karl2d.odin 46 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877
  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 = RENDER_BACKEND
  48. // Depending on backend the depth is counted in one of two ways. It can be counted from `1` and
  49. // to lower numbers. Or from `-1` and to higher numbers.
  50. s.depth_start = DEPTH_START
  51. s.depth_increment = DEPTH_INCREMENT
  52. if s.rb.flip_z() {
  53. s.depth_start = -DEPTH_START
  54. s.depth_increment = -DEPTH_INCREMENT
  55. }
  56. s.depth = s.depth_start
  57. rb = s.rb
  58. rb_alloc_error: runtime.Allocator_Error
  59. s.rb_state, rb_alloc_error = mem.alloc(rb.state_size(), allocator = allocator)
  60. log.assertf(rb_alloc_error == nil, "Failed allocating memory for rendering backend: %v", rb_alloc_error)
  61. s.proj_matrix = make_default_projection(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. set_font(s.default_font)
  84. return s
  85. }
  86. // Returns true if the program wants to shut down. This happens when for example pressing the close
  87. // button on the window. The application can decide if it wants to shut down or if it wants to show
  88. // some kind of confirmation dialogue and shut down later.
  89. //
  90. // Commonly used for creating the "main loop" of a game.
  91. shutdown_wanted :: proc() -> bool {
  92. return s.shutdown_wanted
  93. }
  94. // Closes the window and cleans up the internal state.
  95. shutdown :: proc() {
  96. assert(s != nil, "You've called 'shutdown' without calling 'init' first")
  97. context.allocator = s.allocator
  98. destroy_font(s.default_font)
  99. rb.destroy_texture(s.shape_drawing_texture)
  100. destroy_shader(s.default_shader)
  101. rb.shutdown()
  102. delete(s.vertex_buffer_cpu, s.allocator)
  103. win.shutdown()
  104. fs.Destroy(&s.fs)
  105. delete(s.fonts)
  106. a := s.allocator
  107. free(s.window_state, a)
  108. free(s.rb_state, a)
  109. free(s, a)
  110. s = nil
  111. }
  112. // Clear the backbuffer with supplied color.
  113. clear :: proc(color: Color) {
  114. rb.clear(s.batch_render_target, color)
  115. s.depth = s.depth_start
  116. }
  117. // Present the backbuffer. Call at end of frame to make everything you've drawn appear on the
  118. // screen. Also clears the frame_allocator that Karl2D uses for allocations that have the lifetime
  119. // of a single frame.
  120. present :: proc() {
  121. draw_current_batch()
  122. rb.present()
  123. free_all(s.frame_allocator)
  124. }
  125. // Call at start or end of frame to process all events that have arrived to the window. This
  126. // includes keyboard, mouse, gamepad and window events.
  127. //
  128. // WARNING: Not calling this will make your program impossible to interact with.
  129. process_events :: proc() {
  130. s.key_went_up = {}
  131. s.key_went_down = {}
  132. s.mouse_button_went_up = {}
  133. s.mouse_button_went_down = {}
  134. s.gamepad_button_went_up = {}
  135. s.gamepad_button_went_down = {}
  136. s.mouse_delta = {}
  137. s.mouse_wheel_delta = 0
  138. win.process_events()
  139. events := win.get_events()
  140. for &event in events {
  141. switch &e in event {
  142. case Window_Event_Close_Wanted:
  143. s.shutdown_wanted = true
  144. case Window_Event_Key_Went_Down:
  145. s.key_went_down[e.key] = true
  146. s.key_is_held[e.key] = true
  147. case Window_Event_Key_Went_Up:
  148. s.key_went_up[e.key] = true
  149. s.key_is_held[e.key] = false
  150. case Window_Event_Mouse_Button_Went_Down:
  151. s.mouse_button_went_down[e.button] = true
  152. s.mouse_button_is_held[e.button] = true
  153. case Window_Event_Mouse_Button_Went_Up:
  154. s.mouse_button_went_up[e.button] = true
  155. s.mouse_button_is_held[e.button] = false
  156. case Window_Event_Mouse_Move:
  157. prev_pos := s.mouse_position
  158. s.mouse_position = e.position
  159. s.mouse_delta = s.mouse_position - prev_pos
  160. case Window_Event_Mouse_Wheel:
  161. s.mouse_wheel_delta = e.delta
  162. case Window_Event_Gamepad_Button_Went_Down:
  163. if e.gamepad < MAX_GAMEPADS {
  164. s.gamepad_button_went_down[e.gamepad][e.button] = true
  165. s.gamepad_button_is_held[e.gamepad][e.button] = true
  166. }
  167. case Window_Event_Gamepad_Button_Went_Up:
  168. if e.gamepad < MAX_GAMEPADS {
  169. s.gamepad_button_went_up[e.gamepad][e.button] = true
  170. s.gamepad_button_is_held[e.gamepad][e.button] = false
  171. }
  172. case Window_Event_Resize:
  173. rb.resize_swapchain(e.width, e.height)
  174. s.proj_matrix = make_default_projection(e.width, e.height)
  175. }
  176. }
  177. win.clear_events()
  178. }
  179. get_screen_width :: proc() -> int {
  180. return win.get_width()
  181. }
  182. get_screen_height :: proc() -> int {
  183. return win.get_height()
  184. }
  185. set_window_position :: proc(x: int, y: int) {
  186. win.set_position(x, y)
  187. }
  188. set_window_size :: proc(width: int, height: int) {
  189. // TODO not sure if we should resize swapchain here. On windows the WM_SIZE event fires and
  190. // it all works out. But perhaps not on all platforms?
  191. win.set_size(width, height)
  192. }
  193. // Fetch the scale of the window. This usually comes from some DPI scaling setting in the OS.
  194. // 1 means 100% scale, 1.5 means 150% etc.
  195. get_window_scale :: proc() -> f32 {
  196. return win.get_window_scale()
  197. }
  198. set_window_flags :: proc(flags: Window_Flags) {
  199. win.set_flags(flags)
  200. }
  201. // Flushes the current batch. This sends off everything to the GPU that has been queued in the
  202. // current batch. Normally, you do not need to do this manually. It is done automatically when these
  203. // procedures run:
  204. //
  205. // - present
  206. // - set_camera
  207. // - set_shader
  208. // - set_shader_constant
  209. // - set_scissor_rect
  210. // - draw_texture_* IF previous draw did not use the same texture (1)
  211. // - draw_rect_*, draw_circle_*, draw_line IF previous draw did not use the shapes drawing texture (2)
  212. //
  213. // (1) When drawing textures, the current texture is fed into the active shader. Everything within
  214. // the same batch must use the same texture. So drawing with a new texture will draw the current
  215. // batch. You can combine several textures into an atlas to get bigger batches.
  216. //
  217. // (2) In order to use the same shader for shapes drawing and textured drawing, the shapes drawing
  218. // uses a blank, white texture. For the same reasons as (1), drawing something else than shapes
  219. // before drawing a shape will break up the batches. TODO: Add possibility to customize shape
  220. // drawing texture so that you can put it into an atlas.
  221. //
  222. // The batch has maximum size of VERTEX_BUFFER_MAX bytes. The shader dictates how big a vertex is
  223. // so the maximum number of vertices that can be drawn in each batch is
  224. // VERTEX_BUFFER_MAX / shader.vertex_size
  225. draw_current_batch :: proc() {
  226. update_font(s.batch_font)
  227. if s.vertex_buffer_cpu_used == 0 {
  228. return
  229. }
  230. shader := s.batch_shader
  231. mvp := s.proj_matrix * s.view_matrix
  232. for mloc, builtin in shader.constant_builtin_locations {
  233. constant, constant_ok := mloc.?
  234. if !constant_ok {
  235. continue
  236. }
  237. switch builtin {
  238. case .MVP:
  239. if constant.size == size_of(mvp) {
  240. dst := (^matrix[4,4]f32)(&shader.constants_data[constant.offset])
  241. dst^ = mvp
  242. }
  243. }
  244. }
  245. if def_tex_idx, has_def_tex_idx := shader.default_texture_index.?; has_def_tex_idx {
  246. shader.texture_bindpoints[def_tex_idx] = s.batch_texture
  247. }
  248. 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])
  249. s.vertex_buffer_cpu_used = 0
  250. }
  251. //-------//
  252. // INPUT //
  253. //-------//
  254. // Returns true if a keyboard key went down between the current and the previous frame. Set when
  255. // 'process_events' runs (probably once per frame).
  256. key_went_down :: proc(key: Keyboard_Key) -> bool {
  257. return s.key_went_down[key]
  258. }
  259. // Returns true if a keyboard key went up (was released) between the current and the previous frame.
  260. // Set when 'process_events' runs (probably once per frame).
  261. key_went_up :: proc(key: Keyboard_Key) -> bool {
  262. return s.key_went_up[key]
  263. }
  264. // Returns true if a keyboard is currently being held down. Set when 'process_events' runs (probably
  265. // once per frame).
  266. key_is_held :: proc(key: Keyboard_Key) -> bool {
  267. return s.key_is_held[key]
  268. }
  269. mouse_button_went_down :: proc(button: Mouse_Button) -> bool {
  270. return s.mouse_button_went_down[button]
  271. }
  272. mouse_button_went_up :: proc(button: Mouse_Button) -> bool {
  273. return s.mouse_button_went_up[button]
  274. }
  275. mouse_button_is_held :: proc(button: Mouse_Button) -> bool {
  276. return s.mouse_button_is_held[button]
  277. }
  278. get_mouse_wheel_delta :: proc() -> f32 {
  279. return s.mouse_wheel_delta
  280. }
  281. get_mouse_position :: proc() -> Vec2 {
  282. return s.mouse_position
  283. }
  284. get_mouse_delta :: proc() -> Vec2 {
  285. return s.mouse_delta
  286. }
  287. is_gamepad_active :: proc(gamepad: Gamepad_Index) -> bool {
  288. return win.is_gamepad_active(gamepad)
  289. }
  290. gamepad_button_went_down :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool {
  291. if gamepad < 0 || gamepad >= MAX_GAMEPADS {
  292. return false
  293. }
  294. return s.gamepad_button_went_down[gamepad][button]
  295. }
  296. gamepad_button_went_up :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool {
  297. if gamepad < 0 || gamepad >= MAX_GAMEPADS {
  298. return false
  299. }
  300. return s.gamepad_button_went_up[gamepad][button]
  301. }
  302. gamepad_button_is_held :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool {
  303. if gamepad < 0 || gamepad >= MAX_GAMEPADS {
  304. return false
  305. }
  306. return s.gamepad_button_is_held[gamepad][button]
  307. }
  308. get_gamepad_axis :: proc(gamepad: Gamepad_Index, axis: Gamepad_Axis) -> f32 {
  309. return win.get_gamepad_axis(gamepad, axis)
  310. }
  311. // Set the left and right vibration motor speed. The range of left and right is 0 to 1. Note that on
  312. // most gamepads, the left motor is "low frequency" and the right motor is "high frequency". They do
  313. // not vibrate with the same speed.
  314. set_gamepad_vibration :: proc(gamepad: Gamepad_Index, left: f32, right: f32) {
  315. win.set_gamepad_vibration(gamepad, left, right)
  316. }
  317. //---------//
  318. // DRAWING //
  319. //---------//
  320. draw_rect :: proc(r: Rect, c: Color) {
  321. if s.vertex_buffer_cpu_used + s.batch_shader.vertex_size * 6 > len(s.vertex_buffer_cpu) {
  322. draw_current_batch()
  323. }
  324. if s.batch_texture != s.shape_drawing_texture {
  325. draw_current_batch()
  326. }
  327. s.batch_texture = s.shape_drawing_texture
  328. z := get_next_depth()
  329. batch_vertex({r.x, r.y, z}, {0, 0}, c)
  330. batch_vertex({r.x + r.w, r.y, z}, {1, 0}, c)
  331. batch_vertex({r.x + r.w, r.y + r.h, z}, {1, 1}, c)
  332. batch_vertex({r.x, r.y, z}, {0, 0}, c)
  333. batch_vertex({r.x + r.w, r.y + r.h, z}, {1, 1}, c)
  334. batch_vertex({r.x, r.y + r.h, z}, {0, 1}, c)
  335. }
  336. draw_rect_vec :: proc(pos: Vec2, size: Vec2, c: Color) {
  337. draw_rect({pos.x, pos.y, size.x, size.y}, c)
  338. }
  339. draw_rect_ex :: proc(r: Rect, origin: Vec2, rot: f32, c: Color) {
  340. if s.vertex_buffer_cpu_used + s.batch_shader.vertex_size * 6 > len(s.vertex_buffer_cpu) {
  341. draw_current_batch()
  342. }
  343. if s.batch_texture != s.shape_drawing_texture {
  344. draw_current_batch()
  345. }
  346. s.batch_texture = s.shape_drawing_texture
  347. tl, tr, bl, br: Vec2
  348. // Rotation adapted from Raylib's "DrawTexturePro"
  349. if rot == 0 {
  350. x := r.x - origin.x
  351. y := r.y - origin.y
  352. tl = { x, y }
  353. tr = { x + r.w, y }
  354. bl = { x, y + r.h }
  355. br = { x + r.w, y + r.h }
  356. } else {
  357. sin_rot := math.sin(rot * math.RAD_PER_DEG)
  358. cos_rot := math.cos(rot * math.RAD_PER_DEG)
  359. x := r.x
  360. y := r.y
  361. dx := -origin.x
  362. dy := -origin.y
  363. tl = {
  364. x + dx * cos_rot - dy * sin_rot,
  365. y + dx * sin_rot + dy * cos_rot,
  366. }
  367. tr = {
  368. x + (dx + r.w) * cos_rot - dy * sin_rot,
  369. y + (dx + r.w) * sin_rot + dy * cos_rot,
  370. }
  371. bl = {
  372. x + dx * cos_rot - (dy + r.h) * sin_rot,
  373. y + dx * sin_rot + (dy + r.h) * cos_rot,
  374. }
  375. br = {
  376. x + (dx + r.w) * cos_rot - (dy + r.h) * sin_rot,
  377. y + (dx + r.w) * sin_rot + (dy + r.h) * cos_rot,
  378. }
  379. }
  380. z := get_next_depth()
  381. batch_vertex(vec3(tl, z), {0, 0}, c)
  382. batch_vertex(vec3(tr, z), {1, 0}, c)
  383. batch_vertex(vec3(br, z), {1, 1}, c)
  384. batch_vertex(vec3(tl, z), {0, 0}, c)
  385. batch_vertex(vec3(br, z), {1, 1}, c)
  386. batch_vertex(vec3(bl, z), {0, 1}, c)
  387. }
  388. draw_rect_outline :: proc(r: Rect, thickness: f32, color: Color) {
  389. t := thickness
  390. // Based on DrawRectangleLinesEx from Raylib
  391. top := Rect {
  392. r.x,
  393. r.y,
  394. r.w,
  395. t,
  396. }
  397. bottom := Rect {
  398. r.x,
  399. r.y + r.h - t,
  400. r.w,
  401. t,
  402. }
  403. left := Rect {
  404. r.x,
  405. r.y + t,
  406. t,
  407. r.h - t * 2,
  408. }
  409. right := Rect {
  410. r.x + r.w - t,
  411. r.y + t,
  412. t,
  413. r.h - t * 2,
  414. }
  415. draw_rect(top, color)
  416. draw_rect(bottom, color)
  417. draw_rect(left, color)
  418. draw_rect(right, color)
  419. }
  420. draw_circle :: proc(center: Vec2, radius: f32, color: Color, segments := 16) {
  421. if s.vertex_buffer_cpu_used + s.batch_shader.vertex_size * 3 * segments > len(s.vertex_buffer_cpu) {
  422. draw_current_batch()
  423. }
  424. if s.batch_texture != s.shape_drawing_texture {
  425. draw_current_batch()
  426. }
  427. s.batch_texture = s.shape_drawing_texture
  428. z := get_next_depth()
  429. prev := center + {radius, 0}
  430. for s in 1..=segments {
  431. sr := (f32(s)/f32(segments)) * 2*math.PI
  432. rot := linalg.matrix2_rotate(sr)
  433. p := center + rot * Vec2{radius, 0}
  434. batch_vertex(vec3(prev, z), {0, 0}, color)
  435. batch_vertex(vec3(p, z), {1, 0}, color)
  436. batch_vertex(vec3(center, z), {1, 1}, color)
  437. prev = p
  438. }
  439. }
  440. draw_circle_outline :: proc(center: Vec2, radius: f32, thickness: f32, color: Color, segments := 16) {
  441. prev := center + {radius, 0}
  442. for s in 1..=segments {
  443. sr := (f32(s)/f32(segments)) * 2*math.PI
  444. rot := linalg.matrix2_rotate(sr)
  445. p := center + rot * Vec2{radius, 0}
  446. draw_line(prev, p, thickness, color)
  447. prev = p
  448. }
  449. }
  450. draw_line :: proc(start: Vec2, end: Vec2, thickness: f32, color: Color) {
  451. p := Vec2{start.x, start.y + thickness*0.5}
  452. s := Vec2{linalg.length(end - start), thickness}
  453. origin := Vec2 {0, thickness*0.5}
  454. r := Rect {p.x, p.y, s.x, s.y}
  455. rot := math.atan2(end.y - start.y, end.x - start.x)
  456. draw_rect_ex(r, origin, rot * math.DEG_PER_RAD, color)
  457. }
  458. draw_texture :: proc(tex: Texture, pos: Vec2, tint := WHITE) {
  459. draw_texture_ex(
  460. tex,
  461. {0, 0, f32(tex.width), f32(tex.height)},
  462. {pos.x, pos.y, f32(tex.width), f32(tex.height)},
  463. {},
  464. 0,
  465. tint,
  466. )
  467. }
  468. draw_texture_rect :: proc(tex: Texture, rect: Rect, pos: Vec2, tint := WHITE) {
  469. draw_texture_ex(
  470. tex,
  471. rect,
  472. {pos.x, pos.y, rect.w, rect.h},
  473. {},
  474. 0,
  475. tint,
  476. )
  477. }
  478. draw_texture_ex :: proc(tex: Texture, src: Rect, dst: Rect, origin: Vec2, rotation: f32, tint := WHITE) {
  479. if tex.width == 0 || tex.height == 0 {
  480. return
  481. }
  482. if s.vertex_buffer_cpu_used + s.batch_shader.vertex_size * 6 > len(s.vertex_buffer_cpu) {
  483. draw_current_batch()
  484. }
  485. if s.batch_texture != tex.handle {
  486. draw_current_batch()
  487. }
  488. s.batch_texture = tex.handle
  489. flip_x, flip_y: bool
  490. src := src
  491. dst := dst
  492. if src.w < 0 {
  493. flip_x = true
  494. src.w = -src.w
  495. }
  496. if src.h < 0 {
  497. flip_y = true
  498. src.h = -src.h
  499. }
  500. if dst.w < 0 {
  501. dst.w *= -1
  502. }
  503. if dst.h < 0 {
  504. dst.h *= -1
  505. }
  506. tl, tr, bl, br: Vec2
  507. // Rotation adapted from Raylib's "DrawTexturePro"
  508. if rotation == 0 {
  509. x := dst.x - origin.x
  510. y := dst.y - origin.y
  511. tl = { x, y }
  512. tr = { x + dst.w, y }
  513. bl = { x, y + dst.h }
  514. br = { x + dst.w, y + dst.h }
  515. } else {
  516. sin_rot := math.sin(rotation * math.RAD_PER_DEG)
  517. cos_rot := math.cos(rotation * math.RAD_PER_DEG)
  518. x := dst.x
  519. y := dst.y
  520. dx := -origin.x
  521. dy := -origin.y
  522. tl = {
  523. x + dx * cos_rot - dy * sin_rot,
  524. y + dx * sin_rot + dy * cos_rot,
  525. }
  526. tr = {
  527. x + (dx + dst.w) * cos_rot - dy * sin_rot,
  528. y + (dx + dst.w) * sin_rot + dy * cos_rot,
  529. }
  530. bl = {
  531. x + dx * cos_rot - (dy + dst.h) * sin_rot,
  532. y + dx * sin_rot + (dy + dst.h) * cos_rot,
  533. }
  534. br = {
  535. x + (dx + dst.w) * cos_rot - (dy + dst.h) * sin_rot,
  536. y + (dx + dst.w) * sin_rot + (dy + dst.h) * cos_rot,
  537. }
  538. }
  539. ts := Vec2{f32(tex.width), f32(tex.height)}
  540. up := Vec2{src.x, src.y} / ts
  541. us := Vec2{src.w, src.h} / ts
  542. c := tint
  543. uv0 := up
  544. uv1 := up + {us.x, 0}
  545. uv2 := up + us
  546. uv3 := up
  547. uv4 := up + us
  548. uv5 := up + {0, us.y}
  549. if flip_x {
  550. uv0.x += us.x
  551. uv1.x -= us.x
  552. uv2.x -= us.x
  553. uv3.x += us.x
  554. uv4.x -= us.x
  555. uv5.x += us.x
  556. }
  557. if flip_y {
  558. uv0.y += us.y
  559. uv1.y += us.y
  560. uv2.y -= us.y
  561. uv3.y += us.y
  562. uv4.y -= us.y
  563. uv5.y -= us.y
  564. }
  565. z := get_next_depth()
  566. batch_vertex(vec3(tl, z), uv0, c)
  567. batch_vertex(vec3(tr, z), uv1, c)
  568. batch_vertex(vec3(br, z), uv2, c)
  569. batch_vertex(vec3(tl, z), uv3, c)
  570. batch_vertex(vec3(br, z), uv4, c)
  571. batch_vertex(vec3(bl, z), uv5, c)
  572. }
  573. measure_text :: proc(text: string, font_size: f32) -> Vec2 {
  574. fs.SetSize(&s.fs, font_size)
  575. b: [4]f32
  576. fs.TextBounds(&s.fs, text, bounds = &b)
  577. return {b[2] - b[0], b[3] - b[1]}
  578. }
  579. draw_text :: proc(text: string, pos: Vec2, font_size: f32, color: Color) {
  580. draw_text_ex(s.default_font, text, pos, font_size, color)
  581. }
  582. draw_text_ex :: proc(font: Font_Handle, text: string, pos: Vec2, font_size: f32, color: Color) {
  583. if int(font) >= len(s.fonts) {
  584. return
  585. }
  586. set_font(font)
  587. font := &s.fonts[font]
  588. fs.SetSize(&s.fs, font_size)
  589. iter := fs.TextIterInit(&s.fs, pos.x, pos.y+font_size/2, text)
  590. q: fs.Quad
  591. for fs.TextIterNext(&s.fs, &iter, &q) {
  592. src := Rect {
  593. q.s0, q.t0,
  594. q.s1 - q.s0, q.t1 - q.t0,
  595. }
  596. w := f32(FONT_DEFAULT_ATLAS_SIZE)
  597. h := f32(FONT_DEFAULT_ATLAS_SIZE)
  598. src.x *= w
  599. src.y *= h
  600. src.w *= w
  601. src.h *= h
  602. dst := Rect {
  603. q.x0, q.y0,
  604. q.x1 - q.x0, q.y1 - q.y0,
  605. }
  606. draw_texture_ex(font.atlas, src, dst, {}, 0, color)
  607. }
  608. }
  609. //--------------------//
  610. // TEXTURE MANAGEMENT //
  611. //--------------------//
  612. create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture {
  613. h := rb.create_texture(width, height, format)
  614. return {
  615. handle = h,
  616. width = width,
  617. height = height,
  618. }
  619. }
  620. // Load a texture from disk and upload it to the GPU so you can draw it to the screen.
  621. // Supports PNG, BMP, TGA and baseline PNG. Note that progressive PNG files are not supported!
  622. //
  623. // The `options` parameter can be used to specify things things such as premultiplication of alpha.
  624. load_texture_from_file :: proc(filename: string, options: Load_Texture_Options = {}) -> Texture {
  625. load_options := image.Options {
  626. .alpha_add_if_missing,
  627. }
  628. if .Premultiply_Alpha in options {
  629. load_options += { .alpha_premultiply }
  630. }
  631. img, img_err := image.load_from_file(filename, options = load_options, allocator = s.frame_allocator)
  632. if img_err != nil {
  633. log.errorf("Error loading texture %v: %v", filename, img_err)
  634. return {}
  635. }
  636. return load_texture_from_bytes(img.pixels.buf[:], img.width, img.height, .RGBA_8_Norm)
  637. }
  638. // TODO should we have an error here or rely on check the handle of the texture?
  639. load_texture_from_bytes :: proc(bytes: []u8, width: int, height: int, format: Pixel_Format) -> Texture {
  640. backend_tex := rb.load_texture(bytes[:], width, height, format)
  641. if backend_tex == TEXTURE_NONE {
  642. return {}
  643. }
  644. return {
  645. handle = backend_tex,
  646. width = width,
  647. height = height,
  648. }
  649. }
  650. // Get a rectangle that spans the whole texture. Coordinates will be (x, y) = (0, 0) and size
  651. // (w, h) = (texture_width, texture_height)
  652. get_texture_rect :: proc(t: Texture) -> Rect {
  653. return {
  654. 0, 0,
  655. f32(t.width), f32(t.height),
  656. }
  657. }
  658. // Update a texture with new pixels. `bytes` is the new pixel data. `rect` is the rectangle in
  659. // `tex` where the new pixels should end up.
  660. update_texture :: proc(tex: Texture, bytes: []u8, rect: Rect) -> bool {
  661. return rb.update_texture(tex.handle, bytes, rect)
  662. }
  663. destroy_texture :: proc(tex: Texture) {
  664. rb.destroy_texture(tex.handle)
  665. }
  666. // Controls how a texture should be filtered. You can choose "point" or "linear" filtering. Which
  667. // means "pixly" or "smooth". This filter will be used for up and down-scaling as well as for
  668. // mipmap sampling. Use `set_texture_filter_ex` if you need to control these settings separately.
  669. set_texture_filter :: proc(t: Texture, filter: Texture_Filter) {
  670. set_texture_filter_ex(t, filter, filter, filter)
  671. }
  672. // Controls how a texture should be filtered. `scale_down_filter` and `scale_up_filter` controls how
  673. // the texture is filtered when we render the texture at a smaller or larger size.
  674. // `mip_filter` controls how the texture is filtered when it is sampled using _mipmapping_.
  675. //
  676. // TODO: Add mipmapping generation controls for texture and refer to it from here.
  677. set_texture_filter_ex :: proc(
  678. t: Texture,
  679. scale_down_filter: Texture_Filter,
  680. scale_up_filter: Texture_Filter,
  681. mip_filter: Texture_Filter,
  682. ) {
  683. rb.set_texture_filter(t.handle, scale_down_filter, scale_up_filter, mip_filter)
  684. }
  685. //-----------------//
  686. // RENDER TEXTURES //
  687. //-----------------//
  688. // Create a texture that you can render into. Meaning that you can draw into it instead of drawing
  689. // onto the screen. Set the texture using `set_render_texture`.
  690. create_render_texture :: proc(width: int, height: int) -> Render_Texture {
  691. texture, render_target := rb.create_render_texture(width, height)
  692. return {
  693. texture = {
  694. handle = texture,
  695. width = width,
  696. height = height,
  697. },
  698. render_target = render_target,
  699. }
  700. }
  701. // Destroy a Render_Texture previously created using `create_render_texture`.
  702. destroy_render_texture :: proc(render_texture: Render_Texture) {
  703. rb.destroy_texture(render_texture.texture.handle)
  704. rb.destroy_render_target(render_texture.render_target)
  705. }
  706. // Make all rendering go into a texture instead of onto the screen. Create the render texture using
  707. // `create_render_texture`. Pass `nil` to resume drawing onto the screen.
  708. set_render_texture :: proc(render_texture: Maybe(Render_Texture)) {
  709. if rt, rt_ok := render_texture.?; rt_ok {
  710. if s.batch_render_target == rt.render_target {
  711. return
  712. }
  713. draw_current_batch()
  714. s.batch_render_target = rt.render_target
  715. } else {
  716. if s.batch_render_target == RENDER_TARGET_NONE {
  717. return
  718. }
  719. draw_current_batch()
  720. s.batch_render_target = RENDER_TARGET_NONE
  721. }
  722. }
  723. //-------//
  724. // FONTS //
  725. //-------//
  726. load_font_from_file :: proc(filename: string) -> Font_Handle {
  727. if data, data_ok := os.read_entire_file(filename, frame_allocator); data_ok {
  728. return load_font_from_bytes(data)
  729. }
  730. return FONT_NONE
  731. }
  732. load_font_from_bytes :: proc(data: []u8) -> Font_Handle {
  733. font := fs.AddFontMem(&s.fs, "", data, false)
  734. h := Font_Handle(len(s.fonts))
  735. append(&s.fonts, Font {
  736. fontstash_handle = font,
  737. atlas = {
  738. handle = rb.create_texture(FONT_DEFAULT_ATLAS_SIZE, FONT_DEFAULT_ATLAS_SIZE, .RGBA_8_Norm),
  739. width = FONT_DEFAULT_ATLAS_SIZE,
  740. height = FONT_DEFAULT_ATLAS_SIZE,
  741. },
  742. })
  743. return h
  744. }
  745. destroy_font :: proc(font: Font_Handle) {
  746. if int(font) >= len(s.fonts) {
  747. return
  748. }
  749. f := &s.fonts[font]
  750. rb.destroy_texture(f.atlas.handle)
  751. // TODO fontstash has no "destroy font" proc... I should make my own version of fontstash
  752. delete(s.fs.fonts[f.fontstash_handle].glyphs)
  753. s.fs.fonts[f.fontstash_handle].glyphs = {}
  754. }
  755. get_default_font :: proc() -> Font_Handle {
  756. return s.default_font
  757. }
  758. //---------//
  759. // SHADERS //
  760. //---------//
  761. load_shader :: proc(
  762. vertex_shader_source: string,
  763. fragment_shader_source: string,
  764. layout_formats: []Pixel_Format = {},
  765. ) -> Shader {
  766. handle, desc := rb.load_shader(
  767. vertex_shader_source,
  768. fragment_shader_source,
  769. s.frame_allocator,
  770. layout_formats,
  771. )
  772. if handle == SHADER_NONE {
  773. log.error("Failed loading shader")
  774. return {}
  775. }
  776. constants_size: int
  777. for c in desc.constants {
  778. constants_size += c.size
  779. }
  780. shd := Shader {
  781. handle = handle,
  782. constants_data = make([]u8, constants_size, s.allocator),
  783. constants = make([]Shader_Constant_Location, len(desc.constants), s.allocator),
  784. constant_lookup = make(map[string]Shader_Constant_Location, s.allocator),
  785. inputs = slice.clone(desc.inputs, s.allocator),
  786. input_overrides = make([]Shader_Input_Value_Override, len(desc.inputs), s.allocator),
  787. texture_bindpoints = make([]Texture_Handle, len(desc.texture_bindpoints), s.allocator),
  788. texture_lookup = make(map[string]int, s.allocator),
  789. }
  790. for &input in shd.inputs {
  791. input.name = strings.clone(input.name, s.allocator)
  792. }
  793. constant_offset: int
  794. for cidx in 0..<len(desc.constants) {
  795. constant_desc := &desc.constants[cidx]
  796. loc := Shader_Constant_Location {
  797. offset = constant_offset,
  798. size = constant_desc.size,
  799. }
  800. shd.constants[cidx] = loc
  801. constant_offset += constant_desc.size
  802. if constant_desc.name != "" {
  803. shd.constant_lookup[strings.clone(constant_desc.name, s.allocator)] = loc
  804. switch constant_desc.name {
  805. case "mvp":
  806. shd.constant_builtin_locations[.MVP] = loc
  807. }
  808. }
  809. }
  810. for tbp, tbp_idx in desc.texture_bindpoints {
  811. shd.texture_lookup[tbp.name] = tbp_idx
  812. if tbp.name == "tex" {
  813. shd.default_texture_index = tbp_idx
  814. }
  815. }
  816. for &d in shd.default_input_offsets {
  817. d = -1
  818. }
  819. input_offset: int
  820. for &input in shd.inputs {
  821. default_format := get_shader_input_default_type(input.name, input.type)
  822. if default_format != .Unknown {
  823. shd.default_input_offsets[default_format] = input_offset
  824. }
  825. input_offset += pixel_format_size(input.format)
  826. }
  827. shd.vertex_size = input_offset
  828. return shd
  829. }
  830. destroy_shader :: proc(shader: Shader) {
  831. rb.destroy_shader(shader.handle)
  832. a := s.allocator
  833. delete(shader.constants_data, a)
  834. delete(shader.constants, a)
  835. delete(shader.texture_lookup)
  836. delete(shader.texture_bindpoints, a)
  837. for k, _ in shader.constant_lookup {
  838. delete(k, a)
  839. }
  840. delete(shader.constant_lookup)
  841. for i in shader.inputs {
  842. delete(i.name, a)
  843. }
  844. delete(shader.inputs, a)
  845. delete(shader.input_overrides, a)
  846. }
  847. get_default_shader :: proc() -> Shader {
  848. return s.default_shader
  849. }
  850. set_shader :: proc(shader: Maybe(Shader)) {
  851. if shd, shd_ok := shader.?; shd_ok {
  852. if shd.handle == s.batch_shader.handle {
  853. return
  854. }
  855. } else {
  856. if s.batch_shader.handle == s.default_shader.handle {
  857. return
  858. }
  859. }
  860. draw_current_batch()
  861. s.batch_shader = shader.? or_else s.default_shader
  862. }
  863. set_shader_constant :: proc(shd: Shader, loc: Shader_Constant_Location, val: any) {
  864. if shd.handle == SHADER_NONE {
  865. log.error("Invalid shader")
  866. return
  867. }
  868. if loc.size == 0 {
  869. log.error("Could not find shader constant")
  870. return
  871. }
  872. draw_current_batch()
  873. if loc.offset + loc.size > len(shd.constants_data) {
  874. 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))
  875. return
  876. }
  877. sz := reflect.size_of_typeid(val.id)
  878. if sz != loc.size {
  879. log.errorf("Trying to set constant of type %v, but it is not of correct size %v", val.id, loc.size)
  880. return
  881. }
  882. mem.copy(&shd.constants_data[loc.offset], val.data, sz)
  883. }
  884. override_shader_input :: proc(shader: Shader, input: int, val: any) {
  885. sz := reflect.size_of_typeid(val.id)
  886. assert(sz < SHADER_INPUT_VALUE_MAX_SIZE)
  887. if input >= len(shader.input_overrides) {
  888. log.errorf("Input override out of range. Wanted to override input %v, but shader only has %v inputs", input, len(shader.input_overrides))
  889. return
  890. }
  891. o := &shader.input_overrides[input]
  892. o.val = {}
  893. if sz > 0 {
  894. mem.copy(raw_data(&o.val), val.data, sz)
  895. }
  896. o.used = sz
  897. }
  898. pixel_format_size :: proc(f: Pixel_Format) -> int {
  899. switch f {
  900. case .Unknown: return 0
  901. case .RGBA_32_Float: return 32
  902. case .RGB_32_Float: return 12
  903. case .RG_32_Float: return 8
  904. case .R_32_Float: return 4
  905. case .RGBA_8_Norm: return 4
  906. case .RG_8_Norm: return 2
  907. case .R_8_Norm: return 1
  908. case .R_8_UInt: return 1
  909. }
  910. return 0
  911. }
  912. //-------------------------------//
  913. // CAMERA AND COORDINATE SYSTEMS //
  914. //-------------------------------//
  915. set_camera :: proc(camera: Maybe(Camera)) {
  916. if camera == s.batch_camera {
  917. return
  918. }
  919. draw_current_batch()
  920. s.batch_camera = camera
  921. s.proj_matrix = make_default_projection(win.get_width(), win.get_height())
  922. if c, c_ok := camera.?; c_ok {
  923. s.view_matrix = get_camera_view_matrix(c)
  924. } else {
  925. s.view_matrix = 1
  926. }
  927. }
  928. screen_to_world :: proc(pos: Vec2, camera: Camera) -> Vec2 {
  929. return (get_camera_world_matrix(camera) * Vec4 { pos.x, pos.y, 0, 1 }).xy
  930. }
  931. world_to_screen :: proc(pos: Vec2, camera: Camera) -> Vec2 {
  932. return (get_camera_view_matrix(camera) * Vec4 { pos.x, pos.y, 0, 1 }).xy
  933. }
  934. get_camera_view_matrix :: proc(c: Camera) -> Mat4 {
  935. inv_target_translate := linalg.matrix4_translate(vec3_from_vec2(-c.target))
  936. inv_rot := linalg.matrix4_rotate_f32(c.rotation * math.RAD_PER_DEG, {0, 0, 1})
  937. inv_scale := linalg.matrix4_scale(Vec3{c.zoom, c.zoom, 1})
  938. inv_offset_translate := linalg.matrix4_translate(vec3_from_vec2(c.offset))
  939. // A view matrix is essentially the world transform matrix of the camera, but inverted. We
  940. // bring everything in the world "in front of the camera".
  941. //
  942. // Instead of constructing the camera matrix and doing a matrix inverse, here we just do the
  943. // maths in "backwards order". I.e. a camera transform matrix would be:
  944. //
  945. // target_translate * rot * scale * offset_translate
  946. return inv_offset_translate * inv_scale * inv_rot * inv_target_translate
  947. }
  948. get_camera_world_matrix :: proc(c: Camera) -> Mat4 {
  949. offset_translate := linalg.matrix4_translate(vec3_from_vec2(-c.offset))
  950. rot := linalg.matrix4_rotate_f32(-c.rotation * math.RAD_PER_DEG, {0, 0, 1})
  951. scale := linalg.matrix4_scale(Vec3{1/c.zoom, 1/c.zoom, 1})
  952. target_translate := linalg.matrix4_translate(vec3_from_vec2(c.target))
  953. return target_translate * rot * scale * offset_translate
  954. }
  955. //------//
  956. // MISC //
  957. //------//
  958. // Choose how the alpha channel is used when mixing half-transparent color with what is already
  959. // drawn. The default is the .Alpha mode, but you also have the option of using .Premultiply_Alpha.
  960. set_blend_mode :: proc(mode: Blend_Mode) {
  961. if s.batch_blend_mode == mode {
  962. return
  963. }
  964. draw_current_batch()
  965. s.batch_blend_mode = mode
  966. }
  967. set_scissor_rect :: proc(scissor_rect: Maybe(Rect)) {
  968. draw_current_batch()
  969. s.batch_scissor = scissor_rect
  970. }
  971. // Restore the internal state using the pointer returned by `init`. Useful after reloading the
  972. // library (for example, when doing code hot reload).
  973. set_internal_state :: proc(state: ^State) {
  974. s = state
  975. rb = s.rb
  976. win = s.win
  977. rb.set_internal_state(s.rb_state)
  978. win.set_internal_state(s.window_state)
  979. }
  980. //---------------------//
  981. // TYPES AND CONSTANTS //
  982. //---------------------//
  983. Vec2 :: [2]f32
  984. Vec3 :: [3]f32
  985. Vec4 :: [4]f32
  986. Mat4 :: matrix[4,4]f32
  987. // A two dimensional vector of integer numeric type.
  988. Vec2i :: [2]int
  989. // A rectangle that sits at position (x, y) and has size (w, h).
  990. Rect :: struct {
  991. x, y: f32,
  992. w, h: f32,
  993. }
  994. // An RGBA (Red, Green, Blue, Alpha) color. Each channel can have a value between 0 and 255.
  995. Color :: [4]u8
  996. WHITE :: Color { 255, 255, 255, 255 }
  997. BLACK :: Color { 0, 0, 0, 255 }
  998. GRAY :: Color { 127, 127, 127, 255 }
  999. RED :: Color { 198, 40, 90, 255 }
  1000. GREEN :: Color { 30, 240, 30, 255 }
  1001. BLANK :: Color { 0, 0, 0, 0 }
  1002. BLUE :: Color { 30, 116, 240, 255 }
  1003. // These are from Raylib. They are here so you can easily port a Raylib program to Karl2D.
  1004. RL_LIGHTGRAY :: Color { 200, 200, 200, 255 }
  1005. RL_GRAY :: Color { 130, 130, 130, 255 }
  1006. RL_DARKGRAY :: Color { 80, 80, 80, 255 }
  1007. RL_YELLOW :: Color { 253, 249, 0, 255 }
  1008. RL_GOLD :: Color { 255, 203, 0, 255 }
  1009. RL_ORANGE :: Color { 255, 161, 0, 255 }
  1010. RL_PINK :: Color { 255, 109, 194, 255 }
  1011. RL_RED :: Color { 230, 41, 55, 255 }
  1012. RL_MAROON :: Color { 190, 33, 55, 255 }
  1013. RL_GREEN :: Color { 0, 228, 48, 255 }
  1014. RL_LIME :: Color { 0, 158, 47, 255 }
  1015. RL_DARKGREEN :: Color { 0, 117, 44, 255 }
  1016. RL_SKYBLUE :: Color { 102, 191, 255, 255 }
  1017. RL_BLUE :: Color { 0, 121, 241, 255 }
  1018. RL_DARKBLUE :: Color { 0, 82, 172, 255 }
  1019. RL_PURPLE :: Color { 200, 122, 255, 255 }
  1020. RL_VIOLET :: Color { 135, 60, 190, 255 }
  1021. RL_DARKPURPLE :: Color { 112, 31, 126, 255 }
  1022. RL_BEIGE :: Color { 211, 176, 131, 255 }
  1023. RL_BROWN :: Color { 127, 106, 79, 255 }
  1024. RL_DARKBROWN :: Color { 76, 63, 47, 255 }
  1025. RL_WHITE :: WHITE
  1026. RL_BLACK :: BLACK
  1027. RL_BLANK :: BLANK
  1028. RL_MAGENTA :: Color { 255, 0, 255, 255 }
  1029. RL_RAYWHITE :: Color { 245, 245, 245, 255 }
  1030. Texture :: struct {
  1031. handle: Texture_Handle,
  1032. width: int,
  1033. height: int,
  1034. }
  1035. Load_Texture_Option :: enum {
  1036. Premultiply_Alpha,
  1037. }
  1038. Load_Texture_Options :: bit_set[Load_Texture_Option]
  1039. Blend_Mode :: enum {
  1040. Alpha,
  1041. Premultiplied_Alpha, // Requires the alpha-channel to be multiplied into texture RGB channels.
  1042. }
  1043. Render_Texture :: struct {
  1044. texture: Texture,
  1045. render_target: Render_Target_Handle,
  1046. }
  1047. Texture_Filter :: enum {
  1048. Point, // Similar to "nearest neighbor". Pixly texture scaling.
  1049. Linear, // Smoothed texture scaling.
  1050. }
  1051. Camera :: struct {
  1052. target: Vec2,
  1053. offset: Vec2,
  1054. rotation: f32,
  1055. zoom: f32,
  1056. }
  1057. Window_Flag :: enum {
  1058. Resizable,
  1059. }
  1060. Window_Flags :: bit_set[Window_Flag]
  1061. Shader_Handle :: distinct Handle
  1062. SHADER_NONE :: Shader_Handle {}
  1063. Shader_Constant_Location :: struct {
  1064. offset: int,
  1065. size: int,
  1066. }
  1067. Shader :: struct {
  1068. handle: Shader_Handle,
  1069. // We store the CPU-side value of all constants in a single buffer to have less allocations.
  1070. // The 'constants' array says where in this buffer each constant is, and 'constant_lookup'
  1071. // maps a name to a constant location.
  1072. constants_data: []u8,
  1073. constants: []Shader_Constant_Location,
  1074. constant_lookup: map[string]Shader_Constant_Location,
  1075. // Maps built in constant types such as "model view projection matrix" to a location.
  1076. constant_builtin_locations: [Shader_Builtin_Constant]Maybe(Shader_Constant_Location),
  1077. texture_bindpoints: []Texture_Handle,
  1078. texture_lookup: map[string]int,
  1079. default_texture_index: Maybe(int),
  1080. inputs: []Shader_Input,
  1081. input_overrides: []Shader_Input_Value_Override,
  1082. default_input_offsets: [Shader_Default_Inputs]int,
  1083. vertex_size: int,
  1084. }
  1085. SHADER_INPUT_VALUE_MAX_SIZE :: 256
  1086. Shader_Input_Value_Override :: struct {
  1087. val: [SHADER_INPUT_VALUE_MAX_SIZE]u8,
  1088. used: int,
  1089. }
  1090. Shader_Input_Type :: enum {
  1091. F32,
  1092. Vec2,
  1093. Vec3,
  1094. Vec4,
  1095. }
  1096. Shader_Builtin_Constant :: enum {
  1097. MVP,
  1098. }
  1099. Shader_Default_Inputs :: enum {
  1100. Unknown,
  1101. Position,
  1102. UV,
  1103. Color,
  1104. }
  1105. Shader_Input :: struct {
  1106. name: string,
  1107. register: int,
  1108. type: Shader_Input_Type,
  1109. format: Pixel_Format,
  1110. }
  1111. Pixel_Format :: enum {
  1112. Unknown,
  1113. RGBA_32_Float,
  1114. RGB_32_Float,
  1115. RG_32_Float,
  1116. R_32_Float,
  1117. RGBA_8_Norm,
  1118. RG_8_Norm,
  1119. R_8_Norm,
  1120. R_8_UInt,
  1121. }
  1122. Font :: struct {
  1123. atlas: Texture,
  1124. // internal
  1125. fontstash_handle: int,
  1126. }
  1127. Handle :: hm.Handle
  1128. Texture_Handle :: distinct Handle
  1129. Render_Target_Handle :: distinct Handle
  1130. Font_Handle :: distinct int
  1131. FONT_NONE :: Font_Handle {}
  1132. TEXTURE_NONE :: Texture_Handle {}
  1133. RENDER_TARGET_NONE :: Render_Target_Handle {}
  1134. // This keeps track of the internal state of the library. Usually, you do not need to poke at it.
  1135. // It is created and kept as a global variable when 'init' is called. However, 'init' also returns
  1136. // the pointer to it, so you can later use 'set_internal_state' to restore it (after for example hot
  1137. // reload).
  1138. State :: struct {
  1139. allocator: runtime.Allocator,
  1140. frame_arena: runtime.Arena,
  1141. frame_allocator: runtime.Allocator,
  1142. win: Window_Interface,
  1143. window_state: rawptr,
  1144. rb: Render_Backend_Interface,
  1145. rb_state: rawptr,
  1146. fs: fs.FontContext,
  1147. shutdown_wanted: bool,
  1148. mouse_position: Vec2,
  1149. mouse_delta: Vec2,
  1150. mouse_wheel_delta: f32,
  1151. key_went_down: #sparse [Keyboard_Key]bool,
  1152. key_went_up: #sparse [Keyboard_Key]bool,
  1153. key_is_held: #sparse [Keyboard_Key]bool,
  1154. mouse_button_went_down: #sparse [Mouse_Button]bool,
  1155. mouse_button_went_up: #sparse [Mouse_Button]bool,
  1156. mouse_button_is_held: #sparse [Mouse_Button]bool,
  1157. gamepad_button_went_down: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  1158. gamepad_button_went_up: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  1159. gamepad_button_is_held: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  1160. window: Window_Handle,
  1161. default_font: Font_Handle,
  1162. fonts: [dynamic]Font,
  1163. shape_drawing_texture: Texture_Handle,
  1164. batch_font: Font_Handle,
  1165. batch_camera: Maybe(Camera),
  1166. batch_shader: Shader,
  1167. batch_scissor: Maybe(Rect),
  1168. batch_texture: Texture_Handle,
  1169. batch_render_target: Render_Target_Handle,
  1170. batch_blend_mode: Blend_Mode,
  1171. view_matrix: Mat4,
  1172. proj_matrix: Mat4,
  1173. depth: f32,
  1174. depth_start: f32,
  1175. depth_increment: f32,
  1176. vertex_buffer_cpu: []u8,
  1177. vertex_buffer_cpu_used: int,
  1178. default_shader: Shader,
  1179. }
  1180. // Support for up to 255 mouse buttons. Cast an int to type `Mouse_Button` to use things outside the
  1181. // options presented here.
  1182. Mouse_Button :: enum {
  1183. Left,
  1184. Right,
  1185. Middle,
  1186. Max = 255,
  1187. }
  1188. // Based on Raylib / GLFW
  1189. Keyboard_Key :: enum {
  1190. None = 0,
  1191. // Numeric keys (top row)
  1192. N0 = 48,
  1193. N1 = 49,
  1194. N2 = 50,
  1195. N3 = 51,
  1196. N4 = 52,
  1197. N5 = 53,
  1198. N6 = 54,
  1199. N7 = 55,
  1200. N8 = 56,
  1201. N9 = 57,
  1202. // Letter keys
  1203. A = 65,
  1204. B = 66,
  1205. C = 67,
  1206. D = 68,
  1207. E = 69,
  1208. F = 70,
  1209. G = 71,
  1210. H = 72,
  1211. I = 73,
  1212. J = 74,
  1213. K = 75,
  1214. L = 76,
  1215. M = 77,
  1216. N = 78,
  1217. O = 79,
  1218. P = 80,
  1219. Q = 81,
  1220. R = 82,
  1221. S = 83,
  1222. T = 84,
  1223. U = 85,
  1224. V = 86,
  1225. W = 87,
  1226. X = 88,
  1227. Y = 89,
  1228. Z = 90,
  1229. // Special characters
  1230. Apostrophe = 39,
  1231. Comma = 44,
  1232. Minus = 45,
  1233. Period = 46,
  1234. Slash = 47,
  1235. Semicolon = 59,
  1236. Equal = 61,
  1237. Left_Bracket = 91,
  1238. Backslash = 92,
  1239. Right_Bracket = 93,
  1240. Grave_Accent = 96,
  1241. // Function keys, modifiers, caret control etc
  1242. Space = 32,
  1243. Escape = 256,
  1244. Enter = 257,
  1245. Tab = 258,
  1246. Backspace = 259,
  1247. Insert = 260,
  1248. Delete = 261,
  1249. Right = 262,
  1250. Left = 263,
  1251. Down = 264,
  1252. Up = 265,
  1253. Page_Up = 266,
  1254. Page_Down = 267,
  1255. Home = 268,
  1256. End = 269,
  1257. Caps_Lock = 280,
  1258. Scroll_Lock = 281,
  1259. Num_Lock = 282,
  1260. Print_Screen = 283,
  1261. Pause = 284,
  1262. F1 = 290,
  1263. F2 = 291,
  1264. F3 = 292,
  1265. F4 = 293,
  1266. F5 = 294,
  1267. F6 = 295,
  1268. F7 = 296,
  1269. F8 = 297,
  1270. F9 = 298,
  1271. F10 = 299,
  1272. F11 = 300,
  1273. F12 = 301,
  1274. Left_Shift = 340,
  1275. Left_Control = 341,
  1276. Left_Alt = 342,
  1277. Left_Super = 343,
  1278. Right_Shift = 344,
  1279. Right_Control = 345,
  1280. Right_Alt = 346,
  1281. Right_Super = 347,
  1282. Menu = 348,
  1283. // Numpad keys
  1284. NP_0 = 320,
  1285. NP_1 = 321,
  1286. NP_2 = 322,
  1287. NP_3 = 323,
  1288. NP_4 = 324,
  1289. NP_5 = 325,
  1290. NP_6 = 326,
  1291. NP_7 = 327,
  1292. NP_8 = 328,
  1293. NP_9 = 329,
  1294. NP_Decimal = 330,
  1295. NP_Divide = 331,
  1296. NP_Multiply = 332,
  1297. NP_Subtract = 333,
  1298. NP_Add = 334,
  1299. NP_Enter = 335,
  1300. NP_Equal = 336,
  1301. }
  1302. MAX_GAMEPADS :: 4
  1303. // A value between 0 and MAX_GAMEPADS - 1
  1304. Gamepad_Index :: int
  1305. Gamepad_Axis :: enum {
  1306. Left_Stick_X,
  1307. Left_Stick_Y,
  1308. Right_Stick_X,
  1309. Right_Stick_Y,
  1310. Left_Trigger,
  1311. Right_Trigger,
  1312. }
  1313. Gamepad_Button :: enum {
  1314. // DPAD buttons
  1315. Left_Face_Up,
  1316. Left_Face_Down,
  1317. Left_Face_Left,
  1318. Left_Face_Right,
  1319. Right_Face_Up, // XBOX: Y, PS: Triangle
  1320. Right_Face_Down, // XBOX: A, PS: X
  1321. Right_Face_Left, // XBOX: X, PS: Square
  1322. Right_Face_Right, // XBOX: B, PS: Circle
  1323. Left_Shoulder,
  1324. Left_Trigger,
  1325. Right_Shoulder,
  1326. Right_Trigger,
  1327. Left_Stick_Press, // Clicking the left analogue stick
  1328. Right_Stick_Press, // Clicking the right analogue stick
  1329. Middle_Face_Left, // Select / back / options button
  1330. Middle_Face_Middle, // PS button (not available on XBox)
  1331. Middle_Face_Right, // Start
  1332. }
  1333. // Used by API builder. Everything after this constant will not be in karl2d.doc.odin
  1334. API_END :: true
  1335. batch_vertex :: proc(v: Vec3, uv: Vec2, color: Color) {
  1336. v := v
  1337. if s.vertex_buffer_cpu_used == len(s.vertex_buffer_cpu) {
  1338. draw_current_batch()
  1339. }
  1340. shd := s.batch_shader
  1341. base_offset := s.vertex_buffer_cpu_used
  1342. pos_offset := shd.default_input_offsets[.Position]
  1343. uv_offset := shd.default_input_offsets[.UV]
  1344. color_offset := shd.default_input_offsets[.Color]
  1345. mem.set(&s.vertex_buffer_cpu[base_offset], 0, shd.vertex_size)
  1346. if pos_offset != -1 {
  1347. (^Vec3)(&s.vertex_buffer_cpu[base_offset + pos_offset])^ = v
  1348. }
  1349. if uv_offset != -1 {
  1350. (^Vec2)(&s.vertex_buffer_cpu[base_offset + uv_offset])^ = uv
  1351. }
  1352. if color_offset != -1 {
  1353. (^Color)(&s.vertex_buffer_cpu[base_offset + color_offset])^ = color
  1354. }
  1355. override_offset: int
  1356. for &o, idx in shd.input_overrides {
  1357. input := &shd.inputs[idx]
  1358. sz := pixel_format_size(input.format)
  1359. if o.used != 0 {
  1360. mem.copy(&s.vertex_buffer_cpu[base_offset + override_offset], raw_data(&o.val), o.used)
  1361. }
  1362. override_offset += sz
  1363. }
  1364. s.vertex_buffer_cpu_used += shd.vertex_size
  1365. }
  1366. VERTEX_BUFFER_MAX :: 1000000
  1367. @(private="file")
  1368. s: ^State
  1369. // These globals are here for access from other files. The state struct above is private to make
  1370. // sure global state sharing doesn't become too messy.
  1371. frame_allocator: runtime.Allocator
  1372. win: Window_Interface
  1373. rb: Render_Backend_Interface
  1374. get_shader_input_default_type :: proc(name: string, type: Shader_Input_Type) -> Shader_Default_Inputs {
  1375. if name == "position" && type == .Vec3 {
  1376. return .Position
  1377. } else if name == "texcoord" && type == .Vec2 {
  1378. return .UV
  1379. } else if name == "color" && type == .Vec4 {
  1380. return .Color
  1381. }
  1382. return .Unknown
  1383. }
  1384. get_shader_format_num_components :: proc(format: Pixel_Format) -> int {
  1385. switch format {
  1386. case .Unknown: return 0
  1387. case .RGBA_32_Float: return 4
  1388. case .RGB_32_Float: return 3
  1389. case .RG_32_Float: return 2
  1390. case .R_32_Float: return 1
  1391. case .RGBA_8_Norm: return 4
  1392. case .RG_8_Norm: return 2
  1393. case .R_8_Norm: return 1
  1394. case .R_8_UInt: return 1
  1395. }
  1396. return 0
  1397. }
  1398. get_shader_input_format :: proc(name: string, type: Shader_Input_Type) -> Pixel_Format {
  1399. default_type := get_shader_input_default_type(name, type)
  1400. if default_type != .Unknown {
  1401. switch default_type {
  1402. case .Position: return .RGB_32_Float
  1403. case .UV: return .RG_32_Float
  1404. case .Color: return .RGBA_8_Norm
  1405. case .Unknown: unreachable()
  1406. }
  1407. }
  1408. switch type {
  1409. case .F32: return .R_32_Float
  1410. case .Vec2: return .RG_32_Float
  1411. case .Vec3: return .RGB_32_Float
  1412. case .Vec4: return .RGBA_32_Float
  1413. }
  1414. return .Unknown
  1415. }
  1416. vec3_from_vec2 :: proc(v: Vec2) -> Vec3 {
  1417. return {
  1418. v.x, v.y, 0,
  1419. }
  1420. }
  1421. frame_cstring :: proc(str: string, loc := #caller_location) -> cstring {
  1422. return strings.clone_to_cstring(str, s.frame_allocator, loc)
  1423. }
  1424. @(require_results)
  1425. matrix_ortho3d_f32 :: proc "contextless" (left, right, bottom, top, near, far: f32) -> Mat4 #no_bounds_check {
  1426. m: Mat4
  1427. m[0, 0] = +2 / (right - left)
  1428. m[1, 1] = +2 / (top - bottom)
  1429. m[2, 2] = +1
  1430. m[0, 3] = -(right + left) / (right - left)
  1431. m[1, 3] = -(top + bottom) / (top - bottom)
  1432. m[2, 3] = 0
  1433. m[3, 3] = 1
  1434. return m
  1435. }
  1436. make_default_projection :: proc(w, h: int) -> matrix[4,4]f32 {
  1437. return matrix_ortho3d_f32(0, f32(w), f32(h), 0, 0.001, 2)
  1438. }
  1439. FONT_DEFAULT_ATLAS_SIZE :: 1024
  1440. update_font :: proc(fh: Font_Handle) {
  1441. font := &s.fonts[fh]
  1442. font_dirty_rect: [4]f32
  1443. tw := FONT_DEFAULT_ATLAS_SIZE
  1444. if fs.ValidateTexture(&s.fs, &font_dirty_rect) {
  1445. fdr := font_dirty_rect
  1446. r := Rect {
  1447. fdr[0],
  1448. fdr[1],
  1449. fdr[2] - fdr[0],
  1450. fdr[3] - fdr[1],
  1451. }
  1452. x := int(r.x)
  1453. y := int(r.y)
  1454. w := int(fdr[2]) - int(fdr[0])
  1455. h := int(fdr[3]) - int(fdr[1])
  1456. expanded_pixels := make([]Color, w * h, frame_allocator)
  1457. start := x + tw * y
  1458. for i in 0..<w*h {
  1459. px := i%w
  1460. py := i/w
  1461. dst_pixel_idx := (px) + (py * w)
  1462. src_pixel_idx := start + (px) + (py * tw)
  1463. src := s.fs.textureData[src_pixel_idx]
  1464. expanded_pixels[dst_pixel_idx] = {255,255,255, src}
  1465. }
  1466. rb.update_texture(font.atlas.handle, slice.reinterpret([]u8, expanded_pixels), r)
  1467. }
  1468. }
  1469. set_font :: proc(fh: Font_Handle) {
  1470. fh := fh
  1471. if s.batch_font == fh {
  1472. return
  1473. }
  1474. s.batch_font = fh
  1475. if s.batch_font != FONT_NONE {
  1476. update_font(s.batch_font)
  1477. }
  1478. if fh == 0 {
  1479. fh = s.default_font
  1480. }
  1481. font := &s.fonts[fh]
  1482. fs.SetFont(&s.fs, font.fontstash_handle)
  1483. }
  1484. DEPTH_START :: -1 + DEPTH_INCREMENT
  1485. DEPTH_INCREMENT :: (1.0/10000000.0)
  1486. _ :: jpeg
  1487. _ :: bmp
  1488. _ :: png
  1489. _ :: tga
  1490. Color_F32 :: [4]f32
  1491. f32_color_from_color :: proc(color: Color) -> Color_F32 {
  1492. return {
  1493. f32(color.r) / 255,
  1494. f32(color.g) / 255,
  1495. f32(color.b) / 255,
  1496. f32(color.a) / 255,
  1497. }
  1498. }
  1499. vec3 :: proc(v2: Vec2, z: f32) -> Vec3 {
  1500. return {
  1501. v2.x, v2.y, z,
  1502. }
  1503. }
  1504. get_next_depth :: proc() -> f32 {
  1505. d := s.depth
  1506. s.depth += s.depth_increment
  1507. return d
  1508. }