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- package karl2d
- import "base:runtime"
- import "core:mem"
- import "core:log"
- import "core:math"
- import "core:math/linalg"
- import "core:slice"
- import "core:image"
- import "core:image/bmp"
- import "core:image/png"
- import "core:image/tga"
- import hm "handle_map"
- _ :: bmp
- _ :: png
- _ :: tga
- Handle :: hm.Handle
- Texture_Handle :: distinct Handle
- // Opens a window and initializes some internal state. The internal state will use `allocator` for
- // all dynamically allocated memory. The return value can be ignored unless you need to later call
- // `set_state`.
- init :: proc(window_width: int, window_height: int, window_title: string,
- allocator := context.allocator, loc := #caller_location) -> ^State {
- s = new(State, allocator, loc)
- s.allocator = allocator
- s.custom_context = context
- s.width = window_width
- s.height = window_height
- s.wi = WINDOW_INTERFACE_WIN32
- wi = s.wi
- window_state_alloc_error: runtime.Allocator_Error
- s.window_state, window_state_alloc_error = mem.alloc(wi.state_size())
- log.assertf(window_state_alloc_error == nil, "Failed allocating memory for window state: %v", window_state_alloc_error)
- wi.init(s.window_state, window_width, window_height, window_title, allocator)
- s.window = wi.window_handle()
- s.rb = BACKEND_D3D11
- rb_alloc_error: runtime.Allocator_Error
- s.rb_state, rb_alloc_error = mem.alloc(s.rb.state_size())
- log.assertf(rb_alloc_error == nil, "Failed allocating memory for rendering backend: %v", rb_alloc_error)
- s.proj_matrix = make_default_projection(window_width, window_height)
- s.view_matrix = 1
- s.rb.init(s.rb_state, s.window, window_width, window_height, allocator)
- s.vertex_buffer_cpu = make([]u8, VERTEX_BUFFER_MAX, allocator, loc)
- white_rect: [16*16*4]u8
- slice.fill(white_rect[:], 255)
- s.shape_drawing_texture = s.rb.load_texture(white_rect[:], 16, 16)
- s.default_shader = s.rb.load_shader(string(DEFAULT_SHADER_SOURCE), {
- .RG32_Float,
- .RG32_Float,
- .RGBA8_Norm,
- })
- return s
- }
- DEFAULT_SHADER_SOURCE :: #load("shader.hlsl")
- // Closes the window and cleans up the internal state.
- shutdown :: proc() {
- s.rb.destroy_texture(s.shape_drawing_texture)
- destroy_shader(s.default_shader)
- s.rb.shutdown()
- delete(s.vertex_buffer_cpu, s.allocator)
- wi.shutdown()
- a := s.allocator
- free(s.window_state, a)
- free(s.rb_state, a)
- free(s, a)
- s = nil
- }
- // Clear the backbuffer with supplied color.
- clear :: proc(color: Color) {
- s.rb.clear(color)
- }
- // Present the backbuffer. Call at end of frame to make everything you've drawn appear on the screen.
- present :: proc() {
- draw_current_batch()
- s.rb.present()
- }
- // Call at start or end of frame to process all events that have arrived to the window.
- //
- // WARNING: Not calling this will make your program impossible to interact with.
- process_events :: proc() {
- s.keys_went_up = {}
- s.keys_went_down = {}
- wi.process_events()
- events := wi.get_events()
- for &event in events {
- switch &e in event {
- case Window_Event_Close_Wanted:
- s.shutdown_wanted = true
- case Window_Event_Key_Went_Down:
- s.keys_went_down[e.key] = true
- s.keys_is_held[e.key] = true
- case Window_Event_Key_Went_Up:
- s.keys_is_held[e.key] = false
- s.keys_went_up[e.key] = true
- }
- }
- wi.clear_events()
- }
- /* Flushes the current batch. This sends off everything to the GPU that has been queued in the
- current batch. Normally, you do not need to do this manually. It is done automatically when these
- procedures run:
- present
- set_camera
- set_shader
- TODO: complete this list and motivate why it needs to happen on those procs (or do that in the
- docs for those procs).
- */
- draw_current_batch :: proc() {
- shader := s.batch_shader.? or_else s.default_shader
- s.rb.draw(shader, s.batch_texture, s.vertex_buffer_cpu[:s.vertex_buffer_cpu_used])
- s.vertex_buffer_cpu_used = 0
- }
- // Can be used to restore the internal state using the pointer returned by `init`. Useful after
- // reloading the library (for example, when doing code hot reload).
- set_internal_state :: proc(state: ^State) {
- s = state
- s.rb.set_internal_state(s.rb_state)
- }
- get_screen_width :: proc() -> int {
- return s.rb.get_swapchain_width()
- }
- get_screen_height :: proc() -> int {
- return s.rb.get_swapchain_height()
- }
- key_went_down :: proc(key: Keyboard_Key) -> bool {
- return s.keys_went_down[key]
- }
- key_went_up :: proc(key: Keyboard_Key) -> bool {
- return s.keys_went_up[key]
- }
- key_is_held :: proc(key: Keyboard_Key) -> bool {
- return s.keys_is_held[key]
- }
- shutdown_wanted :: proc() -> bool {
- return s.shutdown_wanted
- }
- set_window_position :: proc(x: int, y: int) {
- wi.set_position(x, y)
- }
- set_window_size :: proc(width: int, height: int) {
- panic("Not implemented")
- }
- set_camera :: proc(camera: Maybe(Camera)) {
- if camera == s.batch_camera {
- return
- }
- draw_current_batch()
- s.batch_camera = camera
- s.proj_matrix = make_default_projection(s.width, s.height)
- if c, c_ok := camera.?; c_ok {
- origin_trans := linalg.matrix4_translate(vec3_from_vec2(-c.origin))
- translate := linalg.matrix4_translate(vec3_from_vec2(c.target))
- rot := linalg.matrix4_rotate_f32(c.rotation * math.RAD_PER_DEG, {0, 0, 1})
- camera_matrix := translate * rot * origin_trans
- s.view_matrix = linalg.inverse(camera_matrix)
-
- s.proj_matrix[0, 0] *= c.zoom
- s.proj_matrix[1, 1] *= c.zoom
- } else {
- s.view_matrix = 1
- }
- s.rb.set_view_projection_matrix(s.proj_matrix * s.view_matrix)
- }
- load_texture_from_file :: proc(filename: string) -> Texture {
- img, img_err := image.load_from_file(filename, options = {.alpha_add_if_missing}, allocator = context.temp_allocator)
- if img_err != nil {
- log.errorf("Error loading texture %v: %v", filename, img_err)
- return {}
- }
- backend_tex := s.rb.load_texture(img.pixels.buf[:], img.width, img.height)
- return {
- handle = backend_tex,
- width = img.width,
- height = img.height,
- }
- }
- destroy_texture :: proc(tex: Texture) {
- s.rb.destroy_texture(tex.handle)
- }
- draw_rect :: proc(r: Rect, c: Color) {
- if s.batch_texture != TEXTURE_NONE && s.batch_texture != s.shape_drawing_texture {
- draw_current_batch()
- }
- s.batch_texture = s.shape_drawing_texture
- _batch_vertex({r.x, r.y}, {0, 0}, c)
- _batch_vertex({r.x + r.w, r.y}, {1, 0}, c)
- _batch_vertex({r.x + r.w, r.y + r.h}, {1, 1}, c)
- _batch_vertex({r.x, r.y}, {0, 0}, c)
- _batch_vertex({r.x + r.w, r.y + r.h}, {1, 1}, c)
- _batch_vertex({r.x, r.y + r.h}, {0, 1}, c)
- }
- draw_rect_outline :: proc(r: Rect, thickness: f32, color: Color) {
- t := thickness
-
- // Based on DrawRectangleLinesEx from Raylib
- top := Rect {
- r.x,
- r.y,
- r.w,
- t,
- }
- bottom := Rect {
- r.x,
- r.y + r.h - t,
- r.w,
- t,
- }
- left := Rect {
- r.x,
- r.y + t,
- t,
- r.h - t * 2,
- }
- right := Rect {
- r.x + r.w - t,
- r.y + t,
- t,
- r.h - t * 2,
- }
- draw_rect(top, color)
- draw_rect(bottom, color)
- draw_rect(left, color)
- draw_rect(right, color)
- }
- draw_circle :: proc(center: Vec2, radius: f32, color: Color) {
- panic("not implemented")
- }
- draw_line :: proc(start: Vec2, end: Vec2, thickness: f32, color: Color) {
-
- }
- draw_texture :: proc(tex: Texture, pos: Vec2, tint := WHITE) {
- draw_texture_ex(
- tex,
- {0, 0, f32(tex.width), f32(tex.height)},
- {pos.x, pos.y, f32(tex.width), f32(tex.height)},
- {},
- 0,
- tint,
- )
- }
- draw_texture_rect :: proc(tex: Texture, rect: Rect, pos: Vec2, tint := WHITE) {
- draw_texture_ex(
- tex,
- rect,
- {pos.x, pos.y, rect.w, rect.h},
- {},
- 0,
- tint,
- )
- }
- draw_texture_ex :: proc(tex: Texture, src: Rect, dst: Rect, origin: Vec2, rotation: f32, tint := WHITE) {
- if tex.width == 0 || tex.height == 0 {
- return
- }
- if s.batch_texture != TEXTURE_NONE && s.batch_texture != tex.handle {
- draw_current_batch()
- }
- r := dst
- r.x -= origin.x
- r.y -= origin.y
- s.batch_texture = tex.handle
- tl, tr, bl, br: Vec2
- // Rotation adapted from Raylib's "DrawTexturePro"
- if rotation == 0 {
- x := dst.x - origin.x
- y := dst.y - origin.y
- tl = { x, y }
- tr = { x + dst.w, y }
- bl = { x, y + dst.h }
- br = { x + dst.w, y + dst.h }
- } else {
- sin_rot := math.sin(rotation * math.RAD_PER_DEG)
- cos_rot := math.cos(rotation * math.RAD_PER_DEG)
- x := dst.x
- y := dst.y
- dx := -origin.x
- dy := -origin.y
- tl = {
- x + dx * cos_rot - dy * sin_rot,
- y + dx * sin_rot + dy * cos_rot,
- }
- tr = {
- x + (dx + dst.w) * cos_rot - dy * sin_rot,
- y + (dx + dst.w) * sin_rot + dy * cos_rot,
- }
- bl = {
- x + dx * cos_rot - (dy + dst.h) * sin_rot,
- y + dx * sin_rot + (dy + dst.h) * cos_rot,
- }
- br = {
- x + (dx + dst.w) * cos_rot - (dy + dst.h) * sin_rot,
- y + (dx + dst.w) * sin_rot + (dy + dst.h) * cos_rot,
- }
- }
-
- ts := Vec2{f32(tex.width), f32(tex.height)}
- up := Vec2{src.x, src.y} / ts
- us := Vec2{src.w, src.h} / ts
- c := tint
- _batch_vertex(tl, up, c)
- _batch_vertex(tr, up + {us.x, 0}, c)
- _batch_vertex(br, up + us, c)
- _batch_vertex(tl, up, c)
- _batch_vertex(br, up + us, c)
- _batch_vertex(bl, up + {0, us.y}, c)
- }
- load_shader :: proc(shader_source: string, layout_formats: []Shader_Input_Format = {}) -> Shader {
- return s.rb.load_shader(shader_source, layout_formats)
- }
- destroy_shader :: proc(shader: Shader) {
- s.rb.destroy_shader(shader)
- }
- set_shader :: proc(shader: Maybe(Shader)) {
- if maybe_handle_equal(shader, s.batch_shader) {
- return
- }
- draw_current_batch()
- s.batch_shader = shader
- }
- maybe_handle_equal :: proc(m1: Maybe($T), m2: Maybe(T)) -> bool {
- if m1 == nil && m2 == nil {
- return true
- }
- m1v, m1v_ok := m1.?
- m2v, m2v_ok := m2.?
- if !m1v_ok || !m2v_ok {
- return false
- }
- return m1v.handle == m2v.handle
- }
- set_shader_constant :: proc(shd: Shader, loc: Shader_Constant_Location, val: $T) {
- draw_current_batch()
- if int(loc.buffer_idx) >= len(shd.constant_buffers) {
- log.warnf("Constant buffer idx %v is out of bounds", loc.buffer_idx)
- return
- }
- b := &shd.constant_buffers[loc.buffer_idx]
- if int(loc.offset) + size_of(val) > len(b.cpu_data) {
- log.warnf("Constant buffer idx %v is trying to be written out of bounds by at offset %v with %v bytes", loc.buffer_idx, loc.offset, size_of(val))
- return
- }
- dst := (^T)(&b.cpu_data[loc.offset])
- dst^ = val
- }
- set_shader_constant_mat4 :: proc(shader: Shader, loc: Shader_Constant_Location, val: matrix[4,4]f32) {
- set_shader_constant(shader, loc, val)
- }
- set_shader_constant_f32 :: proc(shader: Shader, loc: Shader_Constant_Location, val: f32) {
- set_shader_constant(shader, loc, val)
- }
- set_shader_constant_vec2 :: proc(shader: Shader, loc: Shader_Constant_Location, val: Vec2) {
- set_shader_constant(shader, loc, val)
- }
- get_default_shader :: proc() -> Shader {
- return s.default_shader
- }
- set_scissor_rect :: proc(scissor_rect: Maybe(Rect)) {
- panic("not implemented")
- }
- screen_to_world :: proc(pos: Vec2, camera: Camera) -> Vec2 {
- panic("not implemented")
- }
- draw_text :: proc(text: string, pos: Vec2, font_size: f32, color: Color) {
-
- }
- mouse_button_went_down :: proc(button: Mouse_Button) -> bool {
- panic("not implemented")
- }
- mouse_button_went_up :: proc(button: Mouse_Button) -> bool {
- panic("not implemented")
- }
- mouse_button_is_held :: proc(button: Mouse_Button) -> bool {
- panic("not implemented")
- }
- get_mouse_wheel_delta :: proc() -> f32 {
- return 0
- }
- get_mouse_position :: proc() -> Vec2 {
- panic("not implemented")
- }
- _batch_vertex :: proc(v: Vec2, uv: Vec2, color: Color) {
- v := v
- if s.vertex_buffer_cpu_used == len(s.vertex_buffer_cpu) {
- panic("Must dispatch here")
- }
- shd := s.batch_shader.? or_else s.default_shader
- base_offset := s.vertex_buffer_cpu_used
- pos_offset := shd.default_input_offsets[.Position]
- uv_offset := shd.default_input_offsets[.UV]
- color_offset := shd.default_input_offsets[.Color]
-
- if pos_offset != -1 {
- (^Vec2)(&s.vertex_buffer_cpu[base_offset + pos_offset])^ = v
- }
- if uv_offset != -1 {
- (^Vec2)(&s.vertex_buffer_cpu[base_offset + uv_offset])^ = uv
- }
- if color_offset != -1 {
- (^Color)(&s.vertex_buffer_cpu[base_offset + color_offset])^ = color
- }
- override_offset: int
- for &o, idx in shd.input_overrides {
- input := &shd.inputs[idx]
- sz := shader_input_format_size(input.format)
- if o.used != 0 {
- mem.copy(&s.vertex_buffer_cpu[base_offset + override_offset], raw_data(&o.val), o.used)
- }
- override_offset += sz
- }
-
- s.vertex_buffer_cpu_used += shd.vertex_size
- }
- State :: struct {
- allocator: runtime.Allocator,
- custom_context: runtime.Context,
- wi: Window_Interface,
- window_state: rawptr,
- rb: Rendering_Backend,
- rb_state: rawptr,
-
- shutdown_wanted: bool,
- keys_went_down: #sparse [Keyboard_Key]bool,
- keys_went_up: #sparse [Keyboard_Key]bool,
- keys_is_held: #sparse [Keyboard_Key]bool,
- window: Window_Handle,
- width: int,
- height: int,
- shape_drawing_texture: Texture_Handle,
- batch_camera: Maybe(Camera),
- batch_shader: Maybe(Shader),
- batch_texture: Texture_Handle,
- view_matrix: Mat4,
- proj_matrix: Mat4,
- vertex_buffer_cpu: []u8,
- vertex_buffer_cpu_used: int,
- default_shader: Shader,
- }
- @(private="file")
- s: ^State
- wi: Window_Interface
- Shader_Input_Format :: enum {
- Unknown,
- RGBA32_Float,
- RGBA8_Norm,
- RGBA8_Norm_SRGB,
- RG32_Float,
- R32_Float,
- }
- Color :: [4]u8
- Vec2 :: [2]f32
- Vec3 :: [3]f32
- Mat4 :: matrix[4,4]f32
- Vec2i :: [2]int
- Rect :: struct {
- x, y: f32,
- w, h: f32,
- }
- Texture :: struct {
- handle: Texture_Handle,
- width: int,
- height: int,
- }
- Shader :: struct {
- handle: Shader_Handle,
- constant_buffers: []Shader_Constant_Buffer,
- constant_lookup: map[string]Shader_Constant_Location,
- constant_builtin_locations: [Shader_Builtin_Constant]Maybe(Shader_Constant_Location),
- inputs: []Shader_Input,
- input_overrides: []Shader_Input_Value_Override,
- default_input_offsets: [Shader_Default_Inputs]int,
- vertex_size: int,
- }
- Camera :: struct {
- target: Vec2,
- origin: Vec2,
- rotation: f32,
- zoom: f32,
- }
- // Support for up to 255 mouse buttons. Cast an int to type `Mouse_Button` to use things outside the
- // options presented here.
- Mouse_Button :: enum {
- Left,
- Right,
- Middle,
- Max = 255,
- }
- // TODO: These are just copied from raylib, we probably want a list of our own "default colors"
- WHITE :: Color { 255, 255, 255, 255 }
- BLACK :: Color { 0, 0, 0, 255 }
- GRAY :: Color{ 130, 130, 130, 255 }
- RED :: Color { 230, 41, 55, 255 }
- YELLOW :: Color { 253, 249, 0, 255 }
- BLUE :: Color { 0, 121, 241, 255 }
- MAGENTA :: Color { 255, 0, 255, 255 }
- DARKGRAY :: Color{ 80, 80, 80, 255 }
- GREEN :: Color{ 0, 228, 48, 255 }
- Shader_Handle :: distinct Handle
- SHADER_NONE :: Shader_Handle {}
- // Based on Raylib / GLFW
- Keyboard_Key :: enum {
- None = 0,
- // Alphanumeric keys
- Apostrophe = 39,
- Comma = 44,
- Minus = 45,
- Period = 46,
- Slash = 47,
- Zero = 48,
- One = 49,
- Two = 50,
- Three = 51,
- Four = 52,
- Five = 53,
- Six = 54,
- Seven = 55,
- Eight = 56,
- Nine = 57,
- Semicolon = 59,
- Equal = 61,
- A = 65,
- B = 66,
- C = 67,
- D = 68,
- E = 69,
- F = 70,
- G = 71,
- H = 72,
- I = 73,
- J = 74,
- K = 75,
- L = 76,
- M = 77,
- N = 78,
- O = 79,
- P = 80,
- Q = 81,
- R = 82,
- S = 83,
- T = 84,
- U = 85,
- V = 86,
- W = 87,
- X = 88,
- Y = 89,
- Z = 90,
- Left_Bracket = 91,
- Backslash = 92,
- Right_Bracket = 93,
- Grave = 96,
- // Function keys
- Space = 32,
- Escape = 256,
- Enter = 257,
- Tab = 258,
- Backspace = 259,
- Insert = 260,
- Delete = 261,
- Right = 262,
- Left = 263,
- Down = 264,
- Up = 265,
- Page_Up = 266,
- Page_Down = 267,
- Home = 268,
- End = 269,
- Caps_Lock = 280,
- Scroll_Lock = 281,
- Num_Lock = 282,
- Print_Screen = 283,
- Pause = 284,
- F1 = 290,
- F2 = 291,
- F3 = 292,
- F4 = 293,
- F5 = 294,
- F6 = 295,
- F7 = 296,
- F8 = 297,
- F9 = 298,
- F10 = 299,
- F11 = 300,
- F12 = 301,
- Left_Shift = 340,
- Left_Control = 341,
- Left_Alt = 342,
- Left_Super = 343,
- Right_Shift = 344,
- Right_Control = 345,
- Right_Alt = 346,
- Right_Super = 347,
- Menu = 348,
- // Keypad keys
- KP_0 = 320,
- KP_1 = 321,
- KP_2 = 322,
- KP_3 = 323,
- KP_4 = 324,
- KP_5 = 325,
- KP_6 = 326,
- KP_7 = 327,
- KP_8 = 328,
- KP_9 = 329,
- KP_Decimal = 330,
- KP_Divide = 331,
- KP_Multiply = 332,
- KP_Subtract = 333,
- KP_Add = 334,
- KP_Enter = 335,
- KP_Equal = 336,
- }
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