Compare commits

..

7 Commits

Author SHA1 Message Date
Zachary Levy ea19b83ba4 Cleanup 2026-04-21 16:59:11 -07:00
Zachary Levy 7650b90d91 Comment cleanup 2026-04-21 16:09:40 -07:00
Zachary Levy ba522fa051 QR code improvements 2026-04-21 15:51:17 -07:00
Zachary Levy a4623a13b5 Basic texture support 2026-04-21 13:46:41 -07:00
Zachary Levy f85187eff3 Clean up memory management 2026-04-20 22:39:21 -07:00
zack 64de816647 QR Code generation (#8)
Co-authored-by: Zachary Levy <zachary@sunforge.is>
Reviewed-on: #8
2026-04-21 02:09:03 +00:00
zack 274289bd47 Added draw package as renderer focused on mixed use layout / 2D / 3D scene applications (#7)
Co-authored-by: Zachary Levy <zachary@sunforge.is>
Reviewed-on: #7
2026-04-20 20:14:56 +00:00
19 changed files with 6343 additions and 813 deletions
+41 -1
View File
@@ -32,9 +32,14 @@
"command": "odin test phased_executor -out=out/debug/test_phased_executor", "command": "odin test phased_executor -out=out/debug/test_phased_executor",
"cwd": "$ZED_WORKTREE_ROOT", "cwd": "$ZED_WORKTREE_ROOT",
}, },
{
"label": "Test qrcode",
"command": "odin test qrcode -out=out/debug/test_qrcode",
"cwd": "$ZED_WORKTREE_ROOT",
},
{ {
"label": "Test all", "label": "Test all",
"command": "odin test many_bits -out=out/debug/test_many_bits && odin test ring -out=out/debug/test_ring && odin test levsort -out=out/debug/test_levsort && odin test levsync -out=out/debug/test_levsync && odin test levmath -out=out/debug/test_levmath && odin test phased_executor -out=out/debug/test_phased_executor", "command": "odin test many_bits -out=out/debug/test_many_bits && odin test ring -out=out/debug/test_ring && odin test levsort -out=out/debug/test_levsort && odin test levsync -out=out/debug/test_levsync && odin test levmath -out=out/debug/test_levmath && odin test phased_executor -out=out/debug/test_phased_executor && odin test qrcode -out=out/debug/test_qrcode",
"cwd": "$ZED_WORKTREE_ROOT", "cwd": "$ZED_WORKTREE_ROOT",
}, },
// --------------------------------------------------------------------------------------------------------------------- // ---------------------------------------------------------------------------------------------------------------------
@@ -55,6 +60,41 @@
"command": "odin run draw/examples -debug -out=out/debug/draw-examples -- hellope-shapes", "command": "odin run draw/examples -debug -out=out/debug/draw-examples -- hellope-shapes",
"cwd": "$ZED_WORKTREE_ROOT", "cwd": "$ZED_WORKTREE_ROOT",
}, },
{
"label": "Run draw hellope-text example",
"command": "odin run draw/examples -debug -out=out/debug/draw-examples -- hellope-text",
"cwd": "$ZED_WORKTREE_ROOT",
},
{
"label": "Run draw hellope-custom example",
"command": "odin run draw/examples -debug -out=out/debug/draw-examples -- hellope-custom",
"cwd": "$ZED_WORKTREE_ROOT",
},
{
"label": "Run draw textures example",
"command": "odin run draw/examples -debug -out=out/debug/draw-examples -- textures",
"cwd": "$ZED_WORKTREE_ROOT",
},
{
"label": "Run qrcode basic example",
"command": "odin run qrcode/examples -debug -out=out/debug/qrcode-examples -- basic",
"cwd": "$ZED_WORKTREE_ROOT",
},
{
"label": "Run qrcode variety example",
"command": "odin run qrcode/examples -debug -out=out/debug/qrcode-examples -- variety",
"cwd": "$ZED_WORKTREE_ROOT",
},
{
"label": "Run qrcode segment example",
"command": "odin run qrcode/examples -debug -out=out/debug/qrcode-examples -- segment",
"cwd": "$ZED_WORKTREE_ROOT",
},
{
"label": "Run qrcode mask example",
"command": "odin run qrcode/examples -debug -out=out/debug/qrcode-examples -- mask",
"cwd": "$ZED_WORKTREE_ROOT",
},
// --------------------------------------------------------------------------------------------------------------------- // ---------------------------------------------------------------------------------------------------------------------
// ----- Other ------------------------ // ----- Other ------------------------
// --------------------------------------------------------------------------------------------------------------------- // ---------------------------------------------------------------------------------------------------------------------
+327 -70
View File
@@ -47,68 +47,107 @@ primitives and effects can be added to the library without architectural changes
### Overview: three pipelines ### Overview: three pipelines
The 2D renderer will use three GPU pipelines, split by **register pressure compatibility** and The 2D renderer uses three GPU pipelines, split by **register pressure** (main vs effects) and
**render-state requirements**: **render-pass structure** (everything vs backdrop):
1. **Main pipeline** — shapes (SDF and tessellated) and text. Low register footprint (~1822 1. **Main pipeline** — shapes (SDF and tessellated), text, and textured rectangles. Low register
registers per thread). Runs at high GPU occupancy. Handles 90%+ of all fragments in a typical footprint (~1824 registers per thread). Runs at full GPU occupancy on every architecture.
frame. Handles 90%+ of all fragments in a typical frame.
2. **Effects pipeline** — drop shadows, inner shadows, outer glow, and similar ALU-bound blur 2. **Effects pipeline** — drop shadows, inner shadows, outer glow, and similar ALU-bound blur
effects. Medium register footprint (~4860 registers). Each effects primitive includes the base effects. Medium register footprint (~4860 registers). Each effects primitive includes the base
shape's SDF so that it can draw both the effect and the shape in a single fragment pass, avoiding shape's SDF so that it can draw both the effect and the shape in a single fragment pass, avoiding
redundant overdraw. redundant overdraw. Separated from the main pipeline to protect main-pipeline occupancy on
low-end hardware (see register analysis below).
3. **Backdrop-effects pipeline** — frosted glass, refraction, and any effect that samples the current 3. **Backdrop pipeline** — frosted glass, refraction, and any effect that samples the current render
render target as input. High register footprint (~7080 registers) and structurally requires a target as input. Implemented as a multi-pass sequence (downsample, separable blur, composite),
`CopyGPUTextureToTexture` from the render target before drawing. Separated both for register where each individual pass has a low-to-medium register footprint (~1540 registers). Separated
pressure and because the texture-copy requirement forces a render-pass-level state change. from the other pipelines because it structurally requires ending the current render pass and
copying the render target before any backdrop-sampling fragment can execute — a command-buffer-
level boundary that cannot be avoided regardless of shader complexity.
A typical UI frame with no effects uses 1 pipeline bind and 0 switches. A frame with drop shadows A typical UI frame with no effects uses 1 pipeline bind and 0 switches. A frame with drop shadows
uses 2 pipelines and 1 switch. A frame with shadows and frosted glass uses all 3 pipelines and 2 uses 2 pipelines and 1 switch. A frame with shadows and frosted glass uses all 3 pipelines and 2
switches plus 1 texture copy. At ~5μs per pipeline bind on modern APIs, worst-case switching overhead switches plus 1 texture copy. At ~15μs per pipeline bind on modern APIs, worst-case switching
is under 0.15% of an 8.3ms (120 FPS) frame budget. overhead is negligible relative to an 8.3ms (120 FPS) frame budget.
### Why three pipelines, not one or seven ### Why three pipelines, not one or seven
The natural question is whether we should use a single unified pipeline (fewer state changes, simpler The natural question is whether we should use a single unified pipeline (fewer state changes, simpler
code) or many per-primitive-type pipelines (no branching overhead, lean per-shader register usage). code) or many per-primitive-type pipelines (no branching overhead, lean per-shader register usage).
The dominant cost factor is **GPU register pressure**, not pipeline switching overhead or fragment #### Main/effects split: register pressure
shader branching. A GPU shader core has a fixed register pool shared among all concurrent threads. The
compiler allocates registers pessimistically based on the worst-case path through the shader. If the
shader contains both a 20-register RRect SDF and a 72-register frosted-glass blur, _every_ fragment
— even trivial RRects — is allocated 72 registers. This directly reduces **occupancy** (the number of
warps that can run simultaneously), which reduces the GPU's ability to hide memory latency.
Concrete example on a modern NVIDIA SM with 65,536 registers: A GPU shader core has a fixed register pool shared among all concurrent threads. The compiler
allocates registers pessimistically based on the worst-case path through the shader. If the shader
contains both a 20-register RRect SDF and a 48-register drop-shadow blur, _every_ fragment — even
trivial RRects — is allocated 48 registers. This directly reduces **occupancy** (the number of
warps/wavefronts that can run simultaneously), which reduces the GPU's ability to hide memory
latency.
| Register allocation | Max concurrent threads | Occupancy | Each GPU architecture has a **register cliff** — a threshold above which occupancy starts dropping.
| ------------------------- | ---------------------- | --------- | Below the cliff, adding registers has zero occupancy cost.
| 20 regs (RRect only) | 3,276 | ~100% |
| 48 regs (+ drop shadow) | 1,365 | ~42% |
| 72 regs (+ frosted glass) | 910 | ~28% |
For a 4K frame (3840×2160) at 1.5× overdraw (~12.4M fragments), running all fragments at 28% On consumer Ampere/Ada GPUs (RTX 30xx/40xx, 65,536 regs/SM, max 1,536 threads/SM, cliff at ~43 regs):
occupancy instead of 100% roughly triples fragment shading time. At 4K this is severe: if the main
pipeline's fragment work at full occupancy takes ~2ms, a single unified shader containing the glass
branch would push it to ~6ms — consuming 72% of the 8.3ms budget available at 120 FPS and leaving
almost nothing for CPU work, uploads, and presentation. This is a per-frame multiplier, not a
per-primitive cost — it applies even when the heavy branch is never taken.
The three-pipeline split groups primitives by register footprint so that: | Register allocation | Reg-limited threads | Actual (hw-capped) | Occupancy |
| ----------------------- | ------------------- | ------------------ | --------- |
| 20 regs (main pipeline) | 3,276 | 1,536 | 100% |
| 32 regs | 2,048 | 1,536 | 100% |
| 48 regs (effects) | 1,365 | 1,365 | ~89% |
- Main pipeline (~20 regs): 90%+ of fragments run at near-full occupancy. On Volta/A100 GPUs (65,536 regs/SM, max 2,048 threads/SM, cliff at ~32 regs):
- Effects pipeline (~55 regs): shadow/glow fragments run at moderate occupancy; unavoidable given the
blur math complexity.
- Backdrop-effects pipeline (~75 regs): glass fragments run at low occupancy; also unavoidable, and
structurally separated anyway by the texture-copy requirement.
This avoids the register-pressure tax of a single unified shader while keeping pipeline count minimal | Register allocation | Reg-limited threads | Actual (hw-capped) | Occupancy |
(3 vs. Zed GPUI's 7). The effects that drag occupancy down are isolated to the fragments that | ----------------------- | ------------------- | ------------------ | --------- |
actually need them. | 20 regs (main pipeline) | 3,276 | 2,048 | 100% |
| 32 regs | 2,048 | 2,048 | 100% |
| 48 regs (effects) | 1,365 | 1,365 | ~67% |
**Why not per-primitive-type pipelines (GPUI's approach)?** Zed's GPUI uses 7 separate shader pairs: On low-end mobile (ARM Mali Bifrost/Valhall, 64 regs/thread, cliff fixed at 32 regs):
| Register allocation | Occupancy |
| -------------------- | -------------------------- |
| 032 regs (main) | 100% (full thread count) |
| 3364 regs (effects) | ~50% (thread count halves) |
Mali's cliff at 32 registers is the binding constraint. On desktop the occupancy difference between
20 and 48 registers is modest (89100%); on Mali it is a hard 2× throughput reduction. The
main/effects split protects 90%+ of a frame's fragments (shapes, text, textures) from the effects
pipeline's register cost.
For the effects pipeline's drop-shadow shader — erf-approximation blur math with several texture
fetches — 50% occupancy on Mali roughly halves throughput. At 4K with 1.5× overdraw (~12.4M
fragments), a single unified shader containing the shadow branch would cost ~4ms instead of ~2ms on
low-end mobile. This is a per-frame multiplier even when the heavy branch is never taken, because the
compiler allocates registers for the worst-case path.
All main-pipeline members (SDF shapes, tessellated geometry, text, textured rectangles) cluster at
1224 registers — below the cliff on every architecture — so unifying them costs nothing in
occupancy.
**Note on Apple M3+ GPUs:** Apple's M3 introduces Dynamic Caching (register file virtualization),
which allocates registers at runtime based on actual usage rather than worst-case. This weakens the
static register-pressure argument on M3 and later, but the split remains useful for isolating blur
ALU complexity and keeping the backdrop texture-copy out of the main render pass.
#### Backdrop split: render-pass structure
The backdrop pipeline (frosted glass, refraction, mirror surfaces) is separated for a structural
reason unrelated to register pressure. Before any backdrop-sampling fragment can execute, the current
render target must be copied to a separate texture via `CopyGPUTextureToTexture` — a command-buffer-
level operation that requires ending the current render pass. This boundary exists regardless of
shader complexity and cannot be optimized away.
The backdrop pipeline's individual shader passes (downsample, separable blur, composite) are
register-light (~1540 regs each), so merging them into the effects pipeline would cause no occupancy
problem. But the render-pass boundary makes merging structurally impossible — effects draws happen
inside the main render pass, backdrop draws happen inside their own bracketed pass sequence.
#### Why not per-primitive-type pipelines (GPUI's approach)
Zed's GPUI uses 7 separate shader pairs:
quad, shadow, underline, monochrome sprite, polychrome sprite, path, surface. This eliminates all quad, shadow, underline, monochrome sprite, polychrome sprite, path, surface. This eliminates all
branching and gives each shader minimal register usage. Three concrete costs make this approach wrong branching and gives each shader minimal register usage. Three concrete costs make this approach wrong
for our use case: for our use case:
@@ -120,7 +159,7 @@ typical UI frame with 15 scissors and 34 primitive kinds per scissor, per-kin
~4560 draw calls and pipeline binds; our unified approach produces ~1520 draw calls and 15 ~4560 draw calls and pipeline binds; our unified approach produces ~1520 draw calls and 15
pipeline binds. At ~5μs each for CPU-side command encoding on modern APIs, per-kind splitting adds pipeline binds. At ~5μs each for CPU-side command encoding on modern APIs, per-kind splitting adds
375500μs of CPU overhead per frame — **4.56% of an 8.3ms (120 FPS) budget** — with no 375500μs of CPU overhead per frame — **4.56% of an 8.3ms (120 FPS) budget** — with no
compensating GPU-side benefit, because the register-pressure savings within the simple-SDF tier are compensating GPU-side benefit, because the register-pressure savings within the simple-SDF range are
negligible (all members cluster at 1222 registers). negligible (all members cluster at 1222 registers).
**Z-order preservation forces the API to expose layers.** With a single pipeline drawing all kinds **Z-order preservation forces the API to expose layers.** With a single pipeline drawing all kinds
@@ -159,10 +198,10 @@ in submission order:
~60 boundary warps at ~80 extra instructions each), unified divergence costs ~13μs — still 3.5× ~60 boundary warps at ~80 extra instructions each), unified divergence costs ~13μs — still 3.5×
cheaper than the pipeline-switching alternative. cheaper than the pipeline-switching alternative.
The split we _do_ perform (main / effects / backdrop-effects) is motivated by register-pressure tier The split we _do_ perform (main / effects / backdrop) is motivated by register-pressure boundaries
boundaries where occupancy differences are catastrophic at 4K (see numbers above). Within a tier, and structural render-pass requirements (see analysis above). Within a pipeline, unified is
unified is strictly better by every measure: fewer draw calls, simpler Z-order, lower CPU overhead, strictly better by every measure: fewer draw calls, simpler Z-order, lower CPU overhead, and
and negligible GPU-side branching cost. negligible GPU-side branching cost.
**References:** **References:**
@@ -172,6 +211,16 @@ and negligible GPU-side branching cost.
https://github.com/zed-industries/zed/blob/cb6fc11/crates/gpui/src/platform/mac/shaders.metal https://github.com/zed-industries/zed/blob/cb6fc11/crates/gpui/src/platform/mac/shaders.metal
- NVIDIA Nsight Graphics 2024.3 documentation on active-threads-per-warp and divergence analysis: - NVIDIA Nsight Graphics 2024.3 documentation on active-threads-per-warp and divergence analysis:
https://developer.nvidia.com/blog/optimize-gpu-workloads-for-graphics-applications-with-nvidia-nsight-graphics/ https://developer.nvidia.com/blog/optimize-gpu-workloads-for-graphics-applications-with-nvidia-nsight-graphics/
- NVIDIA Ampere GPU Architecture Tuning Guide — SM specs, max warps per SM (48 for cc 8.6, 64 for
cc 8.0), register file size (64K), occupancy factors:
https://docs.nvidia.com/cuda/ampere-tuning-guide/index.html
- NVIDIA Ada GPU Architecture Tuning Guide — SM specs, max warps per SM (48 for cc 8.9):
https://docs.nvidia.com/cuda/ada-tuning-guide/index.html
- CUDA Occupancy Calculation walkthrough (register allocation granularity, worked examples):
https://leimao.github.io/blog/CUDA-Occupancy-Calculation/
- Apple M3 GPU architecture — Dynamic Caching (register file virtualization) eliminates static
worst-case register allocation, reducing the occupancy penalty for high-register shaders:
https://asplos.dev/wiki/m3-chip-explainer/gpu/index.html
### Why fragment shader branching is safe in this design ### Why fragment shader branching is safe in this design
@@ -442,25 +491,40 @@ Wallace's variant) and vger-rs.
- Vello's implementation of blurred rounded rectangle as a gradient type: - Vello's implementation of blurred rounded rectangle as a gradient type:
https://github.com/linebender/vello/pull/665 https://github.com/linebender/vello/pull/665
### Backdrop-effects pipeline ### Backdrop pipeline
The backdrop-effects pipeline handles effects that sample the current render target as input: frosted The backdrop pipeline handles effects that sample the current render target as input: frosted glass,
glass, refraction, mirror surfaces. It is structurally separated from the effects pipeline for two refraction, mirror surfaces. It is separated from the effects pipeline for a structural reason, not
reasons: register pressure.
1. **Render-state requirement.** Before any backdrop-sampling fragment can run, the current render **Render-pass boundary.** Before any backdrop-sampling fragment can run, the current render target
target must be copied to a separate texture via `CopyGPUTextureToTexture`. This is a command- must be copied to a separate texture via `CopyGPUTextureToTexture`. This is a command-buffer-level
buffer-level operation that cannot happen mid-render-pass. The copy naturally creates a pipeline operation that cannot happen mid-render-pass. The copy naturally creates a pipeline boundary that no
boundary. amount of shader optimization can eliminate — it is a fundamental requirement of sampling a surface
while also writing to it.
2. **Register pressure.** Backdrop-sampling shaders read from a texture with Gaussian kernel weights **Multi-pass implementation.** Backdrop effects are implemented as separable multi-pass sequences
(multiple texture fetches per fragment), pushing register usage to ~7080. Including this in the (downsample → horizontal blur → vertical blur → composite), following the standard approach used by
effects pipeline would reduce occupancy for all shadow/glow fragments from ~30% to ~20%, costing iOS `UIVisualEffectView`, Android `RenderEffect`, and Flutter's `BackdropFilter`. Each individual
measurable throughput on the common case. pass has a low-to-medium register footprint (~1540 registers), well within the main pipeline's
occupancy range. The multi-pass approach avoids the monolithic 70+ register shader that a single-pass
Gaussian blur would require, making backdrop effects viable on low-end mobile GPUs (including
Mali-G31 and VideoCore VI) where per-thread register limits are tight.
The backdrop-effects pipeline binds a secondary sampler pointing at the captured backdrop texture. When **Bracketed execution.** All backdrop draws in a frame share a single bracketed region of the command
no backdrop effects are present in a frame, this pipeline is never bound and the texture copy never buffer: end the current render pass, copy the render target, execute all backdrop sub-passes, then
happens — zero cost. resume normal drawing. The entry/exit cost (texture copy + render-pass break) is paid once per frame
regardless of how many backdrop effects are visible. When no backdrop effects are present, the bracket
is never entered and the texture copy never happens — zero cost.
**Why not split the backdrop sub-passes into separate pipelines?** The individual passes range from
~15 to ~40 registers, which does cross Mali's 32-register cliff. However, the register-pressure argument
that justifies the main/effects split does not apply here. The main/effects split protects the
_common path_ (90%+ of frame fragments) from the uncommon path's register cost. Inside the backdrop
pipeline there is no common-vs-uncommon distinction — if backdrop effects are active, every sub-pass
runs; if not, none run. The backdrop pipeline either executes as a complete unit or not at all.
Additionally, backdrop effects cover a small fraction of the frame's total fragments (~5% at typical
UI scales), so the occupancy variation within the bracket has negligible impact on frame time.
### Vertex layout ### Vertex layout
@@ -483,19 +547,21 @@ The `Primitive` struct for SDF shapes lives in the storage buffer, not in vertex
``` ```
Primitive :: struct { Primitive :: struct {
kind: Shape_Kind, // 0: enum u8 bounds: [4]f32, // 0: min_x, min_y, max_x, max_y
flags: Shape_Flags, // 1: bit_set[Shape_Flag; u8] color: Color, // 16: u8x4, unpacked in shader via unpackUnorm4x8
_pad: u16, // 2: reserved kind_flags: u32, // 20: (kind as u32) | (flags as u32 << 8)
bounds: [4]f32, // 4: min_x, min_y, max_x, max_y rotation: f32, // 24: shader self-rotation in radians
color: Color, // 20: u8x4 _pad: f32, // 28: alignment
_pad2: [3]u8, // 24: alignment params: Shape_Params, // 32: raw union, 32 bytes (two vec4s of shape-specific data)
params: Shape_Params, // 28: raw union, 32 bytes uv_rect: [4]f32, // 64: texture UV sub-region (u_min, v_min, u_max, v_max)
} }
// Total: 60 bytes (padded to 64 for GPU alignment) // Total: 80 bytes (std430 aligned)
``` ```
`Shape_Params` is a `#raw_union` with named variants per shape kind (`rrect`, `circle`, `segment`, `Shape_Params` is a `#raw_union` with named variants per shape kind (`rrect`, `circle`, `segment`,
etc.), ensuring type safety on the CPU side and zero-cost reinterpretation on the GPU side. etc.), ensuring type safety on the CPU side and zero-cost reinterpretation on the GPU side. The
`uv_rect` field is used by textured SDF primitives (Shape_Flag.Textured); non-textured primitives
leave it zeroed.
### Draw submission order ### Draw submission order
@@ -506,7 +572,7 @@ Within each scissor region, draws are issued in submission order to preserve the
2. Bind **main pipeline, tessellated mode** → draw all queued tessellated vertices (non-indexed for 2. Bind **main pipeline, tessellated mode** → draw all queued tessellated vertices (non-indexed for
shapes, indexed for text). Pipeline state unchanged from today. shapes, indexed for text). Pipeline state unchanged from today.
3. Bind **main pipeline, SDF mode** → draw all queued SDF primitives (instanced, one draw call). 3. Bind **main pipeline, SDF mode** → draw all queued SDF primitives (instanced, one draw call).
4. If backdrop effects are present: copy render target, bind **backdrop-effects pipeline** → draw 4. If backdrop effects are present: copy render target, bind **backdrop pipeline** → draw
backdrop primitives. backdrop primitives.
The exact ordering within a scissor may be refined based on actual Z-ordering requirements. The key The exact ordering within a scissor may be refined based on actual Z-ordering requirements. The key
@@ -539,12 +605,180 @@ changes.
- Valve's original SDF text rendering paper (SIGGRAPH 2007): - Valve's original SDF text rendering paper (SIGGRAPH 2007):
https://steamcdn-a.akamaihd.net/apps/valve/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf https://steamcdn-a.akamaihd.net/apps/valve/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf
### Textures
Textures plug into the existing main pipeline — no additional GPU pipeline, no shader rewrite. The
work is a resource layer (registration, upload, sampling, lifecycle) plus two textured-draw procs
that route into the existing tessellated and SDF paths respectively.
#### Why draw owns registered textures
A texture's GPU resource (the `^sdl.GPUTexture`, transfer buffer, shader resource view) is created
and destroyed by draw. The user provides raw bytes and a descriptor at registration time; draw
uploads synchronously and returns an opaque `Texture_Id` handle. The user can free their CPU-side
bytes immediately after `register_texture` returns.
This follows the model used by the RAD Debugger's render layer (`src/render/render_core.h` in
EpicGamesExt/raddebugger, MIT license), where `r_tex2d_alloc` takes `(kind, size, format, data)`
and returns an opaque handle that the renderer owns and releases. The single-owner model eliminates
an entire class of lifecycle bugs (double-free, use-after-free across subsystems, unclear cleanup
responsibility) that dual-ownership designs introduce.
If advanced interop is ever needed (e.g., a future 3D pipeline or compute shader sharing the same
GPU texture), the clean extension is a borrowed-reference accessor (`get_gpu_texture(id)`) that
returns the underlying handle without transferring ownership. This is purely additive and does not
require changing the registration API.
#### Why `Texture_Kind` exists
`Texture_Kind` (Static / Dynamic / Stream) is a driver hint for update frequency, adopted from the
RAD Debugger's `R_ResourceKind`. It maps directly to SDL3 GPU usage patterns:
- **Static**: uploaded once, never changes. Covers QR codes, decoded PNGs, icons — the 90% case.
- **Dynamic**: updatable via `update_texture_region`. Covers font atlas growth, procedural updates.
- **Stream**: frequent full re-uploads. Covers video playback, per-frame procedural generation.
This costs one byte in the descriptor and lets the backend pick optimal memory placement without a
future API change.
#### Why samplers are per-draw, not per-texture
A sampler describes how to filter and address a texture during sampling — nearest vs bilinear, clamp
vs repeat. This is a property of the _draw_, not the texture. The same QR code texture should be
sampled with `Nearest_Clamp` when displayed at native resolution but could reasonably be sampled
with `Linear_Clamp` in a zoomed-out thumbnail. The same icon atlas might be sampled with
`Nearest_Clamp` for pixel art or `Linear_Clamp` for smooth scaling.
The RAD Debugger follows this pattern: `R_BatchGroup2DParams` carries `tex_sample_kind` alongside
the texture handle, chosen per batch group at draw time. We do the same — `Sampler_Preset` is a
parameter on the draw procs, not a field on `Texture_Desc`.
Internally, draw keeps a small pool of pre-created `^sdl.GPUSampler` objects (one per preset,
lazily initialized). Sub-batch coalescing keys on `(kind, texture_id, sampler_preset)` — draws
with the same texture but different samplers produce separate draw calls, which is correct.
#### Textured draw procs
Textured rectangles route through the existing SDF path via `draw.rectangle_texture` and
`draw.rectangle_texture_corners`, mirroring `draw.rectangle` and `draw.rectangle_corners` exactly —
same parameters, same naming — with the color parameter replaced by a texture ID plus an optional
tint.
An earlier iteration of this design considered a separate tessellated `draw.texture` proc for
"simple" fullscreen quads, on the theory that the tessellated path's lower register count (~16 regs
vs ~24 for the SDF textured branch) would improve occupancy at large fragment counts. Applying the
register-pressure analysis from the pipeline-strategy section above shows this is wrong: both 16 and
24 registers are well below the register cliff (~43 regs on consumer Ampere/Ada, ~32 on Volta/A100),
so both run at 100% occupancy. The remaining ALU difference (~15 extra instructions for the SDF
evaluation) amounts to ~20μs at 4K — below noise. Meanwhile, splitting into a separate pipeline
would add ~15μs per pipeline bind on the CPU side per scissor, matching or exceeding the GPU-side
savings. Within the main pipeline, unified remains strictly better.
The naming convention follows the existing shape API: `rectangle_texture` and
`rectangle_texture_corners` sit alongside `rectangle` and `rectangle_corners`, mirroring the
`rectangle_gradient` / `circle_gradient` pattern where the shape is the primary noun and the
modifier (gradient, texture) is secondary. This groups related procs together in autocomplete
(`rectangle_*`) and reads as natural English ("draw a rectangle with a texture").
Future per-shape texture variants (`circle_texture`, `ellipse_texture`, `polygon_texture`) are
reserved by this naming convention and require only a `Shape_Flag.Textured` bit plus a small
per-shape UV mapping function in the fragment shader. These are additive.
#### What SDF anti-aliasing does and does not do for textured draws
The SDF path anti-aliases the **shape's outer silhouette** — rounded-corner edges, rotated edges,
stroke outlines. It does not anti-alias or sharpen the texture content. Inside the shape, fragments
sample through the chosen `Sampler_Preset`, and image quality is whatever the sampler produces from
the source texels. A low-resolution texture displayed at a large size shows bilinear blur regardless
of which draw proc is used. This matches the current text-rendering model, where glyph sharpness
depends on how closely the display size matches the SDL_ttf atlas's rasterized size.
#### Fit modes are a computation layer, not a renderer concept
Standard image-fit behaviors (stretch, fill/cover, fit/contain, tile, center) are expressed as UV
sub-region computations on top of the `uv_rect` parameter that both textured-draw procs accept. The
renderer has no knowledge of fit modes — it samples whatever UV region it is given.
A `fit_params` helper computes the appropriate `uv_rect`, sampler preset, and (for letterbox/fit
mode) shrunken inner rect from a `Fit_Mode` enum, the target rect, and the texture's pixel size.
Users who need custom UV control (sprite atlas sub-regions, UV animation, nine-patch slicing) skip
the helper and compute `uv_rect` directly. This keeps the renderer primitive minimal while making
the common cases convenient.
#### Deferred release
`unregister_texture` does not immediately release the GPU texture. It queues the slot for release at
the end of the current frame, after `SubmitGPUCommandBuffer` has handed work to the GPU. This
prevents a race condition where a texture is freed while the GPU is still sampling from it in an
already-submitted command buffer. The same deferred-release pattern is applied to `clear_text_cache`
and `clear_text_cache_entry`, fixing a pre-existing latent bug where destroying a cached
`^sdl_ttf.Text` mid-frame could free an atlas texture still referenced by in-flight draw batches.
This pattern is standard in production renderers — the RAD Debugger's `r_tex2d_release` queues
textures onto a free list that is processed in `r_end_frame`, not at the call site.
#### Clay integration
Clay's `RenderCommandType.Image` is handled by dereferencing `imageData: rawptr` as a pointer to a
`Clay_Image_Data` struct containing a `Texture_Id`, `Fit_Mode`, and tint color. Routing mirrors the
existing rectangle handling: zero `cornerRadius` dispatches to `draw.texture` (tessellated), nonzero
dispatches to `draw.rectangle_texture_corners` (SDF). A `fit_params` call computes UVs from the fit
mode before dispatch.
#### Deferred features
The following are plumbed in the descriptor but not implemented in phase 1:
- **Mipmaps**: `Texture_Desc.mip_levels` field exists; generation via SDL3 deferred.
- **Compressed formats**: `Texture_Desc.format` accepts BC/ASTC; upload path deferred.
- **Render-to-texture**: `Texture_Desc.usage` accepts `.COLOR_TARGET`; render-pass refactor deferred.
- **3D textures, arrays, cube maps**: `Texture_Desc.type` and `depth_or_layers` fields exist.
- **Additional samplers**: anisotropic, trilinear, clamp-to-border — additive enum values.
- **Atlas packing**: internal optimization for sub-batch coalescing; invisible to callers.
- **Per-shape texture variants**: `circle_texture`, `ellipse_texture`, etc. — reserved by naming.
**References:**
- RAD Debugger render layer (ownership model, deferred release, sampler-at-draw-time):
https://github.com/EpicGamesExt/raddebugger — `src/render/render_core.h`, `src/render/d3d11/render_d3d11.c`
- Casey Muratori, Handmade Hero day 472 — texture handling as a renderer-owned resource concern,
atlases as a separate layer above the renderer.
## 3D rendering ## 3D rendering
3D pipeline architecture is under consideration and will be documented separately. The current 3D pipeline architecture is under consideration and will be documented separately. The current
expectation is that 3D rendering will use dedicated pipelines (separate from the 2D pipelines) expectation is that 3D rendering will use dedicated pipelines (separate from the 2D pipelines)
sharing GPU resources (textures, samplers, command buffer lifecycle) with the 2D renderer. sharing GPU resources (textures, samplers, command buffer lifecycle) with the 2D renderer.
## Multi-window support
The renderer currently assumes a single window via the global `GLOB` state. Multi-window support is
deferred but anticipated. When revisited, the RAD Debugger's bucket + pass-list model
(`src/draw/draw.h`, `src/draw/draw.c` in EpicGamesExt/raddebugger) is worth studying as a reference.
RAD separates draw submission from rendering via **buckets**. A `DR_Bucket` is an explicit handle
that accumulates an ordered list of render passes (`R_PassList`). The user creates a bucket, pushes
it onto a thread-local stack, issues draw calls (which target the top-of-stack bucket), then submits
the bucket to a specific window. Multiple buckets can exist simultaneously — one per window, or one
per UI panel that gets composited into a parent bucket via `dr_sub_bucket`. Implicit draw parameters
(clip rect, 2D transform, sampler mode, transparency) are managed via push/pop stacks scoped to each
bucket, so different windows can have independent clip and transform state without interference.
The key properties this gives RAD:
- **Per-window isolation.** Each window builds its own bucket with its own pass list and state stacks.
No global contention.
- **Thread-parallel building.** Each thread has its own draw context and arena. Multiple threads can
build buckets concurrently, then submit them to the render backend sequentially.
- **Compositing.** A pre-built bucket (e.g., a tooltip or overlay) can be injected into another
bucket with a transform applied, without rebuilding its draw calls.
For our library, the likely adaptation would be replacing the single `GLOB` with a per-window draw
context that users create and pass to `begin`/`end`, while keeping the explicit-parameter draw call
style rather than adopting RAD's implicit state stacks. Texture and sampler resources would remain
global (shared across windows), with only the per-frame staging buffers and layer/scissor state
becoming per-context.
## Building shaders ## Building shaders
GLSL shader sources live in `shaders/source/`. Compiled outputs (SPIR-V and Metal Shading Language) GLSL shader sources live in `shaders/source/`. Compiled outputs (SPIR-V and Metal Shading Language)
@@ -555,3 +789,26 @@ odin run meta -- gen-shaders
``` ```
Requires `glslangValidator` and `spirv-cross` on PATH. Requires `glslangValidator` and `spirv-cross` on PATH.
### Shader format selection
The library embeds shader bytecode per compile target — MSL + `main0` entry point on Darwin (via
`spirv-cross --msl`, which renames `main` because it is reserved in Metal), SPIR-V + `main` entry
point elsewhere. Three compile-time constants in `draw.odin` expose the build's shader configuration:
| Constant | Type | Darwin | Other |
| ----------------------------- | ------------------------- | --------- | ---------- |
| `PLATFORM_SHADER_FORMAT_FLAG` | `sdl.GPUShaderFormatFlag` | `.MSL` | `.SPIRV` |
| `PLATFORM_SHADER_FORMAT` | `sdl.GPUShaderFormat` | `{.MSL}` | `{.SPIRV}` |
| `SHADER_ENTRY` | `cstring` | `"main0"` | `"main"` |
Pass `PLATFORM_SHADER_FORMAT` to `sdl.CreateGPUDevice` so SDL selects a backend compatible with the
embedded bytecode:
```
gpu := sdl.CreateGPUDevice(draw.PLATFORM_SHADER_FORMAT, true, nil)
```
At init time the library calls `sdl.GetGPUShaderFormats(device)` to verify the active backend
accepts `PLATFORM_SHADER_FORMAT_FLAG`. If it does not, `draw.init` returns `false` with a
descriptive log message showing both the embedded and active format sets.
+392 -115
View File
@@ -1,21 +1,27 @@
package draw package draw
import clay "../vendor/clay"
import "base:runtime" import "base:runtime"
import "core:c" import "core:c"
import "core:log" import "core:log"
import "core:math"
import "core:strings" import "core:strings"
import sdl "vendor:sdl3" import sdl "vendor:sdl3"
import sdl_ttf "vendor:sdl3/ttf" import sdl_ttf "vendor:sdl3/ttf"
import clay "../vendor/clay"
when ODIN_OS == .Darwin { when ODIN_OS == .Darwin {
SHADER_TYPE :: sdl.GPUShaderFormat{.MSL} PLATFORM_SHADER_FORMAT_FLAG :: sdl.GPUShaderFormatFlag.MSL
ENTRY_POINT :: "main0" SHADER_ENTRY :: cstring("main0")
BASE_VERT_2D_RAW :: #load("shaders/generated/base_2d.vert.metal")
BASE_FRAG_2D_RAW :: #load("shaders/generated/base_2d.frag.metal")
} else { } else {
SHADER_TYPE :: sdl.GPUShaderFormat{.SPIRV} PLATFORM_SHADER_FORMAT_FLAG :: sdl.GPUShaderFormatFlag.SPIRV
ENTRY_POINT :: "main" SHADER_ENTRY :: cstring("main")
BASE_VERT_2D_RAW :: #load("shaders/generated/base_2d.vert.spv")
BASE_FRAG_2D_RAW :: #load("shaders/generated/base_2d.frag.spv")
} }
PLATFORM_SHADER_FORMAT :: sdl.GPUShaderFormat{PLATFORM_SHADER_FORMAT_FLAG}
BUFFER_INIT_SIZE :: 256 BUFFER_INIT_SIZE :: 256
INITIAL_LAYER_SIZE :: 5 INITIAL_LAYER_SIZE :: 5
@@ -35,14 +41,14 @@ BLUE :: Color{0, 0, 255, 255}
BLANK :: Color{0, 0, 0, 0} BLANK :: Color{0, 0, 0, 0}
// Convert clay.Color ([4]c.float in 0255 range) to Color. // Convert clay.Color ([4]c.float in 0255 range) to Color.
color_from_clay :: proc(cc: clay.Color) -> Color { color_from_clay :: proc(clay_color: clay.Color) -> Color {
return Color{u8(cc[0]), u8(cc[1]), u8(cc[2]), u8(cc[3])} return Color{u8(clay_color[0]), u8(clay_color[1]), u8(clay_color[2]), u8(clay_color[3])}
} }
// Convert Color to [4]f32 in 0.01.0 range. Useful for SDL interop (e.g. clear color). // Convert Color to [4]f32 in 0.01.0 range. Useful for SDL interop (e.g. clear color).
color_to_f32 :: proc(c: Color) -> [4]f32 { color_to_f32 :: proc(color: Color) -> [4]f32 {
INV :: 1.0 / 255.0 INV :: 1.0 / 255.0
return {f32(c[0]) * INV, f32(c[1]) * INV, f32(c[2]) * INV, f32(c[3]) * INV} return {f32(color[0]) * INV, f32(color[1]) * INV, f32(color[2]) * INV, f32(color[3]) * INV}
} }
// --------------------------------------------------------------------------------------------------------------------- // ---------------------------------------------------------------------------------------------------------------------
@@ -52,20 +58,22 @@ color_to_f32 :: proc(c: Color) -> [4]f32 {
Rectangle :: struct { Rectangle :: struct {
x: f32, x: f32,
y: f32, y: f32,
w: f32, width: f32,
h: f32, height: f32,
} }
Sub_Batch_Kind :: enum u8 { Sub_Batch_Kind :: enum u8 {
Shapes, // non-indexed, white texture, mode 0 Shapes, // non-indexed, white texture or user texture, mode 0
Text, // indexed, atlas texture, mode 0 Text, // indexed, atlas texture, mode 0
SDF, // instanced unit quad, white texture, mode 1 SDF, // instanced unit quad, white texture or user texture, mode 1
} }
Sub_Batch :: struct { Sub_Batch :: struct {
kind: Sub_Batch_Kind, kind: Sub_Batch_Kind,
offset: u32, // Shapes: vertex offset; Text: text_batch index; SDF: primitive index offset: u32, // Shapes: vertex offset; Text: text_batch index; SDF: primitive index
count: u32, // Shapes: vertex count; Text: always 1; SDF: primitive count count: u32, // Shapes: vertex count; Text: always 1; SDF: primitive count
texture_id: Texture_Id,
sampler: Sampler_Preset,
} }
Layer :: struct { Layer :: struct {
@@ -89,21 +97,50 @@ Scissor :: struct {
GLOB: Global GLOB: Global
Global :: struct { Global :: struct {
odin_context: runtime.Context, // -- Per-frame staging (hottest — touched by every prepare/upload/clear cycle) --
pipeline_2d_base: Pipeline_2D_Base, tmp_shape_verts: [dynamic]Vertex, // Tessellated shape vertices staged for GPU upload.
text_cache: Text_Cache, tmp_text_verts: [dynamic]Vertex, // Text vertices staged for GPU upload.
layers: [dynamic]Layer, tmp_text_indices: [dynamic]c.int, // Text index buffer staged for GPU upload.
scissors: [dynamic]Scissor, tmp_text_batches: [dynamic]TextBatch, // Text atlas batch metadata for indexed drawing.
tmp_shape_verts: [dynamic]Vertex, tmp_primitives: [dynamic]Primitive, // SDF primitives staged for GPU storage buffer upload.
tmp_text_verts: [dynamic]Vertex, tmp_sub_batches: [dynamic]Sub_Batch, // Sub-batch records that drive draw call dispatch.
tmp_text_indices: [dynamic]c.int, tmp_uncached_text: [dynamic]^sdl_ttf.Text, // Uncached TTF_Text objects destroyed after end() submits.
tmp_text_batches: [dynamic]TextBatch, layers: [dynamic]Layer, // Draw layers, each with its own scissor stack.
tmp_primitives: [dynamic]Primitive, scissors: [dynamic]Scissor, // Scissor rects that clip drawing within each layer.
tmp_sub_batches: [dynamic]Sub_Batch,
clay_mem: [^]u8, // -- Per-frame scalars (accessed during prepare and draw_layer) --
msaa_texture: ^sdl.GPUTexture, curr_layer_index: uint, // Index of the currently active layer.
curr_layer_index: uint, dpi_scaling: f32, // Window DPI scale factor applied to all pixel coordinates.
max_layers: int, clay_z_index: i16, // Tracks z-index for layer splitting during Clay batch processing.
cleared: bool, // Whether the render target has been cleared this frame.
// -- Pipeline (accessed every draw_layer call) --
pipeline_2d_base: Pipeline_2D_Base, // The unified 2D GPU pipeline (shaders, buffers, samplers).
device: ^sdl.GPUDevice, // GPU device handle, stored at init.
samplers: [SAMPLER_PRESET_COUNT]^sdl.GPUSampler, // Lazily-created sampler objects, one per Sampler_Preset.
// -- Deferred release (processed once per frame at frame boundary) --
pending_texture_releases: [dynamic]Texture_Id, // Deferred GPU texture releases, processed next frame.
pending_text_releases: [dynamic]^sdl_ttf.Text, // Deferred TTF_Text destroys, processed next frame.
// -- Textures (registration is occasional, binding is per draw call) --
texture_slots: [dynamic]Texture_Slot, // Registered texture slots indexed by Texture_Id.
texture_free_list: [dynamic]u32, // Recycled slot indices available for reuse.
// -- MSAA (once per frame in end()) --
msaa_texture: ^sdl.GPUTexture, // Intermediate render target for multi-sample resolve.
msaa_width: u32, // Cached width to detect when MSAA texture needs recreation.
msaa_height: u32, // Cached height to detect when MSAA texture needs recreation.
sample_count: sdl.GPUSampleCount, // Sample count chosen at init (._1 means MSAA disabled).
// -- Clay (once per frame in prepare_clay_batch) --
clay_memory: [^]u8, // Raw memory block backing Clay's internal arena.
// -- Text (occasional — font registration and text cache lookups) --
text_cache: Text_Cache, // Font registry, SDL_ttf engine, and cached TTF_Text objects.
// -- Resize tracking (cold — checked once per frame in resize_global) --
max_layers: int, // High-water marks for dynamic array shrink heuristic.
max_scissors: int, max_scissors: int,
max_shape_verts: int, max_shape_verts: int,
max_text_verts: int, max_text_verts: int,
@@ -111,12 +148,9 @@ Global :: struct {
max_text_batches: int, max_text_batches: int,
max_primitives: int, max_primitives: int,
max_sub_batches: int, max_sub_batches: int,
dpi_scaling: f32,
msaa_w: u32, // -- Init-only (coldest — set once at init, never written again) --
msaa_h: u32, odin_context: runtime.Context, // Odin context captured at init for use in callbacks.
sample_count: sdl.GPUSampleCount,
clay_z_index: i16,
cleared: bool,
} }
Init_Options :: struct { Init_Options :: struct {
@@ -169,25 +203,34 @@ init :: proc(
tmp_text_batches = make([dynamic]TextBatch, 0, BUFFER_INIT_SIZE, allocator = allocator), tmp_text_batches = make([dynamic]TextBatch, 0, BUFFER_INIT_SIZE, allocator = allocator),
tmp_primitives = make([dynamic]Primitive, 0, BUFFER_INIT_SIZE, allocator = allocator), tmp_primitives = make([dynamic]Primitive, 0, BUFFER_INIT_SIZE, allocator = allocator),
tmp_sub_batches = make([dynamic]Sub_Batch, 0, BUFFER_INIT_SIZE, allocator = allocator), tmp_sub_batches = make([dynamic]Sub_Batch, 0, BUFFER_INIT_SIZE, allocator = allocator),
tmp_uncached_text = make([dynamic]^sdl_ttf.Text, 0, 16, allocator = allocator),
device = device,
texture_slots = make([dynamic]Texture_Slot, 0, 16, allocator = allocator),
texture_free_list = make([dynamic]u32, 0, 16, allocator = allocator),
pending_texture_releases = make([dynamic]Texture_Id, 0, 16, allocator = allocator),
pending_text_releases = make([dynamic]^sdl_ttf.Text, 0, 16, allocator = allocator),
odin_context = odin_context, odin_context = odin_context,
dpi_scaling = sdl.GetWindowDisplayScale(window), dpi_scaling = sdl.GetWindowDisplayScale(window),
clay_mem = make([^]u8, min_memory_size, allocator = allocator), clay_memory = make([^]u8, min_memory_size, allocator = allocator),
sample_count = resolved_sample_count, sample_count = resolved_sample_count,
pipeline_2d_base = pipeline, pipeline_2d_base = pipeline,
text_cache = text_cache, text_cache = text_cache,
} }
// Reserve slot 0 for INVALID_TEXTURE
append(&GLOB.texture_slots, Texture_Slot{})
log.debug("Window DPI scaling:", GLOB.dpi_scaling) log.debug("Window DPI scaling:", GLOB.dpi_scaling)
arena := clay.CreateArenaWithCapacityAndMemory(min_memory_size, GLOB.clay_mem) arena := clay.CreateArenaWithCapacityAndMemory(min_memory_size, GLOB.clay_memory)
window_width, window_height: c.int window_width, window_height: c.int
sdl.GetWindowSize(window, &window_width, &window_height) sdl.GetWindowSize(window, &window_width, &window_height)
clay.Initialize(arena, {f32(window_width), f32(window_height)}, {handler = clay_error_handler}) clay.Initialize(arena, {f32(window_width), f32(window_height)}, {handler = clay_error_handler})
clay.SetMeasureTextFunction(measure_text, nil) clay.SetMeasureTextFunction(measure_text_clay, nil)
return true return true
} }
// TODO every x frames nuke max values in case of edge cases where max gets set very high // TODO Either every x frames nuke max values in case of edge cases where max gets set very high
// Called at the end of every frame // or leave to application code to decide the right time for resize
resize_global :: proc() { resize_global :: proc() {
if len(GLOB.layers) > GLOB.max_layers do GLOB.max_layers = len(GLOB.layers) if len(GLOB.layers) > GLOB.max_layers do GLOB.max_layers = len(GLOB.layers)
shrink(&GLOB.layers, GLOB.max_layers) shrink(&GLOB.layers, GLOB.max_layers)
@@ -216,19 +259,35 @@ destroy :: proc(device: ^sdl.GPUDevice, allocator := context.allocator) {
delete(GLOB.tmp_text_batches) delete(GLOB.tmp_text_batches)
delete(GLOB.tmp_primitives) delete(GLOB.tmp_primitives)
delete(GLOB.tmp_sub_batches) delete(GLOB.tmp_sub_batches)
free(GLOB.clay_mem, allocator) for ttf_text in GLOB.tmp_uncached_text do sdl_ttf.DestroyText(ttf_text)
delete(GLOB.tmp_uncached_text)
free(GLOB.clay_memory, allocator)
if GLOB.msaa_texture != nil { if GLOB.msaa_texture != nil {
sdl.ReleaseGPUTexture(device, GLOB.msaa_texture) sdl.ReleaseGPUTexture(device, GLOB.msaa_texture)
} }
process_pending_texture_releases()
destroy_all_textures()
destroy_sampler_pool()
for ttf_text in GLOB.pending_text_releases do sdl_ttf.DestroyText(ttf_text)
delete(GLOB.pending_text_releases)
destroy_pipeline_2d_base(device, &GLOB.pipeline_2d_base) destroy_pipeline_2d_base(device, &GLOB.pipeline_2d_base)
destroy_text_cache() destroy_text_cache()
} }
// Internal // Internal
clear_global :: proc() { clear_global :: proc() {
// Process deferred texture releases from the previous frame
process_pending_texture_releases()
// Process deferred text releases from the previous frame
for ttf_text in GLOB.pending_text_releases do sdl_ttf.DestroyText(ttf_text)
clear(&GLOB.pending_text_releases)
GLOB.curr_layer_index = 0 GLOB.curr_layer_index = 0
GLOB.clay_z_index = 0 GLOB.clay_z_index = 0
GLOB.cleared = false GLOB.cleared = false
// Destroy uncached TTF_Text objects from the previous frame (after end() has submitted draw data)
for ttf_text in GLOB.tmp_uncached_text do sdl_ttf.DestroyText(ttf_text)
clear(&GLOB.tmp_uncached_text)
clear(&GLOB.layers) clear(&GLOB.layers)
clear(&GLOB.scissors) clear(&GLOB.scissors)
clear(&GLOB.tmp_shape_verts) clear(&GLOB.tmp_shape_verts)
@@ -244,7 +303,7 @@ clear_global :: proc() {
// --------------------------------------------------------------------------------------------------------------------- // ---------------------------------------------------------------------------------------------------------------------
@(private = "file") @(private = "file")
measure_text :: proc "c" ( measure_text_clay :: proc "c" (
text: clay.StringSlice, text: clay.StringSlice,
config: ^clay.TextElementConfig, config: ^clay.TextElementConfig,
user_data: rawptr, user_data: rawptr,
@@ -252,12 +311,13 @@ measure_text :: proc "c" (
context = GLOB.odin_context context = GLOB.odin_context
text := string(text.chars[:text.length]) text := string(text.chars[:text.length])
c_text := strings.clone_to_cstring(text, context.temp_allocator) c_text := strings.clone_to_cstring(text, context.temp_allocator)
w, h: c.int defer delete(c_text, context.temp_allocator)
if !sdl_ttf.GetStringSize(get_font(config.fontId, config.fontSize), c_text, 0, &w, &h) { width, height: c.int
if !sdl_ttf.GetStringSize(get_font(config.fontId, config.fontSize), c_text, 0, &width, &height) {
log.panicf("Failed to measure text: %s", sdl.GetError()) log.panicf("Failed to measure text: %s", sdl.GetError())
} }
return clay.Dimensions{width = f32(w) / GLOB.dpi_scaling, height = f32(h) / GLOB.dpi_scaling} return clay.Dimensions{width = f32(width) / GLOB.dpi_scaling, height = f32(height) / GLOB.dpi_scaling}
} }
// --------------------------------------------------------------------------------------------------------------------- // ---------------------------------------------------------------------------------------------------------------------
@@ -274,8 +334,8 @@ begin :: proc(bounds: Rectangle) -> ^Layer {
bounds = sdl.Rect { bounds = sdl.Rect {
x = i32(bounds.x * GLOB.dpi_scaling), x = i32(bounds.x * GLOB.dpi_scaling),
y = i32(bounds.y * GLOB.dpi_scaling), y = i32(bounds.y * GLOB.dpi_scaling),
w = i32(bounds.w * GLOB.dpi_scaling), w = i32(bounds.width * GLOB.dpi_scaling),
h = i32(bounds.h * GLOB.dpi_scaling), h = i32(bounds.height * GLOB.dpi_scaling),
}, },
} }
append(&GLOB.scissors, scissor) append(&GLOB.scissors, scissor)
@@ -305,8 +365,8 @@ new_layer :: proc(prev_layer: ^Layer, bounds: Rectangle) -> ^Layer {
bounds = sdl.Rect { bounds = sdl.Rect {
x = i32(bounds.x * GLOB.dpi_scaling), x = i32(bounds.x * GLOB.dpi_scaling),
y = i32(bounds.y * GLOB.dpi_scaling), y = i32(bounds.y * GLOB.dpi_scaling),
w = i32(bounds.w * GLOB.dpi_scaling), w = i32(bounds.width * GLOB.dpi_scaling),
h = i32(bounds.h * GLOB.dpi_scaling), h = i32(bounds.height * GLOB.dpi_scaling),
}, },
} }
append(&GLOB.scissors, scissor) append(&GLOB.scissors, scissor)
@@ -336,14 +396,19 @@ prepare_sdf_primitive :: proc(layer: ^Layer, prim: Primitive) {
// Submit a text element to the given layer for rendering. // Submit a text element to the given layer for rendering.
// Copies SDL_ttf vertices directly (with baked position) and copies indices for indexed drawing. // Copies SDL_ttf vertices directly (with baked position) and copies indices for indexed drawing.
prepare_text :: proc(layer: ^Layer, txt: Text) { prepare_text :: proc(layer: ^Layer, text: Text) {
data := sdl_ttf.GetGPUTextDrawData(txt.ref) data := sdl_ttf.GetGPUTextDrawData(text.sdl_text)
if data == nil { if data == nil {
return // nil is normal for empty text return // nil is normal for empty text
} }
scissor := &GLOB.scissors[layer.scissor_start + layer.scissor_len - 1] scissor := &GLOB.scissors[layer.scissor_start + layer.scissor_len - 1]
// Snap base position to integer physical pixels to avoid atlas sub-pixel
// sampling blur (and the off-by-one bottom-row clip that comes with it).
base_x := math.round(text.position[0] * GLOB.dpi_scaling)
base_y := math.round(text.position[1] * GLOB.dpi_scaling)
for data != nil { for data != nil {
vertex_start := u32(len(GLOB.tmp_text_verts)) vertex_start := u32(len(GLOB.tmp_text_verts))
index_start := u32(len(GLOB.tmp_text_indices)) index_start := u32(len(GLOB.tmp_text_indices))
@@ -354,11 +419,7 @@ prepare_text :: proc(layer: ^Layer, txt: Text) {
uv := data.uv[i] uv := data.uv[i]
append( append(
&GLOB.tmp_text_verts, &GLOB.tmp_text_verts,
Vertex { Vertex{position = {pos.x + base_x, -pos.y + base_y}, uv = {uv.x, uv.y}, color = text.color},
position = {pos.x + txt.position[0] * GLOB.dpi_scaling, -pos.y + txt.position[1] * GLOB.dpi_scaling},
uv = {uv.x, uv.y},
color = txt.color,
},
) )
} }
@@ -384,6 +445,54 @@ prepare_text :: proc(layer: ^Layer, txt: Text) {
} }
} }
// Submit a text element with a 2D affine transform applied to vertices.
// Used by the high-level `text` proc when rotation or a non-zero origin is specified.
// NOTE: xform must be in physical (DPI-scaled) pixel space — the caller pre-scales
// pos and origin by GLOB.dpi_scaling before building the transform.
prepare_text_transformed :: proc(layer: ^Layer, text: Text, transform: Transform_2D) {
data := sdl_ttf.GetGPUTextDrawData(text.sdl_text)
if data == nil {
return
}
scissor := &GLOB.scissors[layer.scissor_start + layer.scissor_len - 1]
for data != nil {
vertex_start := u32(len(GLOB.tmp_text_verts))
index_start := u32(len(GLOB.tmp_text_indices))
for i in 0 ..< data.num_vertices {
pos := data.xy[i]
uv := data.uv[i]
// SDL_ttf gives glyph positions in physical pixels relative to text origin.
// The transform is already in physical-pixel space (caller pre-scaled),
// so we apply directly — no per-vertex DPI divide/multiply.
append(
&GLOB.tmp_text_verts,
Vertex{position = apply_transform(transform, {pos.x, -pos.y}), uv = {uv.x, uv.y}, color = text.color},
)
}
append(&GLOB.tmp_text_indices, ..data.indices[:data.num_indices])
batch_idx := u32(len(GLOB.tmp_text_batches))
append(
&GLOB.tmp_text_batches,
TextBatch {
atlas_texture = data.atlas_texture,
vertex_start = vertex_start,
vertex_count = u32(data.num_vertices),
index_start = index_start,
index_count = u32(data.num_indices),
},
)
append_or_extend_sub_batch(scissor, layer, .Text, batch_idx, 1)
data = data.next
}
}
// Append a new sub-batch or extend the last one if same kind and contiguous. // Append a new sub-batch or extend the last one if same kind and contiguous.
@(private) @(private)
append_or_extend_sub_batch :: proc( append_or_extend_sub_batch :: proc(
@@ -392,15 +501,24 @@ append_or_extend_sub_batch :: proc(
kind: Sub_Batch_Kind, kind: Sub_Batch_Kind,
offset: u32, offset: u32,
count: u32, count: u32,
texture_id: Texture_Id = INVALID_TEXTURE,
sampler: Sampler_Preset = .Linear_Clamp,
) { ) {
if scissor.sub_batch_len > 0 { if scissor.sub_batch_len > 0 {
last := &GLOB.tmp_sub_batches[scissor.sub_batch_start + scissor.sub_batch_len - 1] last := &GLOB.tmp_sub_batches[scissor.sub_batch_start + scissor.sub_batch_len - 1]
if last.kind == kind && kind != .Text && last.offset + last.count == offset { if last.kind == kind &&
kind != .Text &&
last.offset + last.count == offset &&
last.texture_id == texture_id &&
last.sampler == sampler {
last.count += count last.count += count
return return
} }
} }
append(&GLOB.tmp_sub_batches, Sub_Batch{kind = kind, offset = offset, count = count}) append(
&GLOB.tmp_sub_batches,
Sub_Batch{kind = kind, offset = offset, count = count, texture_id = texture_id, sampler = sampler},
)
scissor.sub_batch_len += 1 scissor.sub_batch_len += 1
layer.sub_batch_len += 1 layer.sub_batch_len += 1
} }
@@ -415,6 +533,19 @@ clay_error_handler :: proc "c" (errorData: clay.ErrorData) {
log.error("Clay error:", errorData.errorType, errorData.errorText) log.error("Clay error:", errorData.errorType, errorData.errorText)
} }
// Called for each Clay `RenderCommandType.Custom` render command that
// `prepare_clay_batch` encounters.
//
// - `layer` is the layer the command belongs to (post-z-index promotion).
// - `bounds` is already translated into the active layer's coordinate system
// and pre-DPI, matching what the built-in shape procs expect.
// - `render_data` is Clay's `CustomRenderData` for the element, exposing
// `backgroundColor`, `cornerRadius`, and the `customData` pointer the caller
// attached to `clay.CustomElementConfig.customData`.
//
// The callback must not call `new_layer` or `prepare_clay_batch`.
Custom_Draw :: #type proc(layer: ^Layer, bounds: Rectangle, render_data: clay.CustomRenderData)
ClayBatch :: struct { ClayBatch :: struct {
bounds: Rectangle, bounds: Rectangle,
cmds: clay.ClayArray(clay.RenderCommand), cmds: clay.ClayArray(clay.RenderCommand),
@@ -426,6 +557,8 @@ prepare_clay_batch :: proc(
batch: ^ClayBatch, batch: ^ClayBatch,
mouse_wheel_delta: [2]f32, mouse_wheel_delta: [2]f32,
frame_time: f32 = 0, frame_time: f32 = 0,
custom_draw: Custom_Draw = nil,
temp_allocator := context.temp_allocator,
) { ) {
mouse_pos: [2]f32 mouse_pos: [2]f32
mouse_flags := sdl.GetMouseState(&mouse_pos.x, &mouse_pos.y) mouse_flags := sdl.GetMouseState(&mouse_pos.x, &mouse_pos.y)
@@ -447,8 +580,8 @@ prepare_clay_batch :: proc(
bounds := Rectangle { bounds := Rectangle {
x = render_command.boundingBox.x + layer.bounds.x, x = render_command.boundingBox.x + layer.bounds.x,
y = render_command.boundingBox.y + layer.bounds.y, y = render_command.boundingBox.y + layer.bounds.y,
w = render_command.boundingBox.width, width = render_command.boundingBox.width,
h = render_command.boundingBox.height, height = render_command.boundingBox.height,
} }
if render_command.zIndex > GLOB.clay_z_index { if render_command.zIndex > GLOB.clay_z_index {
@@ -465,33 +598,59 @@ prepare_clay_batch :: proc(
case clay.RenderCommandType.Text: case clay.RenderCommandType.Text:
render_data := render_command.renderData.text render_data := render_command.renderData.text
txt := string(render_data.stringContents.chars[:render_data.stringContents.length]) txt := string(render_data.stringContents.chars[:render_data.stringContents.length])
c_text := strings.clone_to_cstring(txt, context.temp_allocator) c_text := strings.clone_to_cstring(txt, temp_allocator)
sdl_text := GLOB.text_cache.cache[render_command.id] defer delete(c_text, temp_allocator)
// Clay render-command IDs are derived via Clay's internal HashNumber (Jenkins-family)
if sdl_text == nil { // and namespaced with .Clay so they can never collide with user-provided custom text IDs.
// Cache a SDL text object sdl_text := cache_get_or_update(
sdl_text = sdl_ttf.CreateText( Cache_Key{render_command.id, .Clay},
GLOB.text_cache.engine,
get_font(render_data.fontId, render_data.fontSize),
c_text, c_text,
0, get_font(render_data.fontId, render_data.fontSize),
) )
if sdl_text == nil {
log.panicf("Failed to create SDL text for clay render command: %s", sdl.GetError())
}
GLOB.text_cache.cache[render_command.id] = sdl_text
} else {
if !sdl_ttf.SetTextString(sdl_text, c_text, 0) {
log.panicf("Failed to update SDL text string: %s", sdl.GetError())
}
}
prepare_text(layer, Text{sdl_text, {bounds.x, bounds.y}, color_from_clay(render_data.textColor)}) prepare_text(layer, Text{sdl_text, {bounds.x, bounds.y}, color_from_clay(render_data.textColor)})
case clay.RenderCommandType.Image: case clay.RenderCommandType.Image:
case clay.RenderCommandType.ScissorStart: render_data := render_command.renderData.image
if bounds.w == 0 || bounds.h == 0 { if render_data.imageData == nil do continue
continue img_data := (^Clay_Image_Data)(render_data.imageData)^
cr := render_data.cornerRadius
radii := [4]f32{cr.topLeft, cr.topRight, cr.bottomRight, cr.bottomLeft}
// Background color behind the image (Clay allows it)
bg := color_from_clay(render_data.backgroundColor)
if bg[3] > 0 {
if radii == {0, 0, 0, 0} {
rectangle(layer, bounds, bg)
} else {
rectangle_corners(layer, bounds, radii, bg)
} }
}
// Compute fit UVs
uv, sampler, inner := fit_params(img_data.fit, bounds, img_data.texture_id)
// Draw the image — route by cornerRadius
if radii == {0, 0, 0, 0} {
rectangle_texture(
layer,
inner,
img_data.texture_id,
tint = img_data.tint,
uv_rect = uv,
sampler = sampler,
)
} else {
rectangle_texture_corners(
layer,
inner,
radii,
img_data.texture_id,
tint = img_data.tint,
uv_rect = uv,
sampler = sampler,
)
}
case clay.RenderCommandType.ScissorStart:
if bounds.width == 0 || bounds.height == 0 do continue
curr_scissor := &GLOB.scissors[layer.scissor_start + layer.scissor_len - 1] curr_scissor := &GLOB.scissors[layer.scissor_start + layer.scissor_len - 1]
@@ -502,8 +661,8 @@ prepare_clay_batch :: proc(
bounds = sdl.Rect { bounds = sdl.Rect {
c.int(bounds.x * GLOB.dpi_scaling), c.int(bounds.x * GLOB.dpi_scaling),
c.int(bounds.y * GLOB.dpi_scaling), c.int(bounds.y * GLOB.dpi_scaling),
c.int(bounds.w * GLOB.dpi_scaling), c.int(bounds.width * GLOB.dpi_scaling),
c.int(bounds.h * GLOB.dpi_scaling), c.int(bounds.height * GLOB.dpi_scaling),
}, },
} }
append(&GLOB.scissors, new) append(&GLOB.scissors, new)
@@ -512,8 +671,8 @@ prepare_clay_batch :: proc(
curr_scissor.bounds = sdl.Rect { curr_scissor.bounds = sdl.Rect {
c.int(bounds.x * GLOB.dpi_scaling), c.int(bounds.x * GLOB.dpi_scaling),
c.int(bounds.y * GLOB.dpi_scaling), c.int(bounds.y * GLOB.dpi_scaling),
c.int(bounds.w * GLOB.dpi_scaling), c.int(bounds.width * GLOB.dpi_scaling),
c.int(bounds.h * GLOB.dpi_scaling), c.int(bounds.height * GLOB.dpi_scaling),
} }
} }
case clay.RenderCommandType.ScissorEnd: case clay.RenderCommandType.ScissorEnd:
@@ -532,25 +691,23 @@ prepare_clay_batch :: proc(
render_data := render_command.renderData.border render_data := render_command.renderData.border
cr := render_data.cornerRadius cr := render_data.cornerRadius
color := color_from_clay(render_data.color) color := color_from_clay(render_data.color)
thick := f32(render_data.width.top) thickness := f32(render_data.width.top)
radii := [4]f32{cr.topLeft, cr.topRight, cr.bottomRight, cr.bottomLeft} radii := [4]f32{cr.topLeft, cr.topRight, cr.bottomRight, cr.bottomLeft}
if radii == {0, 0, 0, 0} { if radii == {0, 0, 0, 0} {
rectangle_lines(layer, bounds, color, thick) rectangle_lines(layer, bounds, color, thickness)
} else { } else {
rectangle_corners_lines(layer, bounds, radii, color, thick) rectangle_corners_lines(layer, bounds, radii, color, thickness)
}
case clay.RenderCommandType.Custom: if custom_draw != nil {
custom_draw(layer, bounds, render_command.renderData.custom)
} }
case clay.RenderCommandType.Custom:
} }
} }
} }
// Render primitives. clear_color is the background fill before any layers are drawn. // Render primitives. clear_color is the background fill before any layers are drawn.
end :: proc( end :: proc(device: ^sdl.GPUDevice, window: ^sdl.Window, clear_color: Color = BLACK) {
device: ^sdl.GPUDevice,
window: ^sdl.Window,
clear_color: Color = BLACK,
) {
cmd_buffer := sdl.AcquireGPUCommandBuffer(device) cmd_buffer := sdl.AcquireGPUCommandBuffer(device)
if cmd_buffer == nil { if cmd_buffer == nil {
log.panicf("Failed to acquire GPU command buffer: %s", sdl.GetError()) log.panicf("Failed to acquire GPU command buffer: %s", sdl.GetError())
@@ -561,13 +718,9 @@ end :: proc(
upload(device, copy_pass) upload(device, copy_pass)
sdl.EndGPUCopyPass(copy_pass) sdl.EndGPUCopyPass(copy_pass)
// Resize dynamic arrays
// TODO: This should only be called occasionally, not every frame.
resize_global()
swapchain_texture: ^sdl.GPUTexture swapchain_texture: ^sdl.GPUTexture
w, h: u32 width, height: u32
if !sdl.WaitAndAcquireGPUSwapchainTexture(cmd_buffer, window, &swapchain_texture, &w, &h) { if !sdl.WaitAndAcquireGPUSwapchainTexture(cmd_buffer, window, &swapchain_texture, &width, &height) {
log.panicf("Failed to acquire swapchain texture: %s", sdl.GetError()) log.panicf("Failed to acquire swapchain texture: %s", sdl.GetError())
} }
@@ -583,16 +736,16 @@ end :: proc(
render_texture := swapchain_texture render_texture := swapchain_texture
if use_msaa { if use_msaa {
ensure_msaa_texture(device, sdl.GetGPUSwapchainTextureFormat(device, window), w, h) ensure_msaa_texture(device, sdl.GetGPUSwapchainTextureFormat(device, window), width, height)
render_texture = GLOB.msaa_texture render_texture = GLOB.msaa_texture
} }
cc := color_to_f32(clear_color) clear_color_f32 := color_to_f32(clear_color)
// Draw layers. One render pass per layer; sub-batches draw in submission order within each scissor. // Draw layers. One render pass per layer; sub-batches draw in submission order within each scissor.
for &layer, index in GLOB.layers { for &layer, index in GLOB.layers {
log.debug("Drawing layer", index) log.debug("Drawing layer", index)
draw_layer(device, window, cmd_buffer, render_texture, w, h, cc, &layer) draw_layer(device, window, cmd_buffer, render_texture, width, height, clear_color_f32, &layer)
} }
// Resolve MSAA render texture to the swapchain. // Resolve MSAA render texture to the swapchain.
@@ -624,15 +777,15 @@ end :: proc(
max_sample_count :: proc(device: ^sdl.GPUDevice, window: ^sdl.Window) -> sdl.GPUSampleCount { max_sample_count :: proc(device: ^sdl.GPUDevice, window: ^sdl.Window) -> sdl.GPUSampleCount {
format := sdl.GetGPUSwapchainTextureFormat(device, window) format := sdl.GetGPUSwapchainTextureFormat(device, window)
counts := [?]sdl.GPUSampleCount{._8, ._4, ._2} counts := [?]sdl.GPUSampleCount{._8, ._4, ._2}
for sc in counts { for count in counts {
if sdl.GPUTextureSupportsSampleCount(device, format, sc) do return sc if sdl.GPUTextureSupportsSampleCount(device, format, count) do return count
} }
return ._1 return ._1
} }
@(private = "file") @(private = "file")
ensure_msaa_texture :: proc(device: ^sdl.GPUDevice, format: sdl.GPUTextureFormat, w, h: u32) { ensure_msaa_texture :: proc(device: ^sdl.GPUDevice, format: sdl.GPUTextureFormat, width, height: u32) {
if GLOB.msaa_texture != nil && GLOB.msaa_w == w && GLOB.msaa_h == h { if GLOB.msaa_texture != nil && GLOB.msaa_width == width && GLOB.msaa_height == height {
return return
} }
if GLOB.msaa_texture != nil { if GLOB.msaa_texture != nil {
@@ -644,18 +797,18 @@ ensure_msaa_texture :: proc(device: ^sdl.GPUDevice, format: sdl.GPUTextureFormat
type = .D2, type = .D2,
format = format, format = format,
usage = {.COLOR_TARGET}, usage = {.COLOR_TARGET},
width = w, width = width,
height = h, height = height,
layer_count_or_depth = 1, layer_count_or_depth = 1,
num_levels = 1, num_levels = 1,
sample_count = GLOB.sample_count, sample_count = GLOB.sample_count,
}, },
) )
if GLOB.msaa_texture == nil { if GLOB.msaa_texture == nil {
log.panicf("Failed to create MSAA texture (%dx%d): %s", w, h, sdl.GetError()) log.panicf("Failed to create MSAA texture (%dx%d): %s", width, height, sdl.GetError())
} }
GLOB.msaa_w = w GLOB.msaa_width = width
GLOB.msaa_h = h GLOB.msaa_height = height
} }
// --------------------------------------------------------------------------------------------------------------------- // ---------------------------------------------------------------------------------------------------------------------
@@ -683,9 +836,21 @@ Vertex_Uniforms :: struct {
} }
// Push projection, dpi scale, and rendering mode as a single uniform block (slot 0). // Push projection, dpi scale, and rendering mode as a single uniform block (slot 0).
push_globals :: proc(cmd_buffer: ^sdl.GPUCommandBuffer, w: f32, h: f32, mode: Draw_Mode = .Tessellated) { push_globals :: proc(
cmd_buffer: ^sdl.GPUCommandBuffer,
width: f32,
height: f32,
mode: Draw_Mode = .Tessellated,
) {
globals := Vertex_Uniforms { globals := Vertex_Uniforms {
projection = ortho_rh(left = 0.0, top = 0.0, right = f32(w), bottom = f32(h), near = -1.0, far = 1.0), projection = ortho_rh(
left = 0.0,
top = 0.0,
right = f32(width),
bottom = f32(height),
near = -1.0,
far = 1.0,
),
scale = GLOB.dpi_scaling, scale = GLOB.dpi_scaling,
mode = mode, mode = mode,
} }
@@ -757,3 +922,115 @@ destroy_buffer :: proc(device: ^sdl.GPUDevice, buffer: ^Buffer) {
sdl.ReleaseGPUBuffer(device, buffer.gpu) sdl.ReleaseGPUBuffer(device, buffer.gpu)
sdl.ReleaseGPUTransferBuffer(device, buffer.transfer) sdl.ReleaseGPUTransferBuffer(device, buffer.transfer)
} }
// ---------------------------------------------------------------------------------------------------------------------
// ----- Transform ------------------------
// ---------------------------------------------------------------------------------------------------------------------
// 2x3 affine transform for 2D pivot-rotation.
// Used internally by rotation-aware drawing procs.
Transform_2D :: struct {
m00, m01: f32, // row 0: rotation/scale
m10, m11: f32, // row 1: rotation/scale
tx, ty: f32, // translation
}
// Build a pivot-rotation transform.
//
// Semantics (raylib-style):
// The point whose local coordinates equal `origin` lands at `pos` in world space.
// The rest of the shape rotates around that pivot.
//
// Formula: p_world = pos + R(θ) · (p_local - origin)
//
// Parameters:
// pos world-space position where the pivot lands.
// origin pivot point in local space (measured from the shape's natural reference point).
// rotation_deg rotation in degrees, counter-clockwise.
//
build_pivot_rotation :: proc(position: [2]f32, origin: [2]f32, rotation_deg: f32) -> Transform_2D {
radians := math.to_radians(rotation_deg)
cos_angle := math.cos(radians)
sin_angle := math.sin(radians)
return Transform_2D {
m00 = cos_angle,
m01 = -sin_angle,
m10 = sin_angle,
m11 = cos_angle,
tx = position.x - (cos_angle * origin.x - sin_angle * origin.y),
ty = position.y - (sin_angle * origin.x + cos_angle * origin.y),
}
}
// Apply the transform to a local-space point, producing a world-space point.
apply_transform :: #force_inline proc(transform: Transform_2D, point: [2]f32) -> [2]f32 {
return {
transform.m00 * point.x + transform.m01 * point.y + transform.tx,
transform.m10 * point.x + transform.m11 * point.y + transform.ty,
}
}
// Fast-path check callers use BEFORE building a transform.
// Returns true if either the origin is non-zero or rotation is non-zero,
// meaning a transform actually needs to be computed.
needs_transform :: #force_inline proc(origin: [2]f32, rotation: f32) -> bool {
return origin != {0, 0} || rotation != 0
}
// ---------------------------------------------------------------------------------------------------------------------
// ----- Procedure Groups ------------------------
// ---------------------------------------------------------------------------------------------------------------------
center_of :: proc {
center_of_rectangle,
center_of_triangle,
center_of_text,
}
top_left_of :: proc {
top_left_of_rectangle,
top_left_of_triangle,
top_left_of_text,
}
top_of :: proc {
top_of_rectangle,
top_of_triangle,
top_of_text,
}
top_right_of :: proc {
top_right_of_rectangle,
top_right_of_triangle,
top_right_of_text,
}
left_of :: proc {
left_of_rectangle,
left_of_triangle,
left_of_text,
}
right_of :: proc {
right_of_rectangle,
right_of_triangle,
right_of_text,
}
bottom_left_of :: proc {
bottom_left_of_rectangle,
bottom_left_of_triangle,
bottom_left_of_text,
}
bottom_of :: proc {
bottom_of_rectangle,
bottom_of_triangle,
bottom_of_text,
}
bottom_right_of :: proc {
bottom_right_of_rectangle,
bottom_right_of_triangle,
bottom_right_of_text,
}
+175
View File
@@ -0,0 +1,175 @@
package draw_qr
import draw ".."
import "../../qrcode"
// Returns the number of bytes to_texture will write for the given encoded
// QR buffer. Equivalent to size*size*4 where size = qrcode.get_size(qrcode_buf).
texture_size :: #force_inline proc(qrcode_buf: []u8) -> int {
size := qrcode.get_size(qrcode_buf)
return size * size * 4
}
// Decodes an encoded QR buffer into tightly-packed RGBA pixel data written to
// texture_buf. No allocations, no GPU calls. Returns the Texture_Desc the
// caller should pass to draw.register_texture alongside texture_buf.
//
// Returns ok=false when:
// - qrcode_buf is invalid (qrcode.get_size returns 0).
// - texture_buf is smaller than to_texture_size(qrcode_buf).
@(require_results)
to_texture :: proc(
qrcode_buf: []u8,
texture_buf: []u8,
dark: draw.Color = draw.BLACK,
light: draw.Color = draw.WHITE,
) -> (
desc: draw.Texture_Desc,
ok: bool,
) {
size := qrcode.get_size(qrcode_buf)
if size == 0 do return {}, false
if len(texture_buf) < size * size * 4 do return {}, false
for y in 0 ..< size {
for x in 0 ..< size {
i := (y * size + x) * 4
c := dark if qrcode.get_module(qrcode_buf, x, y) else light
texture_buf[i + 0] = c[0]
texture_buf[i + 1] = c[1]
texture_buf[i + 2] = c[2]
texture_buf[i + 3] = c[3]
}
}
return draw.Texture_Desc {
width = u32(size),
height = u32(size),
depth_or_layers = 1,
type = .D2,
format = .R8G8B8A8_UNORM,
usage = {.SAMPLER},
mip_levels = 1,
kind = .Static,
},
true
}
// Allocates pixel buffer via temp_allocator, decodes qrcode_buf into it, and
// registers with the GPU. The pixel allocation is freed before return.
//
// Returns ok=false when:
// - qrcode_buf is invalid (qrcode.get_size returns 0).
// - temp_allocator fails to allocate the pixel buffer.
// - GPU texture registration fails.
@(require_results)
register_texture_from_raw :: proc(
qrcode_buf: []u8,
dark: draw.Color = draw.BLACK,
light: draw.Color = draw.WHITE,
temp_allocator := context.temp_allocator,
) -> (
texture: draw.Texture_Id,
ok: bool,
) {
tex_size := texture_size(qrcode_buf)
if tex_size == 0 do return draw.INVALID_TEXTURE, false
pixels, alloc_err := make([]u8, tex_size, temp_allocator)
if alloc_err != nil do return draw.INVALID_TEXTURE, false
defer delete(pixels, temp_allocator)
desc := to_texture(qrcode_buf, pixels, dark, light) or_return
return draw.register_texture(desc, pixels)
}
// Encodes text as a QR Code and registers the result as an RGBA texture.
//
// Returns ok=false when:
// - temp_allocator fails to allocate.
// - The text cannot fit in any version within [min_version, max_version] at the given ECL.
// - GPU texture registration fails.
@(require_results)
register_texture_from_text :: proc(
text: string,
ecl: qrcode.Ecc = .Low,
min_version: int = qrcode.VERSION_MIN,
max_version: int = qrcode.VERSION_MAX,
mask: Maybe(qrcode.Mask) = nil,
boost_ecl: bool = true,
dark: draw.Color = draw.BLACK,
light: draw.Color = draw.WHITE,
temp_allocator := context.temp_allocator,
) -> (
texture: draw.Texture_Id,
ok: bool,
) {
qrcode_buf, alloc_err := make([]u8, qrcode.buffer_len_for_version(max_version), temp_allocator)
if alloc_err != nil do return draw.INVALID_TEXTURE, false
defer delete(qrcode_buf, temp_allocator)
qrcode.encode_auto(
text,
qrcode_buf,
ecl,
min_version,
max_version,
mask,
boost_ecl,
temp_allocator,
) or_return
return register_texture_from_raw(qrcode_buf, dark, light, temp_allocator)
}
// Encodes arbitrary binary data as a QR Code and registers the result as an RGBA texture.
//
// Returns ok=false when:
// - temp_allocator fails to allocate.
// - The payload cannot fit in any version within [min_version, max_version] at the given ECL.
// - GPU texture registration fails.
@(require_results)
register_texture_from_binary :: proc(
bin_data: []u8,
ecl: qrcode.Ecc = .Low,
min_version: int = qrcode.VERSION_MIN,
max_version: int = qrcode.VERSION_MAX,
mask: Maybe(qrcode.Mask) = nil,
boost_ecl: bool = true,
dark: draw.Color = draw.BLACK,
light: draw.Color = draw.WHITE,
temp_allocator := context.temp_allocator,
) -> (
texture: draw.Texture_Id,
ok: bool,
) {
qrcode_buf, alloc_err := make([]u8, qrcode.buffer_len_for_version(max_version), temp_allocator)
if alloc_err != nil do return draw.INVALID_TEXTURE, false
defer delete(qrcode_buf, temp_allocator)
qrcode.encode_auto(
bin_data,
qrcode_buf,
ecl,
min_version,
max_version,
mask,
boost_ecl,
temp_allocator,
) or_return
return register_texture_from_raw(qrcode_buf, dark, light, temp_allocator)
}
register_texture_from :: proc {
register_texture_from_text,
register_texture_from_binary
}
// Default fit=.Fit preserves the QR's square aspect; override as needed.
clay_image :: #force_inline proc(
texture: draw.Texture_Id,
tint: draw.Color = draw.WHITE,
) -> draw.Clay_Image_Data {
return draw.clay_image_data(texture, fit = .Fit, tint = tint)
}
+245 -40
View File
@@ -2,10 +2,9 @@ package examples
import "../../draw" import "../../draw"
import "../../vendor/clay" import "../../vendor/clay"
import "core:c" import "core:math"
import "core:os" import "core:os"
import sdl "vendor:sdl3" import sdl "vendor:sdl3"
import sdl_ttf "vendor:sdl3/ttf"
JETBRAINS_MONO_REGULAR_RAW :: #load("fonts/JetBrainsMono-Regular.ttf") JETBRAINS_MONO_REGULAR_RAW :: #load("fonts/JetBrainsMono-Regular.ttf")
JETBRAINS_MONO_REGULAR: draw.Font_Id = max(draw.Font_Id) // Max so we crash if registration is forgotten JETBRAINS_MONO_REGULAR: draw.Font_Id = max(draw.Font_Id) // Max so we crash if registration is forgotten
@@ -13,25 +12,28 @@ JETBRAINS_MONO_REGULAR: draw.Font_Id = max(draw.Font_Id) // Max so we crash if r
hellope_shapes :: proc() { hellope_shapes :: proc() {
if !sdl.Init({.VIDEO}) do os.exit(1) if !sdl.Init({.VIDEO}) do os.exit(1)
window := sdl.CreateWindow("Hellope!", 500, 500, {.HIGH_PIXEL_DENSITY}) window := sdl.CreateWindow("Hellope!", 500, 500, {.HIGH_PIXEL_DENSITY})
gpu := sdl.CreateGPUDevice({.MSL}, true, nil) gpu := sdl.CreateGPUDevice(draw.PLATFORM_SHADER_FORMAT, true, nil)
if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1) if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1)
if !draw.init(gpu, window) do os.exit(1) if !draw.init(gpu, window) do os.exit(1)
spin_angle: f32 = 0
for { for {
defer free_all(context.temp_allocator) defer free_all(context.temp_allocator)
ev: sdl.Event ev: sdl.Event
for sdl.PollEvent(&ev) { for sdl.PollEvent(&ev) {
if ev.type == .QUIT do return if ev.type == .QUIT do return
} }
base_layer := draw.begin({w = 500, h = 500}) spin_angle += 1
base_layer := draw.begin({width = 500, height = 500})
// Background // Background
draw.rectangle(base_layer, {0, 0, 500, 500}, {40, 40, 40, 255}) draw.rectangle(base_layer, {0, 0, 500, 500}, {40, 40, 40, 255})
// Shapes demo // ----- Shapes without rotation (existing demo) -----
draw.rectangle(base_layer, {20, 20, 200, 120}, {80, 120, 200, 255}) draw.rectangle(base_layer, {20, 20, 200, 120}, {80, 120, 200, 255})
draw.rectangle_lines(base_layer, {20, 20, 200, 120}, draw.WHITE, thick = 2) draw.rectangle_lines(base_layer, {20, 20, 200, 120}, draw.WHITE, thickness = 2)
draw.rectangle_rounded(base_layer, {240, 20, 240, 120}, 0.3, {200, 80, 80, 255}) draw.rectangle(base_layer, {240, 20, 240, 120}, {200, 80, 80, 255}, roundness = 0.3)
draw.rectangle_gradient( draw.rectangle_gradient(
base_layer, base_layer,
{20, 160, 460, 60}, {20, 160, 460, 60},
@@ -41,33 +43,87 @@ hellope_shapes :: proc() {
{255, 255, 0, 255}, {255, 255, 0, 255},
) )
draw.circle(base_layer, {120, 320}, 60, {100, 200, 100, 255}) // ----- Rotation demos -----
draw.circle_lines(base_layer, {120, 320}, 60, draw.WHITE, thick = 2)
draw.circle_gradient(base_layer, {300, 320}, 60, {255, 200, 50, 255}, {200, 50, 50, 255})
draw.ring(base_layer, {430, 320}, 30, 55, 0, 270, {100, 100, 220, 255})
draw.triangle(base_layer, {60, 420}, {180, 480}, {20, 480}, {220, 180, 60, 255}) // Rectangle rotating around its center
draw.line(base_layer, {220, 420}, {460, 480}, {255, 255, 100, 255}, thick = 3) rect := draw.Rectangle{100, 320, 80, 50}
draw.poly(base_layer, {350, 450}, 6, 40, {180, 100, 220, 255}, rotation = 30) draw.rectangle(
draw.poly_lines(base_layer, {350, 450}, 6, 40, draw.WHITE, rotation = 30, thick = 2) base_layer,
rect,
{100, 200, 100, 255},
origin = draw.center_of(rect),
rotation = spin_angle,
)
draw.rectangle_lines(
base_layer,
rect,
draw.WHITE,
thickness = 2,
origin = draw.center_of(rect),
rotation = spin_angle,
)
// Rounded rectangle rotating around its center
rrect := draw.Rectangle{230, 300, 100, 80}
draw.rectangle(
base_layer,
rrect,
{200, 100, 200, 255},
roundness = 0.4,
origin = draw.center_of(rrect),
rotation = spin_angle,
)
// Ellipse rotating around its center (tilted ellipse)
draw.ellipse(base_layer, {410, 340}, 50, 30, {255, 200, 50, 255}, rotation = spin_angle)
// Circle orbiting a point (moon orbiting planet)
// Convention B: center = pivot point (planet), origin = offset from moon center to pivot.
// Moon's visual center at rotation=0: planet_pos - origin = (100, 450) - (0, 40) = (100, 410).
planet_pos := [2]f32{100, 450}
draw.circle(base_layer, planet_pos, 8, {200, 200, 200, 255}) // planet (stationary)
draw.circle(base_layer, planet_pos, 5, {100, 150, 255, 255}, origin = {0, 40}, rotation = spin_angle) // moon orbiting
// Ring arc rotating in place
draw.ring(base_layer, {250, 450}, 15, 30, 0, 270, {100, 100, 220, 255}, rotation = spin_angle)
// Triangle rotating around its center
tv1 := [2]f32{350, 420}
tv2 := [2]f32{420, 480}
tv3 := [2]f32{340, 480}
draw.triangle(
base_layer,
tv1,
tv2,
tv3,
{220, 180, 60, 255},
origin = draw.center_of(tv1, tv2, tv3),
rotation = spin_angle,
)
// Polygon rotating around its center (already had rotation; now with origin for orbit)
draw.polygon(base_layer, {460, 450}, 6, 30, {180, 100, 220, 255}, rotation = spin_angle)
draw.polygon_lines(base_layer, {460, 450}, 6, 30, draw.WHITE, rotation = spin_angle, thickness = 2)
draw.end(gpu, window) draw.end(gpu, window)
} }
} }
hellope_text :: proc() { hellope_text :: proc() {
HELLOPE_ID :: 1
ROTATING_SENTENCE_ID :: 2
MEASURED_ID :: 3
CORNER_SPIN_ID :: 4
if !sdl.Init({.VIDEO}) do os.exit(1) if !sdl.Init({.VIDEO}) do os.exit(1)
window := sdl.CreateWindow("Hellope!", 500, 500, {.HIGH_PIXEL_DENSITY}) window := sdl.CreateWindow("Hellope!", 600, 600, {.HIGH_PIXEL_DENSITY})
gpu := sdl.CreateGPUDevice({.MSL}, true, nil) gpu := sdl.CreateGPUDevice(draw.PLATFORM_SHADER_FORMAT, true, nil)
if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1) if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1)
if !draw.init(gpu, window) do os.exit(1) if !draw.init(gpu, window) do os.exit(1)
JETBRAINS_MONO_REGULAR = draw.register_font(JETBRAINS_MONO_REGULAR_RAW) JETBRAINS_MONO_REGULAR = draw.register_font(JETBRAINS_MONO_REGULAR_RAW)
FONT_SIZE :: u16(24) FONT_SIZE :: u16(24)
TEXT_ID :: u32(1) spin_angle: f32 = 0
font := draw.get_font(JETBRAINS_MONO_REGULAR, FONT_SIZE)
dpi := sdl.GetWindowDisplayScale(window)
for { for {
defer free_all(context.temp_allocator) defer free_all(context.temp_allocator)
@@ -75,28 +131,74 @@ hellope_text :: proc() {
for sdl.PollEvent(&ev) { for sdl.PollEvent(&ev) {
if ev.type == .QUIT do return if ev.type == .QUIT do return
} }
base_layer := draw.begin({w = 500, h = 500}) spin_angle += 0.5
base_layer := draw.begin({width = 600, height = 600})
// Grey background // Grey background
draw.rectangle(base_layer, {0, 0, 500, 500}, {127, 127, 127, 255}) draw.rectangle(base_layer, {0, 0, 600, 600}, {127, 127, 127, 255})
// Measure and center text // ----- Text API demos -----
tw, th: c.int
sdl_ttf.GetStringSize(font, "Hellope!", 0, &tw, &th)
text_w := f32(tw) / dpi
text_h := f32(th) / dpi
pos_x := (500.0 - text_w) / 2.0
pos_y := (500.0 - text_h) / 2.0
txt := draw.text( // Cached text with id — TTF_Text reused across frames (good for text-heavy apps)
TEXT_ID, draw.text(
base_layer,
"Hellope!", "Hellope!",
{pos_x, pos_y}, {300, 80},
JETBRAINS_MONO_REGULAR,
FONT_SIZE,
color = draw.WHITE, color = draw.WHITE,
font_id = JETBRAINS_MONO_REGULAR, origin = draw.center_of("Hellope!", JETBRAINS_MONO_REGULAR, FONT_SIZE),
font_size = FONT_SIZE, id = HELLOPE_ID,
)
// Rotating sentence — verifies multi-word text rotation around center
draw.text(
base_layer,
"Hellope World!",
{300, 250},
JETBRAINS_MONO_REGULAR,
FONT_SIZE,
color = {255, 200, 50, 255},
origin = draw.center_of("Hellope World!", JETBRAINS_MONO_REGULAR, FONT_SIZE),
rotation = spin_angle,
id = ROTATING_SENTENCE_ID,
)
// Uncached text (no id) — created and destroyed each frame, simplest usage
draw.text(
base_layer,
"Top-left anchored",
{20, 450},
JETBRAINS_MONO_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Measure text for manual layout
size := draw.measure_text("Measured!", JETBRAINS_MONO_REGULAR, FONT_SIZE)
draw.rectangle(base_layer, {300 - size.x / 2, 380, size.x, size.y}, {60, 60, 60, 200})
draw.text(
base_layer,
"Measured!",
{300, 380},
JETBRAINS_MONO_REGULAR,
FONT_SIZE,
color = draw.WHITE,
origin = draw.top_of("Measured!", JETBRAINS_MONO_REGULAR, FONT_SIZE),
id = MEASURED_ID,
)
// Rotating text anchored at top-left (no origin offset) — spins around top-left corner
draw.text(
base_layer,
"Corner spin",
{150, 530},
JETBRAINS_MONO_REGULAR,
FONT_SIZE,
color = {100, 200, 255, 255},
rotation = spin_angle,
id = CORNER_SPIN_ID,
) )
draw.prepare_text(base_layer, txt)
draw.end(gpu, window) draw.end(gpu, window)
} }
@@ -105,14 +207,14 @@ hellope_text :: proc() {
hellope_clay :: proc() { hellope_clay :: proc() {
if !sdl.Init({.VIDEO}) do os.exit(1) if !sdl.Init({.VIDEO}) do os.exit(1)
window := sdl.CreateWindow("Hellope!", 500, 500, {.HIGH_PIXEL_DENSITY}) window := sdl.CreateWindow("Hellope!", 500, 500, {.HIGH_PIXEL_DENSITY})
gpu := sdl.CreateGPUDevice({.MSL}, true, nil) gpu := sdl.CreateGPUDevice(draw.PLATFORM_SHADER_FORMAT, true, nil)
if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1) if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1)
if !draw.init(gpu, window) do os.exit(1) if !draw.init(gpu, window) do os.exit(1)
JETBRAINS_MONO_REGULAR = draw.register_font(JETBRAINS_MONO_REGULAR_RAW) JETBRAINS_MONO_REGULAR = draw.register_font(JETBRAINS_MONO_REGULAR_RAW)
text_config := clay.TextElementConfig { text_config := clay.TextElementConfig {
fontId = JETBRAINS_MONO_REGULAR, fontId = JETBRAINS_MONO_REGULAR,
fontSize = 24, fontSize = 36,
textColor = {255, 255, 255, 255}, textColor = {255, 255, 255, 255},
} }
@@ -122,8 +224,8 @@ hellope_clay :: proc() {
for sdl.PollEvent(&ev) { for sdl.PollEvent(&ev) {
if ev.type == .QUIT do return if ev.type == .QUIT do return
} }
base_layer := draw.begin({w = 500, h = 500}) base_layer := draw.begin({width = 500, height = 500})
clay.SetLayoutDimensions({width = base_layer.bounds.w, height = base_layer.bounds.h}) clay.SetLayoutDimensions({width = base_layer.bounds.width, height = base_layer.bounds.height})
clay.BeginLayout() clay.BeginLayout()
if clay.UI()( if clay.UI()(
{ {
@@ -145,3 +247,106 @@ hellope_clay :: proc() {
draw.end(gpu, window) draw.end(gpu, window)
} }
} }
hellope_custom :: proc() {
if !sdl.Init({.VIDEO}) do os.exit(1)
window := sdl.CreateWindow("Hellope Custom!", 600, 400, {.HIGH_PIXEL_DENSITY})
gpu := sdl.CreateGPUDevice(draw.PLATFORM_SHADER_FORMAT, true, nil)
if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1)
if !draw.init(gpu, window) do os.exit(1)
JETBRAINS_MONO_REGULAR = draw.register_font(JETBRAINS_MONO_REGULAR_RAW)
text_config := clay.TextElementConfig {
fontId = JETBRAINS_MONO_REGULAR,
fontSize = 24,
textColor = {255, 255, 255, 255},
}
gauge := Gauge {
value = 0.73,
color = {50, 200, 100, 255},
}
gauge2 := Gauge {
value = 0.45,
color = {200, 100, 50, 255},
}
spin_angle: f32 = 0
for {
defer free_all(context.temp_allocator)
ev: sdl.Event
for sdl.PollEvent(&ev) {
if ev.type == .QUIT do return
}
spin_angle += 1
gauge.value = (math.sin(spin_angle * 0.02) + 1) * 0.5
gauge2.value = (math.cos(spin_angle * 0.03) + 1) * 0.5
base_layer := draw.begin({width = 600, height = 400})
clay.SetLayoutDimensions({width = base_layer.bounds.width, height = base_layer.bounds.height})
clay.BeginLayout()
if clay.UI()(
{
id = clay.ID("outer"),
layout = {
sizing = {clay.SizingGrow({}), clay.SizingGrow({})},
childAlignment = {x = .Center, y = .Center},
layoutDirection = .TopToBottom,
childGap = 20,
},
backgroundColor = {50, 50, 50, 255},
},
) {
if clay.UI()({id = clay.ID("title"), layout = {sizing = {clay.SizingFit({}), clay.SizingFit({})}}}) {
clay.Text("Custom Draw Demo", &text_config)
}
if clay.UI()(
{
id = clay.ID("gauge"),
layout = {sizing = {clay.SizingFixed(300), clay.SizingFixed(30)}},
custom = {customData = &gauge},
backgroundColor = {80, 80, 80, 255},
},
) {}
if clay.UI()(
{
id = clay.ID("gauge2"),
layout = {sizing = {clay.SizingFixed(300), clay.SizingFixed(30)}},
custom = {customData = &gauge2},
backgroundColor = {80, 80, 80, 255},
},
) {}
}
clay_batch := draw.ClayBatch {
bounds = base_layer.bounds,
cmds = clay.EndLayout(),
}
draw.prepare_clay_batch(base_layer, &clay_batch, {0, 0}, custom_draw = draw_custom)
draw.end(gpu, window)
}
Gauge :: struct {
value: f32,
color: draw.Color,
}
draw_custom :: proc(layer: ^draw.Layer, bounds: draw.Rectangle, render_data: clay.CustomRenderData) {
gauge := cast(^Gauge)render_data.customData
// Background from clay's backgroundColor
draw.rectangle(layer, bounds, draw.color_from_clay(render_data.backgroundColor), roundness = 0.25)
// Fill bar
fill := bounds
fill.width *= gauge.value
draw.rectangle(layer, fill, gauge.color, roundness = 0.25)
// Border
draw.rectangle_lines(layer, bounds, draw.WHITE, thickness = 2, roundness = 0.25)
}
}
+4 -2
View File
@@ -57,17 +57,19 @@ main :: proc() {
args := os.args args := os.args
if len(args) < 2 { if len(args) < 2 {
fmt.eprintln("Usage: examples <example_name>") fmt.eprintln("Usage: examples <example_name>")
fmt.eprintln("Available examples: hellope-shapes, hellope-text, hellope-clay") fmt.eprintln("Available examples: hellope-shapes, hellope-text, hellope-clay, hellope-custom, textures")
os.exit(1) os.exit(1)
} }
switch args[1] { switch args[1] {
case "hellope-clay": hellope_clay() case "hellope-clay": hellope_clay()
case "hellope-custom": hellope_custom()
case "hellope-shapes": hellope_shapes() case "hellope-shapes": hellope_shapes()
case "hellope-text": hellope_text() case "hellope-text": hellope_text()
case "textures": textures()
case: case:
fmt.eprintf("Unknown example: %v\n", args[1]) fmt.eprintf("Unknown example: %v\n", args[1])
fmt.eprintln("Available examples: hellope-shapes, hellope-text, hellope-clay") fmt.eprintln("Available examples: hellope-shapes, hellope-text, hellope-clay, hellope-custom, textures")
os.exit(1) os.exit(1)
} }
} }
+272
View File
@@ -0,0 +1,272 @@
package examples
import "../../draw"
import "../../draw/draw_qr"
import "core:os"
import sdl "vendor:sdl3"
textures :: proc() {
if !sdl.Init({.VIDEO}) do os.exit(1)
window := sdl.CreateWindow("Textures", 800, 600, {.HIGH_PIXEL_DENSITY})
gpu := sdl.CreateGPUDevice(draw.PLATFORM_SHADER_FORMAT, true, nil)
if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1)
if !draw.init(gpu, window) do os.exit(1)
JETBRAINS_MONO_REGULAR = draw.register_font(JETBRAINS_MONO_REGULAR_RAW)
FONT_SIZE :: u16(14)
LABEL_OFFSET :: f32(8) // gap between item and its label
//----- Texture registration ----------------------------------
checker_size :: 8
checker_pixels: [checker_size * checker_size * 4]u8
for y in 0 ..< checker_size {
for x in 0 ..< checker_size {
i := (y * checker_size + x) * 4
is_dark := ((x + y) % 2) == 0
val: u8 = 40 if is_dark else 220
checker_pixels[i + 0] = val // R
checker_pixels[i + 1] = val / 2 // G — slight color tint
checker_pixels[i + 2] = val // B
checker_pixels[i + 3] = 255 // A
}
}
checker_texture, _ := draw.register_texture(
draw.Texture_Desc {
width = checker_size,
height = checker_size,
depth_or_layers = 1,
type = .D2,
format = .R8G8B8A8_UNORM,
usage = {.SAMPLER},
mip_levels = 1,
},
checker_pixels[:],
)
defer draw.unregister_texture(checker_texture)
stripe_w :: 16
stripe_h :: 8
stripe_pixels: [stripe_w * stripe_h * 4]u8
for y in 0 ..< stripe_h {
for x in 0 ..< stripe_w {
i := (y * stripe_w + x) * 4
stripe_pixels[i + 0] = u8(x * 255 / (stripe_w - 1)) // R gradient left→right
stripe_pixels[i + 1] = u8(y * 255 / (stripe_h - 1)) // G gradient top→bottom
stripe_pixels[i + 2] = 128 // B constant
stripe_pixels[i + 3] = 255 // A
}
}
stripe_texture, _ := draw.register_texture(
draw.Texture_Desc {
width = stripe_w,
height = stripe_h,
depth_or_layers = 1,
type = .D2,
format = .R8G8B8A8_UNORM,
usage = {.SAMPLER},
mip_levels = 1,
},
stripe_pixels[:],
)
defer draw.unregister_texture(stripe_texture)
qr_texture, _ := draw_qr.register_texture_from("https://x.com/miiilato/status/1880241066471051443")
defer draw.unregister_texture(qr_texture)
spin_angle: f32 = 0
//----- Draw loop ----------------------------------
for {
defer free_all(context.temp_allocator)
ev: sdl.Event
for sdl.PollEvent(&ev) {
if ev.type == .QUIT do return
}
spin_angle += 1
base_layer := draw.begin({width = 800, height = 600})
// Background
draw.rectangle(base_layer, {0, 0, 800, 600}, {30, 30, 30, 255})
//----- Row 1: Sampler presets (y=30) ----------------------------------
ROW1_Y :: f32(30)
ITEM_SIZE :: f32(120)
COL1 :: f32(30)
COL2 :: f32(180)
COL3 :: f32(330)
COL4 :: f32(480)
// Nearest (sharp pixel edges)
draw.rectangle_texture(
base_layer,
{COL1, ROW1_Y, ITEM_SIZE, ITEM_SIZE},
checker_texture,
sampler = .Nearest_Clamp,
)
draw.text(
base_layer,
"Nearest",
{COL1, ROW1_Y + ITEM_SIZE + LABEL_OFFSET},
JETBRAINS_MONO_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Linear (bilinear blur)
draw.rectangle_texture(
base_layer,
{COL2, ROW1_Y, ITEM_SIZE, ITEM_SIZE},
checker_texture,
sampler = .Linear_Clamp,
)
draw.text(
base_layer,
"Linear",
{COL2, ROW1_Y + ITEM_SIZE + LABEL_OFFSET},
JETBRAINS_MONO_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Tiled (4x repeat)
draw.rectangle_texture(
base_layer,
{COL3, ROW1_Y, ITEM_SIZE, ITEM_SIZE},
checker_texture,
sampler = .Nearest_Repeat,
uv_rect = {0, 0, 4, 4},
)
draw.text(
base_layer,
"Tiled 4x",
{COL3, ROW1_Y + ITEM_SIZE + LABEL_OFFSET},
JETBRAINS_MONO_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
//----- Row 2: Sampler presets (y=190) ----------------------------------
ROW2_Y :: f32(190)
// QR code (RGBA texture with baked colors, nearest sampling)
draw.rectangle(base_layer, {COL1, ROW2_Y, ITEM_SIZE, ITEM_SIZE}, {255, 255, 255, 255}) // white bg
draw.rectangle_texture(
base_layer,
{COL1, ROW2_Y, ITEM_SIZE, ITEM_SIZE},
qr_texture,
sampler = .Nearest_Clamp,
)
draw.text(
base_layer,
"QR Code",
{COL1, ROW2_Y + ITEM_SIZE + LABEL_OFFSET},
JETBRAINS_MONO_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Rounded corners
draw.rectangle_texture(
base_layer,
{COL2, ROW2_Y, ITEM_SIZE, ITEM_SIZE},
checker_texture,
sampler = .Nearest_Clamp,
roundness = 0.3,
)
draw.text(
base_layer,
"Rounded",
{COL2, ROW2_Y + ITEM_SIZE + LABEL_OFFSET},
JETBRAINS_MONO_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Rotating
rot_rect := draw.Rectangle{COL3, ROW2_Y, ITEM_SIZE, ITEM_SIZE}
draw.rectangle_texture(
base_layer,
rot_rect,
checker_texture,
sampler = .Nearest_Clamp,
origin = draw.center_of(rot_rect),
rotation = spin_angle,
)
draw.text(
base_layer,
"Rotating",
{COL3, ROW2_Y + ITEM_SIZE + LABEL_OFFSET},
JETBRAINS_MONO_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
//----- Row 3: Fit modes + Per-corner radii (y=360) ----------------------------------
ROW3_Y :: f32(360)
FIT_SIZE :: f32(120) // square target rect
// Stretch
uv_s, sampler_s, inner_s := draw.fit_params(.Stretch, {COL1, ROW3_Y, FIT_SIZE, FIT_SIZE}, stripe_texture)
draw.rectangle(base_layer, {COL1, ROW3_Y, FIT_SIZE, FIT_SIZE}, {60, 60, 60, 255}) // bg
draw.rectangle_texture(base_layer, inner_s, stripe_texture, uv_rect = uv_s, sampler = sampler_s)
draw.text(
base_layer,
"Stretch",
{COL1, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
JETBRAINS_MONO_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Fill (center-crop)
uv_f, sampler_f, inner_f := draw.fit_params(.Fill, {COL2, ROW3_Y, FIT_SIZE, FIT_SIZE}, stripe_texture)
draw.rectangle(base_layer, {COL2, ROW3_Y, FIT_SIZE, FIT_SIZE}, {60, 60, 60, 255})
draw.rectangle_texture(base_layer, inner_f, stripe_texture, uv_rect = uv_f, sampler = sampler_f)
draw.text(
base_layer,
"Fill",
{COL2, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
JETBRAINS_MONO_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Fit (letterbox)
uv_ft, sampler_ft, inner_ft := draw.fit_params(.Fit, {COL3, ROW3_Y, FIT_SIZE, FIT_SIZE}, stripe_texture)
draw.rectangle(base_layer, {COL3, ROW3_Y, FIT_SIZE, FIT_SIZE}, {60, 60, 60, 255}) // visible margin bg
draw.rectangle_texture(base_layer, inner_ft, stripe_texture, uv_rect = uv_ft, sampler = sampler_ft)
draw.text(
base_layer,
"Fit",
{COL3, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
JETBRAINS_MONO_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Per-corner radii
draw.rectangle_texture_corners(
base_layer,
{COL4, ROW3_Y, FIT_SIZE, FIT_SIZE},
{20, 0, 20, 0},
checker_texture,
sampler = .Nearest_Clamp,
)
draw.text(
base_layer,
"Per-corner",
{COL4, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
JETBRAINS_MONO_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
draw.end(gpu, window)
}
}
+135 -138
View File
@@ -35,6 +35,7 @@ Shape_Kind :: enum u8 {
Shape_Flag :: enum u8 { Shape_Flag :: enum u8 {
Stroke, Stroke,
Textured,
} }
Shape_Flags :: bit_set[Shape_Flag;u8] Shape_Flags :: bit_set[Shape_Flag;u8]
@@ -103,11 +104,13 @@ Primitive :: struct {
bounds: [4]f32, // 0: min_x, min_y, max_x, max_y (world-space, pre-DPI) bounds: [4]f32, // 0: min_x, min_y, max_x, max_y (world-space, pre-DPI)
color: Color, // 16: u8x4, unpacked in shader via unpackUnorm4x8 color: Color, // 16: u8x4, unpacked in shader via unpackUnorm4x8
kind_flags: u32, // 20: (kind as u32) | (flags as u32 << 8) kind_flags: u32, // 20: (kind as u32) | (flags as u32 << 8)
_pad: [2]f32, // 24: alignment to vec4 boundary rotation: f32, // 24: shader self-rotation in radians (used by RRect, Ellipse)
_pad: f32, // 28: alignment to vec4 boundary
params: Shape_Params, // 32: two vec4s of shape params params: Shape_Params, // 32: two vec4s of shape params
uv_rect: [4]f32, // 64: u_min, v_min, u_max, v_max (default {0,0,1,1})
} }
#assert(size_of(Primitive) == 64) #assert(size_of(Primitive) == 80)
pack_kind_flags :: #force_inline proc(kind: Shape_Kind, flags: Shape_Flags) -> u32 { pack_kind_flags :: #force_inline proc(kind: Shape_Kind, flags: Shape_Flags) -> u32 {
return u32(kind) | (u32(transmute(u8)flags) << 8) return u32(kind) | (u32(transmute(u8)flags) << 8)
@@ -143,32 +146,34 @@ create_pipeline_2d_base :: proc(
if pipeline.sdl_pipeline != nil do sdl.ReleaseGPUGraphicsPipeline(device, pipeline.sdl_pipeline) if pipeline.sdl_pipeline != nil do sdl.ReleaseGPUGraphicsPipeline(device, pipeline.sdl_pipeline)
} }
when ODIN_OS == .Darwin { active_shader_formats := sdl.GetGPUShaderFormats(device)
base_2d_vert_raw := #load("shaders/generated/base_2d.vert.metal") if PLATFORM_SHADER_FORMAT_FLAG not_in active_shader_formats {
base_2d_frag_raw := #load("shaders/generated/base_2d.frag.metal") log.errorf(
} else { "draw: no embedded shader matches active GPU formats; this build supports %v but device reports %v",
base_2d_vert_raw := #load("shaders/generated/base_2d.vert.spv") PLATFORM_SHADER_FORMAT,
base_2d_frag_raw := #load("shaders/generated/base_2d.frag.spv") active_shader_formats,
)
return pipeline, false
} }
log.debug("Loaded", len(base_2d_vert_raw), "vert bytes") log.debug("Loaded", len(BASE_VERT_2D_RAW), "vert bytes")
log.debug("Loaded", len(base_2d_frag_raw), "frag bytes") log.debug("Loaded", len(BASE_FRAG_2D_RAW), "frag bytes")
vert_info := sdl.GPUShaderCreateInfo { vert_info := sdl.GPUShaderCreateInfo {
code_size = len(base_2d_vert_raw), code_size = len(BASE_VERT_2D_RAW),
code = raw_data(base_2d_vert_raw), code = raw_data(BASE_VERT_2D_RAW),
entrypoint = ENTRY_POINT, entrypoint = SHADER_ENTRY,
format = SHADER_TYPE, format = {PLATFORM_SHADER_FORMAT_FLAG},
stage = .VERTEX, stage = .VERTEX,
num_uniform_buffers = 1, num_uniform_buffers = 1,
num_storage_buffers = 1, num_storage_buffers = 1,
} }
frag_info := sdl.GPUShaderCreateInfo { frag_info := sdl.GPUShaderCreateInfo {
code_size = len(base_2d_frag_raw), code_size = len(BASE_FRAG_2D_RAW),
code = raw_data(base_2d_frag_raw), code = raw_data(BASE_FRAG_2D_RAW),
entrypoint = ENTRY_POINT, entrypoint = SHADER_ENTRY,
format = SHADER_TYPE, format = {PLATFORM_SHADER_FORMAT_FLAG},
stage = .FRAGMENT, stage = .FRAGMENT,
num_samplers = 1, num_samplers = 1,
} }
@@ -239,31 +244,31 @@ create_pipeline_2d_base :: proc(
} }
// Create vertex buffer // Create vertex buffer
vb_ok: bool vert_buf_ok: bool
pipeline.vertex_buffer, vb_ok = create_buffer( pipeline.vertex_buffer, vert_buf_ok = create_buffer(
device, device,
size_of(Vertex) * BUFFER_INIT_SIZE, size_of(Vertex) * BUFFER_INIT_SIZE,
sdl.GPUBufferUsageFlags{.VERTEX}, sdl.GPUBufferUsageFlags{.VERTEX},
) )
if !vb_ok do return pipeline, false if !vert_buf_ok do return pipeline, false
// Create index buffer (used by text) // Create index buffer (used by text)
ib_ok: bool idx_buf_ok: bool
pipeline.index_buffer, ib_ok = create_buffer( pipeline.index_buffer, idx_buf_ok = create_buffer(
device, device,
size_of(c.int) * BUFFER_INIT_SIZE, size_of(c.int) * BUFFER_INIT_SIZE,
sdl.GPUBufferUsageFlags{.INDEX}, sdl.GPUBufferUsageFlags{.INDEX},
) )
if !ib_ok do return pipeline, false if !idx_buf_ok do return pipeline, false
// Create primitive storage buffer (used by SDF instanced drawing) // Create primitive storage buffer (used by SDF instanced drawing)
pb_ok: bool prim_buf_ok: bool
pipeline.primitive_buffer, pb_ok = create_buffer( pipeline.primitive_buffer, prim_buf_ok = create_buffer(
device, device,
size_of(Primitive) * BUFFER_INIT_SIZE, size_of(Primitive) * BUFFER_INIT_SIZE,
sdl.GPUBufferUsageFlags{.GRAPHICS_STORAGE_READ}, sdl.GPUBufferUsageFlags{.GRAPHICS_STORAGE_READ},
) )
if !pb_ok do return pipeline, false if !prim_buf_ok do return pipeline, false
// Create static 6-vertex unit quad buffer (two triangles, TRIANGLELIST) // Create static 6-vertex unit quad buffer (two triangles, TRIANGLELIST)
pipeline.unit_quad_buffer = sdl.CreateGPUBuffer( pipeline.unit_quad_buffer = sdl.CreateGPUBuffer(
@@ -296,73 +301,73 @@ create_pipeline_2d_base :: proc(
// Upload white pixel and unit quad data in a single command buffer // Upload white pixel and unit quad data in a single command buffer
white_pixel := [4]u8{255, 255, 255, 255} white_pixel := [4]u8{255, 255, 255, 255}
white_transfer := sdl.CreateGPUTransferBuffer( white_transfer_buf := sdl.CreateGPUTransferBuffer(
device, device,
sdl.GPUTransferBufferCreateInfo{usage = .UPLOAD, size = size_of(white_pixel)}, sdl.GPUTransferBufferCreateInfo{usage = .UPLOAD, size = size_of(white_pixel)},
) )
if white_transfer == nil { if white_transfer_buf == nil {
log.errorf("Failed to create white pixel transfer buffer: %s", sdl.GetError()) log.errorf("Failed to create white pixel transfer buffer: %s", sdl.GetError())
return pipeline, false return pipeline, false
} }
defer sdl.ReleaseGPUTransferBuffer(device, white_transfer) defer sdl.ReleaseGPUTransferBuffer(device, white_transfer_buf)
white_ptr := sdl.MapGPUTransferBuffer(device, white_transfer, false) white_ptr := sdl.MapGPUTransferBuffer(device, white_transfer_buf, false)
if white_ptr == nil { if white_ptr == nil {
log.errorf("Failed to map white pixel transfer buffer: %s", sdl.GetError()) log.errorf("Failed to map white pixel transfer buffer: %s", sdl.GetError())
return pipeline, false return pipeline, false
} }
mem.copy(white_ptr, &white_pixel, size_of(white_pixel)) mem.copy(white_ptr, &white_pixel, size_of(white_pixel))
sdl.UnmapGPUTransferBuffer(device, white_transfer) sdl.UnmapGPUTransferBuffer(device, white_transfer_buf)
quad_verts := [6]Vertex{ quad_verts := [6]Vertex {
{position = {0, 0}}, {position = {1, 0}}, {position = {0, 1}}, {position = {0, 0}},
{position = {0, 1}}, {position = {1, 0}}, {position = {1, 1}}, {position = {1, 0}},
{position = {0, 1}},
{position = {0, 1}},
{position = {1, 0}},
{position = {1, 1}},
} }
quad_transfer := sdl.CreateGPUTransferBuffer( quad_transfer_buf := sdl.CreateGPUTransferBuffer(
device, device,
sdl.GPUTransferBufferCreateInfo{usage = .UPLOAD, size = size_of(quad_verts)}, sdl.GPUTransferBufferCreateInfo{usage = .UPLOAD, size = size_of(quad_verts)},
) )
if quad_transfer == nil { if quad_transfer_buf == nil {
log.errorf("Failed to create unit quad transfer buffer: %s", sdl.GetError()) log.errorf("Failed to create unit quad transfer buffer: %s", sdl.GetError())
return pipeline, false return pipeline, false
} }
defer sdl.ReleaseGPUTransferBuffer(device, quad_transfer) defer sdl.ReleaseGPUTransferBuffer(device, quad_transfer_buf)
quad_ptr := sdl.MapGPUTransferBuffer(device, quad_transfer, false) quad_ptr := sdl.MapGPUTransferBuffer(device, quad_transfer_buf, false)
if quad_ptr == nil { if quad_ptr == nil {
log.errorf("Failed to map unit quad transfer buffer: %s", sdl.GetError()) log.errorf("Failed to map unit quad transfer buffer: %s", sdl.GetError())
return pipeline, false return pipeline, false
} }
mem.copy(quad_ptr, &quad_verts, size_of(quad_verts)) mem.copy(quad_ptr, &quad_verts, size_of(quad_verts))
sdl.UnmapGPUTransferBuffer(device, quad_transfer) sdl.UnmapGPUTransferBuffer(device, quad_transfer_buf)
upload_cmd := sdl.AcquireGPUCommandBuffer(device) upload_cmd_buffer := sdl.AcquireGPUCommandBuffer(device)
if upload_cmd == nil { if upload_cmd_buffer == nil {
log.errorf("Failed to acquire command buffer for init upload: %s", sdl.GetError()) log.errorf("Failed to acquire command buffer for init upload: %s", sdl.GetError())
return pipeline, false return pipeline, false
} }
upload_pass := sdl.BeginGPUCopyPass(upload_cmd) upload_pass := sdl.BeginGPUCopyPass(upload_cmd_buffer)
sdl.UploadToGPUTexture( sdl.UploadToGPUTexture(
upload_pass, upload_pass,
sdl.GPUTextureTransferInfo{transfer_buffer = white_transfer}, sdl.GPUTextureTransferInfo{transfer_buffer = white_transfer_buf},
sdl.GPUTextureRegion{texture = pipeline.white_texture, w = 1, h = 1, d = 1}, sdl.GPUTextureRegion{texture = pipeline.white_texture, w = 1, h = 1, d = 1},
false, false,
) )
sdl.UploadToGPUBuffer( sdl.UploadToGPUBuffer(
upload_pass, upload_pass,
sdl.GPUTransferBufferLocation{transfer_buffer = quad_transfer}, sdl.GPUTransferBufferLocation{transfer_buffer = quad_transfer_buf},
sdl.GPUBufferRegion{ sdl.GPUBufferRegion{buffer = pipeline.unit_quad_buffer, offset = 0, size = size_of(quad_verts)},
buffer = pipeline.unit_quad_buffer,
offset = 0,
size = size_of(quad_verts),
},
false, false,
) )
sdl.EndGPUCopyPass(upload_pass) sdl.EndGPUCopyPass(upload_pass)
if !sdl.SubmitGPUCommandBuffer(upload_cmd) { if !sdl.SubmitGPUCommandBuffer(upload_cmd_buffer) {
log.errorf("Failed to submit init upload command buffer: %s", sdl.GetError()) log.errorf("Failed to submit init upload command buffer: %s", sdl.GetError())
return pipeline, false return pipeline, false
} }
@@ -409,16 +414,16 @@ upload :: proc(device: ^sdl.GPUDevice, pass: ^sdl.GPUCopyPass) {
sdl.GPUBufferUsageFlags{.VERTEX}, sdl.GPUBufferUsageFlags{.VERTEX},
) )
v_array := sdl.MapGPUTransferBuffer(device, GLOB.pipeline_2d_base.vertex_buffer.transfer, false) vert_array := sdl.MapGPUTransferBuffer(device, GLOB.pipeline_2d_base.vertex_buffer.transfer, false)
if v_array == nil { if vert_array == nil {
log.panicf("Failed to map vertex transfer buffer: %s", sdl.GetError()) log.panicf("Failed to map vertex transfer buffer: %s", sdl.GetError())
} }
if shape_vert_size > 0 { if shape_vert_size > 0 {
mem.copy(v_array, raw_data(GLOB.tmp_shape_verts), int(shape_vert_size)) mem.copy(vert_array, raw_data(GLOB.tmp_shape_verts), int(shape_vert_size))
} }
if text_vert_size > 0 { if text_vert_size > 0 {
mem.copy( mem.copy(
rawptr(uintptr(v_array) + uintptr(shape_vert_size)), rawptr(uintptr(vert_array) + uintptr(shape_vert_size)),
raw_data(GLOB.tmp_text_verts), raw_data(GLOB.tmp_text_verts),
int(text_vert_size), int(text_vert_size),
) )
@@ -428,11 +433,7 @@ upload :: proc(device: ^sdl.GPUDevice, pass: ^sdl.GPUCopyPass) {
sdl.UploadToGPUBuffer( sdl.UploadToGPUBuffer(
pass, pass,
sdl.GPUTransferBufferLocation{transfer_buffer = GLOB.pipeline_2d_base.vertex_buffer.transfer}, sdl.GPUTransferBufferLocation{transfer_buffer = GLOB.pipeline_2d_base.vertex_buffer.transfer},
sdl.GPUBufferRegion{ sdl.GPUBufferRegion{buffer = GLOB.pipeline_2d_base.vertex_buffer.gpu, offset = 0, size = total_vert_size},
buffer = GLOB.pipeline_2d_base.vertex_buffer.gpu,
offset = 0,
size = total_vert_size,
},
false, false,
) )
} }
@@ -449,21 +450,17 @@ upload :: proc(device: ^sdl.GPUDevice, pass: ^sdl.GPUCopyPass) {
sdl.GPUBufferUsageFlags{.INDEX}, sdl.GPUBufferUsageFlags{.INDEX},
) )
i_array := sdl.MapGPUTransferBuffer(device, GLOB.pipeline_2d_base.index_buffer.transfer, false) idx_array := sdl.MapGPUTransferBuffer(device, GLOB.pipeline_2d_base.index_buffer.transfer, false)
if i_array == nil { if idx_array == nil {
log.panicf("Failed to map index transfer buffer: %s", sdl.GetError()) log.panicf("Failed to map index transfer buffer: %s", sdl.GetError())
} }
mem.copy(i_array, raw_data(GLOB.tmp_text_indices), int(index_size)) mem.copy(idx_array, raw_data(GLOB.tmp_text_indices), int(index_size))
sdl.UnmapGPUTransferBuffer(device, GLOB.pipeline_2d_base.index_buffer.transfer) sdl.UnmapGPUTransferBuffer(device, GLOB.pipeline_2d_base.index_buffer.transfer)
sdl.UploadToGPUBuffer( sdl.UploadToGPUBuffer(
pass, pass,
sdl.GPUTransferBufferLocation{transfer_buffer = GLOB.pipeline_2d_base.index_buffer.transfer}, sdl.GPUTransferBufferLocation{transfer_buffer = GLOB.pipeline_2d_base.index_buffer.transfer},
sdl.GPUBufferRegion{ sdl.GPUBufferRegion{buffer = GLOB.pipeline_2d_base.index_buffer.gpu, offset = 0, size = index_size},
buffer = GLOB.pipeline_2d_base.index_buffer.gpu,
offset = 0,
size = index_size,
},
false, false,
) )
} }
@@ -480,25 +477,17 @@ upload :: proc(device: ^sdl.GPUDevice, pass: ^sdl.GPUCopyPass) {
sdl.GPUBufferUsageFlags{.GRAPHICS_STORAGE_READ}, sdl.GPUBufferUsageFlags{.GRAPHICS_STORAGE_READ},
) )
p_array := sdl.MapGPUTransferBuffer( prim_array := sdl.MapGPUTransferBuffer(device, GLOB.pipeline_2d_base.primitive_buffer.transfer, false)
device, GLOB.pipeline_2d_base.primitive_buffer.transfer, false, if prim_array == nil {
)
if p_array == nil {
log.panicf("Failed to map primitive transfer buffer: %s", sdl.GetError()) log.panicf("Failed to map primitive transfer buffer: %s", sdl.GetError())
} }
mem.copy(p_array, raw_data(GLOB.tmp_primitives), int(prim_size)) mem.copy(prim_array, raw_data(GLOB.tmp_primitives), int(prim_size))
sdl.UnmapGPUTransferBuffer(device, GLOB.pipeline_2d_base.primitive_buffer.transfer) sdl.UnmapGPUTransferBuffer(device, GLOB.pipeline_2d_base.primitive_buffer.transfer)
sdl.UploadToGPUBuffer( sdl.UploadToGPUBuffer(
pass, pass,
sdl.GPUTransferBufferLocation{ sdl.GPUTransferBufferLocation{transfer_buffer = GLOB.pipeline_2d_base.primitive_buffer.transfer},
transfer_buffer = GLOB.pipeline_2d_base.primitive_buffer.transfer, sdl.GPUBufferRegion{buffer = GLOB.pipeline_2d_base.primitive_buffer.gpu, offset = 0, size = prim_size},
},
sdl.GPUBufferRegion{
buffer = GLOB.pipeline_2d_base.primitive_buffer.gpu,
offset = 0,
size = prim_size,
},
false, false,
) )
} }
@@ -510,8 +499,8 @@ draw_layer :: proc(
window: ^sdl.Window, window: ^sdl.Window,
cmd_buffer: ^sdl.GPUCommandBuffer, cmd_buffer: ^sdl.GPUCommandBuffer,
render_texture: ^sdl.GPUTexture, render_texture: ^sdl.GPUTexture,
swapchain_w: u32, swapchain_width: u32,
swapchain_h: u32, swapchain_height: u32,
clear_color: [4]f32, clear_color: [4]f32,
layer: ^Layer, layer: ^Layer,
) { ) {
@@ -521,9 +510,7 @@ draw_layer :: proc(
cmd_buffer, cmd_buffer,
&sdl.GPUColorTargetInfo { &sdl.GPUColorTargetInfo {
texture = render_texture, texture = render_texture,
clear_color = sdl.FColor { clear_color = sdl.FColor{clear_color[0], clear_color[1], clear_color[2], clear_color[3]},
clear_color[0], clear_color[1], clear_color[2], clear_color[3],
},
load_op = .CLEAR, load_op = .CLEAR,
store_op = .STORE, store_op = .STORE,
}, },
@@ -540,9 +527,7 @@ draw_layer :: proc(
cmd_buffer, cmd_buffer,
&sdl.GPUColorTargetInfo { &sdl.GPUColorTargetInfo {
texture = render_texture, texture = render_texture,
clear_color = sdl.FColor { clear_color = sdl.FColor{clear_color[0], clear_color[1], clear_color[2], clear_color[3]},
clear_color[0], clear_color[1], clear_color[2], clear_color[3],
},
load_op = GLOB.cleared ? .LOAD : .CLEAR, load_op = GLOB.cleared ? .LOAD : .CLEAR,
store_op = .STORE, store_op = .STORE,
}, },
@@ -569,22 +554,21 @@ draw_layer :: proc(
) )
// Shorthand aliases for frequently-used pipeline resources // Shorthand aliases for frequently-used pipeline resources
main_vbuf := GLOB.pipeline_2d_base.vertex_buffer.gpu main_vert_buf := GLOB.pipeline_2d_base.vertex_buffer.gpu
unit_quad := GLOB.pipeline_2d_base.unit_quad_buffer unit_quad := GLOB.pipeline_2d_base.unit_quad_buffer
white := GLOB.pipeline_2d_base.white_texture white_texture := GLOB.pipeline_2d_base.white_texture
sampler := GLOB.pipeline_2d_base.sampler sampler := GLOB.pipeline_2d_base.sampler
w := f32(swapchain_w) width := f32(swapchain_width)
h := f32(swapchain_h) height := f32(swapchain_height)
// Initial GPU state: tessellated mode, main vertex buffer, no atlas bound yet // Initial GPU state: tessellated mode, main vertex buffer, no atlas bound yet
push_globals(cmd_buffer, w, h, .Tessellated) push_globals(cmd_buffer, width, height, .Tessellated)
sdl.BindGPUVertexBuffers( sdl.BindGPUVertexBuffers(render_pass, 0, &sdl.GPUBufferBinding{buffer = main_vert_buf, offset = 0}, 1)
render_pass, 0, &sdl.GPUBufferBinding{buffer = main_vbuf, offset = 0}, 1,
)
current_mode: Draw_Mode = .Tessellated current_mode: Draw_Mode = .Tessellated
current_vbuf := main_vbuf current_vert_buf := main_vert_buf
current_atlas: ^sdl.GPUTexture current_atlas: ^sdl.GPUTexture
current_sampler := sampler
// Text vertices live after shape vertices in the GPU vertex buffer // Text vertices live after shape vertices in the GPU vertex buffer
text_vertex_gpu_base := u32(len(GLOB.tmp_shape_verts)) text_vertex_gpu_base := u32(len(GLOB.tmp_shape_verts))
@@ -596,76 +580,89 @@ draw_layer :: proc(
switch batch.kind { switch batch.kind {
case .Shapes: case .Shapes:
if current_mode != .Tessellated { if current_mode != .Tessellated {
push_globals(cmd_buffer, w, h, .Tessellated) push_globals(cmd_buffer, width, height, .Tessellated)
current_mode = .Tessellated current_mode = .Tessellated
} }
if current_vbuf != main_vbuf { if current_vert_buf != main_vert_buf {
sdl.BindGPUVertexBuffers( sdl.BindGPUVertexBuffers(render_pass, 0, &sdl.GPUBufferBinding{buffer = main_vert_buf, offset = 0}, 1)
render_pass, 0, current_vert_buf = main_vert_buf
&sdl.GPUBufferBinding{buffer = main_vbuf, offset = 0}, 1,
)
current_vbuf = main_vbuf
} }
if current_atlas != white { // Determine texture and sampler for this batch
batch_texture: ^sdl.GPUTexture = white_texture
batch_sampler: ^sdl.GPUSampler = sampler
if batch.texture_id != INVALID_TEXTURE {
if bound_texture := texture_gpu_handle(batch.texture_id); bound_texture != nil {
batch_texture = bound_texture
}
batch_sampler = get_sampler(batch.sampler)
}
if current_atlas != batch_texture || current_sampler != batch_sampler {
sdl.BindGPUFragmentSamplers( sdl.BindGPUFragmentSamplers(
render_pass, 0, render_pass,
&sdl.GPUTextureSamplerBinding{texture = white, sampler = sampler}, 1, 0,
&sdl.GPUTextureSamplerBinding{texture = batch_texture, sampler = batch_sampler},
1,
) )
current_atlas = white current_atlas = batch_texture
current_sampler = batch_sampler
} }
sdl.DrawGPUPrimitives(render_pass, batch.count, 1, batch.offset, 0) sdl.DrawGPUPrimitives(render_pass, batch.count, 1, batch.offset, 0)
case .Text: case .Text:
if current_mode != .Tessellated { if current_mode != .Tessellated {
push_globals(cmd_buffer, w, h, .Tessellated) push_globals(cmd_buffer, width, height, .Tessellated)
current_mode = .Tessellated current_mode = .Tessellated
} }
if current_vbuf != main_vbuf { if current_vert_buf != main_vert_buf {
sdl.BindGPUVertexBuffers( sdl.BindGPUVertexBuffers(render_pass, 0, &sdl.GPUBufferBinding{buffer = main_vert_buf, offset = 0}, 1)
render_pass, 0, current_vert_buf = main_vert_buf
&sdl.GPUBufferBinding{buffer = main_vbuf, offset = 0}, 1,
)
current_vbuf = main_vbuf
} }
chunk := &GLOB.tmp_text_batches[batch.offset] text_batch := &GLOB.tmp_text_batches[batch.offset]
if current_atlas != chunk.atlas_texture { if current_atlas != text_batch.atlas_texture {
sdl.BindGPUFragmentSamplers( sdl.BindGPUFragmentSamplers(
render_pass, 0, render_pass,
&sdl.GPUTextureSamplerBinding { 0,
texture = chunk.atlas_texture, &sdl.GPUTextureSamplerBinding{texture = text_batch.atlas_texture, sampler = sampler},
sampler = sampler,
},
1, 1,
) )
current_atlas = chunk.atlas_texture current_atlas = text_batch.atlas_texture
} }
sdl.DrawGPUIndexedPrimitives( sdl.DrawGPUIndexedPrimitives(
render_pass, render_pass,
chunk.index_count, text_batch.index_count,
1, 1,
chunk.index_start, text_batch.index_start,
i32(text_vertex_gpu_base + chunk.vertex_start), i32(text_vertex_gpu_base + text_batch.vertex_start),
0, 0,
) )
case .SDF: case .SDF:
if current_mode != .SDF { if current_mode != .SDF {
push_globals(cmd_buffer, w, h, .SDF) push_globals(cmd_buffer, width, height, .SDF)
current_mode = .SDF current_mode = .SDF
} }
if current_vbuf != unit_quad { if current_vert_buf != unit_quad {
sdl.BindGPUVertexBuffers( sdl.BindGPUVertexBuffers(render_pass, 0, &sdl.GPUBufferBinding{buffer = unit_quad, offset = 0}, 1)
render_pass, 0, current_vert_buf = unit_quad
&sdl.GPUBufferBinding{buffer = unit_quad, offset = 0}, 1,
)
current_vbuf = unit_quad
} }
if current_atlas != white { // Determine texture and sampler for this batch
batch_texture: ^sdl.GPUTexture = white_texture
batch_sampler: ^sdl.GPUSampler = sampler
if batch.texture_id != INVALID_TEXTURE {
if bound_texture := texture_gpu_handle(batch.texture_id); bound_texture != nil {
batch_texture = bound_texture
}
batch_sampler = get_sampler(batch.sampler)
}
if current_atlas != batch_texture || current_sampler != batch_sampler {
sdl.BindGPUFragmentSamplers( sdl.BindGPUFragmentSamplers(
render_pass, 0, render_pass,
&sdl.GPUTextureSamplerBinding{texture = white, sampler = sampler}, 1, 0,
&sdl.GPUTextureSamplerBinding{texture = batch_texture, sampler = batch_sampler},
1,
) )
current_atlas = white current_atlas = batch_texture
current_sampler = batch_sampler
} }
sdl.DrawGPUPrimitives(render_pass, 6, batch.count, 0, batch.offset) sdl.DrawGPUPrimitives(render_pass, 6, batch.count, 0, batch.offset)
} }
+96 -62
View File
@@ -24,32 +24,42 @@ struct main0_in
float4 f_params [[user(locn2)]]; float4 f_params [[user(locn2)]];
float4 f_params2 [[user(locn3)]]; float4 f_params2 [[user(locn3)]];
uint f_kind_flags [[user(locn4)]]; uint f_kind_flags [[user(locn4)]];
float f_rotation [[user(locn5), flat]];
float4 f_uv_rect [[user(locn6), flat]];
}; };
static inline __attribute__((always_inline))
float2 apply_rotation(thread const float2& p, thread const float& angle)
{
float cr = cos(-angle);
float sr = sin(-angle);
return float2x2(float2(cr, sr), float2(-sr, cr)) * p;
}
static inline __attribute__((always_inline)) static inline __attribute__((always_inline))
float sdRoundedBox(thread const float2& p, thread const float2& b, thread float4& r) float sdRoundedBox(thread const float2& p, thread const float2& b, thread float4& r)
{ {
float2 _56; float2 _61;
if (p.x > 0.0) if (p.x > 0.0)
{ {
_56 = r.xy; _61 = r.xy;
} }
else else
{ {
_56 = r.zw; _61 = r.zw;
} }
r.x = _56.x; r.x = _61.x;
r.y = _56.y; r.y = _61.y;
float _73; float _78;
if (p.y > 0.0) if (p.y > 0.0)
{ {
_73 = r.x; _78 = r.x;
} }
else else
{ {
_73 = r.y; _78 = r.y;
} }
r.x = _73; r.x = _78;
float2 q = (abs(p) - b) + float2(r.x); float2 q = (abs(p) - b) + float2(r.x);
return (fast::min(fast::max(q.x, q.y), 0.0) + length(fast::max(q, float2(0.0)))) - r.x; return (fast::min(fast::max(q.x, q.y), 0.0) + length(fast::max(q, float2(0.0)))) - r.x;
} }
@@ -60,6 +70,12 @@ float sdf_stroke(thread const float& d, thread const float& stroke_width)
return abs(d) - (stroke_width * 0.5); return abs(d) - (stroke_width * 0.5);
} }
static inline __attribute__((always_inline))
float sdf_alpha(thread const float& d, thread const float& soft)
{
return 1.0 - smoothstep(-soft, soft, d);
}
static inline __attribute__((always_inline)) static inline __attribute__((always_inline))
float sdCircle(thread const float2& p, thread const float& r) float sdCircle(thread const float2& p, thread const float& r)
{ {
@@ -118,12 +134,6 @@ float sdSegment(thread const float2& p, thread const float2& a, thread const flo
return length(pa - (ba * h)); return length(pa - (ba * h));
} }
static inline __attribute__((always_inline))
float sdf_alpha(thread const float& d, thread const float& soft)
{
return 1.0 - smoothstep(-soft, soft, d);
}
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[texture(0)]], sampler texSmplr [[sampler(0)]]) fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[texture(0)]], sampler texSmplr [[sampler(0)]])
{ {
main0_out out = {}; main0_out out = {};
@@ -142,17 +152,43 @@ fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[textur
float4 r = float4(in.f_params.zw, in.f_params2.xy); float4 r = float4(in.f_params.zw, in.f_params2.xy);
soft = fast::max(in.f_params2.z, 1.0); soft = fast::max(in.f_params2.z, 1.0);
float stroke_px = in.f_params2.w; float stroke_px = in.f_params2.w;
float2 param = in.f_local_or_uv; float2 p_local = in.f_local_or_uv;
float2 param_1 = b; if (in.f_rotation != 0.0)
float4 param_2 = r; {
float _453 = sdRoundedBox(param, param_1, param_2); float2 param = p_local;
d = _453; float param_1 = in.f_rotation;
p_local = apply_rotation(param, param_1);
}
float2 param_2 = p_local;
float2 param_3 = b;
float4 param_4 = r;
float _491 = sdRoundedBox(param_2, param_3, param_4);
d = _491;
if ((flags & 1u) != 0u) if ((flags & 1u) != 0u)
{ {
float param_3 = d; float param_5 = d;
float param_4 = stroke_px; float param_6 = stroke_px;
d = sdf_stroke(param_3, param_4); d = sdf_stroke(param_5, param_6);
} }
float4 shape_color = in.f_color;
if ((flags & 2u) != 0u)
{
float2 p_for_uv = in.f_local_or_uv;
if (in.f_rotation != 0.0)
{
float2 param_7 = p_for_uv;
float param_8 = in.f_rotation;
p_for_uv = apply_rotation(param_7, param_8);
}
float2 local_uv = ((p_for_uv / b) * 0.5) + float2(0.5);
float2 uv = mix(in.f_uv_rect.xy, in.f_uv_rect.zw, local_uv);
shape_color *= tex.sample(texSmplr, uv);
}
float param_9 = d;
float param_10 = soft;
float alpha = sdf_alpha(param_9, param_10);
out.out_color = float4(shape_color.xyz, shape_color.w * alpha);
return out;
} }
else else
{ {
@@ -161,14 +197,14 @@ fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[textur
float radius = in.f_params.x; float radius = in.f_params.x;
soft = fast::max(in.f_params.y, 1.0); soft = fast::max(in.f_params.y, 1.0);
float stroke_px_1 = in.f_params.z; float stroke_px_1 = in.f_params.z;
float2 param_5 = in.f_local_or_uv; float2 param_11 = in.f_local_or_uv;
float param_6 = radius; float param_12 = radius;
d = sdCircle(param_5, param_6); d = sdCircle(param_11, param_12);
if ((flags & 1u) != 0u) if ((flags & 1u) != 0u)
{ {
float param_7 = d; float param_13 = d;
float param_8 = stroke_px_1; float param_14 = stroke_px_1;
d = sdf_stroke(param_7, param_8); d = sdf_stroke(param_13, param_14);
} }
} }
else else
@@ -178,15 +214,22 @@ fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[textur
float2 ab = in.f_params.xy; float2 ab = in.f_params.xy;
soft = fast::max(in.f_params.z, 1.0); soft = fast::max(in.f_params.z, 1.0);
float stroke_px_2 = in.f_params.w; float stroke_px_2 = in.f_params.w;
float2 param_9 = in.f_local_or_uv; float2 p_local_1 = in.f_local_or_uv;
float2 param_10 = ab; if (in.f_rotation != 0.0)
float _511 = sdEllipse(param_9, param_10); {
d = _511; float2 param_15 = p_local_1;
float param_16 = in.f_rotation;
p_local_1 = apply_rotation(param_15, param_16);
}
float2 param_17 = p_local_1;
float2 param_18 = ab;
float _616 = sdEllipse(param_17, param_18);
d = _616;
if ((flags & 1u) != 0u) if ((flags & 1u) != 0u)
{ {
float param_11 = d; float param_19 = d;
float param_12 = stroke_px_2; float param_20 = stroke_px_2;
d = sdf_stroke(param_11, param_12); d = sdf_stroke(param_19, param_20);
} }
} }
else else
@@ -197,10 +240,10 @@ fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[textur
float2 b_1 = in.f_params.zw; float2 b_1 = in.f_params.zw;
float width = in.f_params2.x; float width = in.f_params2.x;
soft = fast::max(in.f_params2.y, 1.0); soft = fast::max(in.f_params2.y, 1.0);
float2 param_13 = in.f_local_or_uv; float2 param_21 = in.f_local_or_uv;
float2 param_14 = a; float2 param_22 = a;
float2 param_15 = b_1; float2 param_23 = b_1;
d = sdSegment(param_13, param_14, param_15) - (width * 0.5); d = sdSegment(param_21, param_22, param_23) - (width * 0.5);
} }
else else
{ {
@@ -218,26 +261,18 @@ fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[textur
{ {
angle += 6.283185482025146484375; angle += 6.283185482025146484375;
} }
float ang_start = start_rad; float ang_start = mod(start_rad, 6.283185482025146484375);
float ang_end = end_rad; float ang_end = mod(end_rad, 6.283185482025146484375);
if (ang_start < 0.0) float _710;
{
ang_start += 6.283185482025146484375;
}
if (ang_end < 0.0)
{
ang_end += 6.283185482025146484375;
}
float _615;
if (ang_end > ang_start) if (ang_end > ang_start)
{ {
_615 = float((angle >= ang_start) && (angle <= ang_end)); _710 = float((angle >= ang_start) && (angle <= ang_end));
} }
else else
{ {
_615 = float((angle >= ang_start) || (angle <= ang_end)); _710 = float((angle >= ang_start) || (angle <= ang_end));
} }
float in_arc = _615; float in_arc = _710;
if (abs(ang_end - ang_start) >= 6.282185077667236328125) if (abs(ang_end - ang_start) >= 6.282185077667236328125)
{ {
in_arc = 1.0; in_arc = 1.0;
@@ -262,9 +297,9 @@ fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[textur
d = (length(p) * cos(bn)) - radius_1; d = (length(p) * cos(bn)) - radius_1;
if ((flags & 1u) != 0u) if ((flags & 1u) != 0u)
{ {
float param_16 = d; float param_24 = d;
float param_17 = stroke_px_3; float param_25 = stroke_px_3;
d = sdf_stroke(param_16, param_17); d = sdf_stroke(param_24, param_25);
} }
} }
} }
@@ -272,10 +307,9 @@ fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[textur
} }
} }
} }
float param_18 = d; float param_26 = d;
float param_19 = soft; float param_27 = soft;
float alpha = sdf_alpha(param_18, param_19); float alpha_1 = sdf_alpha(param_26, param_27);
out.out_color = float4(in.f_color.xyz, in.f_color.w * alpha); out.out_color = float4(in.f_color.xyz, in.f_color.w * alpha_1);
return out; return out;
} }
Binary file not shown.
+21 -10
View File
@@ -15,9 +15,11 @@ struct Primitive
float4 bounds; float4 bounds;
uint color; uint color;
uint kind_flags; uint kind_flags;
float2 _pad; float rotation;
float _pad;
float4 params; float4 params;
float4 params2; float4 params2;
float4 uv_rect;
}; };
struct Primitive_1 struct Primitive_1
@@ -25,9 +27,11 @@ struct Primitive_1
float4 bounds; float4 bounds;
uint color; uint color;
uint kind_flags; uint kind_flags;
float2 _pad; float rotation;
float _pad;
float4 params; float4 params;
float4 params2; float4 params2;
float4 uv_rect;
}; };
struct Primitives struct Primitives
@@ -42,6 +46,8 @@ struct main0_out
float4 f_params [[user(locn2)]]; float4 f_params [[user(locn2)]];
float4 f_params2 [[user(locn3)]]; float4 f_params2 [[user(locn3)]];
uint f_kind_flags [[user(locn4)]]; uint f_kind_flags [[user(locn4)]];
float f_rotation [[user(locn5)]];
float4 f_uv_rect [[user(locn6)]];
float4 gl_Position [[position]]; float4 gl_Position [[position]];
}; };
@@ -52,7 +58,7 @@ struct main0_in
float4 v_color [[attribute(2)]]; float4 v_color [[attribute(2)]];
}; };
vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer(0)]], const device Primitives& _70 [[buffer(1)]], uint gl_InstanceIndex [[instance_id]]) vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer(0)]], const device Primitives& _74 [[buffer(1)]], uint gl_InstanceIndex [[instance_id]])
{ {
main0_out out = {}; main0_out out = {};
if (_12.mode == 0u) if (_12.mode == 0u)
@@ -62,17 +68,21 @@ vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer
out.f_params = float4(0.0); out.f_params = float4(0.0);
out.f_params2 = float4(0.0); out.f_params2 = float4(0.0);
out.f_kind_flags = 0u; out.f_kind_flags = 0u;
out.f_rotation = 0.0;
out.f_uv_rect = float4(0.0, 0.0, 1.0, 1.0);
out.gl_Position = _12.projection * float4(in.v_position * _12.dpi_scale, 0.0, 1.0); out.gl_Position = _12.projection * float4(in.v_position * _12.dpi_scale, 0.0, 1.0);
} }
else else
{ {
Primitive p; Primitive p;
p.bounds = _70.primitives[int(gl_InstanceIndex)].bounds; p.bounds = _74.primitives[int(gl_InstanceIndex)].bounds;
p.color = _70.primitives[int(gl_InstanceIndex)].color; p.color = _74.primitives[int(gl_InstanceIndex)].color;
p.kind_flags = _70.primitives[int(gl_InstanceIndex)].kind_flags; p.kind_flags = _74.primitives[int(gl_InstanceIndex)].kind_flags;
p._pad = _70.primitives[int(gl_InstanceIndex)]._pad; p.rotation = _74.primitives[int(gl_InstanceIndex)].rotation;
p.params = _70.primitives[int(gl_InstanceIndex)].params; p._pad = _74.primitives[int(gl_InstanceIndex)]._pad;
p.params2 = _70.primitives[int(gl_InstanceIndex)].params2; p.params = _74.primitives[int(gl_InstanceIndex)].params;
p.params2 = _74.primitives[int(gl_InstanceIndex)].params2;
p.uv_rect = _74.primitives[int(gl_InstanceIndex)].uv_rect;
float2 corner = in.v_position; float2 corner = in.v_position;
float2 world_pos = mix(p.bounds.xy, p.bounds.zw, corner); float2 world_pos = mix(p.bounds.xy, p.bounds.zw, corner);
float2 center = (p.bounds.xy + p.bounds.zw) * 0.5; float2 center = (p.bounds.xy + p.bounds.zw) * 0.5;
@@ -81,8 +91,9 @@ vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer
out.f_params = p.params; out.f_params = p.params;
out.f_params2 = p.params2; out.f_params2 = p.params2;
out.f_kind_flags = p.kind_flags; out.f_kind_flags = p.kind_flags;
out.f_rotation = p.rotation;
out.f_uv_rect = p.uv_rect;
out.gl_Position = _12.projection * float4(world_pos * _12.dpi_scale, 0.0, 1.0); out.gl_Position = _12.projection * float4(world_pos * _12.dpi_scale, 0.0, 1.0);
} }
return out; return out;
} }
Binary file not shown.
+46 -10
View File
@@ -6,6 +6,8 @@ layout(location = 1) in vec2 f_local_or_uv;
layout(location = 2) in vec4 f_params; layout(location = 2) in vec4 f_params;
layout(location = 3) in vec4 f_params2; layout(location = 3) in vec4 f_params2;
layout(location = 4) flat in uint f_kind_flags; layout(location = 4) flat in uint f_kind_flags;
layout(location = 5) flat in float f_rotation;
layout(location = 6) flat in vec4 f_uv_rect;
// --- Output --- // --- Output ---
layout(location = 0) out vec4 out_color; layout(location = 0) out vec4 out_color;
@@ -82,6 +84,15 @@ float sdf_stroke(float d, float stroke_width) {
return abs(d) - stroke_width * 0.5; return abs(d) - stroke_width * 0.5;
} }
// Rotate a 2D point by the negative of the given angle (inverse rotation).
// Used to rotate the sampling frame opposite to the shape's rotation so that
// the SDF evaluates correctly for the rotated shape.
vec2 apply_rotation(vec2 p, float angle) {
float cr = cos(-angle);
float sr = sin(-angle);
return mat2(cr, sr, -sr, cr) * p;
}
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// main // main
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
@@ -113,11 +124,33 @@ void main() {
soft = max(f_params2.z, 1.0); soft = max(f_params2.z, 1.0);
float stroke_px = f_params2.w; float stroke_px = f_params2.w;
d = sdRoundedBox(f_local_or_uv, b, r); vec2 p_local = f_local_or_uv;
if (f_rotation != 0.0) {
p_local = apply_rotation(p_local, f_rotation);
}
d = sdRoundedBox(p_local, b, r);
if ((flags & 1u) != 0u) d = sdf_stroke(d, stroke_px); if ((flags & 1u) != 0u) d = sdf_stroke(d, stroke_px);
// Texture sampling for textured SDF primitives
vec4 shape_color = f_color;
if ((flags & 2u) != 0u) {
// Compute UV from local position and half_size
vec2 p_for_uv = f_local_or_uv;
if (f_rotation != 0.0) {
p_for_uv = apply_rotation(p_for_uv, f_rotation);
}
vec2 local_uv = p_for_uv / b * 0.5 + 0.5;
vec2 uv = mix(f_uv_rect.xy, f_uv_rect.zw, local_uv);
shape_color *= texture(tex, uv);
}
float alpha = sdf_alpha(d, soft);
out_color = vec4(shape_color.rgb, shape_color.a * alpha);
return;
} }
else if (kind == 2u) { else if (kind == 2u) {
// Circle // Circle — rotationally symmetric, no rotation needed
float radius = f_params.x; float radius = f_params.x;
soft = max(f_params.y, 1.0); soft = max(f_params.y, 1.0);
float stroke_px = f_params.z; float stroke_px = f_params.z;
@@ -131,11 +164,16 @@ void main() {
soft = max(f_params.z, 1.0); soft = max(f_params.z, 1.0);
float stroke_px = f_params.w; float stroke_px = f_params.w;
d = sdEllipse(f_local_or_uv, ab); vec2 p_local = f_local_or_uv;
if (f_rotation != 0.0) {
p_local = apply_rotation(p_local, f_rotation);
}
d = sdEllipse(p_local, ab);
if ((flags & 1u) != 0u) d = sdf_stroke(d, stroke_px); if ((flags & 1u) != 0u) d = sdf_stroke(d, stroke_px);
} }
else if (kind == 4u) { else if (kind == 4u) {
// Segment (capsule line) // Segment (capsule line) — no rotation (excluded)
vec2 a = f_params.xy; // already in local physical pixels vec2 a = f_params.xy; // already in local physical pixels
vec2 b = f_params.zw; vec2 b = f_params.zw;
float width = f_params2.x; float width = f_params2.x;
@@ -144,7 +182,7 @@ void main() {
d = sdSegment(f_local_or_uv, a, b) - width * 0.5; d = sdSegment(f_local_or_uv, a, b) - width * 0.5;
} }
else if (kind == 5u) { else if (kind == 5u) {
// Ring / Arc // Ring / Arc — rotation handled by CPU angle offset, no shader rotation
float inner = f_params.x; float inner = f_params.x;
float outer = f_params.y; float outer = f_params.y;
float start_rad = f_params.z; float start_rad = f_params.z;
@@ -157,10 +195,8 @@ void main() {
// Angular clip // Angular clip
float angle = atan(f_local_or_uv.y, f_local_or_uv.x); float angle = atan(f_local_or_uv.y, f_local_or_uv.x);
if (angle < 0.0) angle += 2.0 * PI; if (angle < 0.0) angle += 2.0 * PI;
float ang_start = start_rad; float ang_start = mod(start_rad, 2.0 * PI);
float ang_end = end_rad; float ang_end = mod(end_rad, 2.0 * PI);
if (ang_start < 0.0) ang_start += 2.0 * PI;
if (ang_end < 0.0) ang_end += 2.0 * PI;
float in_arc = (ang_end > ang_start) float in_arc = (ang_end > ang_start)
? ((angle >= ang_start && angle <= ang_end) ? 1.0 : 0.0) : ((angle >= ang_start || angle <= ang_end) ? 1.0 : 0.0); ? ((angle >= ang_start && angle <= ang_end) ? 1.0 : 0.0) : ((angle >= ang_start || angle <= ang_end) ? 1.0 : 0.0);
@@ -169,7 +205,7 @@ void main() {
d = in_arc > 0.5 ? d_ring : 1e30; d = in_arc > 0.5 ? d_ring : 1e30;
} }
else if (kind == 6u) { else if (kind == 6u) {
// Regular N-gon // Regular N-gon — has its own rotation in params, no Primitive.rotation used
float radius = f_params.x; float radius = f_params.x;
float rotation = f_params.y; float rotation = f_params.y;
float sides = f_params.z; float sides = f_params.z;
+9 -1
View File
@@ -11,6 +11,8 @@ layout(location = 1) out vec2 f_local_or_uv;
layout(location = 2) out vec4 f_params; layout(location = 2) out vec4 f_params;
layout(location = 3) out vec4 f_params2; layout(location = 3) out vec4 f_params2;
layout(location = 4) flat out uint f_kind_flags; layout(location = 4) flat out uint f_kind_flags;
layout(location = 5) flat out float f_rotation;
layout(location = 6) flat out vec4 f_uv_rect;
// ---------- Uniforms (single block — avoids spirv-cross reordering on Metal) ---------- // ---------- Uniforms (single block — avoids spirv-cross reordering on Metal) ----------
layout(set = 1, binding = 0) uniform Uniforms { layout(set = 1, binding = 0) uniform Uniforms {
@@ -24,9 +26,11 @@ struct Primitive {
vec4 bounds; // 0-15: min_x, min_y, max_x, max_y vec4 bounds; // 0-15: min_x, min_y, max_x, max_y
uint color; // 16-19: packed u8x4 (unpack with unpackUnorm4x8) uint color; // 16-19: packed u8x4 (unpack with unpackUnorm4x8)
uint kind_flags; // 20-23: kind | (flags << 8) uint kind_flags; // 20-23: kind | (flags << 8)
vec2 _pad; // 24-31: padding float rotation; // 24-27: shader self-rotation in radians
float _pad; // 28-31: alignment padding
vec4 params; // 32-47: shape params part 1 vec4 params; // 32-47: shape params part 1
vec4 params2; // 48-63: shape params part 2 vec4 params2; // 48-63: shape params part 2
vec4 uv_rect; // 64-79: u_min, v_min, u_max, v_max
}; };
layout(std430, set = 0, binding = 0) readonly buffer Primitives { layout(std430, set = 0, binding = 0) readonly buffer Primitives {
@@ -42,6 +46,8 @@ void main() {
f_params = vec4(0.0); f_params = vec4(0.0);
f_params2 = vec4(0.0); f_params2 = vec4(0.0);
f_kind_flags = 0u; f_kind_flags = 0u;
f_rotation = 0.0;
f_uv_rect = vec4(0.0, 0.0, 1.0, 1.0);
gl_Position = projection * vec4(v_position * dpi_scale, 0.0, 1.0); gl_Position = projection * vec4(v_position * dpi_scale, 0.0, 1.0);
} else { } else {
@@ -57,6 +63,8 @@ void main() {
f_params = p.params; f_params = p.params;
f_params2 = p.params2; f_params2 = p.params2;
f_kind_flags = p.kind_flags; f_kind_flags = p.kind_flags;
f_rotation = p.rotation;
f_uv_rect = p.uv_rect;
gl_Position = projection * vec4(world_pos * dpi_scale, 0.0, 1.0); gl_Position = projection * vec4(world_pos * dpi_scale, 0.0, 1.0);
} }
+782 -284
View File
File diff suppressed because it is too large Load Diff
+193 -19
View File
@@ -1,6 +1,8 @@
package draw package draw
import "core:c"
import "core:log" import "core:log"
import "core:strings"
import sdl "vendor:sdl3" import sdl "vendor:sdl3"
import sdl_ttf "vendor:sdl3/ttf" import sdl_ttf "vendor:sdl3/ttf"
@@ -11,11 +13,21 @@ Font_Key :: struct {
size: u16, size: u16,
} }
Cache_Source :: enum u8 {
Custom,
Clay,
}
Cache_Key :: struct {
id: u32,
source: Cache_Source,
}
Text_Cache :: struct { Text_Cache :: struct {
engine: ^sdl_ttf.TextEngine, engine: ^sdl_ttf.TextEngine,
font_bytes: [dynamic][]u8, font_bytes: [dynamic][]u8,
sdl_fonts: map[Font_Key]^sdl_ttf.Font, sdl_fonts: map[Font_Key]^sdl_ttf.Font,
cache: map[u32]^sdl_ttf.Text, cache: map[Cache_Key]^sdl_ttf.Text,
} }
// Internal for fetching SDL TTF font pointer for rendering // Internal for fetching SDL TTF font pointer for rendering
@@ -66,37 +78,196 @@ register_font :: proc(bytes: []u8) -> (id: Font_Id, ok: bool) #optional_ok {
} }
Text :: struct { Text :: struct {
ref: ^sdl_ttf.Text, sdl_text: ^sdl_ttf.Text,
position: [2]f32, position: [2]f32,
color: Color, color: Color,
} }
text :: proc( // ---------------------------------------------------------------------------------------------------------------------
id: u32, // ----- Text cache lookup -------------
txt: cstring, // ---------------------------------------------------------------------------------------------------------------------
pos: [2]f32,
font_id: Font_Id, // Shared cache lookup/create/update logic used by both the `text` proc and the Clay render path.
font_size: u16 = 44, // Returns the cached (or newly created) TTF_Text pointer.
color: Color = {0, 0, 0, 255}, @(private)
) -> Text { cache_get_or_update :: proc(key: Cache_Key, c_str: cstring, font: ^sdl_ttf.Font) -> ^sdl_ttf.Text {
sdl_text := GLOB.text_cache.cache[id] existing, found := GLOB.text_cache.cache[key]
if sdl_text == nil { if !found {
sdl_text = sdl_ttf.CreateText(GLOB.text_cache.engine, get_font(font_id, font_size), txt, 0) sdl_text := sdl_ttf.CreateText(GLOB.text_cache.engine, font, c_str, 0)
if sdl_text == nil { if sdl_text == nil {
log.panicf("Failed to create SDL text: %s", sdl.GetError()) log.panicf("Failed to create SDL text: %s", sdl.GetError())
} }
GLOB.text_cache.cache[id] = sdl_text GLOB.text_cache.cache[key] = sdl_text
return sdl_text
} else { } else {
//TODO if IDs are always unique and never change the underlying text if !sdl_ttf.SetTextString(existing, c_str, 0) {
// can get rid of this
if !sdl_ttf.SetTextString(sdl_text, txt, 0) {
log.panicf("Failed to update SDL text string: %s", sdl.GetError()) log.panicf("Failed to update SDL text string: %s", sdl.GetError())
} }
return existing
}
}
// ---------------------------------------------------------------------------------------------------------------------
// ----- Text drawing ------------------
// ---------------------------------------------------------------------------------------------------------------------
// Draw text at a position with optional rotation and origin.
//
// When `id` is nil (the default), the text is created and destroyed each frame simple and
// leak-free, appropriate for HUDs and moderate UI (up to ~50 text elements per frame).
//
// When `id` is set, the TTF_Text object is cached across frames keyed by the provided u32.
// This avoids per-frame HarfBuzz shaping and allocation, which matters for text-heavy apps
// (editors, terminals, chat). The user is responsible for choosing unique IDs per logical text
// element and calling `clear_text_cache` or `clear_text_cache_entry` when cached entries are
// no longer needed. Custom text IDs occupy a separate namespace from Clay text IDs, so
// collisions between the two are impossible.
//
// `origin` is in pixels from the text block's top-left corner (raylib convention).
// The point whose local coords equal `origin` lands at `pos` in world space.
// `rotation` is in degrees, counter-clockwise.
text :: proc(
layer: ^Layer,
text_string: string,
position: [2]f32,
font_id: Font_Id,
font_size: u16 = 44,
color: Color = BLACK,
origin: [2]f32 = {0, 0},
rotation: f32 = 0,
id: Maybe(u32) = nil,
temp_allocator := context.temp_allocator,
) {
c_str := strings.clone_to_cstring(text_string, temp_allocator)
defer delete(c_str, temp_allocator)
sdl_text: ^sdl_ttf.Text
cached := false
if cache_id, ok := id.?; ok {
cached = true
sdl_text = cache_get_or_update(Cache_Key{cache_id, .Custom}, c_str, get_font(font_id, font_size))
} else {
sdl_text = sdl_ttf.CreateText(GLOB.text_cache.engine, get_font(font_id, font_size), c_str, 0)
if sdl_text == nil {
log.panicf("Failed to create SDL text: %s", sdl.GetError())
}
} }
return Text{sdl_text, pos, color} if needs_transform(origin, rotation) {
dpi_scale := GLOB.dpi_scaling
transform := build_pivot_rotation(position * dpi_scale, origin * dpi_scale, rotation)
prepare_text_transformed(layer, Text{sdl_text, {0, 0}, color}, transform)
} else {
prepare_text(layer, Text{sdl_text, position, color})
}
if !cached {
// Don't destroy now the draw data (atlas texture, vertices) is still referenced
// by the batch buffers until end() submits to the GPU. Deferred to clear_global().
append(&GLOB.tmp_uncached_text, sdl_text)
}
} }
// ---------------------------------------------------------------------------------------------------------------------
// ----- Public text measurement -------
// ---------------------------------------------------------------------------------------------------------------------
// Measure a string in logical pixels (pre-DPI-scaling) using the same font backend as the renderer.
measure_text :: proc(
text_string: string,
font_id: Font_Id,
font_size: u16 = 44,
allocator := context.temp_allocator,
) -> [2]f32 {
c_str := strings.clone_to_cstring(text_string, allocator)
defer delete(c_str, allocator)
width, height: c.int
if !sdl_ttf.GetStringSize(get_font(font_id, font_size), c_str, 0, &width, &height) {
log.panicf("Failed to measure text: %s", sdl.GetError())
}
return {f32(width) / GLOB.dpi_scaling, f32(height) / GLOB.dpi_scaling}
}
// ---------------------------------------------------------------------------------------------------------------------
// ----- Text anchor helpers -----------
// ---------------------------------------------------------------------------------------------------------------------
center_of_text :: proc(text_string: string, font_id: Font_Id, font_size: u16 = 44) -> [2]f32 {
size := measure_text(text_string, font_id, font_size)
return size * 0.5
}
top_left_of_text :: proc(text_string: string, font_id: Font_Id, font_size: u16 = 44) -> [2]f32 {
return {0, 0}
}
top_of_text :: proc(text_string: string, font_id: Font_Id, font_size: u16 = 44) -> [2]f32 {
size := measure_text(text_string, font_id, font_size)
return {size.x * 0.5, 0}
}
top_right_of_text :: proc(text_string: string, font_id: Font_Id, font_size: u16 = 44) -> [2]f32 {
size := measure_text(text_string, font_id, font_size)
return {size.x, 0}
}
left_of_text :: proc(text_string: string, font_id: Font_Id, font_size: u16 = 44) -> [2]f32 {
size := measure_text(text_string, font_id, font_size)
return {0, size.y * 0.5}
}
right_of_text :: proc(text_string: string, font_id: Font_Id, font_size: u16 = 44) -> [2]f32 {
size := measure_text(text_string, font_id, font_size)
return {size.x, size.y * 0.5}
}
bottom_left_of_text :: proc(text_string: string, font_id: Font_Id, font_size: u16 = 44) -> [2]f32 {
size := measure_text(text_string, font_id, font_size)
return {0, size.y}
}
bottom_of_text :: proc(text_string: string, font_id: Font_Id, font_size: u16 = 44) -> [2]f32 {
size := measure_text(text_string, font_id, font_size)
return {size.x * 0.5, size.y}
}
bottom_right_of_text :: proc(text_string: string, font_id: Font_Id, font_size: u16 = 44) -> [2]f32 {
size := measure_text(text_string, font_id, font_size)
return size
}
// ---------------------------------------------------------------------------------------------------------------------
// ----- Cache management --------------
// ---------------------------------------------------------------------------------------------------------------------
// Destroy all cached text objects (both custom and Clay entries). Call on scene transitions,
// view changes, or periodically in apps that produce many distinct cached text entries over time.
// After calling this, subsequent text draws with an `id` will re-create their cache entries.
clear_text_cache :: proc() {
for _, sdl_text in GLOB.text_cache.cache {
append(&GLOB.pending_text_releases, sdl_text)
}
clear(&GLOB.text_cache.cache)
}
// Destroy a specific cached custom text entry by its u32 id (the same value passed to the
// `text` proc's `id` parameter). This only affects custom text entries Clay text entries
// are managed internally and are not addressable by the user.
// No-op if the id is not in the cache.
clear_text_cache_entry :: proc(id: u32) {
key := Cache_Key{id, .Custom}
sdl_text, ok := GLOB.text_cache.cache[key]
if ok {
append(&GLOB.pending_text_releases, sdl_text)
delete_key(&GLOB.text_cache.cache, key)
}
}
// ---------------------------------------------------------------------------------------------------------------------
// ----- Internal cache lifecycle ------
// ---------------------------------------------------------------------------------------------------------------------
@(private, require_results) @(private, require_results)
init_text_cache :: proc( init_text_cache :: proc(
device: ^sdl.GPUDevice, device: ^sdl.GPUDevice,
@@ -121,7 +292,7 @@ init_text_cache :: proc(
text_cache = Text_Cache { text_cache = Text_Cache {
engine = engine, engine = engine,
cache = make(map[u32]^sdl_ttf.Text, allocator = allocator), cache = make(map[Cache_Key]^sdl_ttf.Text, allocator = allocator),
} }
log.debug("Done initializing text cache") log.debug("Done initializing text cache")
@@ -132,6 +303,9 @@ destroy_text_cache :: proc() {
for _, font in GLOB.text_cache.sdl_fonts { for _, font in GLOB.text_cache.sdl_fonts {
sdl_ttf.CloseFont(font) sdl_ttf.CloseFont(font)
} }
for _, sdl_text in GLOB.text_cache.cache {
sdl_ttf.DestroyText(sdl_text)
}
delete(GLOB.text_cache.sdl_fonts) delete(GLOB.text_cache.sdl_fonts)
delete(GLOB.text_cache.font_bytes) delete(GLOB.text_cache.font_bytes)
delete(GLOB.text_cache.cache) delete(GLOB.text_cache.cache)
+414
View File
@@ -0,0 +1,414 @@
package draw
import "core:log"
import "core:mem"
import sdl "vendor:sdl3"
Texture_Id :: distinct u32
INVALID_TEXTURE :: Texture_Id(0) // Slot 0 is reserved/unused
Texture_Kind :: enum u8 {
Static, // Uploaded once, never changes (QR codes, decoded PNGs, icons)
Dynamic, // Updatable via update_texture_region
Stream, // Frequent full re-uploads (video, procedural)
}
Sampler_Preset :: enum u8 {
Nearest_Clamp,
Linear_Clamp,
Nearest_Repeat,
Linear_Repeat,
}
SAMPLER_PRESET_COUNT :: 4
Fit_Mode :: enum u8 {
Stretch, // Fill rect, may distort aspect ratio (default)
Fit, // Preserve aspect, letterbox (may leave margins)
Fill, // Preserve aspect, center-crop (may crop edges)
Tile, // Repeat at native texture size
Center, // 1:1 pixel size, centered, no scaling
}
Texture_Desc :: struct {
width: u32,
height: u32,
depth_or_layers: u32,
type: sdl.GPUTextureType,
format: sdl.GPUTextureFormat,
usage: sdl.GPUTextureUsageFlags,
mip_levels: u32,
kind: Texture_Kind,
}
// Internal slot not exported.
@(private)
Texture_Slot :: struct {
gpu_texture: ^sdl.GPUTexture,
desc: Texture_Desc,
generation: u32,
}
// State stored in GLOB
// This file references:
// GLOB.device : ^sdl.GPUDevice
// GLOB.texture_slots : [dynamic]Texture_Slot
// GLOB.texture_free_list : [dynamic]u32
// GLOB.pending_texture_releases : [dynamic]Texture_Id
// GLOB.samplers : [SAMPLER_PRESET_COUNT]^sdl.GPUSampler
Clay_Image_Data :: struct {
texture_id: Texture_Id,
fit: Fit_Mode,
tint: Color,
}
clay_image_data :: proc(id: Texture_Id, fit: Fit_Mode = .Stretch, tint: Color = WHITE) -> Clay_Image_Data {
return {texture_id = id, fit = fit, tint = tint}
}
// ---------------------------------------------------------------------------------------------------------------------
// ----- Registration -------------
// ---------------------------------------------------------------------------------------------------------------------
// Register a texture. Draw owns the GPU resource and releases it on unregister.
// `data` is tightly-packed row-major bytes matching desc.format.
// The caller may free `data` immediately after this proc returns.
@(require_results)
register_texture :: proc(desc: Texture_Desc, data: []u8) -> (id: Texture_Id, ok: bool) {
device := GLOB.device
if device == nil {
log.error("register_texture called before draw.init()")
return INVALID_TEXTURE, false
}
assert(desc.width > 0, "Texture_Desc.width must be > 0")
assert(desc.height > 0, "Texture_Desc.height must be > 0")
assert(desc.depth_or_layers > 0, "Texture_Desc.depth_or_layers must be > 0")
assert(desc.mip_levels > 0, "Texture_Desc.mip_levels must be > 0")
assert(desc.usage != {}, "Texture_Desc.usage must not be empty (e.g. {.SAMPLER})")
// Create the GPU texture
gpu_texture := sdl.CreateGPUTexture(
device,
sdl.GPUTextureCreateInfo {
type = desc.type,
format = desc.format,
usage = desc.usage,
width = desc.width,
height = desc.height,
layer_count_or_depth = desc.depth_or_layers,
num_levels = desc.mip_levels,
sample_count = ._1,
},
)
if gpu_texture == nil {
log.errorf("Failed to create GPU texture (%dx%d): %s", desc.width, desc.height, sdl.GetError())
return INVALID_TEXTURE, false
}
// Upload pixel data via a transfer buffer
if len(data) > 0 {
data_size := u32(len(data))
transfer := sdl.CreateGPUTransferBuffer(
device,
sdl.GPUTransferBufferCreateInfo{usage = .UPLOAD, size = data_size},
)
if transfer == nil {
log.errorf("Failed to create texture transfer buffer: %s", sdl.GetError())
sdl.ReleaseGPUTexture(device, gpu_texture)
return INVALID_TEXTURE, false
}
defer sdl.ReleaseGPUTransferBuffer(device, transfer)
mapped := sdl.MapGPUTransferBuffer(device, transfer, false)
if mapped == nil {
log.errorf("Failed to map texture transfer buffer: %s", sdl.GetError())
sdl.ReleaseGPUTexture(device, gpu_texture)
return INVALID_TEXTURE, false
}
mem.copy(mapped, raw_data(data), int(data_size))
sdl.UnmapGPUTransferBuffer(device, transfer)
cmd_buffer := sdl.AcquireGPUCommandBuffer(device)
if cmd_buffer == nil {
log.errorf("Failed to acquire command buffer for texture upload: %s", sdl.GetError())
sdl.ReleaseGPUTexture(device, gpu_texture)
return INVALID_TEXTURE, false
}
copy_pass := sdl.BeginGPUCopyPass(cmd_buffer)
sdl.UploadToGPUTexture(
copy_pass,
sdl.GPUTextureTransferInfo{transfer_buffer = transfer},
sdl.GPUTextureRegion{texture = gpu_texture, w = desc.width, h = desc.height, d = desc.depth_or_layers},
false,
)
sdl.EndGPUCopyPass(copy_pass)
if !sdl.SubmitGPUCommandBuffer(cmd_buffer) {
log.errorf("Failed to submit texture upload: %s", sdl.GetError())
sdl.ReleaseGPUTexture(device, gpu_texture)
return INVALID_TEXTURE, false
}
}
// Allocate a slot (reuse from free list or append)
slot_index: u32
if len(GLOB.texture_free_list) > 0 {
slot_index = pop(&GLOB.texture_free_list)
GLOB.texture_slots[slot_index] = Texture_Slot {
gpu_texture = gpu_texture,
desc = desc,
generation = GLOB.texture_slots[slot_index].generation + 1,
}
} else {
slot_index = u32(len(GLOB.texture_slots))
append(&GLOB.texture_slots, Texture_Slot{gpu_texture = gpu_texture, desc = desc, generation = 1})
}
return Texture_Id(slot_index), true
}
// Queue a texture for release at the end of the current frame.
// The GPU resource is not freed immediately see "Deferred release" in the README.
unregister_texture :: proc(id: Texture_Id) {
if id == INVALID_TEXTURE do return
append(&GLOB.pending_texture_releases, id)
}
// Re-upload a sub-region of a Dynamic texture.
update_texture_region :: proc(id: Texture_Id, region: Rectangle, data: []u8) {
if id == INVALID_TEXTURE do return
slot := &GLOB.texture_slots[u32(id)]
if slot.gpu_texture == nil do return
device := GLOB.device
data_size := u32(len(data))
if data_size == 0 do return
transfer := sdl.CreateGPUTransferBuffer(
device,
sdl.GPUTransferBufferCreateInfo{usage = .UPLOAD, size = data_size},
)
if transfer == nil {
log.errorf("Failed to create transfer buffer for texture region update: %s", sdl.GetError())
return
}
defer sdl.ReleaseGPUTransferBuffer(device, transfer)
mapped := sdl.MapGPUTransferBuffer(device, transfer, false)
if mapped == nil {
log.errorf("Failed to map transfer buffer for texture region update: %s", sdl.GetError())
return
}
mem.copy(mapped, raw_data(data), int(data_size))
sdl.UnmapGPUTransferBuffer(device, transfer)
cmd_buffer := sdl.AcquireGPUCommandBuffer(device)
if cmd_buffer == nil {
log.errorf("Failed to acquire command buffer for texture region update: %s", sdl.GetError())
return
}
copy_pass := sdl.BeginGPUCopyPass(cmd_buffer)
sdl.UploadToGPUTexture(
copy_pass,
sdl.GPUTextureTransferInfo{transfer_buffer = transfer},
sdl.GPUTextureRegion {
texture = slot.gpu_texture,
x = u32(region.x),
y = u32(region.y),
w = u32(region.width),
h = u32(region.height),
d = 1,
},
false,
)
sdl.EndGPUCopyPass(copy_pass)
if !sdl.SubmitGPUCommandBuffer(cmd_buffer) {
log.errorf("Failed to submit texture region update: %s", sdl.GetError())
}
}
// ---------------------------------------------------------------------------------------------------------------------
// ----- Helpers -------------
// ---------------------------------------------------------------------------------------------------------------------
// Compute UV rect, recommended sampler, and inner rect for a given fit mode.
// `rect` is the target drawing area; `texture_id` identifies the texture whose
// pixel dimensions are looked up via texture_size().
// For Fit mode, `inner_rect` is smaller than `rect` (centered). For all other modes, `inner_rect == rect`.
fit_params :: proc(
fit: Fit_Mode,
rect: Rectangle,
texture_id: Texture_Id,
) -> (
uv_rect: Rectangle,
sampler: Sampler_Preset,
inner_rect: Rectangle,
) {
size := texture_size(texture_id)
texture_width := f32(size.x)
texture_height := f32(size.y)
rect_width := rect.width
rect_height := rect.height
inner_rect = rect
if texture_width == 0 || texture_height == 0 || rect_width == 0 || rect_height == 0 {
return {0, 0, 1, 1}, .Linear_Clamp, inner_rect
}
texture_aspect := texture_width / texture_height
rect_aspect := rect_width / rect_height
switch fit {
case .Stretch: return {0, 0, 1, 1}, .Linear_Clamp, inner_rect
case .Fill: if texture_aspect > rect_aspect {
// Texture wider than rect crop sides
scale := rect_aspect / texture_aspect
margin := (1 - scale) * 0.5
return {margin, 0, 1 - margin, 1}, .Linear_Clamp, inner_rect
} else {
// Texture taller than rect crop top/bottom
scale := texture_aspect / rect_aspect
margin := (1 - scale) * 0.5
return {0, margin, 1, 1 - margin}, .Linear_Clamp, inner_rect
}
case .Fit:
// Preserve aspect, fit inside rect. Returns a shrunken inner_rect.
if texture_aspect > rect_aspect {
// Image wider letterbox top/bottom
fit_height := rect_width / texture_aspect
padding := (rect_height - fit_height) * 0.5
inner_rect = Rectangle{rect.x, rect.y + padding, rect_width, fit_height}
} else {
// Image taller letterbox left/right
fit_width := rect_height * texture_aspect
padding := (rect_width - fit_width) * 0.5
inner_rect = Rectangle{rect.x + padding, rect.y, fit_width, rect_height}
}
return {0, 0, 1, 1}, .Linear_Clamp, inner_rect
case .Tile:
uv_width := rect_width / texture_width
uv_height := rect_height / texture_height
return {0, 0, uv_width, uv_height}, .Linear_Repeat, inner_rect
case .Center:
u_half := rect_width / (2 * texture_width)
v_half := rect_height / (2 * texture_height)
return {0.5 - u_half, 0.5 - v_half, 0.5 + u_half, 0.5 + v_half}, .Nearest_Clamp, inner_rect
}
return {0, 0, 1, 1}, .Linear_Clamp, inner_rect
}
texture_size :: proc(id: Texture_Id) -> [2]u32 {
if id == INVALID_TEXTURE do return {0, 0}
slot := &GLOB.texture_slots[u32(id)]
return {slot.desc.width, slot.desc.height}
}
texture_format :: proc(id: Texture_Id) -> sdl.GPUTextureFormat {
if id == INVALID_TEXTURE do return .INVALID
return GLOB.texture_slots[u32(id)].desc.format
}
texture_kind :: proc(id: Texture_Id) -> Texture_Kind {
if id == INVALID_TEXTURE do return .Static
return GLOB.texture_slots[u32(id)].desc.kind
}
// Internal: get the raw GPU texture pointer for binding during draw.
@(private)
texture_gpu_handle :: proc(id: Texture_Id) -> ^sdl.GPUTexture {
if id == INVALID_TEXTURE do return nil
idx := u32(id)
if idx >= u32(len(GLOB.texture_slots)) do return nil
return GLOB.texture_slots[idx].gpu_texture
}
// Deferred release (called from draw.end / clear_global)
@(private)
process_pending_texture_releases :: proc() {
device := GLOB.device
for id in GLOB.pending_texture_releases {
idx := u32(id)
if idx >= u32(len(GLOB.texture_slots)) do continue
slot := &GLOB.texture_slots[idx]
if slot.gpu_texture != nil {
sdl.ReleaseGPUTexture(device, slot.gpu_texture)
slot.gpu_texture = nil
}
slot.generation += 1
append(&GLOB.texture_free_list, idx)
}
clear(&GLOB.pending_texture_releases)
}
@(private)
get_sampler :: proc(preset: Sampler_Preset) -> ^sdl.GPUSampler {
idx := int(preset)
if GLOB.samplers[idx] != nil do return GLOB.samplers[idx]
// Lazily create
min_filter, mag_filter: sdl.GPUFilter
address_mode: sdl.GPUSamplerAddressMode
switch preset {
case .Nearest_Clamp:
min_filter = .NEAREST; mag_filter = .NEAREST; address_mode = .CLAMP_TO_EDGE
case .Linear_Clamp:
min_filter = .LINEAR; mag_filter = .LINEAR; address_mode = .CLAMP_TO_EDGE
case .Nearest_Repeat:
min_filter = .NEAREST; mag_filter = .NEAREST; address_mode = .REPEAT
case .Linear_Repeat:
min_filter = .LINEAR; mag_filter = .LINEAR; address_mode = .REPEAT
}
sampler := sdl.CreateGPUSampler(
GLOB.device,
sdl.GPUSamplerCreateInfo {
min_filter = min_filter,
mag_filter = mag_filter,
mipmap_mode = .LINEAR,
address_mode_u = address_mode,
address_mode_v = address_mode,
address_mode_w = address_mode,
},
)
if sampler == nil {
log.errorf("Failed to create sampler preset %v: %s", preset, sdl.GetError())
return GLOB.pipeline_2d_base.sampler // fallback to existing default sampler
}
GLOB.samplers[idx] = sampler
return sampler
}
// Internal: destroy all sampler pool entries. Called from draw.destroy().
@(private)
destroy_sampler_pool :: proc() {
device := GLOB.device
for &s in GLOB.samplers {
if s != nil {
sdl.ReleaseGPUSampler(device, s)
s = nil
}
}
}
// Internal: destroy all registered textures. Called from draw.destroy().
@(private)
destroy_all_textures :: proc() {
device := GLOB.device
for &slot in GLOB.texture_slots {
if slot.gpu_texture != nil {
sdl.ReleaseGPUTexture(device, slot.gpu_texture)
slot.gpu_texture = nil
}
}
delete(GLOB.texture_slots)
delete(GLOB.texture_free_list)
delete(GLOB.pending_texture_releases)
}
+285
View File
@@ -0,0 +1,285 @@
package examples
import "core:fmt"
import "core:mem"
import "core:os"
import qr ".."
main :: proc() {
//----- Tracking allocator ----------------------------------
{
tracking_temp_allocator := false
// Temp
track_temp: mem.Tracking_Allocator
if tracking_temp_allocator {
mem.tracking_allocator_init(&track_temp, context.temp_allocator)
context.temp_allocator = mem.tracking_allocator(&track_temp)
}
// Default
track: mem.Tracking_Allocator
mem.tracking_allocator_init(&track, context.allocator)
context.allocator = mem.tracking_allocator(&track)
defer {
// Temp allocator
if tracking_temp_allocator {
if len(track_temp.allocation_map) > 0 {
fmt.eprintf("=== %v allocations not freed - temp allocator: ===\n", len(track_temp.allocation_map))
for _, entry in track_temp.allocation_map {
fmt.eprintf("- %v bytes @ %v\n", entry.size, entry.location)
}
}
if len(track_temp.bad_free_array) > 0 {
fmt.eprintf("=== %v incorrect frees - temp allocator: ===\n", len(track_temp.bad_free_array))
for entry in track_temp.bad_free_array {
fmt.eprintf("- %p @ %v\n", entry.memory, entry.location)
}
}
mem.tracking_allocator_destroy(&track_temp)
}
// Default allocator
if len(track.allocation_map) > 0 {
fmt.eprintf("=== %v allocations not freed - main allocator: ===\n", len(track.allocation_map))
for _, entry in track.allocation_map {
fmt.eprintf("- %v bytes @ %v\n", entry.size, entry.location)
}
}
if len(track.bad_free_array) > 0 {
fmt.eprintf("=== %v incorrect frees - main allocator: ===\n", len(track.bad_free_array))
for entry in track.bad_free_array {
fmt.eprintf("- %p @ %v\n", entry.memory, entry.location)
}
}
mem.tracking_allocator_destroy(&track)
}
}
args := os.args
if len(args) < 2 {
fmt.eprintln("Usage: examples <example_name>")
fmt.eprintln("Available examples: basic, variety, segment, mask")
os.exit(1)
}
switch args[1] {
case "basic": basic()
case "variety": variety()
case "segment": segment()
case "mask": mask()
case:
fmt.eprintf("Unknown example: %v\n", args[1])
fmt.eprintln("Available examples: basic, variety, segment, mask")
os.exit(1)
}
}
// Creates a single QR Code, then prints it to the console.
basic :: proc() {
text :: "Hello, world!"
ecl :: qr.Ecc.Low
qrcode: [qr.BUFFER_LEN_MAX]u8
ok := qr.encode_auto(text, qrcode[:], ecl)
if ok do print_qr(qrcode[:])
}
// Creates a variety of QR Codes that exercise different features of the library.
variety :: proc() {
qrcode: [qr.BUFFER_LEN_MAX]u8
{ // Numeric mode encoding (3.33 bits per digit)
ok := qr.encode_auto("314159265358979323846264338327950288419716939937510", qrcode[:], qr.Ecc.Medium)
if ok do print_qr(qrcode[:])
}
{ // Alphanumeric mode encoding (5.5 bits per character)
ok := qr.encode_auto("DOLLAR-AMOUNT:$39.87 PERCENTAGE:100.00% OPERATIONS:+-*/", qrcode[:], qr.Ecc.High)
if ok do print_qr(qrcode[:])
}
{ // Unicode text as UTF-8
ok := qr.encode_auto(
"\xE3\x81\x93\xE3\x82\x93\xE3\x81\xAB\xE3\x81\xA1wa\xE3\x80\x81" +
"\xE4\xB8\x96\xE7\x95\x8C\xEF\xBC\x81\x20\xCE\xB1\xCE\xB2\xCE\xB3\xCE\xB4",
qrcode[:],
qr.Ecc.Quartile,
)
if ok do print_qr(qrcode[:])
}
{ // Moderately large QR Code using longer text (from Lewis Carroll's Alice in Wonderland)
ok := qr.encode_auto(
"Alice was beginning to get very tired of sitting by her sister on the bank, " +
"and of having nothing to do: once or twice she had peeped into the book her sister was reading, " +
"but it had no pictures or conversations in it, 'and what is the use of a book,' thought Alice " +
"'without pictures or conversations?' So she was considering in her own mind (as well as she could, " +
"for the hot day made her feel very sleepy and stupid), whether the pleasure of making a " +
"daisy-chain would be worth the trouble of getting up and picking the daisies, when suddenly " +
"a White Rabbit with pink eyes ran close by her.",
qrcode[:],
qr.Ecc.High,
)
if ok do print_qr(qrcode[:])
}
}
// Creates QR Codes with manually specified segments for better compactness.
segment :: proc() {
qrcode: [qr.BUFFER_LEN_MAX]u8
{ // Illustration "silver"
silver0 :: "THE SQUARE ROOT OF 2 IS 1."
silver1 :: "41421356237309504880168872420969807856967187537694807317667973799"
// Encode as single text (auto mode selection)
{
concat :: silver0 + silver1
ok := qr.encode_auto(concat, qrcode[:], qr.Ecc.Low)
if ok do print_qr(qrcode[:])
}
// Encode as two manual segments (alphanumeric + numeric) for better compactness
{
seg_buf0: [qr.BUFFER_LEN_MAX]u8
seg_buf1: [qr.BUFFER_LEN_MAX]u8
segs := [2]qr.Segment{qr.make_alphanumeric(silver0, seg_buf0[:]), qr.make_numeric(silver1, seg_buf1[:])}
ok := qr.encode_auto(segs[:], qr.Ecc.Low, qrcode[:])
if ok do print_qr(qrcode[:])
}
}
{ // Illustration "golden"
golden0 :: "Golden ratio \xCF\x86 = 1."
golden1 :: "6180339887498948482045868343656381177203091798057628621354486227052604628189024497072072041893911374"
golden2 :: "......"
// Encode as single text (auto mode selection)
{
concat :: golden0 + golden1 + golden2
ok := qr.encode_auto(concat, qrcode[:], qr.Ecc.Low)
if ok do print_qr(qrcode[:])
}
// Encode as three manual segments (byte + numeric + alphanumeric) for better compactness
{
golden0_str: string = golden0
golden0_bytes := transmute([]u8)golden0_str
seg_buf0: [qr.BUFFER_LEN_MAX]u8
seg_buf1: [qr.BUFFER_LEN_MAX]u8
seg_buf2: [qr.BUFFER_LEN_MAX]u8
segs := [3]qr.Segment {
qr.make_bytes(golden0_bytes, seg_buf0[:]),
qr.make_numeric(golden1, seg_buf1[:]),
qr.make_alphanumeric(golden2, seg_buf2[:]),
}
ok := qr.encode_auto(segs[:], qr.Ecc.Low, qrcode[:])
if ok do print_qr(qrcode[:])
}
}
{ // Illustration "Madoka": kanji, kana, Cyrillic, full-width Latin, Greek characters
// Encode as text (auto mode byte mode)
{
madoka ::
"\xE3\x80\x8C\xE9\xAD\x94\xE6\xB3\x95\xE5" +
"\xB0\x91\xE5\xA5\xB3\xE3\x81\xBE\xE3\x81" +
"\xA9\xE3\x81\x8B\xE2\x98\x86\xE3\x83\x9E" +
"\xE3\x82\xAE\xE3\x82\xAB\xE3\x80\x8D\xE3" +
"\x81\xA3\xE3\x81\xA6\xE3\x80\x81\xE3\x80" +
"\x80\xD0\x98\xD0\x90\xD0\x98\xE3\x80\x80" +
"\xEF\xBD\x84\xEF\xBD\x85\xEF\xBD\x93\xEF" +
"\xBD\x95\xE3\x80\x80\xCE\xBA\xCE\xB1\xEF" +
"\xBC\x9F"
ok := qr.encode_auto(madoka, qrcode[:], qr.Ecc.Low)
if ok do print_qr(qrcode[:])
}
// Encode with manual kanji mode (13 bits per character)
{
//odinfmt: disable
kanji_chars :: [29]int{
0x0035, 0x1002, 0x0FC0, 0x0AED, 0x0AD7,
0x015C, 0x0147, 0x0129, 0x0059, 0x01BD,
0x018D, 0x018A, 0x0036, 0x0141, 0x0144,
0x0001, 0x0000, 0x0249, 0x0240, 0x0249,
0x0000, 0x0104, 0x0105, 0x0113, 0x0115,
0x0000, 0x0208, 0x01FF, 0x0008,
}
//odinfmt: enable
seg_buf: [qr.BUFFER_LEN_MAX]u8
for &b in seg_buf {
b = 0
}
seg: qr.Segment
seg.mode = .Kanji
seg.num_chars = len(kanji_chars)
seg.bit_length = 0
for ch in kanji_chars {
for j := 12; j >= 0; j -= 1 {
seg_buf[seg.bit_length >> 3] |= u8(((ch >> uint(j)) & 1)) << uint(7 - (seg.bit_length & 7))
seg.bit_length += 1
}
}
seg.data = seg_buf[:(seg.bit_length + 7) / 8]
segs := [1]qr.Segment{seg}
ok := qr.encode_auto(segs[:], qr.Ecc.Low, qrcode[:])
if ok do print_qr(qrcode[:])
}
}
}
// Creates QR Codes with the same size and contents but different mask patterns.
mask :: proc() {
qrcode: [qr.BUFFER_LEN_MAX]u8
{ // Project Nayuki URL
ok: bool
ok = qr.encode_auto("https://www.nayuki.io/", qrcode[:], qr.Ecc.High)
if ok do print_qr(qrcode[:])
ok = qr.encode_auto("https://www.nayuki.io/", qrcode[:], qr.Ecc.High, mask = qr.Mask.M3)
if ok do print_qr(qrcode[:])
}
{ // Chinese text as UTF-8
text ::
"\xE7\xB6\xAD\xE5\x9F\xBA\xE7\x99\xBE\xE7\xA7\x91\xEF\xBC\x88\x57\x69\x6B\x69\x70" +
"\x65\x64\x69\x61\xEF\xBC\x8C\xE8\x81\x86\xE8\x81\xBD\x69\x2F\xCB\x8C\x77\xC9\xAA" +
"\x6B\xE1\xB5\xBB\xCB\x88\x70\x69\xCB\x90\x64\x69\x2E\xC9\x99\x2F\xEF\xBC\x89\xE6" +
"\x98\xAF\xE4\xB8\x80\xE5\x80\x8B\xE8\x87\xAA\xE7\x94\xB1\xE5\x85\xA7\xE5\xAE\xB9" +
"\xE3\x80\x81\xE5\x85\xAC\xE9\x96\x8B\xE7\xB7\xA8\xE8\xBC\xAF\xE4\xB8\x94\xE5\xA4" +
"\x9A\xE8\xAA\x9E\xE8\xA8\x80\xE7\x9A\x84\xE7\xB6\xB2\xE8\xB7\xAF\xE7\x99\xBE\xE7" +
"\xA7\x91\xE5\x85\xA8\xE6\x9B\xB8\xE5\x8D\x94\xE4\xBD\x9C\xE8\xA8\x88\xE7\x95\xAB"
ok: bool
ok = qr.encode_auto(text, qrcode[:], qr.Ecc.Medium, mask = qr.Mask.M0)
if ok do print_qr(qrcode[:])
ok = qr.encode_auto(text, qrcode[:], qr.Ecc.Medium, mask = qr.Mask.M1)
if ok do print_qr(qrcode[:])
ok = qr.encode_auto(text, qrcode[:], qr.Ecc.Medium, mask = qr.Mask.M5)
if ok do print_qr(qrcode[:])
ok = qr.encode_auto(text, qrcode[:], qr.Ecc.Medium, mask = qr.Mask.M7)
if ok do print_qr(qrcode[:])
}
}
// Prints the given QR Code to the console.
print_qr :: proc(qrcode: []u8) {
size := qr.get_size(qrcode)
border :: 4
for y in -border ..< size + border {
for x in -border ..< size + border {
fmt.print("##" if qr.get_module(qrcode, x, y) else " ")
}
fmt.println()
}
fmt.println()
}
+2845
View File
File diff suppressed because it is too large Load Diff