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Karl Zylinski 3cc43427a0 Some basic font rendering 4 months ago
.github 0fd307e6db CI basics 4 months ago
api_doc_builder 89ab4dab26 Doc styling 4 months ago
examples 3cc43427a0 Some basic font rendering 4 months ago
handle_map c994c4c77b Some kind of texture handle concept 5 months ago
.gitignore b438621db6 Some initial work on loading shaders. Fetches constant buffer locations using reflection and makes it possible to set them. A constant buffer field called 'mvp' is automatically filled if found 5 months ago
LICENSE 361c3c9672 Snake example 5 months ago
README.md d27a7d9c67 draw circle outline 4 months ago
karl2d.doc.odin d27a7d9c67 draw circle outline 4 months ago
karl2d.odin 3cc43427a0 Some basic font rendering 4 months ago
render_backend_d3d11.odin 3cc43427a0 Some basic font rendering 4 months ago
render_backend_interface.odin 3cc43427a0 Some basic font rendering 4 months ago
roboto.ttf 3cc43427a0 Some basic font rendering 4 months ago
shader.hlsl c37445fc8c Fix textured drawing hacks 5 months ago
window_interface.odin 02053e019e get window scale support 4 months ago
window_win32.odin 02053e019e get window scale support 4 months ago

README.md

This library is NOT ready for use!

Karl2D is a work-in-progress library for creating 2D games using the Odin Programming Language.

The API is based on Raylib because I like that API. But the implementation is meant to have as few dependencies as possible (only core libs and rendering APIs in vendor). The API will not be identical to Raylib. I'll modify to fit Odin better etc.

What features of Raylib will not be included?

  • 3D
  • Some maths things that can be found in Odin's core libs

Might not be included:

  • Time management (use core:time instead)

TODO

Here follows my near-future TODO list

  • bunnymark
  • should gamepad come from separate interface than window?
    • keyboard input could also come from some input interface, but it is tightly bound to window in windows, so we'll see.
  • add more window flags
  • get_camera_view_matrix returns Mat4... should we go hardcore 2D and return Mat3 so you can do mat * Vec3{pos.x, pos.y, 1} for positions and mat * Vec3{dir.x, dir.y, 0} for dirs?
  • win32: Gamepad support
    • check status of gamepad
    • what happens when you pull one out?
    • playstation
  • basic text rendering
  • Do proper checks of vertex count and dispatch rendering when full
    • What happens when list is full? We can't just empty the vertex list due to being used by input assembler etc.
  • Should we sort by depth? Maybe we should use Vec3 because some 2D games rely on it?
    • I think we should.
  • Textures: Make the sampler state configurable
  • Textures D3D11: Do we need the SRV in the texture?
  • Shaders: Reflect and expose samplers
  • mipmap support
  • set filtering: for scaling up, down and mipmap

DONE

  • win32: Resizable window
  • Flashing textures in Abyss -- Better now but still flashes when you use nose... Check the "odd_frame" stuff in d3d backend
  • Is the 1/zoom in set_camera wrong? Is the matrix multiply order wrong? Hmmmm...
  • Fix the depedency on D3D stuff so we can move load_shader etc
  • Shaders: Basic loading
  • Shaders: Constants that you can set
  • Shaders: Dynamic vertex creation
  • Shaders: Feed extra vertex field values using some kind of context
    • Do we need one for all corners of a rect or possibilty to supply different value for the different corners?
  • Group set_tex, camera etc into a section of things that cause a render batch dispatch when changed.
  • Make a texture for drawing a rectangle and remove the hack in shader.hlsl
  • Load textures and somehow bind to shader -- split draw calls on texture switch -- needs a start of a batch system.
  • Make 0, 0 be at top left (should vertex data be flipped, or is it a transformation thingy?)
  • Construct vertex buffer from k2.draw_blabla calls. Do we need index buffer? 🤷‍
  • Organize the d3d11 things neatly. It's just a hack right now!
    • enable debug layers
    • asserting on hresult and checking errors
    • clean up on shutdown