karl2d.odin 42 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_WIN32
  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 = 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(window_width, window_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, window_width, window_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(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. DEFAULT_FONT_DATA :: #load("roboto.ttf")
  80. // Dummy element so font with index 0 means 'no font'.
  81. append_nothing(&s.fonts)
  82. s.default_font = load_font_from_bytes(DEFAULT_FONT_DATA)
  83. return s
  84. }
  85. // Returns true if the program wants to shut down. This happens when for example pressing the close
  86. // button on the window. The application can decide if it wants to shut down or if it wants to show
  87. // some kind of confirmation dialogue and shut down later.
  88. //
  89. // Commonly used for creating the "main loop" of a game.
  90. shutdown_wanted :: proc() -> bool {
  91. return s.shutdown_wanted
  92. }
  93. // Closes the window and cleans up the internal state.
  94. shutdown :: proc() {
  95. assert(s != nil, "You've called 'shutdown' without calling 'init' first")
  96. context.allocator = s.allocator
  97. destroy_font(s.default_font)
  98. rb.destroy_texture(s.shape_drawing_texture)
  99. destroy_shader(s.default_shader)
  100. rb.shutdown()
  101. delete(s.vertex_buffer_cpu, s.allocator)
  102. win.shutdown()
  103. fs.Destroy(&s.fs)
  104. delete(s.fonts)
  105. a := s.allocator
  106. free(s.window_state, a)
  107. free(s.rb_state, a)
  108. free(s, a)
  109. s = nil
  110. }
  111. // Clear the backbuffer with supplied color.
  112. clear :: proc(color: Color) {
  113. rb.clear(color)
  114. s.depth = s.depth_start
  115. }
  116. // Present the backbuffer. Call at end of frame to make everything you've drawn appear on the
  117. // screen. Also clears the frame_allocator that Karl2D uses for allocations that have the lifetime
  118. // of a single frame.
  119. present :: proc() {
  120. draw_current_batch()
  121. rb.present()
  122. free_all(s.frame_allocator)
  123. }
  124. // Call at start or end of frame to process all events that have arrived to the window. This
  125. // includes keyboard, mouse, gamepad and window events.
  126. //
  127. // WARNING: Not calling this will make your program impossible to interact with.
  128. process_events :: proc() {
  129. s.key_went_up = {}
  130. s.key_went_down = {}
  131. s.mouse_button_went_up = {}
  132. s.mouse_button_went_down = {}
  133. s.gamepad_button_went_up = {}
  134. s.gamepad_button_went_down = {}
  135. s.mouse_delta = {}
  136. s.mouse_wheel_delta = 0
  137. win.process_events()
  138. events := win.get_events()
  139. for &event in events {
  140. switch &e in event {
  141. case Window_Event_Close_Wanted:
  142. s.shutdown_wanted = true
  143. case Window_Event_Key_Went_Down:
  144. s.key_went_down[e.key] = true
  145. s.key_is_held[e.key] = true
  146. case Window_Event_Key_Went_Up:
  147. s.key_went_up[e.key] = true
  148. s.key_is_held[e.key] = false
  149. case Window_Event_Mouse_Button_Went_Down:
  150. s.mouse_button_went_down[e.button] = true
  151. s.mouse_button_is_held[e.button] = true
  152. case Window_Event_Mouse_Button_Went_Up:
  153. s.mouse_button_went_up[e.button] = true
  154. s.mouse_button_is_held[e.button] = false
  155. case Window_Event_Mouse_Move:
  156. prev_pos := s.mouse_position
  157. s.mouse_position = e.position
  158. s.mouse_delta = prev_pos - s.mouse_position
  159. case Window_Event_Mouse_Wheel:
  160. s.mouse_wheel_delta = e.delta
  161. case Window_Event_Gamepad_Button_Went_Down:
  162. if e.gamepad < MAX_GAMEPADS {
  163. s.gamepad_button_went_down[e.gamepad][e.button] = true
  164. s.gamepad_button_is_held[e.gamepad][e.button] = true
  165. }
  166. case Window_Event_Gamepad_Button_Went_Up:
  167. if e.gamepad < MAX_GAMEPADS {
  168. s.gamepad_button_went_up[e.gamepad][e.button] = true
  169. s.gamepad_button_is_held[e.gamepad][e.button] = false
  170. }
  171. case Window_Event_Resize:
  172. rb.resize_swapchain(e.width, e.height)
  173. s.proj_matrix = make_default_projection(e.width, e.height)
  174. }
  175. }
  176. win.clear_events()
  177. }
  178. get_screen_width :: proc() -> int {
  179. return win.get_width()
  180. }
  181. get_screen_height :: proc() -> int {
  182. return win.get_height()
  183. }
  184. set_window_position :: proc(x: int, y: int) {
  185. win.set_position(x, y)
  186. }
  187. set_window_size :: proc(width: int, height: int) {
  188. // TODO not sure if we should resize swapchain here. On windows the WM_SIZE event fires and
  189. // it all works out. But perhaps not on all platforms?
  190. win.set_size(width, height)
  191. }
  192. // Fetch the scale of the window. This usually comes from some DPI scaling setting in the OS.
  193. // 1 means 100% scale, 1.5 means 150% etc.
  194. get_window_scale :: proc() -> f32 {
  195. return win.get_window_scale()
  196. }
  197. set_window_flags :: proc(flags: Window_Flags) {
  198. win.set_flags(flags)
  199. }
  200. // Flushes the current batch. This sends off everything to the GPU that has been queued in the
  201. // current batch. Normally, you do not need to do this manually. It is done automatically when these
  202. // procedures run:
  203. //
  204. // - present
  205. // - set_camera
  206. // - set_shader
  207. // - set_shader_constant
  208. // - set_scissor_rect
  209. // - draw_texture_* IF previous draw did not use the same texture (1)
  210. // - draw_rect_*, draw_circle_*, draw_line IF previous draw did not use the shapes drawing texture (2)
  211. //
  212. // (1) When drawing textures, the current texture is fed into the active shader. Everything within
  213. // the same batch must use the same texture. So drawing with a new texture will draw the current
  214. // batch. You can combine several textures into an atlas to get bigger batches.
  215. //
  216. // (2) In order to use the same shader for shapes drawing and textured drawing, the shapes drawing
  217. // uses a blank, white texture. For the same reasons as (1), drawing something else than shapes
  218. // before drawing a shape will break up the batches. TODO: Add possibility to customize shape
  219. // drawing texture so that you can put it into an atlas.
  220. //
  221. // The batch has maximum size of VERTEX_BUFFER_MAX bytes. The shader dictates how big a vertex is
  222. // so the maximum number of vertices that can be drawn in each batch is
  223. // VERTEX_BUFFER_MAX / shader.vertex_size
  224. draw_current_batch :: proc() {
  225. update_font(s.batch_font)
  226. if s.vertex_buffer_cpu_used == 0 {
  227. return
  228. }
  229. shader := s.batch_shader
  230. mvp := s.proj_matrix * s.view_matrix
  231. for mloc, builtin in shader.constant_builtin_locations {
  232. constant, constant_ok := mloc.?
  233. if !constant_ok {
  234. continue
  235. }
  236. switch builtin {
  237. case .MVP:
  238. if constant.size == size_of(mvp) {
  239. dst := (^matrix[4,4]f32)(&shader.constants_data[constant.offset])
  240. dst^ = mvp
  241. }
  242. }
  243. }
  244. if def_tex_idx, has_def_tex_idx := shader.default_texture_index.?; has_def_tex_idx {
  245. shader.texture_bindpoints[def_tex_idx] = s.batch_texture
  246. }
  247. rb.draw(shader, shader.texture_bindpoints, s.batch_scissor, s.vertex_buffer_cpu[:s.vertex_buffer_cpu_used])
  248. s.vertex_buffer_cpu_used = 0
  249. }
  250. //-------//
  251. // INPUT //
  252. //-------//
  253. // Returns true if a keyboard key went down between the current and the previous frame. Set when
  254. // 'process_events' runs (probably once per frame).
  255. key_went_down :: proc(key: Keyboard_Key) -> bool {
  256. return s.key_went_down[key]
  257. }
  258. // Returns true if a keyboard key went up (was released) between the current and the previous frame.
  259. // Set when 'process_events' runs (probably once per frame).
  260. key_went_up :: proc(key: Keyboard_Key) -> bool {
  261. return s.key_went_up[key]
  262. }
  263. // Returns true if a keyboard is currently being held down. Set when 'process_events' runs (probably
  264. // once per frame).
  265. key_is_held :: proc(key: Keyboard_Key) -> bool {
  266. return s.key_is_held[key]
  267. }
  268. mouse_button_went_down :: proc(button: Mouse_Button) -> bool {
  269. return s.mouse_button_went_down[button]
  270. }
  271. mouse_button_went_up :: proc(button: Mouse_Button) -> bool {
  272. return s.mouse_button_went_up[button]
  273. }
  274. mouse_button_is_held :: proc(button: Mouse_Button) -> bool {
  275. return s.mouse_button_is_held[button]
  276. }
  277. get_mouse_wheel_delta :: proc() -> f32 {
  278. return s.mouse_wheel_delta
  279. }
  280. get_mouse_position :: proc() -> Vec2 {
  281. return s.mouse_position
  282. }
  283. gamepad_button_went_down :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool {
  284. if gamepad < 0 || gamepad >= MAX_GAMEPADS {
  285. return false
  286. }
  287. return s.gamepad_button_went_down[gamepad][button]
  288. }
  289. gamepad_button_went_up :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool {
  290. if gamepad < 0 || gamepad >= MAX_GAMEPADS {
  291. return false
  292. }
  293. return s.gamepad_button_went_up[gamepad][button]
  294. }
  295. gamepad_button_is_held :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool {
  296. if gamepad < 0 || gamepad >= MAX_GAMEPADS {
  297. return false
  298. }
  299. return s.gamepad_button_is_held[gamepad][button]
  300. }
  301. get_gamepad_axis :: proc(gamepad: Gamepad_Index, axis: Gamepad_Axis) -> f32 {
  302. return win.get_gamepad_axis(gamepad, axis)
  303. }
  304. // Set the left and right vibration motor speed. The range of left and right is 0 to 1. Note that on
  305. // most gamepads, the left motor is "low frequency" and the right motor is "high frequency". They do
  306. // not vibrate with the same speed.
  307. set_gamepad_vibration :: proc(gamepad: Gamepad_Index, left: f32, right: f32) {
  308. win.set_gamepad_vibration(gamepad, left, right)
  309. }
  310. //---------//
  311. // DRAWING //
  312. //---------//
  313. draw_rect :: proc(r: Rect, c: Color) {
  314. if s.vertex_buffer_cpu_used + s.batch_shader.vertex_size * 6 > len(s.vertex_buffer_cpu) {
  315. draw_current_batch()
  316. }
  317. if s.batch_texture != s.shape_drawing_texture {
  318. draw_current_batch()
  319. }
  320. s.batch_texture = s.shape_drawing_texture
  321. z := get_next_depth()
  322. batch_vertex({r.x, r.y, z}, {0, 0}, c)
  323. batch_vertex({r.x + r.w, r.y, z}, {1, 0}, c)
  324. batch_vertex({r.x + r.w, r.y + r.h, z}, {1, 1}, c)
  325. batch_vertex({r.x, r.y, z}, {0, 0}, c)
  326. batch_vertex({r.x + r.w, r.y + r.h, z}, {1, 1}, c)
  327. batch_vertex({r.x, r.y + r.h, z}, {0, 1}, c)
  328. }
  329. draw_rect_vec :: proc(pos: Vec2, size: Vec2, c: Color) {
  330. draw_rect({pos.x, pos.y, size.x, size.y}, c)
  331. }
  332. draw_rect_ex :: proc(r: Rect, origin: Vec2, rot: f32, c: Color) {
  333. if s.vertex_buffer_cpu_used + s.batch_shader.vertex_size * 6 > len(s.vertex_buffer_cpu) {
  334. draw_current_batch()
  335. }
  336. if s.batch_texture != s.shape_drawing_texture {
  337. draw_current_batch()
  338. }
  339. s.batch_texture = s.shape_drawing_texture
  340. tl, tr, bl, br: Vec2
  341. // Rotation adapted from Raylib's "DrawTexturePro"
  342. if rot == 0 {
  343. x := r.x - origin.x
  344. y := r.y - origin.y
  345. tl = { x, y }
  346. tr = { x + r.w, y }
  347. bl = { x, y + r.h }
  348. br = { x + r.w, y + r.h }
  349. } else {
  350. sin_rot := math.sin(rot * math.RAD_PER_DEG)
  351. cos_rot := math.cos(rot * math.RAD_PER_DEG)
  352. x := r.x
  353. y := r.y
  354. dx := -origin.x
  355. dy := -origin.y
  356. tl = {
  357. x + dx * cos_rot - dy * sin_rot,
  358. y + dx * sin_rot + dy * cos_rot,
  359. }
  360. tr = {
  361. x + (dx + r.w) * cos_rot - dy * sin_rot,
  362. y + (dx + r.w) * sin_rot + dy * cos_rot,
  363. }
  364. bl = {
  365. x + dx * cos_rot - (dy + r.h) * sin_rot,
  366. y + dx * sin_rot + (dy + r.h) * cos_rot,
  367. }
  368. br = {
  369. x + (dx + r.w) * cos_rot - (dy + r.h) * sin_rot,
  370. y + (dx + r.w) * sin_rot + (dy + r.h) * cos_rot,
  371. }
  372. }
  373. z := get_next_depth()
  374. batch_vertex(vec3(tl, z), {0, 0}, c)
  375. batch_vertex(vec3(tr, z), {1, 0}, c)
  376. batch_vertex(vec3(br, z), {1, 1}, c)
  377. batch_vertex(vec3(tl, z), {0, 0}, c)
  378. batch_vertex(vec3(br, z), {1, 1}, c)
  379. batch_vertex(vec3(bl, z), {0, 1}, c)
  380. }
  381. draw_rect_outline :: proc(r: Rect, thickness: f32, color: Color) {
  382. t := thickness
  383. // Based on DrawRectangleLinesEx from Raylib
  384. top := Rect {
  385. r.x,
  386. r.y,
  387. r.w,
  388. t,
  389. }
  390. bottom := Rect {
  391. r.x,
  392. r.y + r.h - t,
  393. r.w,
  394. t,
  395. }
  396. left := Rect {
  397. r.x,
  398. r.y + t,
  399. t,
  400. r.h - t * 2,
  401. }
  402. right := Rect {
  403. r.x + r.w - t,
  404. r.y + t,
  405. t,
  406. r.h - t * 2,
  407. }
  408. draw_rect(top, color)
  409. draw_rect(bottom, color)
  410. draw_rect(left, color)
  411. draw_rect(right, color)
  412. }
  413. draw_circle :: proc(center: Vec2, radius: f32, color: Color, segments := 16) {
  414. if s.vertex_buffer_cpu_used + s.batch_shader.vertex_size * 3 * segments > len(s.vertex_buffer_cpu) {
  415. draw_current_batch()
  416. }
  417. if s.batch_texture != s.shape_drawing_texture {
  418. draw_current_batch()
  419. }
  420. s.batch_texture = s.shape_drawing_texture
  421. z := get_next_depth()
  422. prev := center + {radius, 0}
  423. for s in 1..=segments {
  424. sr := (f32(s)/f32(segments)) * 2*math.PI
  425. rot := linalg.matrix2_rotate(sr)
  426. p := center + rot * Vec2{radius, 0}
  427. batch_vertex(vec3(prev, z), {0, 0}, color)
  428. batch_vertex(vec3(p, z), {1, 0}, color)
  429. batch_vertex(vec3(center, z), {1, 1}, color)
  430. prev = p
  431. }
  432. }
  433. draw_circle_outline :: proc(center: Vec2, radius: f32, thickness: f32, color: Color, segments := 16) {
  434. prev := center + {radius, 0}
  435. for s in 1..=segments {
  436. sr := (f32(s)/f32(segments)) * 2*math.PI
  437. rot := linalg.matrix2_rotate(sr)
  438. p := center + rot * Vec2{radius, 0}
  439. draw_line(prev, p, thickness, color)
  440. prev = p
  441. }
  442. }
  443. draw_line :: proc(start: Vec2, end: Vec2, thickness: f32, color: Color) {
  444. p := Vec2{start.x, start.y + thickness*0.5}
  445. s := Vec2{linalg.length(end - start), thickness}
  446. origin := Vec2 {0, thickness*0.5}
  447. r := Rect {p.x, p.y, s.x, s.y}
  448. rot := math.atan2(end.y - start.y, end.x - start.x)
  449. draw_rect_ex(r, origin, rot * math.DEG_PER_RAD, color)
  450. }
  451. draw_texture :: proc(tex: Texture, pos: Vec2, tint := WHITE) {
  452. draw_texture_ex(
  453. tex,
  454. {0, 0, f32(tex.width), f32(tex.height)},
  455. {pos.x, pos.y, f32(tex.width), f32(tex.height)},
  456. {},
  457. 0,
  458. tint,
  459. )
  460. }
  461. draw_texture_rect :: proc(tex: Texture, rect: Rect, pos: Vec2, tint := WHITE) {
  462. draw_texture_ex(
  463. tex,
  464. rect,
  465. {pos.x, pos.y, rect.w, rect.h},
  466. {},
  467. 0,
  468. tint,
  469. )
  470. }
  471. draw_texture_ex :: proc(tex: Texture, src: Rect, dst: Rect, origin: Vec2, rotation: f32, tint := WHITE) {
  472. if tex.width == 0 || tex.height == 0 {
  473. return
  474. }
  475. if s.vertex_buffer_cpu_used + s.batch_shader.vertex_size * 6 > len(s.vertex_buffer_cpu) {
  476. draw_current_batch()
  477. }
  478. if s.batch_texture != tex.handle {
  479. draw_current_batch()
  480. }
  481. s.batch_texture = tex.handle
  482. flip_x, flip_y: bool
  483. src := src
  484. dst := dst
  485. if src.w < 0 {
  486. flip_x = true
  487. src.w = -src.w
  488. }
  489. if src.h < 0 {
  490. flip_y = true
  491. src.h = -src.h
  492. }
  493. if dst.w < 0 {
  494. dst.w *= -1
  495. }
  496. if dst.h < 0 {
  497. dst.h *= -1
  498. }
  499. tl, tr, bl, br: Vec2
  500. // Rotation adapted from Raylib's "DrawTexturePro"
  501. if rotation == 0 {
  502. x := dst.x - origin.x
  503. y := dst.y - origin.y
  504. tl = { x, y }
  505. tr = { x + dst.w, y }
  506. bl = { x, y + dst.h }
  507. br = { x + dst.w, y + dst.h }
  508. } else {
  509. sin_rot := math.sin(rotation * math.RAD_PER_DEG)
  510. cos_rot := math.cos(rotation * math.RAD_PER_DEG)
  511. x := dst.x
  512. y := dst.y
  513. dx := -origin.x
  514. dy := -origin.y
  515. tl = {
  516. x + dx * cos_rot - dy * sin_rot,
  517. y + dx * sin_rot + dy * cos_rot,
  518. }
  519. tr = {
  520. x + (dx + dst.w) * cos_rot - dy * sin_rot,
  521. y + (dx + dst.w) * sin_rot + dy * cos_rot,
  522. }
  523. bl = {
  524. x + dx * cos_rot - (dy + dst.h) * sin_rot,
  525. y + dx * sin_rot + (dy + dst.h) * cos_rot,
  526. }
  527. br = {
  528. x + (dx + dst.w) * cos_rot - (dy + dst.h) * sin_rot,
  529. y + (dx + dst.w) * sin_rot + (dy + dst.h) * cos_rot,
  530. }
  531. }
  532. ts := Vec2{f32(tex.width), f32(tex.height)}
  533. up := Vec2{src.x, src.y} / ts
  534. us := Vec2{src.w, src.h} / ts
  535. c := tint
  536. uv0 := up
  537. uv1 := up + {us.x, 0}
  538. uv2 := up + us
  539. uv3 := up
  540. uv4 := up + us
  541. uv5 := up + {0, us.y}
  542. if flip_x {
  543. uv0.x += us.x
  544. uv1.x -= us.x
  545. uv2.x -= us.x
  546. uv3.x += us.x
  547. uv4.x -= us.x
  548. uv5.x += us.x
  549. }
  550. if flip_y {
  551. uv0.y += us.y
  552. uv1.y += us.y
  553. uv2.y -= us.y
  554. uv3.y += us.y
  555. uv4.y -= us.y
  556. uv5.y -= us.y
  557. }
  558. z := get_next_depth()
  559. batch_vertex(vec3(tl, z), uv0, c)
  560. batch_vertex(vec3(tr, z), uv1, c)
  561. batch_vertex(vec3(br, z), uv2, c)
  562. batch_vertex(vec3(tl, z), uv3, c)
  563. batch_vertex(vec3(br, z), uv4, c)
  564. batch_vertex(vec3(bl, z), uv5, c)
  565. }
  566. vec3 :: proc(v2: Vec2, z: f32) -> Vec3 {
  567. return {
  568. v2.x, v2.y, z,
  569. }
  570. }
  571. get_next_depth :: proc() -> f32 {
  572. d := s.depth
  573. s.depth += s.depth_increment
  574. return d
  575. }
  576. measure_text :: proc(text: string, font_size: f32) -> Vec2 {
  577. fs.SetSize(&s.fs, font_size)
  578. b: [4]f32
  579. fs.TextBounds(&s.fs, text, bounds = &b)
  580. return {b[2] - b[0], b[3] - b[1]}
  581. }
  582. draw_text :: proc(text: string, pos: Vec2, font_size: f32, color: Color) {
  583. draw_text_ex(s.default_font, text, pos, font_size, color)
  584. }
  585. draw_text_ex :: proc(font: Font_Handle, text: string, pos: Vec2, font_size: f32, color: Color) {
  586. if int(font) >= len(s.fonts) {
  587. return
  588. }
  589. set_font(font)
  590. font := &s.fonts[font]
  591. fs.SetSize(&s.fs, font_size)
  592. iter := fs.TextIterInit(&s.fs, pos.x, pos.y+font_size/2, text)
  593. q: fs.Quad
  594. for fs.TextIterNext(&s.fs, &iter, &q) {
  595. src := Rect {
  596. q.s0, q.t0,
  597. q.s1 - q.s0, q.t1 - q.t0,
  598. }
  599. w := f32(FONT_DEFAULT_ATLAS_SIZE)
  600. h := f32(FONT_DEFAULT_ATLAS_SIZE)
  601. src.x *= w
  602. src.y *= h
  603. src.w *= w
  604. src.h *= h
  605. dst := Rect {
  606. q.x0, q.y0,
  607. q.x1 - q.x0, q.y1 - q.y0,
  608. }
  609. draw_texture_ex(font.atlas, src, dst, {}, 0, color)
  610. }
  611. }
  612. //--------------------//
  613. // TEXTURE MANAGEMENT //
  614. //--------------------//
  615. load_texture_from_file :: proc(filename: string) -> Texture {
  616. img, img_err := image.load_from_file(filename, options = {.alpha_add_if_missing}, allocator = s.frame_allocator)
  617. if img_err != nil {
  618. log.errorf("Error loading texture %v: %v", filename, img_err)
  619. return {}
  620. }
  621. return load_texture_from_bytes(img.pixels.buf[:], img.width, img.height, .RGBA_8_Norm)
  622. }
  623. // TODO should we have an error here or rely on check the handle of the texture?
  624. load_texture_from_bytes :: proc(bytes: []u8, width: int, height: int, format: Pixel_Format) -> Texture {
  625. backend_tex := rb.load_texture(bytes[:], width, height, format)
  626. if backend_tex == TEXTURE_NONE {
  627. return {}
  628. }
  629. return {
  630. handle = backend_tex,
  631. width = width,
  632. height = height,
  633. }
  634. }
  635. // Get a rectangle that spans the whole texture. Coordinates will be (x, y) = (0, 0) and size
  636. // (w, h) = (texture_width, texture_height)
  637. get_texture_rect :: proc(t: Texture) -> Rect {
  638. return {
  639. 0, 0,
  640. f32(t.width), f32(t.height),
  641. }
  642. }
  643. // Update a texture with new pixels. `bytes` is the new pixel data. `rect` is the rectangle in
  644. // `tex` where the new pixels should end up.
  645. update_texture :: proc(tex: Texture, bytes: []u8, rect: Rect) -> bool {
  646. return rb.update_texture(tex.handle, bytes, rect)
  647. }
  648. destroy_texture :: proc(tex: Texture) {
  649. rb.destroy_texture(tex.handle)
  650. }
  651. //-------//
  652. // FONTS //
  653. //-------//
  654. load_font_from_file :: proc(filename: string) -> Font_Handle {
  655. if data, data_ok := os.read_entire_file(filename, frame_allocator); data_ok {
  656. return load_font_from_bytes(data)
  657. }
  658. return FONT_NONE
  659. }
  660. load_font_from_bytes :: proc(data: []u8) -> Font_Handle {
  661. font := fs.AddFontMem(&s.fs, "", data, false)
  662. h := Font_Handle(len(s.fonts))
  663. append(&s.fonts, Font {
  664. fontstash_handle = font,
  665. atlas = {
  666. handle = rb.create_texture(FONT_DEFAULT_ATLAS_SIZE, FONT_DEFAULT_ATLAS_SIZE, .RGBA_8_Norm),
  667. width = FONT_DEFAULT_ATLAS_SIZE,
  668. height = FONT_DEFAULT_ATLAS_SIZE,
  669. },
  670. })
  671. return h
  672. }
  673. destroy_font :: proc(font: Font_Handle) {
  674. if int(font) >= len(s.fonts) {
  675. return
  676. }
  677. f := &s.fonts[font]
  678. rb.destroy_texture(f.atlas.handle)
  679. // TODO fontstash has no "destroy font" proc... I should make my own version of fontstash
  680. delete(s.fs.fonts[f.fontstash_handle].glyphs)
  681. s.fs.fonts[f.fontstash_handle].glyphs = {}
  682. }
  683. get_default_font :: proc() -> Font_Handle {
  684. return s.default_font
  685. }
  686. //---------//
  687. // SHADERS //
  688. //---------//
  689. load_shader :: proc(
  690. vertex_shader_source: string,
  691. fragment_shader_source: string,
  692. layout_formats: []Pixel_Format = {},
  693. ) -> Shader {
  694. handle, desc := rb.load_shader(
  695. vertex_shader_source,
  696. fragment_shader_source,
  697. s.frame_allocator,
  698. layout_formats,
  699. )
  700. if handle == SHADER_NONE {
  701. log.error("Failed loading shader")
  702. return {}
  703. }
  704. constants_size: int
  705. for c in desc.constants {
  706. constants_size += c.size
  707. }
  708. shd := Shader {
  709. handle = handle,
  710. constants_data = make([]u8, constants_size, s.allocator),
  711. constants = make([]Shader_Constant_Location, len(desc.constants), s.allocator),
  712. constant_lookup = make(map[string]Shader_Constant_Location, s.allocator),
  713. inputs = slice.clone(desc.inputs, s.allocator),
  714. input_overrides = make([]Shader_Input_Value_Override, len(desc.inputs), s.allocator),
  715. texture_bindpoints = make([]Texture_Handle, len(desc.texture_bindpoints), s.allocator),
  716. texture_lookup = make(map[string]int, s.allocator),
  717. }
  718. for &input in shd.inputs {
  719. input.name = strings.clone(input.name, s.allocator)
  720. }
  721. constant_offset: int
  722. for cidx in 0..<len(desc.constants) {
  723. constant_desc := &desc.constants[cidx]
  724. loc := Shader_Constant_Location {
  725. offset = constant_offset,
  726. size = constant_desc.size,
  727. }
  728. shd.constants[cidx] = loc
  729. constant_offset += constant_desc.size
  730. if constant_desc.name != "" {
  731. shd.constant_lookup[strings.clone(constant_desc.name, s.allocator)] = loc
  732. switch constant_desc.name {
  733. case "mvp":
  734. shd.constant_builtin_locations[.MVP] = loc
  735. }
  736. }
  737. }
  738. for tbp, tbp_idx in desc.texture_bindpoints {
  739. shd.texture_lookup[tbp.name] = tbp_idx
  740. if tbp.name == "tex" {
  741. shd.default_texture_index = tbp_idx
  742. }
  743. }
  744. for &d in shd.default_input_offsets {
  745. d = -1
  746. }
  747. input_offset: int
  748. for &input in shd.inputs {
  749. default_format := get_shader_input_default_type(input.name, input.type)
  750. if default_format != .Unknown {
  751. shd.default_input_offsets[default_format] = input_offset
  752. }
  753. input_offset += pixel_format_size(input.format)
  754. }
  755. shd.vertex_size = input_offset
  756. return shd
  757. }
  758. destroy_shader :: proc(shader: Shader) {
  759. rb.destroy_shader(shader.handle)
  760. a := s.allocator
  761. delete(shader.constants_data, a)
  762. delete(shader.constants, a)
  763. delete(shader.texture_lookup)
  764. delete(shader.texture_bindpoints, a)
  765. for k, _ in shader.constant_lookup {
  766. delete(k, a)
  767. }
  768. delete(shader.constant_lookup)
  769. for i in shader.inputs {
  770. delete(i.name, a)
  771. }
  772. delete(shader.inputs, a)
  773. delete(shader.input_overrides, a)
  774. }
  775. get_default_shader :: proc() -> Shader {
  776. return s.default_shader
  777. }
  778. set_shader :: proc(shader: Maybe(Shader)) {
  779. if shd, shd_ok := shader.?; shd_ok {
  780. if shd.handle == s.batch_shader.handle {
  781. return
  782. }
  783. } else {
  784. if s.batch_shader.handle == s.default_shader.handle {
  785. return
  786. }
  787. }
  788. draw_current_batch()
  789. s.batch_shader = shader.? or_else s.default_shader
  790. }
  791. set_shader_constant :: proc(shd: Shader, loc: Shader_Constant_Location, val: any) {
  792. if shd.handle == SHADER_NONE {
  793. log.error("Invalid shader")
  794. return
  795. }
  796. if loc.size == 0 {
  797. log.error("Could not find shader constant")
  798. return
  799. }
  800. draw_current_batch()
  801. if loc.offset + loc.size > len(shd.constants_data) {
  802. 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))
  803. return
  804. }
  805. sz := reflect.size_of_typeid(val.id)
  806. if sz != loc.size {
  807. log.errorf("Trying to set constant of type %v, but it is not of correct size %v", val.id, loc.size)
  808. return
  809. }
  810. mem.copy(&shd.constants_data[loc.offset], val.data, sz)
  811. }
  812. override_shader_input :: proc(shader: Shader, input: int, val: any) {
  813. sz := reflect.size_of_typeid(val.id)
  814. assert(sz < SHADER_INPUT_VALUE_MAX_SIZE)
  815. if input >= len(shader.input_overrides) {
  816. log.errorf("Input override out of range. Wanted to override input %v, but shader only has %v inputs", input, len(shader.input_overrides))
  817. return
  818. }
  819. o := &shader.input_overrides[input]
  820. o.val = {}
  821. if sz > 0 {
  822. mem.copy(raw_data(&o.val), val.data, sz)
  823. }
  824. o.used = sz
  825. }
  826. pixel_format_size :: proc(f: Pixel_Format) -> int {
  827. switch f {
  828. case .Unknown: return 0
  829. case .RGBA_32_Float: return 32
  830. case .RGB_32_Float: return 12
  831. case .RG_32_Float: return 8
  832. case .R_32_Float: return 4
  833. case .RGBA_8_Norm: return 4
  834. case .RG_8_Norm: return 2
  835. case .R_8_Norm: return 1
  836. case .R_8_UInt: return 1
  837. }
  838. return 0
  839. }
  840. //-------------------------------//
  841. // CAMERA AND COORDINATE SYSTEMS //
  842. //-------------------------------//
  843. set_camera :: proc(camera: Maybe(Camera)) {
  844. if camera == s.batch_camera {
  845. return
  846. }
  847. draw_current_batch()
  848. s.batch_camera = camera
  849. s.proj_matrix = make_default_projection(win.get_width(), win.get_height())
  850. if c, c_ok := camera.?; c_ok {
  851. s.view_matrix = get_camera_view_matrix(c)
  852. } else {
  853. s.view_matrix = 1
  854. }
  855. }
  856. screen_to_world :: proc(pos: Vec2, camera: Camera) -> Vec2 {
  857. return (get_camera_world_matrix(camera) * Vec4 { pos.x, pos.y, 0, 1 }).xy
  858. }
  859. world_to_screen :: proc(pos: Vec2, camera: Camera) -> Vec2 {
  860. return (get_camera_view_matrix(camera) * Vec4 { pos.x, pos.y, 0, 1 }).xy
  861. }
  862. get_camera_view_matrix :: proc(c: Camera) -> Mat4 {
  863. inv_target_translate := linalg.matrix4_translate(vec3_from_vec2(-c.target))
  864. inv_rot := linalg.matrix4_rotate_f32(c.rotation * math.RAD_PER_DEG, {0, 0, 1})
  865. inv_scale := linalg.matrix4_scale(Vec3{c.zoom, c.zoom, 1})
  866. inv_offset_translate := linalg.matrix4_translate(vec3_from_vec2(c.offset))
  867. // A view matrix is essentially the world transform matrix of the camera, but inverted. We
  868. // bring everything in the world "in front of the camera".
  869. //
  870. // Instead of constructing the camera matrix and doing a matrix inverse, here we just do the
  871. // maths in "backwards order". I.e. a camera transform matrix would be:
  872. //
  873. // target_translate * rot * scale * offset_translate
  874. return inv_offset_translate * inv_scale * inv_rot * inv_target_translate
  875. }
  876. get_camera_world_matrix :: proc(c: Camera) -> Mat4 {
  877. offset_translate := linalg.matrix4_translate(vec3_from_vec2(-c.offset))
  878. rot := linalg.matrix4_rotate_f32(-c.rotation * math.RAD_PER_DEG, {0, 0, 1})
  879. scale := linalg.matrix4_scale(Vec3{1/c.zoom, 1/c.zoom, 1})
  880. target_translate := linalg.matrix4_translate(vec3_from_vec2(c.target))
  881. return target_translate * rot * scale * offset_translate
  882. }
  883. //------//
  884. // MISC //
  885. //------//
  886. set_scissor_rect :: proc(scissor_rect: Maybe(Rect)) {
  887. draw_current_batch()
  888. s.batch_scissor = scissor_rect
  889. }
  890. // Restore the internal state using the pointer returned by `init`. Useful after reloading the
  891. // library (for example, when doing code hot reload).
  892. set_internal_state :: proc(state: ^State) {
  893. s = state
  894. rb = s.rb
  895. win = s.win
  896. rb.set_internal_state(s.rb_state)
  897. win.set_internal_state(s.window_state)
  898. }
  899. //---------------------//
  900. // TYPES AND CONSTANTS //
  901. //---------------------//
  902. Vec2 :: [2]f32
  903. Vec3 :: [3]f32
  904. Vec4 :: [4]f32
  905. Mat4 :: matrix[4,4]f32
  906. // A two dimensional vector of integer numeric type.
  907. Vec2i :: [2]int
  908. // A rectangle that sits at position (x, y) and has size (w, h).
  909. Rect :: struct {
  910. x, y: f32,
  911. w, h: f32,
  912. }
  913. // An RGBA (Red, Green, Blue, Alpha) color. Each channel can have a value between 0 and 255.
  914. Color :: [4]u8
  915. WHITE :: Color { 255, 255, 255, 255 }
  916. BLACK :: Color { 0, 0, 0, 255 }
  917. GRAY :: Color { 127, 127, 127, 255 }
  918. RED :: Color { 198, 40, 90, 255 }
  919. GREEN :: Color { 30, 240, 30, 255 }
  920. BLANK :: Color { 0, 0, 0, 0 }
  921. BLUE :: Color { 30, 116, 240, 255 }
  922. // These are from Raylib. They are here so you can easily port a Raylib program to Karl2D.
  923. RL_LIGHTGRAY :: Color { 200, 200, 200, 255 }
  924. RL_GRAY :: Color { 130, 130, 130, 255 }
  925. RL_DARKGRAY :: Color { 80, 80, 80, 255 }
  926. RL_YELLOW :: Color { 253, 249, 0, 255 }
  927. RL_GOLD :: Color { 255, 203, 0, 255 }
  928. RL_ORANGE :: Color { 255, 161, 0, 255 }
  929. RL_PINK :: Color { 255, 109, 194, 255 }
  930. RL_RED :: Color { 230, 41, 55, 255 }
  931. RL_MAROON :: Color { 190, 33, 55, 255 }
  932. RL_GREEN :: Color { 0, 228, 48, 255 }
  933. RL_LIME :: Color { 0, 158, 47, 255 }
  934. RL_DARKGREEN :: Color { 0, 117, 44, 255 }
  935. RL_SKYBLUE :: Color { 102, 191, 255, 255 }
  936. RL_BLUE :: Color { 0, 121, 241, 255 }
  937. RL_DARKBLUE :: Color { 0, 82, 172, 255 }
  938. RL_PURPLE :: Color { 200, 122, 255, 255 }
  939. RL_VIOLET :: Color { 135, 60, 190, 255 }
  940. RL_DARKPURPLE :: Color { 112, 31, 126, 255 }
  941. RL_BEIGE :: Color { 211, 176, 131, 255 }
  942. RL_BROWN :: Color { 127, 106, 79, 255 }
  943. RL_DARKBROWN :: Color { 76, 63, 47, 255 }
  944. RL_WHITE :: WHITE
  945. RL_BLACK :: BLACK
  946. RL_BLANK :: BLANK
  947. RL_MAGENTA :: Color { 255, 0, 255, 255 }
  948. RL_RAYWHITE :: Color { 245, 245, 245, 255 }
  949. Texture :: struct {
  950. handle: Texture_Handle,
  951. width: int,
  952. height: int,
  953. }
  954. Camera :: struct {
  955. target: Vec2,
  956. offset: Vec2,
  957. rotation: f32,
  958. zoom: f32,
  959. }
  960. Window_Flag :: enum {
  961. Resizable,
  962. }
  963. Window_Flags :: bit_set[Window_Flag]
  964. Shader_Handle :: distinct Handle
  965. SHADER_NONE :: Shader_Handle {}
  966. Shader_Constant_Location :: struct {
  967. offset: int,
  968. size: int,
  969. }
  970. Shader :: struct {
  971. handle: Shader_Handle,
  972. // We store the CPU-side value of all constants in a single buffer to have less allocations.
  973. // The 'constants' array says where in this buffer each constant is, and 'constant_lookup'
  974. // maps a name to a constant location.
  975. constants_data: []u8,
  976. constants: []Shader_Constant_Location,
  977. constant_lookup: map[string]Shader_Constant_Location,
  978. // Maps built in constant types such as "model view projection matrix" to a location.
  979. constant_builtin_locations: [Shader_Builtin_Constant]Maybe(Shader_Constant_Location),
  980. texture_bindpoints: []Texture_Handle,
  981. texture_lookup: map[string]int,
  982. default_texture_index: Maybe(int),
  983. inputs: []Shader_Input,
  984. input_overrides: []Shader_Input_Value_Override,
  985. default_input_offsets: [Shader_Default_Inputs]int,
  986. vertex_size: int,
  987. }
  988. SHADER_INPUT_VALUE_MAX_SIZE :: 256
  989. Shader_Input_Value_Override :: struct {
  990. val: [SHADER_INPUT_VALUE_MAX_SIZE]u8,
  991. used: int,
  992. }
  993. Shader_Input_Type :: enum {
  994. F32,
  995. Vec2,
  996. Vec3,
  997. Vec4,
  998. }
  999. Shader_Builtin_Constant :: enum {
  1000. MVP,
  1001. }
  1002. Shader_Default_Inputs :: enum {
  1003. Unknown,
  1004. Position,
  1005. UV,
  1006. Color,
  1007. }
  1008. Shader_Input :: struct {
  1009. name: string,
  1010. register: int,
  1011. type: Shader_Input_Type,
  1012. format: Pixel_Format,
  1013. }
  1014. Pixel_Format :: enum {
  1015. Unknown,
  1016. RGBA_32_Float,
  1017. RGB_32_Float,
  1018. RG_32_Float,
  1019. R_32_Float,
  1020. RGBA_8_Norm,
  1021. RG_8_Norm,
  1022. R_8_Norm,
  1023. R_8_UInt,
  1024. }
  1025. Font :: struct {
  1026. atlas: Texture,
  1027. // internal
  1028. fontstash_handle: int,
  1029. }
  1030. Handle :: hm.Handle
  1031. Texture_Handle :: distinct Handle
  1032. Font_Handle :: distinct int
  1033. FONT_NONE :: Font_Handle(0)
  1034. TEXTURE_NONE :: Texture_Handle {}
  1035. // This keeps track of the internal state of the library. Usually, you do not need to poke at it.
  1036. // It is created and kept as a global variable when 'init' is called. However, 'init' also returns
  1037. // the pointer to it, so you can later use 'set_internal_state' to restore it (after for example hot
  1038. // reload).
  1039. State :: struct {
  1040. allocator: runtime.Allocator,
  1041. frame_arena: runtime.Arena,
  1042. frame_allocator: runtime.Allocator,
  1043. win: Window_Interface,
  1044. window_state: rawptr,
  1045. rb: Render_Backend_Interface,
  1046. rb_state: rawptr,
  1047. fs: fs.FontContext,
  1048. shutdown_wanted: bool,
  1049. mouse_position: Vec2,
  1050. mouse_delta: Vec2,
  1051. mouse_wheel_delta: f32,
  1052. key_went_down: #sparse [Keyboard_Key]bool,
  1053. key_went_up: #sparse [Keyboard_Key]bool,
  1054. key_is_held: #sparse [Keyboard_Key]bool,
  1055. mouse_button_went_down: #sparse [Mouse_Button]bool,
  1056. mouse_button_went_up: #sparse [Mouse_Button]bool,
  1057. mouse_button_is_held: #sparse [Mouse_Button]bool,
  1058. gamepad_button_went_down: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  1059. gamepad_button_went_up: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  1060. gamepad_button_is_held: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  1061. window: Window_Handle,
  1062. default_font: Font_Handle,
  1063. fonts: [dynamic]Font,
  1064. shape_drawing_texture: Texture_Handle,
  1065. batch_font: Font_Handle,
  1066. batch_camera: Maybe(Camera),
  1067. batch_shader: Shader,
  1068. batch_scissor: Maybe(Rect),
  1069. batch_texture: Texture_Handle,
  1070. view_matrix: Mat4,
  1071. proj_matrix: Mat4,
  1072. depth: f32,
  1073. depth_start: f32,
  1074. depth_increment: f32,
  1075. vertex_buffer_cpu: []u8,
  1076. vertex_buffer_cpu_used: int,
  1077. default_shader: Shader,
  1078. }
  1079. // Support for up to 255 mouse buttons. Cast an int to type `Mouse_Button` to use things outside the
  1080. // options presented here.
  1081. Mouse_Button :: enum {
  1082. Left,
  1083. Right,
  1084. Middle,
  1085. Max = 255,
  1086. }
  1087. // Based on Raylib / GLFW
  1088. Keyboard_Key :: enum {
  1089. None = 0,
  1090. // Numeric keys (top row)
  1091. N0 = 48,
  1092. N1 = 49,
  1093. N2 = 50,
  1094. N3 = 51,
  1095. N4 = 52,
  1096. N5 = 53,
  1097. N6 = 54,
  1098. N7 = 55,
  1099. N8 = 56,
  1100. N9 = 57,
  1101. // Letter keys
  1102. A = 65,
  1103. B = 66,
  1104. C = 67,
  1105. D = 68,
  1106. E = 69,
  1107. F = 70,
  1108. G = 71,
  1109. H = 72,
  1110. I = 73,
  1111. J = 74,
  1112. K = 75,
  1113. L = 76,
  1114. M = 77,
  1115. N = 78,
  1116. O = 79,
  1117. P = 80,
  1118. Q = 81,
  1119. R = 82,
  1120. S = 83,
  1121. T = 84,
  1122. U = 85,
  1123. V = 86,
  1124. W = 87,
  1125. X = 88,
  1126. Y = 89,
  1127. Z = 90,
  1128. // Special characters
  1129. Apostrophe = 39,
  1130. Comma = 44,
  1131. Minus = 45,
  1132. Period = 46,
  1133. Slash = 47,
  1134. Semicolon = 59,
  1135. Equal = 61,
  1136. Left_Bracket = 91,
  1137. Backslash = 92,
  1138. Right_Bracket = 93,
  1139. Grave_Accent = 96,
  1140. // Function keys, modifiers, caret control etc
  1141. Space = 32,
  1142. Escape = 256,
  1143. Enter = 257,
  1144. Tab = 258,
  1145. Backspace = 259,
  1146. Insert = 260,
  1147. Delete = 261,
  1148. Right = 262,
  1149. Left = 263,
  1150. Down = 264,
  1151. Up = 265,
  1152. Page_Up = 266,
  1153. Page_Down = 267,
  1154. Home = 268,
  1155. End = 269,
  1156. Caps_Lock = 280,
  1157. Scroll_Lock = 281,
  1158. Num_Lock = 282,
  1159. Print_Screen = 283,
  1160. Pause = 284,
  1161. F1 = 290,
  1162. F2 = 291,
  1163. F3 = 292,
  1164. F4 = 293,
  1165. F5 = 294,
  1166. F6 = 295,
  1167. F7 = 296,
  1168. F8 = 297,
  1169. F9 = 298,
  1170. F10 = 299,
  1171. F11 = 300,
  1172. F12 = 301,
  1173. Left_Shift = 340,
  1174. Left_Control = 341,
  1175. Left_Alt = 342,
  1176. Left_Super = 343,
  1177. Right_Shift = 344,
  1178. Right_Control = 345,
  1179. Right_Alt = 346,
  1180. Right_Super = 347,
  1181. Menu = 348,
  1182. // Numpad keys
  1183. NP_0 = 320,
  1184. NP_1 = 321,
  1185. NP_2 = 322,
  1186. NP_3 = 323,
  1187. NP_4 = 324,
  1188. NP_5 = 325,
  1189. NP_6 = 326,
  1190. NP_7 = 327,
  1191. NP_8 = 328,
  1192. NP_9 = 329,
  1193. NP_Decimal = 330,
  1194. NP_Divide = 331,
  1195. NP_Multiply = 332,
  1196. NP_Subtract = 333,
  1197. NP_Add = 334,
  1198. NP_Enter = 335,
  1199. NP_Equal = 336,
  1200. }
  1201. MAX_GAMEPADS :: 4
  1202. // A value between 0 and MAX_GAMEPADS - 1
  1203. Gamepad_Index :: int
  1204. Gamepad_Axis :: enum {
  1205. Left_Stick_X,
  1206. Left_Stick_Y,
  1207. Right_Stick_X,
  1208. Right_Stick_Y,
  1209. Left_Trigger,
  1210. Right_Trigger,
  1211. }
  1212. Gamepad_Button :: enum {
  1213. // DPAD buttons
  1214. Left_Face_Up,
  1215. Left_Face_Down,
  1216. Left_Face_Left,
  1217. Left_Face_Right,
  1218. Right_Face_Up, // XBOX: Y, PS: Triangle
  1219. Right_Face_Down, // XBOX: A, PS: X
  1220. Right_Face_Left, // XBOX: X, PS: Square
  1221. Right_Face_Right, // XBOX: B, PS: Circle
  1222. Left_Shoulder,
  1223. Left_Trigger,
  1224. Right_Shoulder,
  1225. Right_Trigger,
  1226. Left_Stick_Press, // Clicking the left analogue stick
  1227. Right_Stick_Press, // Clicking the right analogue stick
  1228. Middle_Face_Left, // Select / back / options button
  1229. Middle_Face_Middle, // PS button (not available on XBox)
  1230. Middle_Face_Right, // Start
  1231. }
  1232. // Used by API builder. Everything after this constant will not be in karl2d.doc.odin
  1233. API_END :: true
  1234. batch_vertex :: proc(v: Vec3, uv: Vec2, color: Color) {
  1235. v := v
  1236. if s.vertex_buffer_cpu_used == len(s.vertex_buffer_cpu) {
  1237. draw_current_batch()
  1238. }
  1239. shd := s.batch_shader
  1240. base_offset := s.vertex_buffer_cpu_used
  1241. pos_offset := shd.default_input_offsets[.Position]
  1242. uv_offset := shd.default_input_offsets[.UV]
  1243. color_offset := shd.default_input_offsets[.Color]
  1244. mem.set(&s.vertex_buffer_cpu[base_offset], 0, shd.vertex_size)
  1245. if pos_offset != -1 {
  1246. (^Vec3)(&s.vertex_buffer_cpu[base_offset + pos_offset])^ = v
  1247. }
  1248. if uv_offset != -1 {
  1249. (^Vec2)(&s.vertex_buffer_cpu[base_offset + uv_offset])^ = uv
  1250. }
  1251. if color_offset != -1 {
  1252. (^Color)(&s.vertex_buffer_cpu[base_offset + color_offset])^ = color
  1253. }
  1254. override_offset: int
  1255. for &o, idx in shd.input_overrides {
  1256. input := &shd.inputs[idx]
  1257. sz := pixel_format_size(input.format)
  1258. if o.used != 0 {
  1259. mem.copy(&s.vertex_buffer_cpu[base_offset + override_offset], raw_data(&o.val), o.used)
  1260. }
  1261. override_offset += sz
  1262. }
  1263. s.vertex_buffer_cpu_used += shd.vertex_size
  1264. }
  1265. VERTEX_BUFFER_MAX :: 1000000
  1266. @(private="file")
  1267. s: ^State
  1268. // These globals are here for access from other files. The state struct above is private to make
  1269. // sure global state sharing doesn't become too messy.
  1270. frame_allocator: runtime.Allocator
  1271. win: Window_Interface
  1272. rb: Render_Backend_Interface
  1273. get_shader_input_default_type :: proc(name: string, type: Shader_Input_Type) -> Shader_Default_Inputs {
  1274. if name == "position" && type == .Vec3 {
  1275. return .Position
  1276. } else if name == "texcoord" && type == .Vec2 {
  1277. return .UV
  1278. } else if name == "color" && type == .Vec4 {
  1279. return .Color
  1280. }
  1281. return .Unknown
  1282. }
  1283. get_shader_format_num_components :: proc(format: Pixel_Format) -> int {
  1284. switch format {
  1285. case .Unknown: return 0
  1286. case .RGBA_32_Float: return 4
  1287. case .RGB_32_Float: return 3
  1288. case .RG_32_Float: return 2
  1289. case .R_32_Float: return 1
  1290. case .RGBA_8_Norm: return 4
  1291. case .RG_8_Norm: return 2
  1292. case .R_8_Norm: return 1
  1293. case .R_8_UInt: return 1
  1294. }
  1295. return 0
  1296. }
  1297. get_shader_input_format :: proc(name: string, type: Shader_Input_Type) -> Pixel_Format {
  1298. default_type := get_shader_input_default_type(name, type)
  1299. if default_type != .Unknown {
  1300. switch default_type {
  1301. case .Position: return .RGB_32_Float
  1302. case .UV: return .RG_32_Float
  1303. case .Color: return .RGBA_8_Norm
  1304. case .Unknown: unreachable()
  1305. }
  1306. }
  1307. switch type {
  1308. case .F32: return .R_32_Float
  1309. case .Vec2: return .RG_32_Float
  1310. case .Vec3: return .RGB_32_Float
  1311. case .Vec4: return .RGBA_32_Float
  1312. }
  1313. return .Unknown
  1314. }
  1315. vec3_from_vec2 :: proc(v: Vec2) -> Vec3 {
  1316. return {
  1317. v.x, v.y, 0,
  1318. }
  1319. }
  1320. frame_cstring :: proc(str: string, loc := #caller_location) -> cstring {
  1321. return strings.clone_to_cstring(str, s.frame_allocator, loc)
  1322. }
  1323. @(require_results)
  1324. matrix_ortho3d_f32 :: proc "contextless" (left, right, bottom, top, near, far: f32) -> Mat4 #no_bounds_check {
  1325. m: Mat4
  1326. m[0, 0] = +2 / (right - left)
  1327. m[1, 1] = +2 / (top - bottom)
  1328. m[2, 2] = +1
  1329. m[0, 3] = -(right + left) / (right - left)
  1330. m[1, 3] = -(top + bottom) / (top - bottom)
  1331. m[2, 3] = 0
  1332. m[3, 3] = 1
  1333. return m
  1334. }
  1335. make_default_projection :: proc(w, h: int) -> matrix[4,4]f32 {
  1336. return matrix_ortho3d_f32(0, f32(w), f32(h), 0, 0.001, 2)
  1337. }
  1338. FONT_DEFAULT_ATLAS_SIZE :: 1024
  1339. update_font :: proc(fh: Font_Handle) {
  1340. font := &s.fonts[fh]
  1341. font_dirty_rect: [4]f32
  1342. tw := FONT_DEFAULT_ATLAS_SIZE
  1343. if fs.ValidateTexture(&s.fs, &font_dirty_rect) {
  1344. fdr := font_dirty_rect
  1345. r := Rect {
  1346. fdr[0],
  1347. fdr[1],
  1348. fdr[2] - fdr[0],
  1349. fdr[3] - fdr[1],
  1350. }
  1351. x := int(r.x)
  1352. y := int(r.y)
  1353. w := int(fdr[2]) - int(fdr[0])
  1354. h := int(fdr[3]) - int(fdr[1])
  1355. expanded_pixels := make([]Color, w * h, frame_allocator)
  1356. start := x + tw * y
  1357. for i in 0..<w*h {
  1358. px := i%w
  1359. py := i/w
  1360. dst_pixel_idx := (px) + (py * w)
  1361. src_pixel_idx := start + (px) + (py * tw)
  1362. src := s.fs.textureData[src_pixel_idx]
  1363. expanded_pixels[dst_pixel_idx] = {255,255,255, src}
  1364. }
  1365. rb.update_texture(font.atlas.handle, slice.reinterpret([]u8, expanded_pixels), r)
  1366. }
  1367. }
  1368. set_font :: proc(fh: Font_Handle) {
  1369. fh := fh
  1370. if s.batch_font == fh {
  1371. return
  1372. }
  1373. s.batch_font = fh
  1374. if s.batch_font != FONT_NONE {
  1375. update_font(s.batch_font)
  1376. }
  1377. if fh == 0 {
  1378. fh = s.default_font
  1379. }
  1380. font := &s.fonts[fh]
  1381. fs.SetFont(&s.fs, font.fontstash_handle)
  1382. }
  1383. DEPTH_START :: -0.99
  1384. DEPTH_INCREMENT :: (1.0/10000000.0)
  1385. _ :: jpeg
  1386. _ :: bmp
  1387. _ :: png
  1388. _ :: tga
  1389. Color_F32 :: [4]f32
  1390. f32_color_from_color :: proc(color: Color) -> Color_F32 {
  1391. return {
  1392. f32(color.r) / 255,
  1393. f32(color.g) / 255,
  1394. f32(color.b) / 255,
  1395. f32(color.a) / 255,
  1396. }
  1397. }