karl2d.odin 50 KB

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  1. #+vet explicit-allocators
  2. package karl2d
  3. import "base:runtime"
  4. import "core:mem"
  5. import "core:log"
  6. import "core:math"
  7. import "core:math/linalg"
  8. import "core:slice"
  9. import "core:strings"
  10. import "core:reflect"
  11. import "core:os"
  12. import fs "vendor:fontstash"
  13. import "core:image"
  14. import "core:image/jpeg"
  15. import "core:image/bmp"
  16. import "core:image/png"
  17. import "core:image/tga"
  18. import hm "handle_map"
  19. //-----------------------------------------------//
  20. // SETUP, WINDOW MANAGEMENT AND FRAME MANAGEMENT //
  21. //-----------------------------------------------//
  22. // Opens a window and initializes some internal state. The internal state will use `allocator` for
  23. // all dynamically allocated memory. The return value can be ignored unless you need to later call
  24. // `set_internal_state`.
  25. init :: proc(window_width: int, window_height: int, window_title: string,
  26. window_creation_flags := Window_Flags {},
  27. allocator := context.allocator, loc := #caller_location) -> ^State {
  28. assert(s == nil, "Don't call 'init' twice.")
  29. context.allocator = allocator
  30. s = new(State, allocator, loc)
  31. // This is the same type of arena as the default temp allocator. This arena is for allocations
  32. // that have a lifetime of "one frame". They are valid until you call `present()`, at which
  33. // point the frame allocator is cleared.
  34. s.frame_allocator = runtime.arena_allocator(&s.frame_arena)
  35. frame_allocator = s.frame_allocator
  36. s.allocator = allocator
  37. s.win = WINDOW_INTERFACE
  38. win = s.win
  39. // We alloc memory for the windowing backend and pass the blob of memory to it.
  40. window_state_alloc_error: runtime.Allocator_Error
  41. s.window_state, window_state_alloc_error = mem.alloc(win.state_size(), allocator = allocator)
  42. log.assertf(window_state_alloc_error == nil, "Failed allocating memory for window state: %v", window_state_alloc_error)
  43. win.init(s.window_state, window_width, window_height, window_title, window_creation_flags, allocator)
  44. // This is a OS-independent handle that we can pass to any rendering backend.
  45. s.window = win.window_handle()
  46. // See `config.odin` for how this is picked.
  47. s.rb = RENDER_BACKEND
  48. // Depending on backend the depth is counted in one of two ways. It can be counted from `1` and
  49. // to lower numbers. Or from `-1` and to higher numbers.
  50. s.depth_start = DEPTH_START
  51. s.depth_increment = DEPTH_INCREMENT
  52. if s.rb.flip_z() {
  53. s.depth_start = -DEPTH_START
  54. s.depth_increment = -DEPTH_INCREMENT
  55. }
  56. s.depth = s.depth_start
  57. rb = s.rb
  58. rb_alloc_error: runtime.Allocator_Error
  59. s.rb_state, rb_alloc_error = mem.alloc(rb.state_size(), allocator = allocator)
  60. log.assertf(rb_alloc_error == nil, "Failed allocating memory for rendering backend: %v", rb_alloc_error)
  61. s.proj_matrix = make_default_projection(win.get_width(), win.get_height())
  62. s.view_matrix = 1
  63. // Boot up the render backend. It will render into our previously created window.
  64. rb.init(s.rb_state, s.window, win.get_width(), win.get_height(), allocator)
  65. // The vertex buffer is created in a render backend-independent way. It is passed to the
  66. // render backend each frame as part of `draw_current_batch()`
  67. s.vertex_buffer_cpu = make([]u8, VERTEX_BUFFER_MAX, allocator, loc)
  68. // The shapes drawing texture is sampled when any shape is drawn. This way we can use the same
  69. // shader for textured drawing and shape drawing. It's just a white box.
  70. white_rect: [16*16*4]u8
  71. slice.fill(white_rect[:], 255)
  72. s.shape_drawing_texture = rb.load_texture(white_rect[:], 16, 16, .RGBA_8_Norm)
  73. // The default shader will arrive in a different format depending on backend. GLSL for GL,
  74. // HLSL for d3d etc.
  75. s.default_shader = load_shader_from_memory(rb.default_shader_vertex_source(), rb.default_shader_fragment_source())
  76. s.batch_shader = s.default_shader
  77. // FontStash enables us to bake fonts from TTF files on-the-fly.
  78. fs.Init(&s.fs, FONT_DEFAULT_ATLAS_SIZE, FONT_DEFAULT_ATLAS_SIZE, .TOPLEFT)
  79. fs.SetAlignVertical(&s.fs, .TOP)
  80. DEFAULT_FONT_DATA :: #load("roboto.ttf")
  81. // Dummy element so font with index 0 means 'no font'.
  82. append_nothing(&s.fonts)
  83. s.default_font = load_font_from_bytes(DEFAULT_FONT_DATA)
  84. _set_font(s.default_font)
  85. return s
  86. }
  87. // Returns true the user has pressed the close button on the window, or used a key stroke such as
  88. // ALT+F4 on Windows. The application can decide if it wants to shut down or if it wants to show
  89. // some kind of confirmation dialogue.
  90. //
  91. // Commonly used for creating the "main loop" of a game: `for k2.shutdown_wanted {}`
  92. shutdown_wanted :: proc() -> bool {
  93. return s.shutdown_wanted
  94. }
  95. // Closes the window and cleans up the internal state.
  96. shutdown :: proc() {
  97. assert(s != nil, "You've called 'shutdown' without calling 'init' first")
  98. context.allocator = s.allocator
  99. destroy_font(s.default_font)
  100. rb.destroy_texture(s.shape_drawing_texture)
  101. destroy_shader(s.default_shader)
  102. rb.shutdown()
  103. delete(s.vertex_buffer_cpu, s.allocator)
  104. win.shutdown()
  105. fs.Destroy(&s.fs)
  106. delete(s.fonts)
  107. a := s.allocator
  108. free(s.window_state, a)
  109. free(s.rb_state, a)
  110. free(s, a)
  111. s = nil
  112. }
  113. // Clear the "screen" with the supplied color. By default this will clear your window. But if you
  114. // have set a Render Texture using `set_render_texture` procedure, then that Render Texture will be
  115. // cleared instead.
  116. clear :: proc(color: Color) {
  117. draw_current_batch()
  118. rb.clear(s.batch_render_target, color)
  119. s.depth = s.depth_start
  120. }
  121. // "Flips the backbuffer": Call at end of frame to make everything you've drawn appear on the screen.
  122. //
  123. // When you draw using for example `draw_texture`, then that stuff is drawn to an invisible texture
  124. // called a "backbuffer". This makes sure that we don't see half-drawn frames. So when you are happy
  125. // with a frame and want to show it to the player, use this procedure.
  126. //
  127. // Also, this procedure clears the frame_allocator that Karl2D uses for internal allocations that
  128. // have the lifetime of a single frame.
  129. //
  130. // WebGL note: WebGL does the backbuffer flipping automatically. But you should still call this to
  131. // make Karl2D clear its frame allocator.
  132. present :: proc() {
  133. draw_current_batch()
  134. rb.present()
  135. free_all(s.frame_allocator)
  136. }
  137. // Call at start or end of frame to process all events that have arrived to the window. This
  138. // includes keyboard, mouse, gamepad and window events.
  139. //
  140. // WARNING: Not calling this will make your program impossible to interact with.
  141. process_events :: proc() {
  142. s.key_went_up = {}
  143. s.key_went_down = {}
  144. s.mouse_button_went_up = {}
  145. s.mouse_button_went_down = {}
  146. s.gamepad_button_went_up = {}
  147. s.gamepad_button_went_down = {}
  148. s.mouse_delta = {}
  149. s.mouse_wheel_delta = 0
  150. win.process_events()
  151. events := win.get_events()
  152. for &event in events {
  153. switch &e in event {
  154. case Window_Event_Close_Wanted:
  155. s.shutdown_wanted = true
  156. case Window_Event_Key_Went_Down:
  157. s.key_went_down[e.key] = true
  158. s.key_is_held[e.key] = true
  159. case Window_Event_Key_Went_Up:
  160. s.key_went_up[e.key] = true
  161. s.key_is_held[e.key] = false
  162. case Window_Event_Mouse_Button_Went_Down:
  163. s.mouse_button_went_down[e.button] = true
  164. s.mouse_button_is_held[e.button] = true
  165. case Window_Event_Mouse_Button_Went_Up:
  166. s.mouse_button_went_up[e.button] = true
  167. s.mouse_button_is_held[e.button] = false
  168. case Window_Event_Mouse_Move:
  169. prev_pos := s.mouse_position
  170. s.mouse_position = e.position
  171. s.mouse_delta = s.mouse_position - prev_pos
  172. case Window_Event_Mouse_Wheel:
  173. s.mouse_wheel_delta = e.delta
  174. case Window_Event_Gamepad_Button_Went_Down:
  175. if e.gamepad < MAX_GAMEPADS {
  176. s.gamepad_button_went_down[e.gamepad][e.button] = true
  177. s.gamepad_button_is_held[e.gamepad][e.button] = true
  178. }
  179. case Window_Event_Gamepad_Button_Went_Up:
  180. if e.gamepad < MAX_GAMEPADS {
  181. s.gamepad_button_went_up[e.gamepad][e.button] = true
  182. s.gamepad_button_is_held[e.gamepad][e.button] = false
  183. }
  184. case Window_Event_Resize:
  185. rb.resize_swapchain(e.width, e.height)
  186. s.proj_matrix = make_default_projection(e.width, e.height)
  187. }
  188. }
  189. win.clear_events()
  190. }
  191. // Gets the width of the drawing area within the window. The returned number is not scaled by any
  192. // monitor DPI scaling. You do that manually using the number returned by `get_window_scale()`.
  193. get_screen_width :: proc() -> int {
  194. return win.get_width()
  195. }
  196. // Gets the height of the drawing area within the window. The returned number is not scaled by any
  197. // monitor DPI scaling. You do that manually using the number returned by `get_window_scale()`.
  198. get_screen_height :: proc() -> int {
  199. return win.get_height()
  200. }
  201. // Moves the window.
  202. //
  203. // WebGL note: This moves the canvas within the window, which may not be what you want.
  204. set_window_position :: proc(x: int, y: int) {
  205. win.set_position(x, y)
  206. }
  207. // Resize the window to a new size. If the window has the flag Resizable set, then the backbuffer
  208. // will also be resized.
  209. set_window_size :: proc(width: int, height: int) {
  210. // TODO not sure if we should resize swapchain here. On windows the WM_SIZE event fires and
  211. // it all works out. But perhaps not on all platforms?
  212. win.set_size(width, height)
  213. }
  214. // Fetch the scale of the window. This usually comes from some DPI scaling setting in the OS.
  215. // 1 means 100% scale, 1.5 means 150% etc.
  216. get_window_scale :: proc() -> f32 {
  217. return win.get_window_scale()
  218. }
  219. set_window_flags :: proc(flags: Window_Flags) {
  220. win.set_flags(flags)
  221. }
  222. // Flushes the current batch. This sends off everything to the GPU that has been queued in the
  223. // current batch. Normally, you do not need to do this manually. It is done automatically when these
  224. // procedures run:
  225. //
  226. // - present
  227. // - set_camera
  228. // - set_shader
  229. // - set_shader_constant
  230. // - set_scissor_rect
  231. // - draw_texture_* IF previous draw did not use the same texture (1)
  232. // - draw_rect_*, draw_circle_*, draw_line IF previous draw did not use the shapes drawing texture (2)
  233. //
  234. // (1) When drawing textures, the current texture is fed into the active shader. Everything within
  235. // the same batch must use the same texture. So drawing with a new texture will draw the current
  236. // batch. You can combine several textures into an atlas to get bigger batches.
  237. //
  238. // (2) In order to use the same shader for shapes drawing and textured drawing, the shapes drawing
  239. // uses a blank, white texture. For the same reasons as (1), drawing something else than shapes
  240. // before drawing a shape will break up the batches. TODO: Add possibility to customize shape
  241. // drawing texture so that you can put it into an atlas.
  242. //
  243. // The batch has maximum size of VERTEX_BUFFER_MAX bytes. The shader dictates how big a vertex is
  244. // so the maximum number of vertices that can be drawn in each batch is
  245. // VERTEX_BUFFER_MAX / shader.vertex_size
  246. draw_current_batch :: proc() {
  247. _update_font(s.batch_font)
  248. if s.vertex_buffer_cpu_used == 0 {
  249. return
  250. }
  251. shader := s.batch_shader
  252. mvp := s.proj_matrix * s.view_matrix
  253. for mloc, builtin in shader.constant_builtin_locations {
  254. constant, constant_ok := mloc.?
  255. if !constant_ok {
  256. continue
  257. }
  258. switch builtin {
  259. case .MVP:
  260. if constant.size == size_of(mvp) {
  261. dst := (^matrix[4,4]f32)(&shader.constants_data[constant.offset])
  262. dst^ = mvp
  263. }
  264. }
  265. }
  266. if def_tex_idx, has_def_tex_idx := shader.default_texture_index.?; has_def_tex_idx {
  267. shader.texture_bindpoints[def_tex_idx] = s.batch_texture
  268. }
  269. 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])
  270. s.vertex_buffer_cpu_used = 0
  271. }
  272. //-------//
  273. // INPUT //
  274. //-------//
  275. // Returns true if a keyboard key went down between the current and the previous frame. Set when
  276. // 'process_events' runs (probably once per frame).
  277. key_went_down :: proc(key: Keyboard_Key) -> bool {
  278. return s.key_went_down[key]
  279. }
  280. // Returns true if a keyboard key went up (was released) between the current and the previous frame.
  281. // Set when 'process_events' runs (probably once per frame).
  282. key_went_up :: proc(key: Keyboard_Key) -> bool {
  283. return s.key_went_up[key]
  284. }
  285. // Returns true if a keyboard is currently being held down. Set when 'process_events' runs (probably
  286. // once per frame).
  287. key_is_held :: proc(key: Keyboard_Key) -> bool {
  288. return s.key_is_held[key]
  289. }
  290. mouse_button_went_down :: proc(button: Mouse_Button) -> bool {
  291. return s.mouse_button_went_down[button]
  292. }
  293. mouse_button_went_up :: proc(button: Mouse_Button) -> bool {
  294. return s.mouse_button_went_up[button]
  295. }
  296. mouse_button_is_held :: proc(button: Mouse_Button) -> bool {
  297. return s.mouse_button_is_held[button]
  298. }
  299. get_mouse_wheel_delta :: proc() -> f32 {
  300. return s.mouse_wheel_delta
  301. }
  302. get_mouse_position :: proc() -> Vec2 {
  303. return s.mouse_position
  304. }
  305. get_mouse_delta :: proc() -> Vec2 {
  306. return s.mouse_delta
  307. }
  308. is_gamepad_active :: proc(gamepad: Gamepad_Index) -> bool {
  309. return win.is_gamepad_active(gamepad)
  310. }
  311. gamepad_button_went_down :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool {
  312. if gamepad < 0 || gamepad >= MAX_GAMEPADS {
  313. return false
  314. }
  315. return s.gamepad_button_went_down[gamepad][button]
  316. }
  317. gamepad_button_went_up :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool {
  318. if gamepad < 0 || gamepad >= MAX_GAMEPADS {
  319. return false
  320. }
  321. return s.gamepad_button_went_up[gamepad][button]
  322. }
  323. gamepad_button_is_held :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool {
  324. if gamepad < 0 || gamepad >= MAX_GAMEPADS {
  325. return false
  326. }
  327. return s.gamepad_button_is_held[gamepad][button]
  328. }
  329. get_gamepad_axis :: proc(gamepad: Gamepad_Index, axis: Gamepad_Axis) -> f32 {
  330. return win.get_gamepad_axis(gamepad, axis)
  331. }
  332. // Set the left and right vibration motor speed. The range of left and right is 0 to 1. Note that on
  333. // most gamepads, the left motor is "low frequency" and the right motor is "high frequency". They do
  334. // not vibrate with the same speed.
  335. set_gamepad_vibration :: proc(gamepad: Gamepad_Index, left: f32, right: f32) {
  336. win.set_gamepad_vibration(gamepad, left, right)
  337. }
  338. //---------//
  339. // DRAWING //
  340. //---------//
  341. draw_rect :: proc(r: Rect, c: Color) {
  342. if s.vertex_buffer_cpu_used + s.batch_shader.vertex_size * 6 > len(s.vertex_buffer_cpu) {
  343. draw_current_batch()
  344. }
  345. if s.batch_texture != s.shape_drawing_texture {
  346. draw_current_batch()
  347. }
  348. s.batch_texture = s.shape_drawing_texture
  349. z := get_next_depth()
  350. batch_vertex({r.x, r.y, z}, {0, 0}, c)
  351. batch_vertex({r.x + r.w, r.y, z}, {1, 0}, c)
  352. batch_vertex({r.x + r.w, r.y + r.h, z}, {1, 1}, c)
  353. batch_vertex({r.x, r.y, z}, {0, 0}, c)
  354. batch_vertex({r.x + r.w, r.y + r.h, z}, {1, 1}, c)
  355. batch_vertex({r.x, r.y + r.h, z}, {0, 1}, c)
  356. }
  357. draw_rect_vec :: proc(pos: Vec2, size: Vec2, c: Color) {
  358. draw_rect({pos.x, pos.y, size.x, size.y}, c)
  359. }
  360. draw_rect_ex :: proc(r: Rect, origin: Vec2, rot: f32, c: Color) {
  361. if s.vertex_buffer_cpu_used + s.batch_shader.vertex_size * 6 > len(s.vertex_buffer_cpu) {
  362. draw_current_batch()
  363. }
  364. if s.batch_texture != s.shape_drawing_texture {
  365. draw_current_batch()
  366. }
  367. s.batch_texture = s.shape_drawing_texture
  368. tl, tr, bl, br: Vec2
  369. // Rotation adapted from Raylib's "DrawTexturePro"
  370. if rot == 0 {
  371. x := r.x - origin.x
  372. y := r.y - origin.y
  373. tl = { x, y }
  374. tr = { x + r.w, y }
  375. bl = { x, y + r.h }
  376. br = { x + r.w, y + r.h }
  377. } else {
  378. sin_rot := math.sin(rot * math.RAD_PER_DEG)
  379. cos_rot := math.cos(rot * math.RAD_PER_DEG)
  380. x := r.x
  381. y := r.y
  382. dx := -origin.x
  383. dy := -origin.y
  384. tl = {
  385. x + dx * cos_rot - dy * sin_rot,
  386. y + dx * sin_rot + dy * cos_rot,
  387. }
  388. tr = {
  389. x + (dx + r.w) * cos_rot - dy * sin_rot,
  390. y + (dx + r.w) * sin_rot + dy * cos_rot,
  391. }
  392. bl = {
  393. x + dx * cos_rot - (dy + r.h) * sin_rot,
  394. y + dx * sin_rot + (dy + r.h) * cos_rot,
  395. }
  396. br = {
  397. x + (dx + r.w) * cos_rot - (dy + r.h) * sin_rot,
  398. y + (dx + r.w) * sin_rot + (dy + r.h) * cos_rot,
  399. }
  400. }
  401. z := get_next_depth()
  402. batch_vertex(vec3(tl, z), {0, 0}, c)
  403. batch_vertex(vec3(tr, z), {1, 0}, c)
  404. batch_vertex(vec3(br, z), {1, 1}, c)
  405. batch_vertex(vec3(tl, z), {0, 0}, c)
  406. batch_vertex(vec3(br, z), {1, 1}, c)
  407. batch_vertex(vec3(bl, z), {0, 1}, c)
  408. }
  409. draw_rect_outline :: proc(r: Rect, thickness: f32, color: Color) {
  410. t := thickness
  411. // Based on DrawRectangleLinesEx from Raylib
  412. top := Rect {
  413. r.x,
  414. r.y,
  415. r.w,
  416. t,
  417. }
  418. bottom := Rect {
  419. r.x,
  420. r.y + r.h - t,
  421. r.w,
  422. t,
  423. }
  424. left := Rect {
  425. r.x,
  426. r.y + t,
  427. t,
  428. r.h - t * 2,
  429. }
  430. right := Rect {
  431. r.x + r.w - t,
  432. r.y + t,
  433. t,
  434. r.h - t * 2,
  435. }
  436. draw_rect(top, color)
  437. draw_rect(bottom, color)
  438. draw_rect(left, color)
  439. draw_rect(right, color)
  440. }
  441. draw_circle :: proc(center: Vec2, radius: f32, color: Color, segments := 16) {
  442. if s.vertex_buffer_cpu_used + s.batch_shader.vertex_size * 3 * segments > len(s.vertex_buffer_cpu) {
  443. draw_current_batch()
  444. }
  445. if s.batch_texture != s.shape_drawing_texture {
  446. draw_current_batch()
  447. }
  448. s.batch_texture = s.shape_drawing_texture
  449. z := get_next_depth()
  450. prev := center + {radius, 0}
  451. for s in 1..=segments {
  452. sr := (f32(s)/f32(segments)) * 2*math.PI
  453. rot := linalg.matrix2_rotate(sr)
  454. p := center + rot * Vec2{radius, 0}
  455. batch_vertex(vec3(prev, z), {0, 0}, color)
  456. batch_vertex(vec3(p, z), {1, 0}, color)
  457. batch_vertex(vec3(center, z), {1, 1}, color)
  458. prev = p
  459. }
  460. }
  461. draw_circle_outline :: proc(center: Vec2, radius: f32, thickness: f32, color: Color, segments := 16) {
  462. prev := center + {radius, 0}
  463. for s in 1..=segments {
  464. sr := (f32(s)/f32(segments)) * 2*math.PI
  465. rot := linalg.matrix2_rotate(sr)
  466. p := center + rot * Vec2{radius, 0}
  467. draw_line(prev, p, thickness, color)
  468. prev = p
  469. }
  470. }
  471. draw_line :: proc(start: Vec2, end: Vec2, thickness: f32, color: Color) {
  472. p := Vec2{start.x, start.y + thickness*0.5}
  473. s := Vec2{linalg.length(end - start), thickness}
  474. origin := Vec2 {0, thickness*0.5}
  475. r := Rect {p.x, p.y, s.x, s.y}
  476. rot := math.atan2(end.y - start.y, end.x - start.x)
  477. draw_rect_ex(r, origin, rot * math.DEG_PER_RAD, color)
  478. }
  479. draw_texture :: proc(tex: Texture, pos: Vec2, tint := WHITE) {
  480. draw_texture_ex(
  481. tex,
  482. {0, 0, f32(tex.width), f32(tex.height)},
  483. {pos.x, pos.y, f32(tex.width), f32(tex.height)},
  484. {},
  485. 0,
  486. tint,
  487. )
  488. }
  489. draw_texture_rect :: proc(tex: Texture, rect: Rect, pos: Vec2, tint := WHITE) {
  490. draw_texture_ex(
  491. tex,
  492. rect,
  493. {pos.x, pos.y, rect.w, rect.h},
  494. {},
  495. 0,
  496. tint,
  497. )
  498. }
  499. draw_texture_ex :: proc(tex: Texture, src: Rect, dst: Rect, origin: Vec2, rotation: f32, tint := WHITE) {
  500. if tex.width == 0 || tex.height == 0 {
  501. return
  502. }
  503. if s.vertex_buffer_cpu_used + s.batch_shader.vertex_size * 6 > len(s.vertex_buffer_cpu) {
  504. draw_current_batch()
  505. }
  506. if s.batch_texture != tex.handle {
  507. draw_current_batch()
  508. }
  509. s.batch_texture = tex.handle
  510. flip_x, flip_y: bool
  511. src := src
  512. dst := dst
  513. if src.w < 0 {
  514. flip_x = true
  515. src.w = -src.w
  516. }
  517. if src.h < 0 {
  518. flip_y = true
  519. src.h = -src.h
  520. }
  521. if dst.w < 0 {
  522. dst.w *= -1
  523. }
  524. if dst.h < 0 {
  525. dst.h *= -1
  526. }
  527. tl, tr, bl, br: Vec2
  528. // Rotation adapted from Raylib's "DrawTexturePro"
  529. if rotation == 0 {
  530. x := dst.x - origin.x
  531. y := dst.y - origin.y
  532. tl = { x, y }
  533. tr = { x + dst.w, y }
  534. bl = { x, y + dst.h }
  535. br = { x + dst.w, y + dst.h }
  536. } else {
  537. sin_rot := math.sin(rotation * math.RAD_PER_DEG)
  538. cos_rot := math.cos(rotation * math.RAD_PER_DEG)
  539. x := dst.x
  540. y := dst.y
  541. dx := -origin.x
  542. dy := -origin.y
  543. tl = {
  544. x + dx * cos_rot - dy * sin_rot,
  545. y + dx * sin_rot + dy * cos_rot,
  546. }
  547. tr = {
  548. x + (dx + dst.w) * cos_rot - dy * sin_rot,
  549. y + (dx + dst.w) * sin_rot + dy * cos_rot,
  550. }
  551. bl = {
  552. x + dx * cos_rot - (dy + dst.h) * sin_rot,
  553. y + dx * sin_rot + (dy + dst.h) * cos_rot,
  554. }
  555. br = {
  556. x + (dx + dst.w) * cos_rot - (dy + dst.h) * sin_rot,
  557. y + (dx + dst.w) * sin_rot + (dy + dst.h) * cos_rot,
  558. }
  559. }
  560. ts := Vec2{f32(tex.width), f32(tex.height)}
  561. up := Vec2{src.x, src.y} / ts
  562. us := Vec2{src.w, src.h} / ts
  563. c := tint
  564. uv0 := up
  565. uv1 := up + {us.x, 0}
  566. uv2 := up + us
  567. uv3 := up
  568. uv4 := up + us
  569. uv5 := up + {0, us.y}
  570. if flip_x {
  571. uv0.x += us.x
  572. uv1.x -= us.x
  573. uv2.x -= us.x
  574. uv3.x += us.x
  575. uv4.x -= us.x
  576. uv5.x += us.x
  577. }
  578. // HACK: We ask the render backend if this texture needs flipping. The idea is that GL will
  579. // flip render textures, so we need to automatically unflip them.
  580. //
  581. // Could we do something with the projection matrix while drawing into those render textures
  582. // instead? I tried that, but couldn't get it to work.
  583. if rb.texture_needs_vertical_flip(tex.handle) {
  584. flip_y = !flip_y
  585. }
  586. if flip_y {
  587. uv0.y += us.y
  588. uv1.y += us.y
  589. uv2.y -= us.y
  590. uv3.y += us.y
  591. uv4.y -= us.y
  592. uv5.y -= us.y
  593. }
  594. z := get_next_depth()
  595. batch_vertex(vec3(tl, z), uv0, c)
  596. batch_vertex(vec3(tr, z), uv1, c)
  597. batch_vertex(vec3(br, z), uv2, c)
  598. batch_vertex(vec3(tl, z), uv3, c)
  599. batch_vertex(vec3(br, z), uv4, c)
  600. batch_vertex(vec3(bl, z), uv5, c)
  601. }
  602. measure_text :: proc(text: string, font_size: f32) -> Vec2 {
  603. fs.SetSize(&s.fs, font_size)
  604. b: [4]f32
  605. fs.TextBounds(&s.fs, text, bounds = &b)
  606. return {b[2] - b[0], b[3] - b[1]}
  607. }
  608. draw_text :: proc(text: string, pos: Vec2, font_size: f32, color: Color) {
  609. draw_text_ex(s.default_font, text, pos, font_size, color)
  610. }
  611. draw_text_ex :: proc(font_handle: Font_Handle, text: string, pos: Vec2, font_size: f32, color: Color) {
  612. if int(font_handle) >= len(s.fonts) {
  613. return
  614. }
  615. _set_font(font_handle)
  616. font := &s.fonts[font_handle]
  617. fs.SetSize(&s.fs, font_size)
  618. iter := fs.TextIterInit(&s.fs, pos.x, pos.y, text)
  619. q: fs.Quad
  620. for fs.TextIterNext(&s.fs, &iter, &q) {
  621. src := Rect {
  622. q.s0, q.t0,
  623. q.s1 - q.s0, q.t1 - q.t0,
  624. }
  625. w := f32(FONT_DEFAULT_ATLAS_SIZE)
  626. h := f32(FONT_DEFAULT_ATLAS_SIZE)
  627. src.x *= w
  628. src.y *= h
  629. src.w *= w
  630. src.h *= h
  631. dst := Rect {
  632. q.x0, q.y0,
  633. q.x1 - q.x0, q.y1 - q.y0,
  634. }
  635. draw_texture_ex(font.atlas, src, dst, {}, 0, color)
  636. }
  637. }
  638. //--------------------//
  639. // TEXTURE MANAGEMENT //
  640. //--------------------//
  641. create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture {
  642. h := rb.create_texture(width, height, format)
  643. return {
  644. handle = h,
  645. width = width,
  646. height = height,
  647. }
  648. }
  649. // Load a texture from disk and upload it to the GPU so you can draw it to the screen.
  650. // Supports PNG, BMP, TGA and baseline PNG. Note that progressive PNG files are not supported!
  651. //
  652. // The `options` parameter can be used to specify things things such as premultiplication of alpha.
  653. load_texture_from_file :: proc(filename: string, options: Load_Texture_Options = {}) -> Texture {
  654. when FILESYSTEM_SUPPORTED {
  655. load_options := image.Options {
  656. .alpha_add_if_missing,
  657. }
  658. if .Premultiply_Alpha in options {
  659. load_options += { .alpha_premultiply }
  660. }
  661. img, img_err := image.load_from_file(filename, options = load_options, allocator = s.frame_allocator)
  662. if img_err != nil {
  663. log.errorf("Error loading texture %v: %v", filename, img_err)
  664. return {}
  665. }
  666. return load_texture_from_bytes_raw(img.pixels.buf[:], img.width, img.height, .RGBA_8_Norm)
  667. } else {
  668. log.errorf("load_texture_from_file failed: OS %v has no filesystem support!", ODIN_OS)
  669. return {}
  670. }
  671. }
  672. // Load a texture from a byte slice and upload it to the GPU so you can draw it to the screen.
  673. // Supports PNG, BMP, TGA and baseline PNG. Note that progressive PNG files are not supported!
  674. //
  675. // The `options` parameter can be used to specify things things such as premultiplication of alpha.
  676. load_texture_from_bytes :: proc(bytes: []u8, options: Load_Texture_Options = {}) -> Texture {
  677. load_options := image.Options {
  678. .alpha_add_if_missing,
  679. }
  680. if .Premultiply_Alpha in options {
  681. load_options += { .alpha_premultiply }
  682. }
  683. img, img_err := image.load_from_bytes(bytes, options = load_options, allocator = s.frame_allocator)
  684. if img_err != nil {
  685. log.errorf("Error loading texture: %v", img_err)
  686. return {}
  687. }
  688. return load_texture_from_bytes_raw(img.pixels.buf[:], img.width, img.height, .RGBA_8_Norm)
  689. }
  690. // Load raw texture data. You need to specify the data, size and format of the texture yourself.
  691. // This assumes that there is no header in the data. If your data has a header (you read the data
  692. // from a file on disk), then please use `load_texture_from_bytes` instead.
  693. load_texture_from_bytes_raw :: proc(bytes: []u8, width: int, height: int, format: Pixel_Format) -> Texture {
  694. backend_tex := rb.load_texture(bytes[:], width, height, format)
  695. if backend_tex == TEXTURE_NONE {
  696. return {}
  697. }
  698. return {
  699. handle = backend_tex,
  700. width = width,
  701. height = height,
  702. }
  703. }
  704. // Get a rectangle that spans the whole texture. Coordinates will be (x, y) = (0, 0) and size
  705. // (w, h) = (texture_width, texture_height)
  706. get_texture_rect :: proc(t: Texture) -> Rect {
  707. return {
  708. 0, 0,
  709. f32(t.width), f32(t.height),
  710. }
  711. }
  712. // Update a texture with new pixels. `bytes` is the new pixel data. `rect` is the rectangle in
  713. // `tex` where the new pixels should end up.
  714. update_texture :: proc(tex: Texture, bytes: []u8, rect: Rect) -> bool {
  715. return rb.update_texture(tex.handle, bytes, rect)
  716. }
  717. destroy_texture :: proc(tex: Texture) {
  718. rb.destroy_texture(tex.handle)
  719. }
  720. // Controls how a texture should be filtered. You can choose "point" or "linear" filtering. Which
  721. // means "pixly" or "smooth". This filter will be used for up and down-scaling as well as for
  722. // mipmap sampling. Use `set_texture_filter_ex` if you need to control these settings separately.
  723. set_texture_filter :: proc(t: Texture, filter: Texture_Filter) {
  724. set_texture_filter_ex(t, filter, filter, filter)
  725. }
  726. // Controls how a texture should be filtered. `scale_down_filter` and `scale_up_filter` controls how
  727. // the texture is filtered when we render the texture at a smaller or larger size.
  728. // `mip_filter` controls how the texture is filtered when it is sampled using _mipmapping_.
  729. //
  730. // TODO: Add mipmapping generation controls for texture and refer to it from here.
  731. set_texture_filter_ex :: proc(
  732. t: Texture,
  733. scale_down_filter: Texture_Filter,
  734. scale_up_filter: Texture_Filter,
  735. mip_filter: Texture_Filter,
  736. ) {
  737. rb.set_texture_filter(t.handle, scale_down_filter, scale_up_filter, mip_filter)
  738. }
  739. //-----------------//
  740. // RENDER TEXTURES //
  741. //-----------------//
  742. // Create a texture that you can render into. Meaning that you can draw into it instead of drawing
  743. // onto the screen. Set the texture using `set_render_texture`.
  744. create_render_texture :: proc(width: int, height: int) -> Render_Texture {
  745. texture, render_target := rb.create_render_texture(width, height)
  746. return {
  747. texture = {
  748. handle = texture,
  749. width = width,
  750. height = height,
  751. },
  752. render_target = render_target,
  753. }
  754. }
  755. // Destroy a Render_Texture previously created using `create_render_texture`.
  756. destroy_render_texture :: proc(render_texture: Render_Texture) {
  757. rb.destroy_texture(render_texture.texture.handle)
  758. rb.destroy_render_target(render_texture.render_target)
  759. }
  760. // Make all rendering go into a texture instead of onto the screen. Create the render texture using
  761. // `create_render_texture`. Pass `nil` to resume drawing onto the screen.
  762. set_render_texture :: proc(render_texture: Maybe(Render_Texture)) {
  763. if rt, rt_ok := render_texture.?; rt_ok {
  764. if s.batch_render_target == rt.render_target {
  765. return
  766. }
  767. draw_current_batch()
  768. s.batch_render_target = rt.render_target
  769. s.proj_matrix = make_default_projection(rt.texture.width, rt.texture.height)
  770. } else {
  771. if s.batch_render_target == RENDER_TARGET_NONE {
  772. return
  773. }
  774. draw_current_batch()
  775. s.batch_render_target = RENDER_TARGET_NONE
  776. s.proj_matrix = make_default_projection(win.get_width(), win.get_height())
  777. }
  778. }
  779. //-------//
  780. // FONTS //
  781. //-------//
  782. load_font_from_file :: proc(filename: string) -> Font_Handle {
  783. if data, data_ok := os.read_entire_file(filename, frame_allocator); data_ok {
  784. return load_font_from_bytes(data)
  785. }
  786. return FONT_NONE
  787. }
  788. load_font_from_bytes :: proc(data: []u8) -> Font_Handle {
  789. font := fs.AddFontMem(&s.fs, "", data, false)
  790. h := Font_Handle(len(s.fonts))
  791. append(&s.fonts, Font {
  792. fontstash_handle = font,
  793. atlas = {
  794. handle = rb.create_texture(FONT_DEFAULT_ATLAS_SIZE, FONT_DEFAULT_ATLAS_SIZE, .RGBA_8_Norm),
  795. width = FONT_DEFAULT_ATLAS_SIZE,
  796. height = FONT_DEFAULT_ATLAS_SIZE,
  797. },
  798. })
  799. return h
  800. }
  801. destroy_font :: proc(font: Font_Handle) {
  802. if int(font) >= len(s.fonts) {
  803. return
  804. }
  805. f := &s.fonts[font]
  806. rb.destroy_texture(f.atlas.handle)
  807. // TODO fontstash has no "destroy font" proc... I should make my own version of fontstash
  808. delete(s.fs.fonts[f.fontstash_handle].glyphs)
  809. s.fs.fonts[f.fontstash_handle].glyphs = {}
  810. }
  811. get_default_font :: proc() -> Font_Handle {
  812. return s.default_font
  813. }
  814. //---------//
  815. // SHADERS //
  816. //---------//
  817. load_shader_from_file :: proc(
  818. vertex_filename: string,
  819. fragment_filename: string,
  820. layout_formats: []Pixel_Format = {}
  821. ) -> Shader {
  822. vertex_source, vertex_source_ok := os.read_entire_file(vertex_filename, frame_allocator)
  823. if !vertex_source_ok {
  824. log.errorf("Failed loading shader %s", vertex_filename)
  825. return {}
  826. }
  827. fragment_source: []byte
  828. if fragment_filename == vertex_filename {
  829. fragment_source = vertex_source
  830. } else {
  831. fragment_source_ok: bool
  832. fragment_source, fragment_source_ok = os.read_entire_file(fragment_filename, frame_allocator)
  833. if !fragment_source_ok {
  834. log.errorf("Failed loading shader %s", fragment_filename)
  835. return {}
  836. }
  837. }
  838. return load_shader_from_memory(vertex_source, fragment_source, layout_formats)
  839. }
  840. load_shader_from_memory :: proc(
  841. vertex_shader_bytes: []byte,
  842. fragment_shader_bytes: []byte,
  843. layout_formats: []Pixel_Format = {},
  844. ) -> Shader {
  845. handle, desc := rb.load_shader(
  846. vertex_shader_bytes,
  847. fragment_shader_bytes,
  848. s.frame_allocator,
  849. layout_formats,
  850. )
  851. if handle == SHADER_NONE {
  852. log.error("Failed loading shader")
  853. return {}
  854. }
  855. constants_size: int
  856. for c in desc.constants {
  857. constants_size += c.size
  858. }
  859. shd := Shader {
  860. handle = handle,
  861. constants_data = make([]u8, constants_size, s.allocator),
  862. constants = make([]Shader_Constant_Location, len(desc.constants), s.allocator),
  863. constant_lookup = make(map[string]Shader_Constant_Location, s.allocator),
  864. inputs = slice.clone(desc.inputs, s.allocator),
  865. input_overrides = make([]Shader_Input_Value_Override, len(desc.inputs), s.allocator),
  866. texture_bindpoints = make([]Texture_Handle, len(desc.texture_bindpoints), s.allocator),
  867. texture_lookup = make(map[string]int, s.allocator),
  868. }
  869. for &input in shd.inputs {
  870. input.name = strings.clone(input.name, s.allocator)
  871. }
  872. constant_offset: int
  873. for cidx in 0..<len(desc.constants) {
  874. constant_desc := &desc.constants[cidx]
  875. loc := Shader_Constant_Location {
  876. offset = constant_offset,
  877. size = constant_desc.size,
  878. }
  879. shd.constants[cidx] = loc
  880. constant_offset += constant_desc.size
  881. if constant_desc.name != "" {
  882. shd.constant_lookup[strings.clone(constant_desc.name, s.allocator)] = loc
  883. switch constant_desc.name {
  884. case "mvp":
  885. shd.constant_builtin_locations[.MVP] = loc
  886. }
  887. }
  888. }
  889. for tbp, tbp_idx in desc.texture_bindpoints {
  890. shd.texture_lookup[tbp.name] = tbp_idx
  891. if tbp.name == "tex" {
  892. shd.default_texture_index = tbp_idx
  893. }
  894. }
  895. for &d in shd.default_input_offsets {
  896. d = -1
  897. }
  898. input_offset: int
  899. for &input in shd.inputs {
  900. default_format := get_shader_input_default_type(input.name, input.type)
  901. if default_format != .Unknown {
  902. shd.default_input_offsets[default_format] = input_offset
  903. }
  904. input_offset += pixel_format_size(input.format)
  905. }
  906. shd.vertex_size = input_offset
  907. return shd
  908. }
  909. destroy_shader :: proc(shader: Shader) {
  910. rb.destroy_shader(shader.handle)
  911. a := s.allocator
  912. delete(shader.constants_data, a)
  913. delete(shader.constants, a)
  914. delete(shader.texture_lookup)
  915. delete(shader.texture_bindpoints, a)
  916. for k, _ in shader.constant_lookup {
  917. delete(k, a)
  918. }
  919. delete(shader.constant_lookup)
  920. for i in shader.inputs {
  921. delete(i.name, a)
  922. }
  923. delete(shader.inputs, a)
  924. delete(shader.input_overrides, a)
  925. }
  926. get_default_shader :: proc() -> Shader {
  927. return s.default_shader
  928. }
  929. set_shader :: proc(shader: Maybe(Shader)) {
  930. if shd, shd_ok := shader.?; shd_ok {
  931. if shd.handle == s.batch_shader.handle {
  932. return
  933. }
  934. } else {
  935. if s.batch_shader.handle == s.default_shader.handle {
  936. return
  937. }
  938. }
  939. draw_current_batch()
  940. s.batch_shader = shader.? or_else s.default_shader
  941. }
  942. set_shader_constant :: proc(shd: Shader, loc: Shader_Constant_Location, val: any) {
  943. if shd.handle == SHADER_NONE {
  944. log.error("Invalid shader")
  945. return
  946. }
  947. if loc.size == 0 {
  948. log.error("Could not find shader constant")
  949. return
  950. }
  951. draw_current_batch()
  952. if loc.offset + loc.size > len(shd.constants_data) {
  953. 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))
  954. return
  955. }
  956. sz := reflect.size_of_typeid(val.id)
  957. if sz != loc.size {
  958. log.errorf("Trying to set constant of type %v, but it is not of correct size %v", val.id, loc.size)
  959. return
  960. }
  961. mem.copy(&shd.constants_data[loc.offset], val.data, sz)
  962. }
  963. override_shader_input :: proc(shader: Shader, input: int, val: any) {
  964. sz := reflect.size_of_typeid(val.id)
  965. assert(sz < SHADER_INPUT_VALUE_MAX_SIZE)
  966. if input >= len(shader.input_overrides) {
  967. log.errorf("Input override out of range. Wanted to override input %v, but shader only has %v inputs", input, len(shader.input_overrides))
  968. return
  969. }
  970. o := &shader.input_overrides[input]
  971. o.val = {}
  972. if sz > 0 {
  973. mem.copy(raw_data(&o.val), val.data, sz)
  974. }
  975. o.used = sz
  976. }
  977. pixel_format_size :: proc(f: Pixel_Format) -> int {
  978. switch f {
  979. case .Unknown: return 0
  980. case .RGBA_32_Float: return 32
  981. case .RGB_32_Float: return 12
  982. case .RG_32_Float: return 8
  983. case .R_32_Float: return 4
  984. case .RGBA_8_Norm: return 4
  985. case .RG_8_Norm: return 2
  986. case .R_8_Norm: return 1
  987. case .R_8_UInt: return 1
  988. }
  989. return 0
  990. }
  991. //-------------------------------//
  992. // CAMERA AND COORDINATE SYSTEMS //
  993. //-------------------------------//
  994. set_camera :: proc(camera: Maybe(Camera)) {
  995. if camera == s.batch_camera {
  996. return
  997. }
  998. draw_current_batch()
  999. s.batch_camera = camera
  1000. s.proj_matrix = make_default_projection(win.get_width(), win.get_height())
  1001. if c, c_ok := camera.?; c_ok {
  1002. s.view_matrix = get_camera_view_matrix(c)
  1003. } else {
  1004. s.view_matrix = 1
  1005. }
  1006. }
  1007. screen_to_world :: proc(pos: Vec2, camera: Camera) -> Vec2 {
  1008. return (get_camera_world_matrix(camera) * Vec4 { pos.x, pos.y, 0, 1 }).xy
  1009. }
  1010. world_to_screen :: proc(pos: Vec2, camera: Camera) -> Vec2 {
  1011. return (get_camera_view_matrix(camera) * Vec4 { pos.x, pos.y, 0, 1 }).xy
  1012. }
  1013. get_camera_view_matrix :: proc(c: Camera) -> Mat4 {
  1014. inv_target_translate := linalg.matrix4_translate(vec3_from_vec2(-c.target))
  1015. inv_rot := linalg.matrix4_rotate_f32(c.rotation * math.RAD_PER_DEG, {0, 0, 1})
  1016. inv_scale := linalg.matrix4_scale(Vec3{c.zoom, c.zoom, 1})
  1017. inv_offset_translate := linalg.matrix4_translate(vec3_from_vec2(c.offset))
  1018. // A view matrix is essentially the world transform matrix of the camera, but inverted. We
  1019. // bring everything in the world "in front of the camera".
  1020. //
  1021. // Instead of constructing the camera matrix and doing a matrix inverse, here we just do the
  1022. // maths in "backwards order". I.e. a camera transform matrix would be:
  1023. //
  1024. // target_translate * rot * scale * offset_translate
  1025. return inv_offset_translate * inv_scale * inv_rot * inv_target_translate
  1026. }
  1027. get_camera_world_matrix :: proc(c: Camera) -> Mat4 {
  1028. offset_translate := linalg.matrix4_translate(vec3_from_vec2(-c.offset))
  1029. rot := linalg.matrix4_rotate_f32(-c.rotation * math.RAD_PER_DEG, {0, 0, 1})
  1030. scale := linalg.matrix4_scale(Vec3{1/c.zoom, 1/c.zoom, 1})
  1031. target_translate := linalg.matrix4_translate(vec3_from_vec2(c.target))
  1032. return target_translate * rot * scale * offset_translate
  1033. }
  1034. //------//
  1035. // MISC //
  1036. //------//
  1037. // Choose how the alpha channel is used when mixing half-transparent color with what is already
  1038. // drawn. The default is the .Alpha mode, but you also have the option of using .Premultiply_Alpha.
  1039. set_blend_mode :: proc(mode: Blend_Mode) {
  1040. if s.batch_blend_mode == mode {
  1041. return
  1042. }
  1043. draw_current_batch()
  1044. s.batch_blend_mode = mode
  1045. }
  1046. set_scissor_rect :: proc(scissor_rect: Maybe(Rect)) {
  1047. draw_current_batch()
  1048. s.batch_scissor = scissor_rect
  1049. }
  1050. // Restore the internal state using the pointer returned by `init`. Useful after reloading the
  1051. // library (for example, when doing code hot reload).
  1052. set_internal_state :: proc(state: ^State) {
  1053. s = state
  1054. rb = s.rb
  1055. win = s.win
  1056. rb.set_internal_state(s.rb_state)
  1057. win.set_internal_state(s.window_state)
  1058. }
  1059. //---------------------//
  1060. // TYPES AND CONSTANTS //
  1061. //---------------------//
  1062. Vec2 :: [2]f32
  1063. Vec3 :: [3]f32
  1064. Vec4 :: [4]f32
  1065. Mat4 :: matrix[4,4]f32
  1066. // A two dimensional vector of integer numeric type.
  1067. Vec2i :: [2]int
  1068. // A rectangle that sits at position (x, y) and has size (w, h).
  1069. Rect :: struct {
  1070. x, y: f32,
  1071. w, h: f32,
  1072. }
  1073. // An RGBA (Red, Green, Blue, Alpha) color. Each channel can have a value between 0 and 255.
  1074. Color :: [4]u8
  1075. WHITE :: Color { 255, 255, 255, 255 }
  1076. BLACK :: Color { 0, 0, 0, 255 }
  1077. GRAY :: Color { 127, 127, 127, 255 }
  1078. RED :: Color { 198, 40, 90, 255 }
  1079. GREEN :: Color { 30, 240, 30, 255 }
  1080. BLANK :: Color { 0, 0, 0, 0 }
  1081. BLUE :: Color { 30, 116, 240, 255 }
  1082. // These are from Raylib. They are here so you can easily port a Raylib program to Karl2D.
  1083. RL_LIGHTGRAY :: Color { 200, 200, 200, 255 }
  1084. RL_GRAY :: Color { 130, 130, 130, 255 }
  1085. RL_DARKGRAY :: Color { 80, 80, 80, 255 }
  1086. RL_YELLOW :: Color { 253, 249, 0, 255 }
  1087. RL_GOLD :: Color { 255, 203, 0, 255 }
  1088. RL_ORANGE :: Color { 255, 161, 0, 255 }
  1089. RL_PINK :: Color { 255, 109, 194, 255 }
  1090. RL_RED :: Color { 230, 41, 55, 255 }
  1091. RL_MAROON :: Color { 190, 33, 55, 255 }
  1092. RL_GREEN :: Color { 0, 228, 48, 255 }
  1093. RL_LIME :: Color { 0, 158, 47, 255 }
  1094. RL_DARKGREEN :: Color { 0, 117, 44, 255 }
  1095. RL_SKYBLUE :: Color { 102, 191, 255, 255 }
  1096. RL_BLUE :: Color { 0, 121, 241, 255 }
  1097. RL_DARKBLUE :: Color { 0, 82, 172, 255 }
  1098. RL_PURPLE :: Color { 200, 122, 255, 255 }
  1099. RL_VIOLET :: Color { 135, 60, 190, 255 }
  1100. RL_DARKPURPLE :: Color { 112, 31, 126, 255 }
  1101. RL_BEIGE :: Color { 211, 176, 131, 255 }
  1102. RL_BROWN :: Color { 127, 106, 79, 255 }
  1103. RL_DARKBROWN :: Color { 76, 63, 47, 255 }
  1104. RL_WHITE :: WHITE
  1105. RL_BLACK :: BLACK
  1106. RL_BLANK :: BLANK
  1107. RL_MAGENTA :: Color { 255, 0, 255, 255 }
  1108. RL_RAYWHITE :: Color { 245, 245, 245, 255 }
  1109. Texture :: struct {
  1110. handle: Texture_Handle,
  1111. width: int,
  1112. height: int,
  1113. }
  1114. Load_Texture_Option :: enum {
  1115. Premultiply_Alpha,
  1116. }
  1117. Load_Texture_Options :: bit_set[Load_Texture_Option]
  1118. Blend_Mode :: enum {
  1119. Alpha,
  1120. Premultiplied_Alpha, // Requires the alpha-channel to be multiplied into texture RGB channels.
  1121. }
  1122. Render_Texture :: struct {
  1123. texture: Texture,
  1124. render_target: Render_Target_Handle,
  1125. }
  1126. Texture_Filter :: enum {
  1127. Point, // Similar to "nearest neighbor". Pixly texture scaling.
  1128. Linear, // Smoothed texture scaling.
  1129. }
  1130. Camera :: struct {
  1131. target: Vec2,
  1132. offset: Vec2,
  1133. rotation: f32,
  1134. zoom: f32,
  1135. }
  1136. Window_Flag :: enum {
  1137. Resizable,
  1138. }
  1139. Window_Flags :: bit_set[Window_Flag]
  1140. Shader_Handle :: distinct Handle
  1141. SHADER_NONE :: Shader_Handle {}
  1142. Shader_Constant_Location :: struct {
  1143. offset: int,
  1144. size: int,
  1145. }
  1146. Shader :: struct {
  1147. handle: Shader_Handle,
  1148. // We store the CPU-side value of all constants in a single buffer to have less allocations.
  1149. // The 'constants' array says where in this buffer each constant is, and 'constant_lookup'
  1150. // maps a name to a constant location.
  1151. constants_data: []u8,
  1152. constants: []Shader_Constant_Location,
  1153. constant_lookup: map[string]Shader_Constant_Location,
  1154. // Maps built in constant types such as "model view projection matrix" to a location.
  1155. constant_builtin_locations: [Shader_Builtin_Constant]Maybe(Shader_Constant_Location),
  1156. texture_bindpoints: []Texture_Handle,
  1157. texture_lookup: map[string]int,
  1158. default_texture_index: Maybe(int),
  1159. inputs: []Shader_Input,
  1160. input_overrides: []Shader_Input_Value_Override,
  1161. default_input_offsets: [Shader_Default_Inputs]int,
  1162. vertex_size: int,
  1163. }
  1164. SHADER_INPUT_VALUE_MAX_SIZE :: 256
  1165. Shader_Input_Value_Override :: struct {
  1166. val: [SHADER_INPUT_VALUE_MAX_SIZE]u8,
  1167. used: int,
  1168. }
  1169. Shader_Input_Type :: enum {
  1170. F32,
  1171. Vec2,
  1172. Vec3,
  1173. Vec4,
  1174. }
  1175. Shader_Builtin_Constant :: enum {
  1176. MVP,
  1177. }
  1178. Shader_Default_Inputs :: enum {
  1179. Unknown,
  1180. Position,
  1181. UV,
  1182. Color,
  1183. }
  1184. Shader_Input :: struct {
  1185. name: string,
  1186. register: int,
  1187. type: Shader_Input_Type,
  1188. format: Pixel_Format,
  1189. }
  1190. Pixel_Format :: enum {
  1191. Unknown,
  1192. RGBA_32_Float,
  1193. RGB_32_Float,
  1194. RG_32_Float,
  1195. R_32_Float,
  1196. RGBA_8_Norm,
  1197. RG_8_Norm,
  1198. R_8_Norm,
  1199. R_8_UInt,
  1200. }
  1201. Font :: struct {
  1202. atlas: Texture,
  1203. // internal
  1204. fontstash_handle: int,
  1205. }
  1206. Handle :: hm.Handle
  1207. Texture_Handle :: distinct Handle
  1208. Render_Target_Handle :: distinct Handle
  1209. Font_Handle :: distinct int
  1210. FONT_NONE :: Font_Handle {}
  1211. TEXTURE_NONE :: Texture_Handle {}
  1212. RENDER_TARGET_NONE :: Render_Target_Handle {}
  1213. // This keeps track of the internal state of the library. Usually, you do not need to poke at it.
  1214. // It is created and kept as a global variable when 'init' is called. However, 'init' also returns
  1215. // the pointer to it, so you can later use 'set_internal_state' to restore it (after for example hot
  1216. // reload).
  1217. State :: struct {
  1218. allocator: runtime.Allocator,
  1219. frame_arena: runtime.Arena,
  1220. frame_allocator: runtime.Allocator,
  1221. win: Window_Interface,
  1222. window_state: rawptr,
  1223. rb: Render_Backend_Interface,
  1224. rb_state: rawptr,
  1225. fs: fs.FontContext,
  1226. shutdown_wanted: bool,
  1227. mouse_position: Vec2,
  1228. mouse_delta: Vec2,
  1229. mouse_wheel_delta: f32,
  1230. key_went_down: #sparse [Keyboard_Key]bool,
  1231. key_went_up: #sparse [Keyboard_Key]bool,
  1232. key_is_held: #sparse [Keyboard_Key]bool,
  1233. mouse_button_went_down: #sparse [Mouse_Button]bool,
  1234. mouse_button_went_up: #sparse [Mouse_Button]bool,
  1235. mouse_button_is_held: #sparse [Mouse_Button]bool,
  1236. gamepad_button_went_down: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  1237. gamepad_button_went_up: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  1238. gamepad_button_is_held: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  1239. window: Window_Handle,
  1240. default_font: Font_Handle,
  1241. fonts: [dynamic]Font,
  1242. shape_drawing_texture: Texture_Handle,
  1243. batch_font: Font_Handle,
  1244. batch_camera: Maybe(Camera),
  1245. batch_shader: Shader,
  1246. batch_scissor: Maybe(Rect),
  1247. batch_texture: Texture_Handle,
  1248. batch_render_target: Render_Target_Handle,
  1249. batch_blend_mode: Blend_Mode,
  1250. view_matrix: Mat4,
  1251. proj_matrix: Mat4,
  1252. depth: f32,
  1253. depth_start: f32,
  1254. depth_increment: f32,
  1255. vertex_buffer_cpu: []u8,
  1256. vertex_buffer_cpu_used: int,
  1257. default_shader: Shader,
  1258. }
  1259. // Support for up to 255 mouse buttons. Cast an int to type `Mouse_Button` to use things outside the
  1260. // options presented here.
  1261. Mouse_Button :: enum {
  1262. Left,
  1263. Right,
  1264. Middle,
  1265. Max = 255,
  1266. }
  1267. // Based on Raylib / GLFW
  1268. Keyboard_Key :: enum {
  1269. None = 0,
  1270. // Numeric keys (top row)
  1271. N0 = 48,
  1272. N1 = 49,
  1273. N2 = 50,
  1274. N3 = 51,
  1275. N4 = 52,
  1276. N5 = 53,
  1277. N6 = 54,
  1278. N7 = 55,
  1279. N8 = 56,
  1280. N9 = 57,
  1281. // Letter keys
  1282. A = 65,
  1283. B = 66,
  1284. C = 67,
  1285. D = 68,
  1286. E = 69,
  1287. F = 70,
  1288. G = 71,
  1289. H = 72,
  1290. I = 73,
  1291. J = 74,
  1292. K = 75,
  1293. L = 76,
  1294. M = 77,
  1295. N = 78,
  1296. O = 79,
  1297. P = 80,
  1298. Q = 81,
  1299. R = 82,
  1300. S = 83,
  1301. T = 84,
  1302. U = 85,
  1303. V = 86,
  1304. W = 87,
  1305. X = 88,
  1306. Y = 89,
  1307. Z = 90,
  1308. // Special characters
  1309. Apostrophe = 39,
  1310. Comma = 44,
  1311. Minus = 45,
  1312. Period = 46,
  1313. Slash = 47,
  1314. Semicolon = 59,
  1315. Equal = 61,
  1316. Left_Bracket = 91,
  1317. Backslash = 92,
  1318. Right_Bracket = 93,
  1319. Backtick = 96,
  1320. // Function keys, modifiers, caret control etc
  1321. Space = 32,
  1322. Escape = 256,
  1323. Enter = 257,
  1324. Tab = 258,
  1325. Backspace = 259,
  1326. Insert = 260,
  1327. Delete = 261,
  1328. Right = 262,
  1329. Left = 263,
  1330. Down = 264,
  1331. Up = 265,
  1332. Page_Up = 266,
  1333. Page_Down = 267,
  1334. Home = 268,
  1335. End = 269,
  1336. Caps_Lock = 280,
  1337. Scroll_Lock = 281,
  1338. Num_Lock = 282,
  1339. Print_Screen = 283,
  1340. Pause = 284,
  1341. F1 = 290,
  1342. F2 = 291,
  1343. F3 = 292,
  1344. F4 = 293,
  1345. F5 = 294,
  1346. F6 = 295,
  1347. F7 = 296,
  1348. F8 = 297,
  1349. F9 = 298,
  1350. F10 = 299,
  1351. F11 = 300,
  1352. F12 = 301,
  1353. Left_Shift = 340,
  1354. Left_Control = 341,
  1355. Left_Alt = 342,
  1356. Left_Super = 343,
  1357. Right_Shift = 344,
  1358. Right_Control = 345,
  1359. Right_Alt = 346,
  1360. Right_Super = 347,
  1361. Menu = 348,
  1362. // Numpad keys
  1363. NP_0 = 320,
  1364. NP_1 = 321,
  1365. NP_2 = 322,
  1366. NP_3 = 323,
  1367. NP_4 = 324,
  1368. NP_5 = 325,
  1369. NP_6 = 326,
  1370. NP_7 = 327,
  1371. NP_8 = 328,
  1372. NP_9 = 329,
  1373. NP_Decimal = 330,
  1374. NP_Divide = 331,
  1375. NP_Multiply = 332,
  1376. NP_Subtract = 333,
  1377. NP_Add = 334,
  1378. NP_Enter = 335,
  1379. NP_Equal = 336,
  1380. }
  1381. MAX_GAMEPADS :: 4
  1382. // A value between 0 and MAX_GAMEPADS - 1
  1383. Gamepad_Index :: int
  1384. Gamepad_Axis :: enum {
  1385. Left_Stick_X,
  1386. Left_Stick_Y,
  1387. Right_Stick_X,
  1388. Right_Stick_Y,
  1389. Left_Trigger,
  1390. Right_Trigger,
  1391. }
  1392. Gamepad_Button :: enum {
  1393. // DPAD buttons
  1394. Left_Face_Up,
  1395. Left_Face_Down,
  1396. Left_Face_Left,
  1397. Left_Face_Right,
  1398. Right_Face_Up, // XBOX: Y, PS: Triangle
  1399. Right_Face_Down, // XBOX: A, PS: X
  1400. Right_Face_Left, // XBOX: X, PS: Square
  1401. Right_Face_Right, // XBOX: B, PS: Circle
  1402. Left_Shoulder,
  1403. Left_Trigger,
  1404. Right_Shoulder,
  1405. Right_Trigger,
  1406. Left_Stick_Press, // Clicking the left analogue stick
  1407. Right_Stick_Press, // Clicking the right analogue stick
  1408. Middle_Face_Left, // Select / back / options button
  1409. Middle_Face_Middle, // PS button (not available on XBox)
  1410. Middle_Face_Right, // Start
  1411. }
  1412. // Used by API builder. Everything after this constant will not be in karl2d.doc.odin
  1413. API_END :: true
  1414. batch_vertex :: proc(v: Vec3, uv: Vec2, color: Color) {
  1415. v := v
  1416. if s.vertex_buffer_cpu_used == len(s.vertex_buffer_cpu) {
  1417. draw_current_batch()
  1418. }
  1419. shd := s.batch_shader
  1420. base_offset := s.vertex_buffer_cpu_used
  1421. pos_offset := shd.default_input_offsets[.Position]
  1422. uv_offset := shd.default_input_offsets[.UV]
  1423. color_offset := shd.default_input_offsets[.Color]
  1424. mem.set(&s.vertex_buffer_cpu[base_offset], 0, shd.vertex_size)
  1425. if pos_offset != -1 {
  1426. (^Vec3)(&s.vertex_buffer_cpu[base_offset + pos_offset])^ = v
  1427. }
  1428. if uv_offset != -1 {
  1429. (^Vec2)(&s.vertex_buffer_cpu[base_offset + uv_offset])^ = uv
  1430. }
  1431. if color_offset != -1 {
  1432. (^Color)(&s.vertex_buffer_cpu[base_offset + color_offset])^ = color
  1433. }
  1434. override_offset: int
  1435. for &o, idx in shd.input_overrides {
  1436. input := &shd.inputs[idx]
  1437. sz := pixel_format_size(input.format)
  1438. if o.used != 0 {
  1439. mem.copy(&s.vertex_buffer_cpu[base_offset + override_offset], raw_data(&o.val), o.used)
  1440. }
  1441. override_offset += sz
  1442. }
  1443. s.vertex_buffer_cpu_used += shd.vertex_size
  1444. }
  1445. VERTEX_BUFFER_MAX :: 1000000
  1446. @(private="file")
  1447. s: ^State
  1448. // These globals are here for access from other files. The state struct above is private to make
  1449. // sure global state sharing doesn't become too messy.
  1450. frame_allocator: runtime.Allocator
  1451. win: Window_Interface
  1452. rb: Render_Backend_Interface
  1453. get_shader_input_default_type :: proc(name: string, type: Shader_Input_Type) -> Shader_Default_Inputs {
  1454. if name == "position" && type == .Vec3 {
  1455. return .Position
  1456. } else if name == "texcoord" && type == .Vec2 {
  1457. return .UV
  1458. } else if name == "color" && type == .Vec4 {
  1459. return .Color
  1460. }
  1461. return .Unknown
  1462. }
  1463. get_shader_format_num_components :: proc(format: Pixel_Format) -> int {
  1464. switch format {
  1465. case .Unknown: return 0
  1466. case .RGBA_32_Float: return 4
  1467. case .RGB_32_Float: return 3
  1468. case .RG_32_Float: return 2
  1469. case .R_32_Float: return 1
  1470. case .RGBA_8_Norm: return 4
  1471. case .RG_8_Norm: return 2
  1472. case .R_8_Norm: return 1
  1473. case .R_8_UInt: return 1
  1474. }
  1475. return 0
  1476. }
  1477. get_shader_input_format :: proc(name: string, type: Shader_Input_Type) -> Pixel_Format {
  1478. default_type := get_shader_input_default_type(name, type)
  1479. if default_type != .Unknown {
  1480. switch default_type {
  1481. case .Position: return .RGB_32_Float
  1482. case .UV: return .RG_32_Float
  1483. case .Color: return .RGBA_8_Norm
  1484. case .Unknown: unreachable()
  1485. }
  1486. }
  1487. switch type {
  1488. case .F32: return .R_32_Float
  1489. case .Vec2: return .RG_32_Float
  1490. case .Vec3: return .RGB_32_Float
  1491. case .Vec4: return .RGBA_32_Float
  1492. }
  1493. return .Unknown
  1494. }
  1495. vec3_from_vec2 :: proc(v: Vec2) -> Vec3 {
  1496. return {
  1497. v.x, v.y, 0,
  1498. }
  1499. }
  1500. frame_cstring :: proc(str: string, loc := #caller_location) -> cstring {
  1501. return strings.clone_to_cstring(str, s.frame_allocator, loc)
  1502. }
  1503. @(require_results)
  1504. matrix_ortho3d_f32 :: proc "contextless" (left, right, bottom, top, near, far: f32) -> Mat4 #no_bounds_check {
  1505. m: Mat4
  1506. m[0, 0] = +2 / (right - left)
  1507. m[1, 1] = +2 / (top - bottom)
  1508. m[2, 2] = +1
  1509. m[0, 3] = -(right + left) / (right - left)
  1510. m[1, 3] = -(top + bottom) / (top - bottom)
  1511. m[2, 3] = 0
  1512. m[3, 3] = 1
  1513. return m
  1514. }
  1515. make_default_projection :: proc(w, h: int) -> matrix[4,4]f32 {
  1516. return matrix_ortho3d_f32(0, f32(w), f32(h), 0, 0.001, 2)
  1517. }
  1518. FONT_DEFAULT_ATLAS_SIZE :: 1024
  1519. _update_font :: proc(fh: Font_Handle) {
  1520. font := &s.fonts[fh]
  1521. font_dirty_rect: [4]f32
  1522. tw := FONT_DEFAULT_ATLAS_SIZE
  1523. if fs.ValidateTexture(&s.fs, &font_dirty_rect) {
  1524. fdr := font_dirty_rect
  1525. r := Rect {
  1526. fdr[0],
  1527. fdr[1],
  1528. fdr[2] - fdr[0],
  1529. fdr[3] - fdr[1],
  1530. }
  1531. x := int(r.x)
  1532. y := int(r.y)
  1533. w := int(fdr[2]) - int(fdr[0])
  1534. h := int(fdr[3]) - int(fdr[1])
  1535. expanded_pixels := make([]Color, w * h, frame_allocator)
  1536. start := x + tw * y
  1537. for i in 0..<w*h {
  1538. px := i%w
  1539. py := i/w
  1540. dst_pixel_idx := (px) + (py * w)
  1541. src_pixel_idx := start + (px) + (py * tw)
  1542. src := s.fs.textureData[src_pixel_idx]
  1543. expanded_pixels[dst_pixel_idx] = {255,255,255, src}
  1544. }
  1545. rb.update_texture(font.atlas.handle, slice.reinterpret([]u8, expanded_pixels), r)
  1546. }
  1547. }
  1548. // Not for direct use. Specify font to `draw_text_ex`
  1549. _set_font :: proc(fh: Font_Handle) {
  1550. fh := fh
  1551. if s.batch_font == fh {
  1552. return
  1553. }
  1554. draw_current_batch()
  1555. s.batch_font = fh
  1556. if s.batch_font != FONT_NONE {
  1557. _update_font(s.batch_font)
  1558. }
  1559. if fh == 0 {
  1560. fh = s.default_font
  1561. }
  1562. font := &s.fonts[fh]
  1563. fs.SetFont(&s.fs, font.fontstash_handle)
  1564. }
  1565. DEPTH_START :: -1 + DEPTH_INCREMENT
  1566. DEPTH_INCREMENT :: (1.0/10000000.0)
  1567. _ :: jpeg
  1568. _ :: bmp
  1569. _ :: png
  1570. _ :: tga
  1571. Color_F32 :: [4]f32
  1572. f32_color_from_color :: proc(color: Color) -> Color_F32 {
  1573. return {
  1574. f32(color.r) / 255,
  1575. f32(color.g) / 255,
  1576. f32(color.b) / 255,
  1577. f32(color.a) / 255,
  1578. }
  1579. }
  1580. vec3 :: proc(v2: Vec2, z: f32) -> Vec3 {
  1581. return {
  1582. v2.x, v2.y, z,
  1583. }
  1584. }
  1585. get_next_depth :: proc() -> f32 {
  1586. d := s.depth
  1587. s.depth += s.depth_increment
  1588. return d
  1589. }
  1590. FILESYSTEM_SUPPORTED :: ODIN_OS != .JS && ODIN_OS != .Freestanding