: any) {
- sz := reflect.size_of_typeid(val.id)
- assert(sz < SHADER_INPUT_VALUE_MAX_SIZE)
- if input >= len(shader.input_overrides) {
- log.errorf("Input override out of range. Wanted to override input %v, but shader only has %v inputs", input, len(shader.input_overrides))
- return
- }
- o := &shader.input_overrides[input]
- o.val = {}
- if sz > 0 {
- mem.copy(raw_data(&o.val), val.data, sz)
- }
- o.used = sz
- }
- pixel_format_size :: proc(f: Pixel_Format) -> int {
- switch f {
- case .Unknown: return 0
- case .RGBA_32_Float: return 32
- case .RGB_32_Float: return 12
- case .RG_32_Float: return 8
- case .R_32_Float: return 4
- case .RGBA_8_Norm: return 4
- case .RG_8_Norm: return 2
- case .R_8_Norm: return 1
- case .R_8_UInt: return 1
- }
- return 0
- }
- //-------------------------------//
- // CAMERA AND COORDINATE SYSTEMS //
- //-------------------------------//
- set_camera :: proc(camera: Maybe(Camera)) {
- if camera == s.batch_camera {
- return
- }
- draw_current_batch()
- s.batch_camera = camera
- s.proj_matrix = make_default_projection(win.get_width(), win.get_height())
- if c, c_ok := camera.?; c_ok {
- s.view_matrix = get_camera_view_matrix(c)
- } else {
- s.view_matrix = 1
- }
- }
- screen_to_world :: proc(pos: Vec2, camera: Camera) -> Vec2 {
- return (get_camera_world_matrix(camera) * Vec4 { pos.x, pos.y, 0, 1 }).xy
- }
- world_to_screen :: proc(pos: Vec2, camera: Camera) -> Vec2 {
- return (get_camera_view_matrix(camera) * Vec4 { pos.x, pos.y, 0, 1 }).xy
- }
- get_camera_view_matrix :: proc(c: Camera) -> Mat4 {
- inv_target_translate := linalg.matrix4_translate(vec3_from_vec2(-c.target))
- inv_rot := linalg.matrix4_rotate_f32(c.rotation * math.RAD_PER_DEG, {0, 0, 1})
- inv_scale := linalg.matrix4_scale(Vec3{c.zoom, c.zoom, 1})
- inv_offset_translate := linalg.matrix4_translate(vec3_from_vec2(c.offset))
- // A view matrix is essentially the world transform matrix of the camera, but inverted. We
- // bring everything in the world "in front of the camera".
- //
- // Instead of constructing the camera matrix and doing a matrix inverse, here we just do the
- // maths in "backwards order". I.e. a camera transform matrix would be:
- //
- // target_translate * rot * scale * offset_translate
- return inv_offset_translate * inv_scale * inv_rot * inv_target_translate
- }
- get_camera_world_matrix :: proc(c: Camera) -> Mat4 {
- offset_translate := linalg.matrix4_translate(vec3_from_vec2(-c.offset))
- rot := linalg.matrix4_rotate_f32(-c.rotation * math.RAD_PER_DEG, {0, 0, 1})
- scale := linalg.matrix4_scale(Vec3{1/c.zoom, 1/c.zoom, 1})
- target_translate := linalg.matrix4_translate(vec3_from_vec2(c.target))
- return target_translate * rot * scale * offset_translate
- }
- //------//
- // MISC //
- //------//
- // Choose how the alpha channel is used when mixing half-transparent color with what is already
- // drawn. The default is the .Alpha mode, but you also have the option of using .Premultiply_Alpha.
- set_blend_mode :: proc(mode: Blend_Mode) {
- if s.batch_blend_mode == mode {
- return
- }
- draw_current_batch()
- s.batch_blend_mode = mode
- }
- set_scissor_rect :: proc(scissor_rect: Maybe(Rect)) {
- draw_current_batch()
- s.batch_scissor = scissor_rect
- }
- // Restore the internal state using the pointer returned by `init`. Useful after reloading the
- // library (for example, when doing code hot reload).
- set_internal_state :: proc(state: ^State) {
- s = state
- rb = s.rb
- win = s.win
- rb.set_internal_state(s.rb_state)
- win.set_internal_state(s.window_state)
- }
- //---------------------//
- // TYPES AND CONSTANTS //
- //---------------------//
- Vec2 :: [2]f32
- Vec3 :: [3]f32
- Vec4 :: [4]f32
- Mat4 :: matrix[4,4]f32
- // A two dimensional vector of integer numeric type.
- Vec2i :: [2]int
- // A rectangle that sits at position (x, y) and has size (w, h).
- Rect :: struct {
- x, y: f32,
- w, h: f32,
- }
- // An RGBA (Red, Green, Blue, Alpha) color. Each channel can have a value between 0 and 255.
- Color :: [4]u8
- WHITE :: Color { 255, 255, 255, 255 }
- BLACK :: Color { 0, 0, 0, 255 }
- GRAY :: Color { 127, 127, 127, 255 }
- RED :: Color { 198, 40, 90, 255 }
- GREEN :: Color { 30, 240, 30, 255 }
- BLANK :: Color { 0, 0, 0, 0 }
- BLUE :: Color { 30, 116, 240, 255 }
- // These are from Raylib. They are here so you can easily port a Raylib program to Karl2D.
- RL_LIGHTGRAY :: Color { 200, 200, 200, 255 }
- RL_GRAY :: Color { 130, 130, 130, 255 }
- RL_DARKGRAY :: Color { 80, 80, 80, 255 }
- RL_YELLOW :: Color { 253, 249, 0, 255 }
- RL_GOLD :: Color { 255, 203, 0, 255 }
- RL_ORANGE :: Color { 255, 161, 0, 255 }
- RL_PINK :: Color { 255, 109, 194, 255 }
- RL_RED :: Color { 230, 41, 55, 255 }
- RL_MAROON :: Color { 190, 33, 55, 255 }
- RL_GREEN :: Color { 0, 228, 48, 255 }
- RL_LIME :: Color { 0, 158, 47, 255 }
- RL_DARKGREEN :: Color { 0, 117, 44, 255 }
- RL_SKYBLUE :: Color { 102, 191, 255, 255 }
- RL_BLUE :: Color { 0, 121, 241, 255 }
- RL_DARKBLUE :: Color { 0, 82, 172, 255 }
- RL_PURPLE :: Color { 200, 122, 255, 255 }
- RL_VIOLET :: Color { 135, 60, 190, 255 }
- RL_DARKPURPLE :: Color { 112, 31, 126, 255 }
- RL_BEIGE :: Color { 211, 176, 131, 255 }
- RL_BROWN :: Color { 127, 106, 79, 255 }
- RL_DARKBROWN :: Color { 76, 63, 47, 255 }
- RL_WHITE :: WHITE
- RL_BLACK :: BLACK
- RL_BLANK :: BLANK
- RL_MAGENTA :: Color { 255, 0, 255, 255 }
- RL_RAYWHITE :: Color { 245, 245, 245, 255 }
- Texture :: struct {
- handle: Texture_Handle,
- width: int,
- height: int,
- // Hack to flip OpenGL render textures
- flip_on_draw: bool,
- }
- Load_Texture_Option :: enum {
- Premultiply_Alpha,
- }
- Load_Texture_Options :: bit_set[Load_Texture_Option]
- Blend_Mode :: enum {
- Alpha,
- Premultiplied_Alpha, // Requires the alpha-channel to be multiplied into texture RGB channels.
- }
- Render_Texture :: struct {
- texture: Texture,
- render_target: Render_Target_Handle,
- }
- Texture_Filter :: enum {
- Point, // Similar to "nearest neighbor". Pixly texture scaling.
- Linear, // Smoothed texture scaling.
- }
- Camera :: struct {
- target: Vec2,
- offset: Vec2,
- rotation: f32,
- zoom: f32,
- }
- Window_Flag :: enum {
- Resizable,
- }
- Window_Flags :: bit_set[Window_Flag]
- Shader_Handle :: distinct Handle
- SHADER_NONE :: Shader_Handle {}
- Shader_Constant_Location :: struct {
- offset: int,
- size: int,
- }
- Shader :: struct {
- handle: Shader_Handle,
- // We store the CPU-side value of all constants in a single buffer to have less allocations.
- // The 'constants' array says where in this buffer each constant is, and 'constant_lookup'
- // maps a name to a constant location.
- constants_data: []u8,
- constants: []Shader_Constant_Location,
- constant_lookup: map[string]Shader_Constant_Location,
- // Maps built in constant types such as "model view projection matrix" to a location.
- constant_builtin_locations: [Shader_Builtin_Constant]Maybe(Shader_Constant_Location),
- texture_bindpoints: []Texture_Handle,
- texture_lookup: map[string]int,
- default_texture_index: Maybe(int),
- inputs: []Shader_Input,
- input_overrides: []Shader_Input_Value_Override,
- default_input_offsets: [Shader_Default_Inputs]int,
- vertex_size: int,
- }
- SHADER_INPUT_VALUE_MAX_SIZE :: 256
- Shader_Input_Value_Override :: struct {
- val: [SHADER_INPUT_VALUE_MAX_SIZE]u8,
- used: int,
- }
- Shader_Input_Type :: enum {
- F32,
- Vec2,
- Vec3,
- Vec4,
- }
- Shader_Builtin_Constant :: enum {
- MVP,
- }
- Shader_Default_Inputs :: enum {
- Unknown,
- Position,
- UV,
- Color,
- }
- Shader_Input :: struct {
- name: string,
- register: int,
- type: Shader_Input_Type,
- format: Pixel_Format,
- }
- Pixel_Format :: enum {
- Unknown,
-
- RGBA_32_Float,
- RGB_32_Float,
- RG_32_Float,
- R_32_Float,
- RGBA_8_Norm,
- RG_8_Norm,
- R_8_Norm,
- R_8_UInt,
- }
- Font :: struct {
- atlas: Texture,
- // internal
- fontstash_handle: int,
- }
- Handle :: hm.Handle
- Texture_Handle :: distinct Handle
- Render_Target_Handle :: distinct Handle
- Font_Handle :: distinct int
- FONT_NONE :: Font_Handle {}
- TEXTURE_NONE :: Texture_Handle {}
- RENDER_TARGET_NONE :: Render_Target_Handle {}
- // This keeps track of the internal state of the library. Usually, you do not need to poke at it.
- // It is created and kept as a global variable when 'init' is called. However, 'init' also returns
- // the pointer to it, so you can later use 'set_internal_state' to restore it (after for example hot
- // reload).
- State :: struct {
- allocator: runtime.Allocator,
- frame_arena: runtime.Arena,
- frame_allocator: runtime.Allocator,
- win: Window_Interface,
- window_state: rawptr,
- rb: Render_Backend_Interface,
- rb_state: rawptr,
- fs: fs.FontContext,
-
- shutdown_wanted: bool,
- mouse_position: Vec2,
- mouse_delta: Vec2,
- mouse_wheel_delta: f32,
- key_went_down: #sparse [Keyboard_Key]bool,
- key_went_up: #sparse [Keyboard_Key]bool,
- key_is_held: #sparse [Keyboard_Key]bool,
- mouse_button_went_down: #sparse [Mouse_Button]bool,
- mouse_button_went_up: #sparse [Mouse_Button]bool,
- mouse_button_is_held: #sparse [Mouse_Button]bool,
- gamepad_button_went_down: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
- gamepad_button_went_up: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
- gamepad_button_is_held: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
- window: Window_Handle,
- default_font: Font_Handle,
- fonts: [dynamic]Font,
- shape_drawing_texture: Texture_Handle,
- batch_font: Font_Handle,
- batch_camera: Maybe(Camera),
- batch_shader: Shader,
- batch_scissor: Maybe(Rect),
- batch_texture: Texture_Handle,
- batch_render_target: Render_Target_Handle,
- batch_blend_mode: Blend_Mode,
- view_matrix: Mat4,
- proj_matrix: Mat4,
- depth: f32,
- depth_start: f32,
- depth_increment: f32,
- vertex_buffer_cpu: []u8,
- vertex_buffer_cpu_used: int,
- default_shader: Shader,
- }
- // Support for up to 255 mouse buttons. Cast an int to type `Mouse_Button` to use things outside the
- // options presented here.
- Mouse_Button :: enum {
- Left,
- Right,
- Middle,
- Max = 255,
- }
- // Based on Raylib / GLFW
- Keyboard_Key :: enum {
- None = 0,
- // Numeric keys (top row)
- N0 = 48,
- N1 = 49,
- N2 = 50,
- N3 = 51,
- N4 = 52,
- N5 = 53,
- N6 = 54,
- N7 = 55,
- N8 = 56,
- N9 = 57,
- // Letter keys
- A = 65,
- B = 66,
- C = 67,
- D = 68,
- E = 69,
- F = 70,
- G = 71,
- H = 72,
- I = 73,
- J = 74,
- K = 75,
- L = 76,
- M = 77,
- N = 78,
- O = 79,
- P = 80,
- Q = 81,
- R = 82,
- S = 83,
- T = 84,
- U = 85,
- V = 86,
- W = 87,
- X = 88,
- Y = 89,
- Z = 90,
- // Special characters
- Apostrophe = 39,
- Comma = 44,
- Minus = 45,
- Period = 46,
- Slash = 47,
- Semicolon = 59,
- Equal = 61,
- Left_Bracket = 91,
- Backslash = 92,
- Right_Bracket = 93,
- Backtick = 96,
- // Function keys, modifiers, caret control etc
- Space = 32,
- Escape = 256,
- Enter = 257,
- Tab = 258,
- Backspace = 259,
- Insert = 260,
- Delete = 261,
- Right = 262,
- Left = 263,
- Down = 264,
- Up = 265,
- Page_Up = 266,
- Page_Down = 267,
- Home = 268,
- End = 269,
- Caps_Lock = 280,
- Scroll_Lock = 281,
- Num_Lock = 282,
- Print_Screen = 283,
- Pause = 284,
- F1 = 290,
- F2 = 291,
- F3 = 292,
- F4 = 293,
- F5 = 294,
- F6 = 295,
- F7 = 296,
- F8 = 297,
- F9 = 298,
- F10 = 299,
- F11 = 300,
- F12 = 301,
- Left_Shift = 340,
- Left_Control = 341,
- Left_Alt = 342,
- Left_Super = 343,
- Right_Shift = 344,
- Right_Control = 345,
- Right_Alt = 346,
- Right_Super = 347,
- Menu = 348,
- // Numpad keys
- NP_0 = 320,
- NP_1 = 321,
- NP_2 = 322,
- NP_3 = 323,
- NP_4 = 324,
- NP_5 = 325,
- NP_6 = 326,
- NP_7 = 327,
- NP_8 = 328,
- NP_9 = 329,
- NP_Decimal = 330,
- NP_Divide = 331,
- NP_Multiply = 332,
- NP_Subtract = 333,
- NP_Add = 334,
- NP_Enter = 335,
- NP_Equal = 336,
- }
- MAX_GAMEPADS :: 4
- // A value between 0 and MAX_GAMEPADS - 1
- Gamepad_Index :: int
- Gamepad_Axis :: enum {
- Left_Stick_X,
- Left_Stick_Y,
- Right_Stick_X,
- Right_Stick_Y,
- Left_Trigger,
- Right_Trigger,
- }
- Gamepad_Button :: enum {
- // DPAD buttons
- Left_Face_Up,
- Left_Face_Down,
- Left_Face_Left,
- Left_Face_Right,
- Right_Face_Up, // XBOX: Y, PS: Triangle
- Right_Face_Down, // XBOX: A, PS: X
- Right_Face_Left, // XBOX: X, PS: Square
- Right_Face_Right, // XBOX: B, PS: Circle
- Left_Shoulder,
- Left_Trigger,
- Right_Shoulder,
- Right_Trigger,
- Left_Stick_Press, // Clicking the left analogue stick
- Right_Stick_Press, // Clicking the right analogue stick
- Middle_Face_Left, // Select / back / options button
- Middle_Face_Middle, // PS button (not available on XBox)
- Middle_Face_Right, // Start
- }
- // Used by API builder. Everything after this constant will not be in karl2d.doc.odin
- API_END :: true
- batch_vertex :: proc(v: Vec3, uv: Vec2, color: Color) {
- v := v
- if s.vertex_buffer_cpu_used == len(s.vertex_buffer_cpu) {
- draw_current_batch()
- }
- shd := s.batch_shader
- base_offset := s.vertex_buffer_cpu_used
- pos_offset := shd.default_input_offsets[.Position]
- uv_offset := shd.default_input_offsets[.UV]
- color_offset := shd.default_input_offsets[.Color]
-
- mem.set(&s.vertex_buffer_cpu[base_offset], 0, shd.vertex_size)
- if pos_offset != -1 {
- (^Vec3)(&s.vertex_buffer_cpu[base_offset + pos_offset])^ = v
- }
- if uv_offset != -1 {
- (^Vec2)(&s.vertex_buffer_cpu[base_offset + uv_offset])^ = uv
- }
- if color_offset != -1 {
- (^Color)(&s.vertex_buffer_cpu[base_offset + color_offset])^ = color
- }
- override_offset: int
- for &o, idx in shd.input_overrides {
- input := &shd.inputs[idx]
- sz := pixel_format_size(input.format)
- if o.used != 0 {
- mem.copy(&s.vertex_buffer_cpu[base_offset + override_offset], raw_data(&o.val), o.used)
- }
- override_offset += sz
- }
-
- s.vertex_buffer_cpu_used += shd.vertex_size
- }
- VERTEX_BUFFER_MAX :: 1000000
- @(private="file")
- s: ^State
- // These globals are here for access from other files. The state struct above is private to make
- // sure global state sharing doesn't become too messy.
- frame_allocator: runtime.Allocator
- win: Window_Interface
- rb: Render_Backend_Interface
- get_shader_input_default_type :: proc(name: string, type: Shader_Input_Type) -> Shader_Default_Inputs {
- if name == "position" && type == .Vec3 {
- return .Position
- } else if name == "texcoord" && type == .Vec2 {
- return .UV
- } else if name == "color" && type == .Vec4 {
- return .Color
- }
- return .Unknown
- }
- get_shader_format_num_components :: proc(format: Pixel_Format) -> int {
- switch format {
- case .Unknown: return 0
- case .RGBA_32_Float: return 4
- case .RGB_32_Float: return 3
- case .RG_32_Float: return 2
- case .R_32_Float: return 1
- case .RGBA_8_Norm: return 4
- case .RG_8_Norm: return 2
- case .R_8_Norm: return 1
- case .R_8_UInt: return 1
- }
- return 0
- }
- get_shader_input_format :: proc(name: string, type: Shader_Input_Type) -> Pixel_Format {
- default_type := get_shader_input_default_type(name, type)
- if default_type != .Unknown {
- switch default_type {
- case .Position: return .RGB_32_Float
- case .UV: return .RG_32_Float
- case .Color: return .RGBA_8_Norm
- case .Unknown: unreachable()
- }
- }
- switch type {
- case .F32: return .R_32_Float
- case .Vec2: return .RG_32_Float
- case .Vec3: return .RGB_32_Float
- case .Vec4: return .RGBA_32_Float
- }
- return .Unknown
- }
- vec3_from_vec2 :: proc(v: Vec2) -> Vec3 {
- return {
- v.x, v.y, 0,
- }
- }
- frame_cstring :: proc(str: string, loc := #caller_location) -> cstring {
- return strings.clone_to_cstring(str, s.frame_allocator, loc)
- }
- @(require_results)
- matrix_ortho3d_f32 :: proc "contextless" (left, right, bottom, top, near, far: f32) -> Mat4 #no_bounds_check {
- m: Mat4
- m[0, 0] = +2 / (right - left)
- m[1, 1] = +2 / (top - bottom)
- m[2, 2] = +1
- m[0, 3] = -(right + left) / (right - left)
- m[1, 3] = -(top + bottom) / (top - bottom)
- m[2, 3] = 0
- m[3, 3] = 1
- return m
- }
- make_default_projection :: proc(w, h: int) -> matrix[4,4]f32 {
- return matrix_ortho3d_f32(0, f32(w), f32(h), 0, 0.001, 2)
- }
- FONT_DEFAULT_ATLAS_SIZE :: 1024
- update_font :: proc(fh: Font_Handle) {
- font := &s.fonts[fh]
- font_dirty_rect: [4]f32
- tw := FONT_DEFAULT_ATLAS_SIZE
- if fs.ValidateTexture(&s.fs, &font_dirty_rect) {
- fdr := font_dirty_rect
- r := Rect {
- fdr[0],
- fdr[1],
- fdr[2] - fdr[0],
- fdr[3] - fdr[1],
- }
- x := int(r.x)
- y := int(r.y)
- w := int(fdr[2]) - int(fdr[0])
- h := int(fdr[3]) - int(fdr[1])
- expanded_pixels := make([]Color, w * h, frame_allocator)
- start := x + tw * y
- for i in 0..<w*h {
- px := i%w
- py := i/w
- dst_pixel_idx := (px) + (py * w)
- src_pixel_idx := start + (px) + (py * tw)
- src := s.fs.textureData[src_pixel_idx]
- expanded_pixels[dst_pixel_idx] = {255,255,255, src}
- }
- rb.update_texture(font.atlas.handle, slice.reinterpret([]u8, expanded_pixels), r)
- }
- }
- set_font :: proc(fh: Font_Handle) {
- fh := fh
- if s.batch_font == fh {
- return
- }
- s.batch_font = fh
- if s.batch_font != FONT_NONE {
- update_font(s.batch_font)
- }
- if fh == 0 {
- fh = s.default_font
- }
- font := &s.fonts[fh]
- fs.SetFont(&s.fs, font.fontstash_handle)
- }
- DEPTH_START :: -1 + DEPTH_INCREMENT
- DEPTH_INCREMENT :: (1.0/10000000.0)
- _ :: jpeg
- _ :: bmp
- _ :: png
- _ :: tga
- Color_F32 :: [4]f32
- f32_color_from_color :: proc(color: Color) -> Color_F32 {
- return {
- f32(color.r) / 255,
- f32(color.g) / 255,
- f32(color.b) / 255,
- f32(color.a) / 255,
- }
- }
- vec3 :: proc(v2: Vec2, z: f32) -> Vec3 {
- return {
- v2.x, v2.y, z,
- }
- }
- get_next_depth :: proc() -> f32 {
- d := s.depth
- s.depth += s.depth_increment
- return d
- }
- FILESYSTEM_SUPPORTED :: ODIN_OS != .JS && ODIN_OS != .Freestanding
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