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 "core:time"
  13. import fs "vendor:fontstash"
  14. import "core:image"
  15. import "core:image/jpeg"
  16. import "core:image/bmp"
  17. import "core:image/png"
  18. import "core:image/tga"
  19. import hm "handle_map"
  20. //-----------------------------------------------//
  21. // SETUP, WINDOW MANAGEMENT AND FRAME MANAGEMENT //
  22. //-----------------------------------------------//
  23. // Opens a window and initializes some internal state. The internal state will use `allocator` for
  24. // all dynamically allocated memory. The return value can be ignored unless you need to later call
  25. // `set_internal_state`.
  26. init :: proc(window_width: int, window_height: int, window_title: string,
  27. window_creation_flags := Window_Flags {},
  28. allocator := context.allocator, loc := #caller_location) -> ^State {
  29. assert(s == nil, "Don't call 'init' twice.")
  30. context.allocator = allocator
  31. s = new(State, allocator, loc)
  32. // This is the same type of arena as the default temp allocator. This arena is for allocations
  33. // that have a lifetime of "one frame". They are valid until you call `present()`, at which
  34. // point the frame allocator is cleared.
  35. s.frame_allocator = runtime.arena_allocator(&s.frame_arena)
  36. frame_allocator = s.frame_allocator
  37. s.allocator = allocator
  38. s.win = WINDOW_INTERFACE
  39. win = s.win
  40. // We alloc memory for the windowing backend and pass the blob of memory to it.
  41. window_state_alloc_error: runtime.Allocator_Error
  42. s.window_state, window_state_alloc_error = mem.alloc(win.state_size(), allocator = allocator)
  43. log.assertf(window_state_alloc_error == nil, "Failed allocating memory for window state: %v", window_state_alloc_error)
  44. win.init(s.window_state, window_width, window_height, window_title, window_creation_flags, allocator)
  45. // This is a OS-independent handle that we can pass to any rendering backend.
  46. s.window = win.window_handle()
  47. // See `config.odin` for how this is picked.
  48. s.rb = RENDER_BACKEND
  49. // Depending on backend the depth is counted in one of two ways. It can be counted from `1` and
  50. // to lower numbers. Or from `-1` and to higher numbers.
  51. s.depth_start = DEPTH_START
  52. s.depth_increment = DEPTH_INCREMENT
  53. if s.rb.flip_z() {
  54. s.depth_start = -DEPTH_START
  55. s.depth_increment = -DEPTH_INCREMENT
  56. }
  57. s.depth = s.depth_start
  58. rb = s.rb
  59. rb_alloc_error: runtime.Allocator_Error
  60. s.rb_state, rb_alloc_error = mem.alloc(rb.state_size(), allocator = allocator)
  61. log.assertf(rb_alloc_error == nil, "Failed allocating memory for rendering backend: %v", rb_alloc_error)
  62. s.proj_matrix = make_default_projection(win.get_width(), win.get_height())
  63. s.view_matrix = 1
  64. // Boot up the render backend. It will render into our previously created window.
  65. rb.init(s.rb_state, s.window, win.get_width(), win.get_height(), allocator)
  66. // The vertex buffer is created in a render backend-independent way. It is passed to the
  67. // render backend each frame as part of `draw_current_batch()`
  68. s.vertex_buffer_cpu = make([]u8, VERTEX_BUFFER_MAX, allocator, loc)
  69. // The shapes drawing texture is sampled when any shape is drawn. This way we can use the same
  70. // shader for textured drawing and shape drawing. It's just a white box.
  71. white_rect: [16*16*4]u8
  72. slice.fill(white_rect[:], 255)
  73. s.shape_drawing_texture = rb.load_texture(white_rect[:], 16, 16, .RGBA_8_Norm)
  74. // The default shader will arrive in a different format depending on backend. GLSL for GL,
  75. // HLSL for d3d etc.
  76. s.default_shader = load_shader_from_bytes(rb.default_shader_vertex_source(), rb.default_shader_fragment_source())
  77. s.batch_shader = s.default_shader
  78. // FontStash enables us to bake fonts from TTF files on-the-fly.
  79. fs.Init(&s.fs, FONT_DEFAULT_ATLAS_SIZE, FONT_DEFAULT_ATLAS_SIZE, .TOPLEFT)
  80. fs.SetAlignVertical(&s.fs, .TOP)
  81. DEFAULT_FONT_DATA :: #load("roboto.ttf")
  82. // Dummy element so font with index 0 means 'no font'.
  83. append_nothing(&s.fonts)
  84. s.default_font = load_font_from_bytes(DEFAULT_FONT_DATA)
  85. _set_font(s.default_font)
  86. return s
  87. }
  88. // Returns true the user has pressed the close button on the window, or used a key stroke such as
  89. // ALT+F4 on Windows. The application can decide if it wants to shut down or if it wants to show
  90. // some kind of confirmation dialogue.
  91. //
  92. // Commonly used for creating the "main loop" of a game: `for k2.shutdown_wanted {}`
  93. shutdown_wanted :: proc() -> bool {
  94. return s.shutdown_wanted
  95. }
  96. // Closes the window and cleans up the internal state.
  97. shutdown :: proc() {
  98. assert(s != nil, "You've called 'shutdown' without calling 'init' first")
  99. context.allocator = s.allocator
  100. destroy_font(s.default_font)
  101. rb.destroy_texture(s.shape_drawing_texture)
  102. destroy_shader(s.default_shader)
  103. rb.shutdown()
  104. delete(s.vertex_buffer_cpu, s.allocator)
  105. win.shutdown()
  106. fs.Destroy(&s.fs)
  107. delete(s.fonts)
  108. a := s.allocator
  109. free(s.window_state, a)
  110. free(s.rb_state, a)
  111. free(s, a)
  112. s = nil
  113. }
  114. // Clear the "screen" with the supplied color. By default this will clear your window. But if you
  115. // have set a Render Texture using `set_render_texture` procedure, then that Render Texture will be
  116. // cleared instead.
  117. clear :: proc(color: Color) {
  118. draw_current_batch()
  119. rb.clear(s.batch_render_target, color)
  120. s.depth = s.depth_start
  121. }
  122. new_frame :: proc() {
  123. free_all(s.frame_allocator)
  124. now := time.now()
  125. if s.prev_frame_time != {} {
  126. since := time.diff(s.prev_frame_time, now)
  127. s.frame_time = f32(time.duration_seconds(since))
  128. }
  129. s.prev_frame_time = now
  130. if s.start_time == {} {
  131. s.start_time = time.now()
  132. }
  133. s.time = time.duration_seconds(time.since(s.start_time))
  134. }
  135. // "Flips the backbuffer": Call at end of frame to make everything you've drawn appear on the screen.
  136. //
  137. // When you draw using for example `draw_texture`, then that stuff is drawn to an invisible texture
  138. // called a "backbuffer". This makes sure that we don't see half-drawn frames. So when you are happy
  139. // with a frame and want to show it to the player, use this procedure.
  140. //
  141. // WebGL note: WebGL does the backbuffer flipping automatically. But you should still call this to
  142. // make sure that all rendering has been sent off to the GPU.
  143. present :: proc() {
  144. draw_current_batch()
  145. rb.present()
  146. }
  147. // Call at start or end of frame to process all events that have arrived to the window. This
  148. // includes keyboard, mouse, gamepad and window events.
  149. //
  150. // WARNING: Not calling this will make your program impossible to interact with.
  151. process_events :: proc() {
  152. s.key_went_up = {}
  153. s.key_went_down = {}
  154. s.mouse_button_went_up = {}
  155. s.mouse_button_went_down = {}
  156. s.gamepad_button_went_up = {}
  157. s.gamepad_button_went_down = {}
  158. s.mouse_delta = {}
  159. s.mouse_wheel_delta = 0
  160. win.process_events()
  161. events := win.get_events()
  162. for &event in events {
  163. switch &e in event {
  164. case Window_Event_Close_Wanted:
  165. s.shutdown_wanted = true
  166. case Window_Event_Key_Went_Down:
  167. s.key_went_down[e.key] = true
  168. s.key_is_held[e.key] = true
  169. case Window_Event_Key_Went_Up:
  170. s.key_went_up[e.key] = true
  171. s.key_is_held[e.key] = false
  172. case Window_Event_Mouse_Button_Went_Down:
  173. s.mouse_button_went_down[e.button] = true
  174. s.mouse_button_is_held[e.button] = true
  175. case Window_Event_Mouse_Button_Went_Up:
  176. s.mouse_button_went_up[e.button] = true
  177. s.mouse_button_is_held[e.button] = false
  178. case Window_Event_Mouse_Move:
  179. prev_pos := s.mouse_position
  180. s.mouse_position = e.position
  181. s.mouse_delta = s.mouse_position - prev_pos
  182. case Window_Event_Mouse_Wheel:
  183. s.mouse_wheel_delta = e.delta
  184. case Window_Event_Gamepad_Button_Went_Down:
  185. if e.gamepad < MAX_GAMEPADS {
  186. s.gamepad_button_went_down[e.gamepad][e.button] = true
  187. s.gamepad_button_is_held[e.gamepad][e.button] = true
  188. }
  189. case Window_Event_Gamepad_Button_Went_Up:
  190. if e.gamepad < MAX_GAMEPADS {
  191. s.gamepad_button_went_up[e.gamepad][e.button] = true
  192. s.gamepad_button_is_held[e.gamepad][e.button] = false
  193. }
  194. case Window_Event_Resize:
  195. rb.resize_swapchain(e.width, e.height)
  196. s.proj_matrix = make_default_projection(e.width, e.height)
  197. }
  198. }
  199. win.clear_events()
  200. }
  201. get_frame_time :: proc() -> f32 {
  202. return s.frame_time
  203. }
  204. get_time :: proc() -> f64 {
  205. return s.time
  206. }
  207. // Gets the width of the drawing area within the window. The returned number is not scaled by any
  208. // monitor DPI scaling. You do that manually using the number returned by `get_window_scale()`.
  209. get_screen_width :: proc() -> int {
  210. return win.get_width()
  211. }
  212. // Gets the height of the drawing area within the window. The returned number is not scaled by any
  213. // monitor DPI scaling. You do that manually using the number returned by `get_window_scale()`.
  214. get_screen_height :: proc() -> int {
  215. return win.get_height()
  216. }
  217. // Moves the window.
  218. //
  219. // WebGL note: This moves the canvas within the window, which may not be what you want.
  220. set_window_position :: proc(x: int, y: int) {
  221. win.set_position(x, y)
  222. }
  223. // Resize the window to a new size. If the window has the flag Resizable set, then the backbuffer
  224. // will also be resized.
  225. set_window_size :: proc(width: int, height: int) {
  226. // TODO not sure if we should resize swapchain here. On windows the WM_SIZE event fires and
  227. // it all works out. But perhaps not on all platforms?
  228. win.set_size(width, height)
  229. }
  230. // Fetch the scale of the window. This usually comes from some DPI scaling setting in the OS.
  231. // 1 means 100% scale, 1.5 means 150% etc.
  232. get_window_scale :: proc() -> f32 {
  233. return win.get_window_scale()
  234. }
  235. set_window_flags :: proc(flags: Window_Flags) {
  236. win.set_flags(flags)
  237. }
  238. // Flushes the current batch. This sends off everything to the GPU that has been queued in the
  239. // current batch. Normally, you do not need to do this manually. It is done automatically when these
  240. // procedures run:
  241. //
  242. // - present
  243. // - set_camera
  244. // - set_shader
  245. // - set_shader_constant
  246. // - set_scissor_rect
  247. // - draw_texture_* IF previous draw did not use the same texture (1)
  248. // - draw_rect_*, draw_circle_*, draw_line IF previous draw did not use the shapes drawing texture (2)
  249. //
  250. // (1) When drawing textures, the current texture is fed into the active shader. Everything within
  251. // the same batch must use the same texture. So drawing with a new texture will draw the current
  252. // batch. You can combine several textures into an atlas to get bigger batches.
  253. //
  254. // (2) In order to use the same shader for shapes drawing and textured drawing, the shapes drawing
  255. // uses a blank, white texture. For the same reasons as (1), drawing something else than shapes
  256. // before drawing a shape will break up the batches. TODO: Add possibility to customize shape
  257. // drawing texture so that you can put it into an atlas.
  258. //
  259. // The batch has maximum size of VERTEX_BUFFER_MAX bytes. The shader dictates how big a vertex is
  260. // so the maximum number of vertices that can be drawn in each batch is
  261. // VERTEX_BUFFER_MAX / shader.vertex_size
  262. draw_current_batch :: proc() {
  263. if s.vertex_buffer_cpu_used == 0 {
  264. return
  265. }
  266. _update_font(s.batch_font)
  267. shader := s.batch_shader
  268. mvp := s.proj_matrix * s.view_matrix
  269. for mloc, builtin in shader.constant_builtin_locations {
  270. constant, constant_ok := mloc.?
  271. if !constant_ok {
  272. continue
  273. }
  274. switch builtin {
  275. case .MVP:
  276. if constant.size == size_of(mvp) {
  277. dst := (^matrix[4,4]f32)(&shader.constants_data[constant.offset])
  278. dst^ = mvp
  279. }
  280. }
  281. }
  282. if def_tex_idx, has_def_tex_idx := shader.default_texture_index.?; has_def_tex_idx {
  283. shader.texture_bindpoints[def_tex_idx] = s.batch_texture
  284. }
  285. 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])
  286. s.vertex_buffer_cpu_used = 0
  287. }
  288. //-------//
  289. // INPUT //
  290. //-------//
  291. // Returns true if a keyboard key went down between the current and the previous frame. Set when
  292. // 'process_events' runs (probably once per frame).
  293. key_went_down :: proc(key: Keyboard_Key) -> bool {
  294. return s.key_went_down[key]
  295. }
  296. // Returns true if a keyboard key went up (was released) between the current and the previous frame.
  297. // Set when 'process_events' runs (probably once per frame).
  298. key_went_up :: proc(key: Keyboard_Key) -> bool {
  299. return s.key_went_up[key]
  300. }
  301. // Returns true if a keyboard is currently being held down. Set when 'process_events' runs (probably
  302. // once per frame).
  303. key_is_held :: proc(key: Keyboard_Key) -> bool {
  304. return s.key_is_held[key]
  305. }
  306. mouse_button_went_down :: proc(button: Mouse_Button) -> bool {
  307. return s.mouse_button_went_down[button]
  308. }
  309. mouse_button_went_up :: proc(button: Mouse_Button) -> bool {
  310. return s.mouse_button_went_up[button]
  311. }
  312. mouse_button_is_held :: proc(button: Mouse_Button) -> bool {
  313. return s.mouse_button_is_held[button]
  314. }
  315. get_mouse_wheel_delta :: proc() -> f32 {
  316. return s.mouse_wheel_delta
  317. }
  318. get_mouse_position :: proc() -> Vec2 {
  319. return s.mouse_position
  320. }
  321. get_mouse_delta :: proc() -> Vec2 {
  322. return s.mouse_delta
  323. }
  324. is_gamepad_active :: proc(gamepad: Gamepad_Index) -> bool {
  325. return win.is_gamepad_active(gamepad)
  326. }
  327. gamepad_button_went_down :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool {
  328. if gamepad < 0 || gamepad >= MAX_GAMEPADS {
  329. return false
  330. }
  331. return s.gamepad_button_went_down[gamepad][button]
  332. }
  333. gamepad_button_went_up :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool {
  334. if gamepad < 0 || gamepad >= MAX_GAMEPADS {
  335. return false
  336. }
  337. return s.gamepad_button_went_up[gamepad][button]
  338. }
  339. gamepad_button_is_held :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool {
  340. if gamepad < 0 || gamepad >= MAX_GAMEPADS {
  341. return false
  342. }
  343. return s.gamepad_button_is_held[gamepad][button]
  344. }
  345. get_gamepad_axis :: proc(gamepad: Gamepad_Index, axis: Gamepad_Axis) -> f32 {
  346. return win.get_gamepad_axis(gamepad, axis)
  347. }
  348. // Set the left and right vibration motor speed. The range of left and right is 0 to 1. Note that on
  349. // most gamepads, the left motor is "low frequency" and the right motor is "high frequency". They do
  350. // not vibrate with the same speed.
  351. set_gamepad_vibration :: proc(gamepad: Gamepad_Index, left: f32, right: f32) {
  352. win.set_gamepad_vibration(gamepad, left, right)
  353. }
  354. //---------//
  355. // DRAWING //
  356. //---------//
  357. draw_rect :: proc(r: Rect, c: Color) {
  358. if s.vertex_buffer_cpu_used + s.batch_shader.vertex_size * 6 > len(s.vertex_buffer_cpu) {
  359. draw_current_batch()
  360. }
  361. if s.batch_texture != s.shape_drawing_texture {
  362. draw_current_batch()
  363. }
  364. s.batch_texture = s.shape_drawing_texture
  365. z := get_next_depth()
  366. batch_vertex({r.x, r.y, z}, {0, 0}, c)
  367. batch_vertex({r.x + r.w, r.y, z}, {1, 0}, c)
  368. batch_vertex({r.x + r.w, r.y + r.h, z}, {1, 1}, c)
  369. batch_vertex({r.x, r.y, z}, {0, 0}, c)
  370. batch_vertex({r.x + r.w, r.y + r.h, z}, {1, 1}, c)
  371. batch_vertex({r.x, r.y + r.h, z}, {0, 1}, c)
  372. }
  373. draw_rect_vec :: proc(pos: Vec2, size: Vec2, c: Color) {
  374. draw_rect({pos.x, pos.y, size.x, size.y}, c)
  375. }
  376. draw_rect_ex :: proc(r: Rect, origin: Vec2, rot: f32, c: Color) {
  377. if s.vertex_buffer_cpu_used + s.batch_shader.vertex_size * 6 > len(s.vertex_buffer_cpu) {
  378. draw_current_batch()
  379. }
  380. if s.batch_texture != s.shape_drawing_texture {
  381. draw_current_batch()
  382. }
  383. s.batch_texture = s.shape_drawing_texture
  384. tl, tr, bl, br: Vec2
  385. // Rotation adapted from Raylib's "DrawTexturePro"
  386. if rot == 0 {
  387. x := r.x - origin.x
  388. y := r.y - origin.y
  389. tl = { x, y }
  390. tr = { x + r.w, y }
  391. bl = { x, y + r.h }
  392. br = { x + r.w, y + r.h }
  393. } else {
  394. sin_rot := math.sin(rot * math.RAD_PER_DEG)
  395. cos_rot := math.cos(rot * math.RAD_PER_DEG)
  396. x := r.x
  397. y := r.y
  398. dx := -origin.x
  399. dy := -origin.y
  400. tl = {
  401. x + dx * cos_rot - dy * sin_rot,
  402. y + dx * sin_rot + dy * cos_rot,
  403. }
  404. tr = {
  405. x + (dx + r.w) * cos_rot - dy * sin_rot,
  406. y + (dx + r.w) * sin_rot + dy * cos_rot,
  407. }
  408. bl = {
  409. x + dx * cos_rot - (dy + r.h) * sin_rot,
  410. y + dx * sin_rot + (dy + r.h) * cos_rot,
  411. }
  412. br = {
  413. x + (dx + r.w) * cos_rot - (dy + r.h) * sin_rot,
  414. y + (dx + r.w) * sin_rot + (dy + r.h) * cos_rot,
  415. }
  416. }
  417. z := get_next_depth()
  418. batch_vertex(vec3(tl, z), {0, 0}, c)
  419. batch_vertex(vec3(tr, z), {1, 0}, c)
  420. batch_vertex(vec3(br, z), {1, 1}, c)
  421. batch_vertex(vec3(tl, z), {0, 0}, c)
  422. batch_vertex(vec3(br, z), {1, 1}, c)
  423. batch_vertex(vec3(bl, z), {0, 1}, c)
  424. }
  425. draw_rect_outline :: proc(r: Rect, thickness: f32, color: Color) {
  426. t := thickness
  427. // Based on DrawRectangleLinesEx from Raylib
  428. top := Rect {
  429. r.x,
  430. r.y,
  431. r.w,
  432. t,
  433. }
  434. bottom := Rect {
  435. r.x,
  436. r.y + r.h - t,
  437. r.w,
  438. t,
  439. }
  440. left := Rect {
  441. r.x,
  442. r.y + t,
  443. t,
  444. r.h - t * 2,
  445. }
  446. right := Rect {
  447. r.x + r.w - t,
  448. r.y + t,
  449. t,
  450. r.h - t * 2,
  451. }
  452. draw_rect(top, color)
  453. draw_rect(bottom, color)
  454. draw_rect(left, color)
  455. draw_rect(right, color)
  456. }
  457. draw_circle :: proc(center: Vec2, radius: f32, color: Color, segments := 16) {
  458. if s.vertex_buffer_cpu_used + s.batch_shader.vertex_size * 3 * segments > len(s.vertex_buffer_cpu) {
  459. draw_current_batch()
  460. }
  461. if s.batch_texture != s.shape_drawing_texture {
  462. draw_current_batch()
  463. }
  464. s.batch_texture = s.shape_drawing_texture
  465. z := get_next_depth()
  466. prev := center + {radius, 0}
  467. for s in 1..=segments {
  468. sr := (f32(s)/f32(segments)) * 2*math.PI
  469. rot := linalg.matrix2_rotate(sr)
  470. p := center + rot * Vec2{radius, 0}
  471. batch_vertex(vec3(prev, z), {0, 0}, color)
  472. batch_vertex(vec3(p, z), {1, 0}, color)
  473. batch_vertex(vec3(center, z), {1, 1}, color)
  474. prev = p
  475. }
  476. }
  477. draw_circle_outline :: proc(center: Vec2, radius: f32, thickness: f32, color: Color, segments := 16) {
  478. prev := center + {radius, 0}
  479. for s in 1..=segments {
  480. sr := (f32(s)/f32(segments)) * 2*math.PI
  481. rot := linalg.matrix2_rotate(sr)
  482. p := center + rot * Vec2{radius, 0}
  483. draw_line(prev, p, thickness, color)
  484. prev = p
  485. }
  486. }
  487. draw_line :: proc(start: Vec2, end: Vec2, thickness: f32, color: Color) {
  488. p := Vec2{start.x, start.y + thickness*0.5}
  489. s := Vec2{linalg.length(end - start), thickness}
  490. origin := Vec2 {0, thickness*0.5}
  491. r := Rect {p.x, p.y, s.x, s.y}
  492. rot := math.atan2(end.y - start.y, end.x - start.x)
  493. draw_rect_ex(r, origin, rot * math.DEG_PER_RAD, color)
  494. }
  495. draw_texture :: proc(tex: Texture, pos: Vec2, tint := WHITE) {
  496. draw_texture_ex(
  497. tex,
  498. {0, 0, f32(tex.width), f32(tex.height)},
  499. {pos.x, pos.y, f32(tex.width), f32(tex.height)},
  500. {},
  501. 0,
  502. tint,
  503. )
  504. }
  505. draw_texture_rect :: proc(tex: Texture, rect: Rect, pos: Vec2, tint := WHITE) {
  506. draw_texture_ex(
  507. tex,
  508. rect,
  509. {pos.x, pos.y, rect.w, rect.h},
  510. {},
  511. 0,
  512. tint,
  513. )
  514. }
  515. draw_texture_ex :: proc(tex: Texture, src: Rect, dst: Rect, origin: Vec2, rotation: f32, tint := WHITE) {
  516. if tex.width == 0 || tex.height == 0 {
  517. return
  518. }
  519. if s.vertex_buffer_cpu_used + s.batch_shader.vertex_size * 6 > len(s.vertex_buffer_cpu) {
  520. draw_current_batch()
  521. }
  522. if s.batch_texture != tex.handle {
  523. draw_current_batch()
  524. }
  525. s.batch_texture = tex.handle
  526. flip_x, flip_y: bool
  527. src := src
  528. dst := dst
  529. if src.w < 0 {
  530. flip_x = true
  531. src.w = -src.w
  532. }
  533. if src.h < 0 {
  534. flip_y = true
  535. src.h = -src.h
  536. }
  537. if dst.w < 0 {
  538. dst.w *= -1
  539. }
  540. if dst.h < 0 {
  541. dst.h *= -1
  542. }
  543. tl, tr, bl, br: Vec2
  544. // Rotation adapted from Raylib's "DrawTexturePro"
  545. if rotation == 0 {
  546. x := dst.x - origin.x
  547. y := dst.y - origin.y
  548. tl = { x, y }
  549. tr = { x + dst.w, y }
  550. bl = { x, y + dst.h }
  551. br = { x + dst.w, y + dst.h }
  552. } else {
  553. sin_rot := math.sin(rotation * math.RAD_PER_DEG)
  554. cos_rot := math.cos(rotation * math.RAD_PER_DEG)
  555. x := dst.x
  556. y := dst.y
  557. dx := -origin.x
  558. dy := -origin.y
  559. tl = {
  560. x + dx * cos_rot - dy * sin_rot,
  561. y + dx * sin_rot + dy * cos_rot,
  562. }
  563. tr = {
  564. x + (dx + dst.w) * cos_rot - dy * sin_rot,
  565. y + (dx + dst.w) * sin_rot + dy * cos_rot,
  566. }
  567. bl = {
  568. x + dx * cos_rot - (dy + dst.h) * sin_rot,
  569. y + dx * sin_rot + (dy + dst.h) * cos_rot,
  570. }
  571. br = {
  572. x + (dx + dst.w) * cos_rot - (dy + dst.h) * sin_rot,
  573. y + (dx + dst.w) * sin_rot + (dy + dst.h) * cos_rot,
  574. }
  575. }
  576. ts := Vec2{f32(tex.width), f32(tex.height)}
  577. up := Vec2{src.x, src.y} / ts
  578. us := Vec2{src.w, src.h} / ts
  579. c := tint
  580. uv0 := up
  581. uv1 := up + {us.x, 0}
  582. uv2 := up + us
  583. uv3 := up
  584. uv4 := up + us
  585. uv5 := up + {0, us.y}
  586. if flip_x {
  587. uv0.x += us.x
  588. uv1.x -= us.x
  589. uv2.x -= us.x
  590. uv3.x += us.x
  591. uv4.x -= us.x
  592. uv5.x += us.x
  593. }
  594. // HACK: We ask the render backend if this texture needs flipping. The idea is that GL will
  595. // flip render textures, so we need to automatically unflip them.
  596. //
  597. // Could we do something with the projection matrix while drawing into those render textures
  598. // instead? I tried that, but couldn't get it to work.
  599. if rb.texture_needs_vertical_flip(tex.handle) {
  600. flip_y = !flip_y
  601. }
  602. if flip_y {
  603. uv0.y += us.y
  604. uv1.y += us.y
  605. uv2.y -= us.y
  606. uv3.y += us.y
  607. uv4.y -= us.y
  608. uv5.y -= us.y
  609. }
  610. z := get_next_depth()
  611. batch_vertex(vec3(tl, z), uv0, c)
  612. batch_vertex(vec3(tr, z), uv1, c)
  613. batch_vertex(vec3(br, z), uv2, c)
  614. batch_vertex(vec3(tl, z), uv3, c)
  615. batch_vertex(vec3(br, z), uv4, c)
  616. batch_vertex(vec3(bl, z), uv5, c)
  617. }
  618. measure_text :: proc(text: string, font_size: f32) -> Vec2 {
  619. fs.SetSize(&s.fs, font_size)
  620. b: [4]f32
  621. fs.TextBounds(&s.fs, text, bounds = &b)
  622. return {b[2] - b[0], b[3] - b[1]}
  623. }
  624. draw_text :: proc(text: string, pos: Vec2, font_size: f32, color: Color) {
  625. draw_text_ex(s.default_font, text, pos, font_size, color)
  626. }
  627. draw_text_ex :: proc(font_handle: Font_Handle, text: string, pos: Vec2, font_size: f32, color: Color) {
  628. if int(font_handle) >= len(s.fonts) {
  629. return
  630. }
  631. _set_font(font_handle)
  632. font := &s.fonts[font_handle]
  633. fs.SetSize(&s.fs, font_size)
  634. iter := fs.TextIterInit(&s.fs, pos.x, pos.y, text)
  635. q: fs.Quad
  636. for fs.TextIterNext(&s.fs, &iter, &q) {
  637. src := Rect {
  638. q.s0, q.t0,
  639. q.s1 - q.s0, q.t1 - q.t0,
  640. }
  641. w := f32(FONT_DEFAULT_ATLAS_SIZE)
  642. h := f32(FONT_DEFAULT_ATLAS_SIZE)
  643. src.x *= w
  644. src.y *= h
  645. src.w *= w
  646. src.h *= h
  647. dst := Rect {
  648. q.x0, q.y0,
  649. q.x1 - q.x0, q.y1 - q.y0,
  650. }
  651. draw_texture_ex(font.atlas, src, dst, {}, 0, color)
  652. }
  653. }
  654. //--------------------//
  655. // TEXTURE MANAGEMENT //
  656. //--------------------//
  657. create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture {
  658. h := rb.create_texture(width, height, format)
  659. return {
  660. handle = h,
  661. width = width,
  662. height = height,
  663. }
  664. }
  665. // Load a texture from disk and upload it to the GPU so you can draw it to the screen.
  666. // Supports PNG, BMP, TGA and baseline PNG. Note that progressive PNG files are not supported!
  667. //
  668. // The `options` parameter can be used to specify things things such as premultiplication of alpha.
  669. load_texture_from_file :: proc(filename: string, options: Load_Texture_Options = {}) -> Texture {
  670. when FILESYSTEM_SUPPORTED {
  671. load_options := image.Options {
  672. .alpha_add_if_missing,
  673. }
  674. if .Premultiply_Alpha in options {
  675. load_options += { .alpha_premultiply }
  676. }
  677. img, img_err := image.load_from_file(filename, options = load_options, allocator = s.frame_allocator)
  678. if img_err != nil {
  679. log.errorf("Error loading texture %v: %v", filename, img_err)
  680. return {}
  681. }
  682. return load_texture_from_bytes_raw(img.pixels.buf[:], img.width, img.height, .RGBA_8_Norm)
  683. } else {
  684. log.errorf("load_texture_from_file failed: OS %v has no filesystem support!", ODIN_OS)
  685. return {}
  686. }
  687. }
  688. // Load a texture from a byte slice and upload it to the GPU so you can draw it to the screen.
  689. // Supports PNG, BMP, TGA and baseline PNG. Note that progressive PNG files are not supported!
  690. //
  691. // The `options` parameter can be used to specify things things such as premultiplication of alpha.
  692. load_texture_from_bytes :: proc(bytes: []u8, options: Load_Texture_Options = {}) -> Texture {
  693. load_options := image.Options {
  694. .alpha_add_if_missing,
  695. }
  696. if .Premultiply_Alpha in options {
  697. load_options += { .alpha_premultiply }
  698. }
  699. img, img_err := image.load_from_bytes(bytes, options = load_options, allocator = s.frame_allocator)
  700. if img_err != nil {
  701. log.errorf("Error loading texture: %v", img_err)
  702. return {}
  703. }
  704. return load_texture_from_bytes_raw(img.pixels.buf[:], img.width, img.height, .RGBA_8_Norm)
  705. }
  706. // Load raw texture data. You need to specify the data, size and format of the texture yourself.
  707. // This assumes that there is no header in the data. If your data has a header (you read the data
  708. // from a file on disk), then please use `load_texture_from_bytes` instead.
  709. load_texture_from_bytes_raw :: proc(bytes: []u8, width: int, height: int, format: Pixel_Format) -> Texture {
  710. backend_tex := rb.load_texture(bytes[:], width, height, format)
  711. if backend_tex == TEXTURE_NONE {
  712. return {}
  713. }
  714. return {
  715. handle = backend_tex,
  716. width = width,
  717. height = height,
  718. }
  719. }
  720. // Get a rectangle that spans the whole texture. Coordinates will be (x, y) = (0, 0) and size
  721. // (w, h) = (texture_width, texture_height)
  722. get_texture_rect :: proc(t: Texture) -> Rect {
  723. return {
  724. 0, 0,
  725. f32(t.width), f32(t.height),
  726. }
  727. }
  728. // Update a texture with new pixels. `bytes` is the new pixel data. `rect` is the rectangle in
  729. // `tex` where the new pixels should end up.
  730. update_texture :: proc(tex: Texture, bytes: []u8, rect: Rect) -> bool {
  731. return rb.update_texture(tex.handle, bytes, rect)
  732. }
  733. destroy_texture :: proc(tex: Texture) {
  734. rb.destroy_texture(tex.handle)
  735. }
  736. // Controls how a texture should be filtered. You can choose "point" or "linear" filtering. Which
  737. // means "pixly" or "smooth". This filter will be used for up and down-scaling as well as for
  738. // mipmap sampling. Use `set_texture_filter_ex` if you need to control these settings separately.
  739. set_texture_filter :: proc(t: Texture, filter: Texture_Filter) {
  740. set_texture_filter_ex(t, filter, filter, filter)
  741. }
  742. // Controls how a texture should be filtered. `scale_down_filter` and `scale_up_filter` controls how
  743. // the texture is filtered when we render the texture at a smaller or larger size.
  744. // `mip_filter` controls how the texture is filtered when it is sampled using _mipmapping_.
  745. //
  746. // TODO: Add mipmapping generation controls for texture and refer to it from here.
  747. set_texture_filter_ex :: proc(
  748. t: Texture,
  749. scale_down_filter: Texture_Filter,
  750. scale_up_filter: Texture_Filter,
  751. mip_filter: Texture_Filter,
  752. ) {
  753. rb.set_texture_filter(t.handle, scale_down_filter, scale_up_filter, mip_filter)
  754. }
  755. //-----------------//
  756. // RENDER TEXTURES //
  757. //-----------------//
  758. // Create a texture that you can render into. Meaning that you can draw into it instead of drawing
  759. // onto the screen. Set the texture using `set_render_texture`.
  760. create_render_texture :: proc(width: int, height: int) -> Render_Texture {
  761. texture, render_target := rb.create_render_texture(width, height)
  762. return {
  763. texture = {
  764. handle = texture,
  765. width = width,
  766. height = height,
  767. },
  768. render_target = render_target,
  769. }
  770. }
  771. // Destroy a Render_Texture previously created using `create_render_texture`.
  772. destroy_render_texture :: proc(render_texture: Render_Texture) {
  773. rb.destroy_texture(render_texture.texture.handle)
  774. rb.destroy_render_target(render_texture.render_target)
  775. }
  776. // Make all rendering go into a texture instead of onto the screen. Create the render texture using
  777. // `create_render_texture`. Pass `nil` to resume drawing onto the screen.
  778. set_render_texture :: proc(render_texture: Maybe(Render_Texture)) {
  779. if rt, rt_ok := render_texture.?; rt_ok {
  780. if s.batch_render_target == rt.render_target {
  781. return
  782. }
  783. draw_current_batch()
  784. s.batch_render_target = rt.render_target
  785. s.proj_matrix = make_default_projection(rt.texture.width, rt.texture.height)
  786. } else {
  787. if s.batch_render_target == RENDER_TARGET_NONE {
  788. return
  789. }
  790. draw_current_batch()
  791. s.batch_render_target = RENDER_TARGET_NONE
  792. s.proj_matrix = make_default_projection(win.get_width(), win.get_height())
  793. }
  794. }
  795. //-------//
  796. // FONTS //
  797. //-------//
  798. load_font_from_file :: proc(filename: string) -> Font_Handle {
  799. if data, data_ok := os.read_entire_file(filename, frame_allocator); data_ok {
  800. return load_font_from_bytes(data)
  801. }
  802. return FONT_NONE
  803. }
  804. load_font_from_bytes :: proc(data: []u8) -> Font_Handle {
  805. font := fs.AddFontMem(&s.fs, "", data, false)
  806. h := Font_Handle(len(s.fonts))
  807. append(&s.fonts, Font {
  808. fontstash_handle = font,
  809. atlas = {
  810. handle = rb.create_texture(FONT_DEFAULT_ATLAS_SIZE, FONT_DEFAULT_ATLAS_SIZE, .RGBA_8_Norm),
  811. width = FONT_DEFAULT_ATLAS_SIZE,
  812. height = FONT_DEFAULT_ATLAS_SIZE,
  813. },
  814. })
  815. return h
  816. }
  817. destroy_font :: proc(font: Font_Handle) {
  818. if int(font) >= len(s.fonts) {
  819. return
  820. }
  821. f := &s.fonts[font]
  822. rb.destroy_texture(f.atlas.handle)
  823. // TODO fontstash has no "destroy font" proc... I should make my own version of fontstash
  824. delete(s.fs.fonts[f.fontstash_handle].glyphs)
  825. s.fs.fonts[f.fontstash_handle].glyphs = {}
  826. }
  827. get_default_font :: proc() -> Font_Handle {
  828. return s.default_font
  829. }
  830. //---------//
  831. // SHADERS //
  832. //---------//
  833. load_shader_from_file :: proc(
  834. vertex_filename: string,
  835. fragment_filename: string,
  836. layout_formats: []Pixel_Format = {}
  837. ) -> Shader {
  838. vertex_source, vertex_source_ok := os.read_entire_file(vertex_filename, frame_allocator)
  839. if !vertex_source_ok {
  840. log.errorf("Failed loading shader %s", vertex_filename)
  841. return {}
  842. }
  843. fragment_source: []byte
  844. if fragment_filename == vertex_filename {
  845. fragment_source = vertex_source
  846. } else {
  847. fragment_source_ok: bool
  848. fragment_source, fragment_source_ok = os.read_entire_file(fragment_filename, frame_allocator)
  849. if !fragment_source_ok {
  850. log.errorf("Failed loading shader %s", fragment_filename)
  851. return {}
  852. }
  853. }
  854. return load_shader_from_bytes(vertex_source, fragment_source, layout_formats)
  855. }
  856. load_shader_from_bytes :: proc(
  857. vertex_shader_bytes: []byte,
  858. fragment_shader_bytes: []byte,
  859. layout_formats: []Pixel_Format = {},
  860. ) -> Shader {
  861. handle, desc := rb.load_shader(
  862. vertex_shader_bytes,
  863. fragment_shader_bytes,
  864. s.frame_allocator,
  865. layout_formats,
  866. )
  867. if handle == SHADER_NONE {
  868. log.error("Failed loading shader")
  869. return {}
  870. }
  871. constants_size: int
  872. for c in desc.constants {
  873. constants_size += c.size
  874. }
  875. shd := Shader {
  876. handle = handle,
  877. constants_data = make([]u8, constants_size, s.allocator),
  878. constants = make([]Shader_Constant_Location, len(desc.constants), s.allocator),
  879. constant_lookup = make(map[string]Shader_Constant_Location, s.allocator),
  880. inputs = slice.clone(desc.inputs, s.allocator),
  881. input_overrides = make([]Shader_Input_Value_Override, len(desc.inputs), s.allocator),
  882. texture_bindpoints = make([]Texture_Handle, len(desc.texture_bindpoints), s.allocator),
  883. texture_lookup = make(map[string]int, s.allocator),
  884. }
  885. for &input in shd.inputs {
  886. input.name = strings.clone(input.name, s.allocator)
  887. }
  888. constant_offset: int
  889. for cidx in 0..<len(desc.constants) {
  890. constant_desc := &desc.constants[cidx]
  891. loc := Shader_Constant_Location {
  892. offset = constant_offset,
  893. size = constant_desc.size,
  894. }
  895. shd.constants[cidx] = loc
  896. constant_offset += constant_desc.size
  897. if constant_desc.name != "" {
  898. shd.constant_lookup[strings.clone(constant_desc.name, s.allocator)] = loc
  899. switch constant_desc.name {
  900. case "mvp":
  901. shd.constant_builtin_locations[.MVP] = loc
  902. }
  903. }
  904. }
  905. for tbp, tbp_idx in desc.texture_bindpoints {
  906. shd.texture_lookup[tbp.name] = tbp_idx
  907. if tbp.name == "tex" {
  908. shd.default_texture_index = tbp_idx
  909. }
  910. }
  911. for &d in shd.default_input_offsets {
  912. d = -1
  913. }
  914. input_offset: int
  915. for &input in shd.inputs {
  916. default_format := get_shader_input_default_type(input.name, input.type)
  917. if default_format != .Unknown {
  918. shd.default_input_offsets[default_format] = input_offset
  919. }
  920. input_offset += pixel_format_size(input.format)
  921. }
  922. shd.vertex_size = input_offset
  923. return shd
  924. }
  925. destroy_shader :: proc(shader: Shader) {
  926. rb.destroy_shader(shader.handle)
  927. a := s.allocator
  928. delete(shader.constants_data, a)
  929. delete(shader.constants, a)
  930. delete(shader.texture_lookup)
  931. delete(shader.texture_bindpoints, a)
  932. for k, _ in shader.constant_lookup {
  933. delete(k, a)
  934. }
  935. delete(shader.constant_lookup)
  936. for i in shader.inputs {
  937. delete(i.name, a)
  938. }
  939. delete(shader.inputs, a)
  940. delete(shader.input_overrides, a)
  941. }
  942. get_default_shader :: proc() -> Shader {
  943. return s.default_shader
  944. }
  945. set_shader :: proc(shader: Maybe(Shader)) {
  946. if shd, shd_ok := shader.?; shd_ok {
  947. if shd.handle == s.batch_shader.handle {
  948. return
  949. }
  950. } else {
  951. if s.batch_shader.handle == s.default_shader.handle {
  952. return
  953. }
  954. }
  955. draw_current_batch()
  956. s.batch_shader = shader.? or_else s.default_shader
  957. }
  958. set_shader_constant :: proc(shd: Shader, loc: Shader_Constant_Location, val: any) {
  959. if shd.handle == SHADER_NONE {
  960. log.error("Invalid shader")
  961. return
  962. }
  963. if loc.size == 0 {
  964. log.error("Could not find shader constant")
  965. return
  966. }
  967. draw_current_batch()
  968. if loc.offset + loc.size > len(shd.constants_data) {
  969. 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))
  970. return
  971. }
  972. sz := reflect.size_of_typeid(val.id)
  973. if sz != loc.size {
  974. log.errorf("Trying to set constant of type %v, but it is not of correct size %v", val.id, loc.size)
  975. return
  976. }
  977. mem.copy(&shd.constants_data[loc.offset], val.data, sz)
  978. }
  979. override_shader_input :: proc(shader: Shader, input: int, val: any) {
  980. sz := reflect.size_of_typeid(val.id)
  981. assert(sz < SHADER_INPUT_VALUE_MAX_SIZE)
  982. if input >= len(shader.input_overrides) {
  983. log.errorf("Input override out of range. Wanted to override input %v, but shader only has %v inputs", input, len(shader.input_overrides))
  984. return
  985. }
  986. o := &shader.input_overrides[input]
  987. o.val = {}
  988. if sz > 0 {
  989. mem.copy(raw_data(&o.val), val.data, sz)
  990. }
  991. o.used = sz
  992. }
  993. pixel_format_size :: proc(f: Pixel_Format) -> int {
  994. switch f {
  995. case .Unknown: return 0
  996. case .RGBA_32_Float: return 32
  997. case .RGB_32_Float: return 12
  998. case .RG_32_Float: return 8
  999. case .R_32_Float: return 4
  1000. case .RGBA_8_Norm: return 4
  1001. case .RG_8_Norm: return 2
  1002. case .R_8_Norm: return 1
  1003. case .R_8_UInt: return 1
  1004. }
  1005. return 0
  1006. }
  1007. //-------------------------------//
  1008. // CAMERA AND COORDINATE SYSTEMS //
  1009. //-------------------------------//
  1010. set_camera :: proc(camera: Maybe(Camera)) {
  1011. if camera == s.batch_camera {
  1012. return
  1013. }
  1014. draw_current_batch()
  1015. s.batch_camera = camera
  1016. s.proj_matrix = make_default_projection(win.get_width(), win.get_height())
  1017. if c, c_ok := camera.?; c_ok {
  1018. s.view_matrix = get_camera_view_matrix(c)
  1019. } else {
  1020. s.view_matrix = 1
  1021. }
  1022. }
  1023. screen_to_world :: proc(pos: Vec2, camera: Camera) -> Vec2 {
  1024. return (get_camera_world_matrix(camera) * Vec4 { pos.x, pos.y, 0, 1 }).xy
  1025. }
  1026. world_to_screen :: proc(pos: Vec2, camera: Camera) -> Vec2 {
  1027. return (get_camera_view_matrix(camera) * Vec4 { pos.x, pos.y, 0, 1 }).xy
  1028. }
  1029. get_camera_view_matrix :: proc(c: Camera) -> Mat4 {
  1030. inv_target_translate := linalg.matrix4_translate(vec3_from_vec2(-c.target))
  1031. inv_rot := linalg.matrix4_rotate_f32(c.rotation * math.RAD_PER_DEG, {0, 0, 1})
  1032. inv_scale := linalg.matrix4_scale(Vec3{c.zoom, c.zoom, 1})
  1033. inv_offset_translate := linalg.matrix4_translate(vec3_from_vec2(c.offset))
  1034. // A view matrix is essentially the world transform matrix of the camera, but inverted. We
  1035. // bring everything in the world "in front of the camera".
  1036. //
  1037. // Instead of constructing the camera matrix and doing a matrix inverse, here we just do the
  1038. // maths in "backwards order". I.e. a camera transform matrix would be:
  1039. //
  1040. // target_translate * rot * scale * offset_translate
  1041. return inv_offset_translate * inv_scale * inv_rot * inv_target_translate
  1042. }
  1043. get_camera_world_matrix :: proc(c: Camera) -> Mat4 {
  1044. offset_translate := linalg.matrix4_translate(vec3_from_vec2(-c.offset))
  1045. rot := linalg.matrix4_rotate_f32(-c.rotation * math.RAD_PER_DEG, {0, 0, 1})
  1046. scale := linalg.matrix4_scale(Vec3{1/c.zoom, 1/c.zoom, 1})
  1047. target_translate := linalg.matrix4_translate(vec3_from_vec2(c.target))
  1048. return target_translate * rot * scale * offset_translate
  1049. }
  1050. //------//
  1051. // MISC //
  1052. //------//
  1053. // Choose how the alpha channel is used when mixing half-transparent color with what is already
  1054. // drawn. The default is the .Alpha mode, but you also have the option of using .Premultiply_Alpha.
  1055. set_blend_mode :: proc(mode: Blend_Mode) {
  1056. if s.batch_blend_mode == mode {
  1057. return
  1058. }
  1059. draw_current_batch()
  1060. s.batch_blend_mode = mode
  1061. }
  1062. set_scissor_rect :: proc(scissor_rect: Maybe(Rect)) {
  1063. draw_current_batch()
  1064. s.batch_scissor = scissor_rect
  1065. }
  1066. // Restore the internal state using the pointer returned by `init`. Useful after reloading the
  1067. // library (for example, when doing code hot reload).
  1068. set_internal_state :: proc(state: ^State) {
  1069. s = state
  1070. rb = s.rb
  1071. win = s.win
  1072. rb.set_internal_state(s.rb_state)
  1073. win.set_internal_state(s.window_state)
  1074. }
  1075. //---------------------//
  1076. // TYPES AND CONSTANTS //
  1077. //---------------------//
  1078. Vec2 :: [2]f32
  1079. Vec3 :: [3]f32
  1080. Vec4 :: [4]f32
  1081. Mat4 :: matrix[4,4]f32
  1082. // A two dimensional vector of integer numeric type.
  1083. Vec2i :: [2]int
  1084. // A rectangle that sits at position (x, y) and has size (w, h).
  1085. Rect :: struct {
  1086. x, y: f32,
  1087. w, h: f32,
  1088. }
  1089. // An RGBA (Red, Green, Blue, Alpha) color. Each channel can have a value between 0 and 255.
  1090. Color :: [4]u8
  1091. WHITE :: Color { 255, 255, 255, 255 }
  1092. BLACK :: Color { 0, 0, 0, 255 }
  1093. GRAY :: Color { 127, 127, 127, 255 }
  1094. RED :: Color { 198, 40, 90, 255 }
  1095. GREEN :: Color { 30, 240, 30, 255 }
  1096. BLANK :: Color { 0, 0, 0, 0 }
  1097. BLUE :: Color { 30, 116, 240, 255 }
  1098. // These are from Raylib. They are here so you can easily port a Raylib program to Karl2D.
  1099. RL_LIGHTGRAY :: Color { 200, 200, 200, 255 }
  1100. RL_GRAY :: Color { 130, 130, 130, 255 }
  1101. RL_DARKGRAY :: Color { 80, 80, 80, 255 }
  1102. RL_YELLOW :: Color { 253, 249, 0, 255 }
  1103. RL_GOLD :: Color { 255, 203, 0, 255 }
  1104. RL_ORANGE :: Color { 255, 161, 0, 255 }
  1105. RL_PINK :: Color { 255, 109, 194, 255 }
  1106. RL_RED :: Color { 230, 41, 55, 255 }
  1107. RL_MAROON :: Color { 190, 33, 55, 255 }
  1108. RL_GREEN :: Color { 0, 228, 48, 255 }
  1109. RL_LIME :: Color { 0, 158, 47, 255 }
  1110. RL_DARKGREEN :: Color { 0, 117, 44, 255 }
  1111. RL_SKYBLUE :: Color { 102, 191, 255, 255 }
  1112. RL_BLUE :: Color { 0, 121, 241, 255 }
  1113. RL_DARKBLUE :: Color { 0, 82, 172, 255 }
  1114. RL_PURPLE :: Color { 200, 122, 255, 255 }
  1115. RL_VIOLET :: Color { 135, 60, 190, 255 }
  1116. RL_DARKPURPLE :: Color { 112, 31, 126, 255 }
  1117. RL_BEIGE :: Color { 211, 176, 131, 255 }
  1118. RL_BROWN :: Color { 127, 106, 79, 255 }
  1119. RL_DARKBROWN :: Color { 76, 63, 47, 255 }
  1120. RL_WHITE :: WHITE
  1121. RL_BLACK :: BLACK
  1122. RL_BLANK :: BLANK
  1123. RL_MAGENTA :: Color { 255, 0, 255, 255 }
  1124. RL_RAYWHITE :: Color { 245, 245, 245, 255 }
  1125. Texture :: struct {
  1126. handle: Texture_Handle,
  1127. width: int,
  1128. height: int,
  1129. }
  1130. Load_Texture_Option :: enum {
  1131. Premultiply_Alpha,
  1132. }
  1133. Load_Texture_Options :: bit_set[Load_Texture_Option]
  1134. Blend_Mode :: enum {
  1135. Alpha,
  1136. Premultiplied_Alpha, // Requires the alpha-channel to be multiplied into texture RGB channels.
  1137. }
  1138. Render_Texture :: struct {
  1139. texture: Texture,
  1140. render_target: Render_Target_Handle,
  1141. }
  1142. Texture_Filter :: enum {
  1143. Point, // Similar to "nearest neighbor". Pixly texture scaling.
  1144. Linear, // Smoothed texture scaling.
  1145. }
  1146. Camera :: struct {
  1147. target: Vec2,
  1148. offset: Vec2,
  1149. rotation: f32,
  1150. zoom: f32,
  1151. }
  1152. Window_Flag :: enum {
  1153. Resizable,
  1154. }
  1155. Window_Flags :: bit_set[Window_Flag]
  1156. Shader_Handle :: distinct Handle
  1157. SHADER_NONE :: Shader_Handle {}
  1158. Shader_Constant_Location :: struct {
  1159. offset: int,
  1160. size: int,
  1161. }
  1162. Shader :: struct {
  1163. handle: Shader_Handle,
  1164. // We store the CPU-side value of all constants in a single buffer to have less allocations.
  1165. // The 'constants' array says where in this buffer each constant is, and 'constant_lookup'
  1166. // maps a name to a constant location.
  1167. constants_data: []u8,
  1168. constants: []Shader_Constant_Location,
  1169. constant_lookup: map[string]Shader_Constant_Location,
  1170. // Maps built in constant types such as "model view projection matrix" to a location.
  1171. constant_builtin_locations: [Shader_Builtin_Constant]Maybe(Shader_Constant_Location),
  1172. texture_bindpoints: []Texture_Handle,
  1173. texture_lookup: map[string]int,
  1174. default_texture_index: Maybe(int),
  1175. inputs: []Shader_Input,
  1176. input_overrides: []Shader_Input_Value_Override,
  1177. default_input_offsets: [Shader_Default_Inputs]int,
  1178. vertex_size: int,
  1179. }
  1180. SHADER_INPUT_VALUE_MAX_SIZE :: 256
  1181. Shader_Input_Value_Override :: struct {
  1182. val: [SHADER_INPUT_VALUE_MAX_SIZE]u8,
  1183. used: int,
  1184. }
  1185. Shader_Input_Type :: enum {
  1186. F32,
  1187. Vec2,
  1188. Vec3,
  1189. Vec4,
  1190. }
  1191. Shader_Builtin_Constant :: enum {
  1192. MVP,
  1193. }
  1194. Shader_Default_Inputs :: enum {
  1195. Unknown,
  1196. Position,
  1197. UV,
  1198. Color,
  1199. }
  1200. Shader_Input :: struct {
  1201. name: string,
  1202. register: int,
  1203. type: Shader_Input_Type,
  1204. format: Pixel_Format,
  1205. }
  1206. Pixel_Format :: enum {
  1207. Unknown,
  1208. RGBA_32_Float,
  1209. RGB_32_Float,
  1210. RG_32_Float,
  1211. R_32_Float,
  1212. RGBA_8_Norm,
  1213. RG_8_Norm,
  1214. R_8_Norm,
  1215. R_8_UInt,
  1216. }
  1217. Font :: struct {
  1218. atlas: Texture,
  1219. // internal
  1220. fontstash_handle: int,
  1221. }
  1222. Handle :: hm.Handle
  1223. Texture_Handle :: distinct Handle
  1224. Render_Target_Handle :: distinct Handle
  1225. Font_Handle :: distinct int
  1226. FONT_NONE :: Font_Handle {}
  1227. TEXTURE_NONE :: Texture_Handle {}
  1228. RENDER_TARGET_NONE :: Render_Target_Handle {}
  1229. // This keeps track of the internal state of the library. Usually, you do not need to poke at it.
  1230. // It is created and kept as a global variable when 'init' is called. However, 'init' also returns
  1231. // the pointer to it, so you can later use 'set_internal_state' to restore it (after for example hot
  1232. // reload).
  1233. State :: struct {
  1234. allocator: runtime.Allocator,
  1235. frame_arena: runtime.Arena,
  1236. frame_allocator: runtime.Allocator,
  1237. win: Window_Interface,
  1238. window_state: rawptr,
  1239. rb: Render_Backend_Interface,
  1240. rb_state: rawptr,
  1241. fs: fs.FontContext,
  1242. shutdown_wanted: bool,
  1243. mouse_position: Vec2,
  1244. mouse_delta: Vec2,
  1245. mouse_wheel_delta: f32,
  1246. key_went_down: #sparse [Keyboard_Key]bool,
  1247. key_went_up: #sparse [Keyboard_Key]bool,
  1248. key_is_held: #sparse [Keyboard_Key]bool,
  1249. mouse_button_went_down: #sparse [Mouse_Button]bool,
  1250. mouse_button_went_up: #sparse [Mouse_Button]bool,
  1251. mouse_button_is_held: #sparse [Mouse_Button]bool,
  1252. gamepad_button_went_down: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  1253. gamepad_button_went_up: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  1254. gamepad_button_is_held: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  1255. window: Window_Handle,
  1256. default_font: Font_Handle,
  1257. fonts: [dynamic]Font,
  1258. shape_drawing_texture: Texture_Handle,
  1259. batch_font: Font_Handle,
  1260. batch_camera: Maybe(Camera),
  1261. batch_shader: Shader,
  1262. batch_scissor: Maybe(Rect),
  1263. batch_texture: Texture_Handle,
  1264. batch_render_target: Render_Target_Handle,
  1265. batch_blend_mode: Blend_Mode,
  1266. view_matrix: Mat4,
  1267. proj_matrix: Mat4,
  1268. depth: f32,
  1269. depth_start: f32,
  1270. depth_increment: f32,
  1271. vertex_buffer_cpu: []u8,
  1272. vertex_buffer_cpu_used: int,
  1273. default_shader: Shader,
  1274. // Time when the first call to `new_frame` happened
  1275. start_time: time.Time,
  1276. prev_frame_time: time.Time,
  1277. // "dt"
  1278. frame_time: f32,
  1279. time: f64,
  1280. }
  1281. // Support for up to 255 mouse buttons. Cast an int to type `Mouse_Button` to use things outside the
  1282. // options presented here.
  1283. Mouse_Button :: enum {
  1284. Left,
  1285. Right,
  1286. Middle,
  1287. Max = 255,
  1288. }
  1289. // Based on Raylib / GLFW
  1290. Keyboard_Key :: enum {
  1291. None = 0,
  1292. // Numeric keys (top row)
  1293. N0 = 48,
  1294. N1 = 49,
  1295. N2 = 50,
  1296. N3 = 51,
  1297. N4 = 52,
  1298. N5 = 53,
  1299. N6 = 54,
  1300. N7 = 55,
  1301. N8 = 56,
  1302. N9 = 57,
  1303. // Letter keys
  1304. A = 65,
  1305. B = 66,
  1306. C = 67,
  1307. D = 68,
  1308. E = 69,
  1309. F = 70,
  1310. G = 71,
  1311. H = 72,
  1312. I = 73,
  1313. J = 74,
  1314. K = 75,
  1315. L = 76,
  1316. M = 77,
  1317. N = 78,
  1318. O = 79,
  1319. P = 80,
  1320. Q = 81,
  1321. R = 82,
  1322. S = 83,
  1323. T = 84,
  1324. U = 85,
  1325. V = 86,
  1326. W = 87,
  1327. X = 88,
  1328. Y = 89,
  1329. Z = 90,
  1330. // Special characters
  1331. Apostrophe = 39,
  1332. Comma = 44,
  1333. Minus = 45,
  1334. Period = 46,
  1335. Slash = 47,
  1336. Semicolon = 59,
  1337. Equal = 61,
  1338. Left_Bracket = 91,
  1339. Backslash = 92,
  1340. Right_Bracket = 93,
  1341. Backtick = 96,
  1342. // Function keys, modifiers, caret control etc
  1343. Space = 32,
  1344. Escape = 256,
  1345. Enter = 257,
  1346. Tab = 258,
  1347. Backspace = 259,
  1348. Insert = 260,
  1349. Delete = 261,
  1350. Right = 262,
  1351. Left = 263,
  1352. Down = 264,
  1353. Up = 265,
  1354. Page_Up = 266,
  1355. Page_Down = 267,
  1356. Home = 268,
  1357. End = 269,
  1358. Caps_Lock = 280,
  1359. Scroll_Lock = 281,
  1360. Num_Lock = 282,
  1361. Print_Screen = 283,
  1362. Pause = 284,
  1363. F1 = 290,
  1364. F2 = 291,
  1365. F3 = 292,
  1366. F4 = 293,
  1367. F5 = 294,
  1368. F6 = 295,
  1369. F7 = 296,
  1370. F8 = 297,
  1371. F9 = 298,
  1372. F10 = 299,
  1373. F11 = 300,
  1374. F12 = 301,
  1375. Left_Shift = 340,
  1376. Left_Control = 341,
  1377. Left_Alt = 342,
  1378. Left_Super = 343,
  1379. Right_Shift = 344,
  1380. Right_Control = 345,
  1381. Right_Alt = 346,
  1382. Right_Super = 347,
  1383. Menu = 348,
  1384. // Numpad keys
  1385. NP_0 = 320,
  1386. NP_1 = 321,
  1387. NP_2 = 322,
  1388. NP_3 = 323,
  1389. NP_4 = 324,
  1390. NP_5 = 325,
  1391. NP_6 = 326,
  1392. NP_7 = 327,
  1393. NP_8 = 328,
  1394. NP_9 = 329,
  1395. NP_Decimal = 330,
  1396. NP_Divide = 331,
  1397. NP_Multiply = 332,
  1398. NP_Subtract = 333,
  1399. NP_Add = 334,
  1400. NP_Enter = 335,
  1401. NP_Equal = 336,
  1402. }
  1403. MAX_GAMEPADS :: 4
  1404. // A value between 0 and MAX_GAMEPADS - 1
  1405. Gamepad_Index :: int
  1406. Gamepad_Axis :: enum {
  1407. Left_Stick_X,
  1408. Left_Stick_Y,
  1409. Right_Stick_X,
  1410. Right_Stick_Y,
  1411. Left_Trigger,
  1412. Right_Trigger,
  1413. }
  1414. Gamepad_Button :: enum {
  1415. // DPAD buttons
  1416. Left_Face_Up,
  1417. Left_Face_Down,
  1418. Left_Face_Left,
  1419. Left_Face_Right,
  1420. Right_Face_Up, // XBOX: Y, PS: Triangle
  1421. Right_Face_Down, // XBOX: A, PS: X
  1422. Right_Face_Left, // XBOX: X, PS: Square
  1423. Right_Face_Right, // XBOX: B, PS: Circle
  1424. Left_Shoulder,
  1425. Left_Trigger,
  1426. Right_Shoulder,
  1427. Right_Trigger,
  1428. Left_Stick_Press, // Clicking the left analogue stick
  1429. Right_Stick_Press, // Clicking the right analogue stick
  1430. Middle_Face_Left, // Select / back / options button
  1431. Middle_Face_Middle, // PS button (not available on XBox)
  1432. Middle_Face_Right, // Start
  1433. }
  1434. // Used by API builder. Everything after this constant will not be in karl2d.doc.odin
  1435. API_END :: true
  1436. batch_vertex :: proc(v: Vec3, uv: Vec2, color: Color) {
  1437. v := v
  1438. if s.vertex_buffer_cpu_used == len(s.vertex_buffer_cpu) {
  1439. draw_current_batch()
  1440. }
  1441. shd := s.batch_shader
  1442. base_offset := s.vertex_buffer_cpu_used
  1443. pos_offset := shd.default_input_offsets[.Position]
  1444. uv_offset := shd.default_input_offsets[.UV]
  1445. color_offset := shd.default_input_offsets[.Color]
  1446. mem.set(&s.vertex_buffer_cpu[base_offset], 0, shd.vertex_size)
  1447. if pos_offset != -1 {
  1448. (^Vec3)(&s.vertex_buffer_cpu[base_offset + pos_offset])^ = v
  1449. }
  1450. if uv_offset != -1 {
  1451. (^Vec2)(&s.vertex_buffer_cpu[base_offset + uv_offset])^ = uv
  1452. }
  1453. if color_offset != -1 {
  1454. (^Color)(&s.vertex_buffer_cpu[base_offset + color_offset])^ = color
  1455. }
  1456. override_offset: int
  1457. for &o, idx in shd.input_overrides {
  1458. input := &shd.inputs[idx]
  1459. sz := pixel_format_size(input.format)
  1460. if o.used != 0 {
  1461. mem.copy(&s.vertex_buffer_cpu[base_offset + override_offset], raw_data(&o.val), o.used)
  1462. }
  1463. override_offset += sz
  1464. }
  1465. s.vertex_buffer_cpu_used += shd.vertex_size
  1466. }
  1467. VERTEX_BUFFER_MAX :: 1000000
  1468. @(private="file")
  1469. s: ^State
  1470. // These globals are here for access from other files. The state struct above is private to make
  1471. // sure global state sharing doesn't become too messy.
  1472. frame_allocator: runtime.Allocator
  1473. win: Window_Interface
  1474. rb: Render_Backend_Interface
  1475. get_shader_input_default_type :: proc(name: string, type: Shader_Input_Type) -> Shader_Default_Inputs {
  1476. if name == "position" && type == .Vec3 {
  1477. return .Position
  1478. } else if name == "texcoord" && type == .Vec2 {
  1479. return .UV
  1480. } else if name == "color" && type == .Vec4 {
  1481. return .Color
  1482. }
  1483. return .Unknown
  1484. }
  1485. get_shader_format_num_components :: proc(format: Pixel_Format) -> int {
  1486. switch format {
  1487. case .Unknown: return 0
  1488. case .RGBA_32_Float: return 4
  1489. case .RGB_32_Float: return 3
  1490. case .RG_32_Float: return 2
  1491. case .R_32_Float: return 1
  1492. case .RGBA_8_Norm: return 4
  1493. case .RG_8_Norm: return 2
  1494. case .R_8_Norm: return 1
  1495. case .R_8_UInt: return 1
  1496. }
  1497. return 0
  1498. }
  1499. get_shader_input_format :: proc(name: string, type: Shader_Input_Type) -> Pixel_Format {
  1500. default_type := get_shader_input_default_type(name, type)
  1501. if default_type != .Unknown {
  1502. switch default_type {
  1503. case .Position: return .RGB_32_Float
  1504. case .UV: return .RG_32_Float
  1505. case .Color: return .RGBA_8_Norm
  1506. case .Unknown: unreachable()
  1507. }
  1508. }
  1509. switch type {
  1510. case .F32: return .R_32_Float
  1511. case .Vec2: return .RG_32_Float
  1512. case .Vec3: return .RGB_32_Float
  1513. case .Vec4: return .RGBA_32_Float
  1514. }
  1515. return .Unknown
  1516. }
  1517. vec3_from_vec2 :: proc(v: Vec2) -> Vec3 {
  1518. return {
  1519. v.x, v.y, 0,
  1520. }
  1521. }
  1522. frame_cstring :: proc(str: string, loc := #caller_location) -> cstring {
  1523. return strings.clone_to_cstring(str, s.frame_allocator, loc)
  1524. }
  1525. @(require_results)
  1526. matrix_ortho3d_f32 :: proc "contextless" (left, right, bottom, top, near, far: f32) -> Mat4 #no_bounds_check {
  1527. m: Mat4
  1528. m[0, 0] = +2 / (right - left)
  1529. m[1, 1] = +2 / (top - bottom)
  1530. m[2, 2] = +1
  1531. m[0, 3] = -(right + left) / (right - left)
  1532. m[1, 3] = -(top + bottom) / (top - bottom)
  1533. m[2, 3] = 0
  1534. m[3, 3] = 1
  1535. return m
  1536. }
  1537. make_default_projection :: proc(w, h: int) -> matrix[4,4]f32 {
  1538. return matrix_ortho3d_f32(0, f32(w), f32(h), 0, 0.001, 2)
  1539. }
  1540. FONT_DEFAULT_ATLAS_SIZE :: 1024
  1541. _update_font :: proc(fh: Font_Handle) {
  1542. font := &s.fonts[fh]
  1543. font_dirty_rect: [4]f32
  1544. tw := FONT_DEFAULT_ATLAS_SIZE
  1545. if fs.ValidateTexture(&s.fs, &font_dirty_rect) {
  1546. fdr := font_dirty_rect
  1547. r := Rect {
  1548. fdr[0],
  1549. fdr[1],
  1550. fdr[2] - fdr[0],
  1551. fdr[3] - fdr[1],
  1552. }
  1553. x := int(r.x)
  1554. y := int(r.y)
  1555. w := int(fdr[2]) - int(fdr[0])
  1556. h := int(fdr[3]) - int(fdr[1])
  1557. expanded_pixels := make([]Color, w * h, frame_allocator)
  1558. start := x + tw * y
  1559. for i in 0..<w*h {
  1560. px := i%w
  1561. py := i/w
  1562. dst_pixel_idx := (px) + (py * w)
  1563. src_pixel_idx := start + (px) + (py * tw)
  1564. src := s.fs.textureData[src_pixel_idx]
  1565. expanded_pixels[dst_pixel_idx] = {255,255,255, src}
  1566. }
  1567. rb.update_texture(font.atlas.handle, slice.reinterpret([]u8, expanded_pixels), r)
  1568. }
  1569. }
  1570. // Not for direct use. Specify font to `draw_text_ex`
  1571. _set_font :: proc(fh: Font_Handle) {
  1572. fh := fh
  1573. if s.batch_font == fh {
  1574. return
  1575. }
  1576. draw_current_batch()
  1577. s.batch_font = fh
  1578. if s.batch_font != FONT_NONE {
  1579. _update_font(s.batch_font)
  1580. }
  1581. if fh == 0 {
  1582. fh = s.default_font
  1583. }
  1584. font := &s.fonts[fh]
  1585. fs.SetFont(&s.fs, font.fontstash_handle)
  1586. }
  1587. DEPTH_START :: -1 + DEPTH_INCREMENT
  1588. DEPTH_INCREMENT :: (1.0/10000000.0)
  1589. _ :: jpeg
  1590. _ :: bmp
  1591. _ :: png
  1592. _ :: tga
  1593. Color_F32 :: [4]f32
  1594. f32_color_from_color :: proc(color: Color) -> Color_F32 {
  1595. return {
  1596. f32(color.r) / 255,
  1597. f32(color.g) / 255,
  1598. f32(color.b) / 255,
  1599. f32(color.a) / 255,
  1600. }
  1601. }
  1602. vec3 :: proc(v2: Vec2, z: f32) -> Vec3 {
  1603. return {
  1604. v2.x, v2.y, z,
  1605. }
  1606. }
  1607. get_next_depth :: proc() -> f32 {
  1608. d := s.depth
  1609. s.depth += s.depth_increment
  1610. return d
  1611. }
  1612. FILESYSTEM_SUPPORTED :: ODIN_OS != .JS && ODIN_OS != .Freestanding