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87d4c9a0b5
| Author | SHA1 | Date | |
|---|---|---|---|
| 87d4c9a0b5 | |||
| fd64bc01bf | |||
| 16989cbb71 | |||
| ff29dbd92f | |||
| c59858dcd4 |
@@ -75,6 +75,16 @@
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"command": "odin run draw/examples -debug -out=out/debug/draw-examples -- textures",
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"cwd": "$ZED_WORKTREE_ROOT",
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},
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{
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"label": "Run draw gaussian-blur example",
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"command": "odin run draw/examples -debug -out=out/debug/draw-examples -- gaussian-blur",
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"cwd": "$ZED_WORKTREE_ROOT",
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},
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{
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"label": "Run draw gaussian-blur-debug example",
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"command": "odin run draw/examples -debug -out=out/debug/draw-examples -- gaussian-blur-debug",
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"cwd": "$ZED_WORKTREE_ROOT",
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},
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{
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"label": "Run qrcode basic example",
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"command": "odin run qrcode/examples -debug -out=out/debug/qrcode-examples -- basic",
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+369
-221
@@ -5,54 +5,60 @@ Clay UI integration.
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## Current state
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The renderer uses a single unified `Pipeline_2D_Base` (`TRIANGLELIST` pipeline) with two submission
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The renderer uses a single unified `Core_2D` (`TRIANGLELIST` pipeline) with two submission
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modes dispatched by a push constant:
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- **Mode 0 (Tessellated):** Vertex buffer contains real geometry. Used for text (indexed draws into
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SDL_ttf atlas textures), single-pixel points (`tes_pixel`), arbitrary user geometry (`tes_triangle`,
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`tes_triangle_fan`, `tes_triangle_strip`), and shapes without a closed-form rounded-rectangle
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reduction: ellipses (`tes_ellipse`), regular polygons (`tes_polygon`), and circle sectors
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(`tes_sector`). The fragment shader computes `out = color * texture(tex, uv)`.
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SDL_ttf atlas textures), single-pixel points (`tess.pixel`), arbitrary user geometry
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(`tess.triangle`, `tess.triangle_aa`, `tess.triangle_lines`, `tess.triangle_fan`,
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`tess.triangle_strip`), and any raw vertex geometry submitted via `prepare_shape`. The fragment
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shader premultiplies the texture sample (`t.rgb *= t.a`) and computes `out = color * t`.
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- **Mode 1 (SDF):** A static 6-vertex unit-quad buffer is drawn instanced, with per-primitive
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`Primitive` structs (80 bytes each) uploaded each frame to a GPU storage buffer. The vertex shader
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reads `primitives[gl_InstanceIndex]`, computes world-space position from unit quad corners +
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primitive bounds. The fragment shader always evaluates `sdRoundedBox` — there is no per-primitive
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kind dispatch.
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`Core_2D_Primitive` structs (96 bytes each) uploaded each frame to a GPU storage buffer. The vertex
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shader reads `primitives[gl_InstanceIndex]`, computes world-space position from unit quad corners +
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primitive bounds. The fragment shader dispatches on `Shape_Kind` (encoded in the low byte of
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`Core_2D_Primitive.flags`) to evaluate one of four signed distance functions:
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- **RRect** (kind 1) — `sdRoundedBox` with per-corner radii. Covers rectangles (sharp or rounded),
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circles (uniform radii = half-size), and line segments / capsules (rotated RRect with uniform
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radii = half-thickness). Covers filled, outlined, textured, and gradient-filled variants.
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- **NGon** (kind 2) — `sdRegularPolygon` for regular N-sided polygons.
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- **Ellipse** (kind 3) — `sdEllipseApprox`, an approximate ellipse SDF suitable for UI rendering.
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- **Ring_Arc** (kind 4) — annular ring with optional angular clipping via pre-computed edge
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normals. Covers full rings, partial arcs, and pie slices (`inner_radius = 0`).
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The SDF path handles all shapes that are algebraically reducible to a rounded rectangle:
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- **Rounded rectangles** — per-corner radii via `sdRoundedBox` (iq). Covers filled, stroked,
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textured, and gradient-filled rectangles.
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- **Circles** — uniform radii equal to half-size. Covers filled, stroked, and radial-gradient circles.
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- **Line segments / capsules** — rotated RRect with uniform radii equal to half-thickness (stadium shape).
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- **Full rings / annuli** — stroked circle (mid-radius with stroke thickness = outer - inner).
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All SDF shapes support fill, stroke, solid color, bilinear 4-corner gradients, radial 2-color
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gradients, and texture fills via `Shape_Flags`. Gradient colors are packed into the same 16 bytes as
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the texture UV rect via a `Uv_Or_Gradient` raw union — zero size increase to the 80-byte `Primitive`
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struct. Gradient and texture are mutually exclusive.
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All SDF shapes support fill, outline, solid color, 2-color linear gradients, 2-color radial
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gradients, and texture fills via `Shape_Flags` (see `core_2d.odin`). The texture UV rect
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(`uv_rect: [4]f32`) and the gradient/outline parameters (`effects: Gradient_Outline`) live in their
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own 16-byte slots in `Core_2D_Primitive`, so a primitive can carry texture and outline simultaneously.
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Gradient and texture remain mutually exclusive at the fill-source level (a Brush variant chooses one
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or the other) since they share the worst-case fragment-shader register path.
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All SDF shapes produce mathematically exact curves with analytical anti-aliasing via `smoothstep` —
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no tessellation, no piecewise-linear approximation. A rounded rectangle is 1 primitive (80 bytes)
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no tessellation, no piecewise-linear approximation. A rounded rectangle is 1 primitive (96 bytes)
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instead of ~250 vertices (~5000 bytes).
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The fragment shader's estimated register footprint is ~20–23 VGPRs via static live-range analysis.
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RRect and Ring_Arc are roughly tied at peak pressure — RRect carries `corner_radii` (4 regs) plus
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`sdRoundedBox` temporaries, Ring_Arc carries wedge normals plus dot-product temporaries. Both land
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comfortably under Mali Valhall's 32-register occupancy cliff (G57/G77/G78 and later) and well under
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desktop limits. On older Bifrost Mali (G71/G72/G76, 16-register cliff) either shape kind may incur
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partial occupancy reduction. These estimates are hand-counted; exact numbers require `malioc` or
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Radeon GPU Analyzer against the compiled SPIR-V.
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The main pipeline's register budget is **≤24 registers** (see "Main/effects split: register pressure"
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in the pipeline plan below for the full cliff/margin analysis and SBC architecture context).
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The fragment shader's estimated peak footprint is ~22–26 fp32 VGPRs (~16–22 fp16 VGPRs on architectures
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with native mediump) via manual live-range analysis. The dominant peak is the Ring_Arc kind path
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(wedge normals + inner/outer radii + dot-product temporaries live simultaneously with carried state
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like `f_color`, `f_uv_rect`/`f_effects`, and `half_size`). RRect is 1–2 regs lower (`corner_radii` vec4
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replaces the separate inner/outer + normal pairs). NGon and Ellipse are lighter still. Real compilers
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apply live-range coalescing, mediump-to-fp16 promotion, and rematerialization that typically shave
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2–4 regs from hand-counted estimates — the conservative 26-reg upper bound is expected to compile
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down to within the 24-register budget, but this must be verified with `malioc` (see "Verifying
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register counts" below). On V3D and Bifrost architectures (16-register cliff), the compiler
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statically allocates registers for the worst-case path (Ring_Arc) regardless of which kind any given
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fragment actually evaluates, so all fragments pay the occupancy cost of the heaviest branch. This is
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a documented limitation, not a design constraint (see "Known limitations: V3D and Bifrost" below).
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MSAA is opt-in (default `._1`, no MSAA) via `Init_Options.msaa_samples`. SDF rendering does not
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benefit from MSAA because fragment coverage is computed analytically. MSAA remains useful for text
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glyph edges and tessellated user geometry if desired.
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All public drawing procs use prefixed names for clarity: `sdf_*` for SDF-path shapes, `tes_*` for
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tessellated-path shapes. Proc groups provide a single entry point per shape concept (e.g.,
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`sdf_rectangle` dispatches to `sdf_rectangle_solid` or `sdf_rectangle_gradient` based on argument
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count).
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MSAA is intentionally not supported. SDF text and shapes compute fragment coverage analytically
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via `smoothstep`, so they don't benefit from multisampling. Tessellated user geometry submitted via
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`prepare_shape` is rendered without anti-aliasing — if AA is required for tessellated content, the
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caller must render it to their own offscreen target and submit the result as a texture. This
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decision matches RAD Debugger's architecture and aligns with the SBC target (Mali Valhall, where
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MSAA's per-tile bandwidth multiplier is expensive).
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## 2D rendering pipeline plan
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@@ -66,22 +72,23 @@ primitives and effects can be added to the library without architectural changes
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The 2D renderer uses three GPU pipelines, split by **register pressure** (main vs effects) and
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**render-pass structure** (everything vs backdrop):
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1. **Main pipeline** — shapes (SDF and tessellated), text, and textured rectangles. Low register
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footprint (~18–24 registers per thread). Runs at full GPU occupancy on every architecture.
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Handles 90%+ of all fragments in a typical frame.
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1. **Main pipeline** — shapes (SDF and tessellated), text, and textured rectangles. Register budget:
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**≤24 registers** (full occupancy on Valhall and all desktop GPUs). Handles 90%+ of all fragments
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in a typical frame.
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2. **Effects pipeline** — drop shadows, inner shadows, outer glow, and similar ALU-bound blur
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effects. Medium register footprint (~48–60 registers). Each effects primitive includes the base
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effects. Register budget: **≤56 registers** (targets Valhall's second cliff at 64; reduced
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occupancy at the first cliff is accepted by design). Each effects primitive includes the base
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shape's SDF so that it can draw both the effect and the shape in a single fragment pass, avoiding
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redundant overdraw. Separated from the main pipeline to protect main-pipeline occupancy on
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low-end hardware (see register analysis below).
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3. **Backdrop pipeline** — frosted glass, refraction, and any effect that samples the current render
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target as input. Implemented as a multi-pass sequence (downsample, separable blur, composite),
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where each individual pass has a low-to-medium register footprint (~15–40 registers). Separated
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from the other pipelines because it structurally requires ending the current render pass and
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copying the render target before any backdrop-sampling fragment can execute — a command-buffer-
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level boundary that cannot be avoided regardless of shader complexity.
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where each individual sub-pass has a register budget of **≤24 registers** (full occupancy on
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Valhall). Separated from the other pipelines because it structurally requires ending the current
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render pass and copying the render target before any backdrop-sampling fragment can execute — a
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command-buffer-level boundary that cannot be avoided regardless of shader complexity.
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A typical UI frame with no effects uses 1 pipeline bind and 0 switches. A frame with drop shadows
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uses 2 pipelines and 1 switch. A frame with shadows and frosted glass uses all 3 pipelines and 2
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@@ -97,56 +104,113 @@ code) or many per-primitive-type pipelines (no branching overhead, lean per-shad
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A GPU shader core has a fixed register pool shared among all concurrent threads. The compiler
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allocates registers pessimistically based on the worst-case path through the shader. If the shader
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contains both a 20-register RRect SDF and a 48-register drop-shadow blur, _every_ fragment — even
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trivial RRects — is allocated 48 registers. This directly reduces **occupancy** (the number of
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contains both a 24-register RRect SDF and a 56-register drop-shadow blur, _every_ fragment — even
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trivial RRects — is allocated 56 registers. This directly reduces **occupancy** (the number of
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warps/wavefronts that can run simultaneously), which reduces the GPU's ability to hide memory
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latency.
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Each GPU architecture has a **register cliff** — a threshold above which occupancy starts dropping.
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Below the cliff, adding registers has zero occupancy cost.
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Each GPU architecture has discrete **occupancy cliffs** — register counts above which the number of
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concurrent threads drops in a step. Below the cliff, adding registers has zero occupancy cost. One
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||||
register over, throughput drops sharply.
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||||
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||||
On consumer Ampere/Ada GPUs (RTX 30xx/40xx, 65,536 regs/SM, max 1,536 threads/SM, cliff at ~43 regs):
|
||||
**Target architecture: ARM Mali Valhall (32-register first cliff).** The binding constraint for our
|
||||
register budgets comes from the SBC (single-board computer) market, where Mali Valhall is the
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||||
dominant current GPU architecture:
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||||
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||||
| Register allocation | Reg-limited threads | Actual (hw-capped) | Occupancy |
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||||
| ------------------------ | ------------------- | ------------------ | --------- |
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||||
| ~16 regs (main pipeline) | 4,096 | 1,536 | 100% |
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||||
| 32 regs | 2,048 | 1,536 | 100% |
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| 48 regs (effects) | 1,365 | 1,365 | ~89% |
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||||
- **RK3588-class boards** (Orange Pi 5, Radxa Rock 5, Khadas Edge 2, NanoPi R6, Banana Pi M7) ship
|
||||
**Mali-G610** (Valhall). This is the dominant non-Pi SBC platform. First occupancy cliff at **32
|
||||
registers**, second cliff at **64 registers**.
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||||
- **ARM Mali Valhall** (G57, G77, G78, G610, G710, G715; 2019+) and **5th-gen / Mali-G1** (2024+):
|
||||
same cliff structure — first at 32, second at 64.
|
||||
- **ARM Mali Bifrost** (G31, G51, G52, G71, G72, G76; ~2016–2018): first cliff at **16 registers**.
|
||||
Legacy; found on older budget boards (Allwinner H6/H618, Amlogic S922X). See Known limitations
|
||||
below.
|
||||
- **Broadcom V3D 4.x / 7.x** (Raspberry Pi 4 / Pi 5): first cliff at **16 registers**. Outlier in
|
||||
the current SBC market. See Known limitations below.
|
||||
- **Apple M3+**: Dynamic Caching (register file virtualization) eliminates the static cliff entirely.
|
||||
Register allocation happens at runtime based on actual usage.
|
||||
- **Qualcomm Adreno**: dynamic register allocation with soft thresholds; no hard cliff.
|
||||
- **NVIDIA desktop** (Ampere/Ada): cliff at ~43 registers. Not a constraint for any of our pipelines.
|
||||
|
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On Volta/A100 GPUs (65,536 regs/SM, max 2,048 threads/SM, cliff at ~32 regs):
|
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**Register budgets and margin.** We target Valhall's 32-register first cliff for the main and
|
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backdrop pipelines, and Valhall's 64-register second cliff for the effects pipeline, each with **8
|
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registers of margin**:
|
||||
|
||||
| Register allocation | Reg-limited threads | Actual (hw-capped) | Occupancy |
|
||||
| ------------------------ | ------------------- | ------------------ | --------- |
|
||||
| ~16 regs (main pipeline) | 4,096 | 2,048 | 100% |
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| 32 regs | 2,048 | 2,048 | 100% |
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| 48 regs (effects) | 1,365 | 1,365 | ~67% |
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| Pipeline | Cliff targeted | Margin | Register budget | Rationale |
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| ------------------- | ---------------------- | ------ | ----------------- | --------------------------------------------------------------------------------------------- |
|
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| Main pipeline | 32 (Valhall 1st cliff) | 8 | **≤24 regs** | Handles 90%+ of frame fragments; must run at full occupancy |
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| Backdrop sub-passes | 32 (Valhall 1st cliff) | 8 | **≤24 regs** each | Multi-pass structure keeps each pass small; no reason to give up occupancy |
|
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| Effects pipeline | 64 (Valhall 2nd cliff) | 8 | **≤56 regs** | Reduced occupancy at 1st cliff accepted by design — the entire point of splitting effects out |
|
||||
|
||||
On low-end mobile (ARM Mali Bifrost/Valhall, 64 regs/thread, cliff fixed at 32 regs):
|
||||
**Why 8 registers of margin.** Targeting the cliff exactly is fragile. Three forces push register
|
||||
counts upward over a shader's lifetime:
|
||||
|
||||
| Register allocation | Occupancy |
|
||||
| -------------------- | -------------------------- |
|
||||
| 0–32 regs (main) | 100% (full thread count) |
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||||
| 33–64 regs (effects) | ~50% (thread count halves) |
|
||||
1. **Compiler version changes.** Mali driver releases (r35p0 → r55p0 etc.) ship new register
|
||||
allocators. Shaders typically drift ±2–3 registers between versions on unchanged source.
|
||||
2. **Feature additions.** Each new effect, flag, or uniform adds 1–4 live registers. A new gradient
|
||||
mode or outline option lands in this range.
|
||||
3. **Precision regressions.** A `mediump` demoted to `highp` (by bug fix, compiler heuristic change,
|
||||
or a contributor not knowing) costs 2 registers per affected `vec4`.
|
||||
|
||||
Mali's cliff at 32 registers is the binding constraint. On desktop the occupancy difference between
|
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20 and 48 registers is modest (89–100%); 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.
|
||||
Realistic creep over a couple of years is 4–8 registers. The cost of conservatism is zero — a shader
|
||||
at 24 regs runs identically to one at 32 on every Valhall device. The cost of crossing the cliff is
|
||||
a 2× throughput drop with no warning. Asymmetric costs justify a generous margin.
|
||||
|
||||
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
|
||||
**Why the main/effects split exists.** If the main pipeline shader contained both the 24-register
|
||||
SDF path and the ~50-register drop-shadow blur, every fragment — even trivial RRects — would be
|
||||
allocated ~50 registers. On Valhall this crosses the 32-register first cliff, halving occupancy for
|
||||
90%+ of the frame's fragments. Separating effects into their own pipeline means the main pipeline
|
||||
stays at ≤24 registers (full Valhall occupancy), and only the small fraction of fragments that
|
||||
actually render effects (~5–10% in a typical UI) run at reduced occupancy.
|
||||
|
||||
For the effects pipeline's drop-shadow shader — analytical erf-approximation blur (~80 FLOPs, no
|
||||
texture samples) — 50% occupancy on Valhall 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
|
||||
Valhall. 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
|
||||
12–24 registers — below the cliff on every architecture — so unifying them costs nothing in
|
||||
occupancy.
|
||||
The effects pipeline's ≤56-register budget keeps it under Valhall's second cliff at 64, yielding
|
||||
50–67% occupancy on effected shapes. This is acceptable for the small fraction of frame fragments
|
||||
that effects cover.
|
||||
|
||||
**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.
|
||||
**Note on Apple M3+ GPUs:** Apple's M3 Dynamic Caching allocates registers at runtime based on
|
||||
actual usage rather than worst-case. This eliminates 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.
|
||||
|
||||
**Note on NVIDIA desktop GPUs:** On consumer Ampere/Ada (cliff at ~43 regs), even the effects
|
||||
pipeline's ≤56-register budget only reduces occupancy to ~89% — well within noise. On Volta/A100
|
||||
(cliff at ~32 regs), the effects pipeline drops to ~67%. In both cases the main pipeline runs at
|
||||
100% occupancy. Desktop GPUs are not the binding constraint; Valhall is.
|
||||
|
||||
#### Known limitations: V3D and Bifrost (16-register cliff)
|
||||
|
||||
Broadcom V3D 4.x / 7.x (Raspberry Pi 4 / Pi 5) and ARM Mali Bifrost (G31, G51, G52, G71, G72, G76)
|
||||
have a first occupancy cliff at **16 registers**. All three of our pipelines exceed this cliff — even
|
||||
the main pipeline's ≤24-register budget is above 16. On these architectures, every shader runs at
|
||||
reduced occupancy regardless of which shape kind or effect is active.
|
||||
|
||||
Restoring full occupancy on V3D / Bifrost would require a fundamentally different shader
|
||||
architecture: per-shape-kind pipeline splitting (one pipeline per SDF kind, each with a minimal
|
||||
register footprint under 16). This conflicts with the unified-pipeline design that enables single
|
||||
draw calls per scissor, submission-order Z preservation, and low PSO compilation cost. It would
|
||||
effectively be the GPUI-style approach whose tradeoffs are analyzed in "Why not per-primitive-type
|
||||
pipelines" below.
|
||||
|
||||
We treat this as a documented limitation, not a design constraint. The 16-register cliff is legacy
|
||||
(Bifrost) or a single-vendor outlier (V3D). The dominant current SBC platform (RK3588 / Mali-G610)
|
||||
and all mainstream mobile and desktop GPUs have cliffs at 32 or higher. The long-term direction in
|
||||
GPU architecture is toward eliminating static cliffs entirely (Apple Dynamic Caching, Adreno dynamic
|
||||
allocation).
|
||||
|
||||
#### Verifying register counts
|
||||
|
||||
The register estimates in this document are hand-counted via manual live-range analysis (see Current
|
||||
state). Shader changes that affect the main or effects pipeline should be verified with `malioc`
|
||||
(ARM Mali Offline Compiler) against current Valhall driver versions before merging. `malioc` reports
|
||||
exact register allocation, spilling, and occupancy for each Mali generation. On desktop, Radeon GPU
|
||||
Analyzer (RGA) and NVIDIA Nsight provide equivalent data. Replacing the hand-counted estimates with
|
||||
measured `malioc` numbers is a follow-up task.
|
||||
|
||||
#### Backdrop split: render-pass structure
|
||||
|
||||
@@ -156,10 +220,11 @@ render target must be copied to a separate texture via `CopyGPUTextureToTexture`
|
||||
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 (~15–40 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.
|
||||
The backdrop pipeline's individual shader passes (downsample, separable blur, composite) are budgeted
|
||||
at ≤24 registers each (same as the main pipeline), 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)
|
||||
|
||||
@@ -188,9 +253,9 @@ API where each layer draws shadows before quads before glyphs. Our design avoids
|
||||
submission order is draw order, no layer juggling required.
|
||||
|
||||
**PSO compilation costs multiply.** Each pipeline takes 1–50ms to compile on Metal/Vulkan/D3D12 at
|
||||
first use. 7 pipelines is ~175ms cold startup; 3 pipelines is ~75ms. Adding state axes (MSAA
|
||||
variants, blend modes, color formats) multiplies combinatorially — a 2.3× larger variant matrix per
|
||||
additional axis with 7 pipelines vs 3.
|
||||
first use. 7 pipelines is ~175ms cold startup; 3 pipelines is ~75ms. Adding state axes (blend
|
||||
modes, color formats) multiplies combinatorially — a 2.3× larger variant matrix per additional
|
||||
axis with 7 pipelines vs 3.
|
||||
|
||||
**Branching cost comparison: unified vs per-kind in the effects pipeline.** The effects pipeline is
|
||||
the strongest candidate for per-kind splitting because effect branches are heavier than shape
|
||||
@@ -271,18 +336,23 @@ There are three categories of branch condition in a fragment shader, ranked by c
|
||||
|
||||
#### Which category our branches fall into
|
||||
|
||||
Our design has two branch points:
|
||||
Our design has three branch points:
|
||||
|
||||
1. **`mode` (push constant): tessellated vs. SDF.** This is category 2 — uniform per draw call.
|
||||
Every thread in every warp of a draw call sees the same `mode` value. **Zero divergence, zero
|
||||
cost.**
|
||||
|
||||
2. **`flags` (flat varying from storage buffer): gradient/texture/stroke mode.** This is category 3.
|
||||
The `flat` interpolation qualifier ensures that all fragments rasterized from one primitive's quad
|
||||
receive the same flag bits. However, since the SDF path now evaluates only `sdRoundedBox` with no
|
||||
kind dispatch, the only flag-dependent branches are gradient vs. texture vs. solid color selection
|
||||
— all lightweight (3–8 instructions per path). Divergence at primitive boundaries between
|
||||
different flag combinations has negligible cost.
|
||||
2. **`kind` (flat varying from storage buffer): SDF shape kind dispatch.** This is category 3.
|
||||
The low byte of `Primitive.flags` encodes `Shape_Kind` (RRect, NGon, Ellipse, Ring_Arc), passed
|
||||
to the fragment shader as a `flat` varying. All fragments of one primitive's quad receive the same
|
||||
kind value. The fragment shader's `if/else if` chain selects the appropriate SDF function (~15–30
|
||||
instructions per kind). Divergence occurs only at primitive boundaries where adjacent quads have
|
||||
different kinds.
|
||||
|
||||
3. **`flags` (flat varying from storage buffer): gradient/texture/outline mode.** Also category 3.
|
||||
The upper bits of `Primitive.flags` encode `Shape_Flags`, controlling gradient vs. texture vs.
|
||||
solid color selection and outline rendering — all lightweight branches (3–8 instructions per
|
||||
path). Divergence at primitive boundaries between different flag combinations has negligible cost.
|
||||
|
||||
For category 3, the divergence analysis depends on primitive size:
|
||||
|
||||
@@ -299,11 +369,12 @@ For category 3, the divergence analysis depends on primitive size:
|
||||
frame-level divergence is typically **1–3%** of all warps.
|
||||
|
||||
At 1–3% divergence, the throughput impact is negligible. At 4K with 12.4M total fragments
|
||||
(~387,000 warps), divergent boundary warps number in the low thousands. Without kind dispatch, the
|
||||
longest untaken branch is the gradient evaluation (~8 instructions), not a different SDF function.
|
||||
Each divergent warp pays at most ~8 extra instructions. At ~12G instructions/sec on a mid-range GPU,
|
||||
that totals ~1.3μs — under 0.02% of an 8.3ms (120 FPS) frame budget. This is
|
||||
confirmed by production renderers that use exactly this pattern:
|
||||
(~387,000 warps), divergent boundary warps number in the low thousands. The longest SDF kind branch
|
||||
is Ring_Arc (~30 instructions); when a divergent warp straddles two different kinds, it pays the cost
|
||||
of both (~45–60 instructions total). Each divergent warp's extra cost is modest — at ~12G
|
||||
instructions/sec on a mid-range GPU, even 3,000 divergent warps × 60 extra instructions totals
|
||||
~15μs, under 0.2% of an 8.3ms (120 FPS) frame budget. This is confirmed by production renderers
|
||||
that use exactly this pattern:
|
||||
|
||||
- **vger / vger-rs** (Audulus): single pipeline, 11 primitive kinds dispatched by a `switch` on a
|
||||
flat varying `prim_type`. Ships at 120 FPS on iPads. The author (Taylor Holliday) replaced nanovg
|
||||
@@ -327,10 +398,10 @@ our design:
|
||||
> have no per-fragment data-dependent branches in the main pipeline.
|
||||
|
||||
2. **Branches where both paths are very long.** If both sides of a branch are 500+ instructions,
|
||||
divergent warps pay double a large cost. Without kind dispatch, the SDF path always evaluates
|
||||
`sdRoundedBox`; the only branches are gradient/texture/solid color selection at 3–8 instructions
|
||||
each. Even fully divergent, the penalty is ~8 extra instructions — less than a single texture
|
||||
sample's latency.
|
||||
divergent warps pay double a large cost. Our SDF kind branches are short (~15–30 instructions
|
||||
each), and the gradient/texture/solid color selection branches are shorter still (3–8 instructions
|
||||
each). Even fully divergent, the combined penalty is ~30–60 extra instructions — comparable to a
|
||||
single texture sample's latency.
|
||||
|
||||
3. **Branches that prevent compiler optimizations.** Some compilers cannot schedule instructions
|
||||
across branch boundaries, reducing VLIW utilization on older architectures. Modern GPUs (NVIDIA
|
||||
@@ -338,9 +409,10 @@ our design:
|
||||
concern.
|
||||
|
||||
4. **Register pressure from the union of all branches.** This is the real cost, and it is why we
|
||||
split heavy effects (shadows, glass) into separate pipelines. Within the main pipeline, the SDF
|
||||
path has a single evaluation (sdRoundedBox) with flag-based color selection, clustering at ~15–18
|
||||
registers, so there is negligible occupancy loss.
|
||||
split heavy effects into separate pipelines. Within the main pipeline, the four
|
||||
SDF kind branches and flag-based color selection cluster at ~22–26 registers (see register
|
||||
analysis in Current state), within the ≤24-register budget that guarantees full occupancy on
|
||||
Valhall and all desktop architectures. See Known limitations for V3D / Bifrost.
|
||||
|
||||
**References:**
|
||||
|
||||
@@ -361,27 +433,29 @@ our design:
|
||||
### Main pipeline: SDF + tessellated (unified)
|
||||
|
||||
The main pipeline serves two submission modes through a single `TRIANGLELIST` pipeline and a single
|
||||
vertex input layout, distinguished by a mode marker in the `Primitive.flags` field (low byte:
|
||||
0 = tessellated, 1 = SDF). The tessellated path sets this to 0 via zero-initialization in the vertex
|
||||
shader; the SDF path sets it to 1 via `pack_flags`.
|
||||
vertex input layout, distinguished by a `mode` field in the `Vertex_Uniforms_2D` push constant
|
||||
(`Core_2D_Mode.Tessellated = 0`, `Core_2D_Mode.SDF = 1`), pushed per draw call via `push_globals`. The
|
||||
vertex shader branches on this uniform to select the tessellated or SDF code path.
|
||||
|
||||
- **Tessellated mode** (`mode = 0`): direct vertex buffer with explicit geometry. Used for text
|
||||
(SDL_ttf atlas sampling), triangle fans/strips, ellipses, regular polygons, circle sectors, and
|
||||
any user-provided raw vertex geometry.
|
||||
- **SDF mode** (`mode = 1`): shared unit-quad vertex buffer + GPU storage buffer of `Primitive`
|
||||
structs, drawn instanced. Used for all shapes with closed-form signed distance functions.
|
||||
(SDL_ttf atlas sampling), triangles, triangle fans/strips, single-pixel points, and any
|
||||
user-provided raw vertex geometry.
|
||||
- **SDF mode** (`mode = 1`): shared unit-quad vertex buffer + GPU storage buffer of
|
||||
`Core_2D_Primitive` structs, drawn instanced. Used for all shapes with closed-form signed distance
|
||||
functions.
|
||||
|
||||
Both modes use the same fragment shader. The fragment shader checks the mode marker: mode 0 computes
|
||||
`out = color * texture(tex, uv)`; mode 1 always evaluates `sdRoundedBox` and applies
|
||||
gradient/texture/solid color based on flag bits.
|
||||
Both modes use the same fragment shader. The fragment shader checks `Shape_Kind` (low byte of
|
||||
`Core_2D_Primitive.flags`): kind 0 (`Solid`) is the tessellated path, which premultiplies the texture
|
||||
sample and computes `out = color * t`; kinds 1–4 dispatch to one of four SDF functions (RRect, NGon,
|
||||
Ellipse, Ring_Arc) and apply gradient/texture/outline/solid color based on `Shape_Flags` bits.
|
||||
|
||||
#### Why SDF for shapes
|
||||
|
||||
CPU-side adaptive tessellation for curved shapes (the current approach) has three problems:
|
||||
|
||||
1. **Vertex bandwidth.** A rounded rectangle with four corner arcs produces ~250 vertices × 20 bytes
|
||||
= 5 KB. An SDF rounded rectangle is one `Primitive` struct (~56 bytes) plus 4 shared unit-quad
|
||||
vertices. That is roughly a 90× reduction per shape.
|
||||
= 5 KB. An SDF rounded rectangle is one `Core_2D_Primitive` struct (96 bytes) plus 4 shared
|
||||
unit-quad vertices. That is roughly a 50× reduction per shape.
|
||||
|
||||
2. **Quality.** Tessellated curves are piecewise-linear approximations. At high DPI or under
|
||||
animation/zoom, faceting is visible at any practical segment count. SDF evaluation produces
|
||||
@@ -412,60 +486,55 @@ SDF primitives are submitted via a GPU storage buffer indexed by `gl_InstanceInd
|
||||
shader, rather than encoding per-primitive data redundantly in vertex attributes. This follows the
|
||||
pattern used by both Zed GPUI and vger-rs.
|
||||
|
||||
Each SDF shape is described by a single `Primitive` struct (80 bytes) in the storage buffer. The
|
||||
vertex shader reads `primitives[gl_InstanceIndex]`, computes the quad corner position from the unit
|
||||
vertex and the primitive's bounds, and passes shape parameters to the fragment shader via `flat`
|
||||
interpolated varyings.
|
||||
Each SDF shape is described by a single `Core_2D_Primitive` struct (96 bytes) in the storage
|
||||
buffer. The vertex shader reads `primitives[gl_InstanceIndex]`, computes the quad corner position
|
||||
from the unit vertex and the primitive's bounds, and passes shape parameters to the fragment shader
|
||||
via `flat` interpolated varyings.
|
||||
|
||||
Compared to encoding per-primitive data in vertex attributes (the "fat vertex" approach), storage-
|
||||
buffer instancing eliminates the 4–6× data duplication across quad corners. A rounded rectangle costs
|
||||
80 bytes instead of 4 vertices × 40+ bytes = 160+ bytes.
|
||||
96 bytes instead of 4 vertices × 60+ bytes = 240+ bytes.
|
||||
|
||||
The tessellated path retains the existing direct vertex buffer layout (20 bytes/vertex, no storage
|
||||
buffer access). The vertex shader branch on `mode` (push constant) is warp-uniform — every invocation
|
||||
in a draw call has the same mode — so it is effectively free on all modern GPUs.
|
||||
|
||||
#### Shape folding
|
||||
#### Shape kinds and SDF dispatch
|
||||
|
||||
The SDF path evaluates a single function — `sdRoundedBox` — for all primitives. There is no
|
||||
`Shape_Kind` enum or per-primitive kind dispatch in the fragment shader. Shapes that are algebraically
|
||||
special cases of a rounded rectangle are emitted as RRect primitives by the CPU-side drawing procs:
|
||||
The fragment shader dispatches on `Shape_Kind` (low byte of `Core_2D_Primitive.flags`) to evaluate
|
||||
one of four signed distance functions. The `Shape_Kind` enum, per-kind `*_Params` structs, and
|
||||
CPU-side drawing procs all live in `core_2d.odin`. The drawing procs build the appropriate
|
||||
`Core_2D_Primitive` and set the kind automatically:
|
||||
|
||||
| User-facing shape | RRect mapping | Notes |
|
||||
| ---------------------------- | -------------------------------------------- | ---------------------------------------- |
|
||||
| Rectangle (sharp or rounded) | Direct | Per-corner radii from `radii` param |
|
||||
| Circle | `half_size = (r, r)`, `radii = (r, r, r, r)` | Uniform radii = half-size |
|
||||
| Line segment / capsule | Rotated RRect, `radii = half_thickness` | Stadium shape (fully-rounded minor axis) |
|
||||
| Full ring / annulus | Stroked circle at mid-radius | `stroke_px = outer - inner` |
|
||||
Each user-facing shape proc accepts a `Brush` union (color, linear gradient, radial gradient,
|
||||
or textured fill) as its fill source, plus optional outline parameters. The procs map to SDF
|
||||
kinds as follows:
|
||||
|
||||
Shapes without a closed-form RRect reduction are drawn via the tessellated path:
|
||||
| User-facing proc | Shape_Kind | SDF function | Notes |
|
||||
| -------------------- | ---------- | ------------------ | ---------------------------------------------------------- |
|
||||
| `rectangle` | `RRect` | `sdRoundedBox` | Per-corner radii from `radii` param |
|
||||
| `circle` | `RRect` | `sdRoundedBox` | Uniform radii = half-size (circle is a degenerate RRect) |
|
||||
| `line`, `line_strip` | `RRect` | `sdRoundedBox` | Rotated capsule — stadium shape (radii = half-thickness) |
|
||||
| `ellipse` | `Ellipse` | `sdEllipseApprox` | Approximate ellipse SDF (fast, suitable for UI) |
|
||||
| `polygon` | `NGon` | `sdRegularPolygon` | Regular N-sided polygon inscribed in a circle |
|
||||
| `ring` (full) | `Ring_Arc` | Annular radial SDF | `max(inner - r, r - outer)` with no angular clipping |
|
||||
| `ring` (partial arc) | `Ring_Arc` | Annular radial SDF | Pre-computed edge normals for angular wedge mask |
|
||||
| `ring` (pie slice) | `Ring_Arc` | Annular radial SDF | `inner_radius = 0`, angular clipping via `start/end_angle` |
|
||||
|
||||
| Shape | Tessellated proc | Method |
|
||||
| ------------------------- | ---------------------------------- | -------------------------- |
|
||||
| Ellipse | `tes_ellipse`, `tes_ellipse_lines` | Triangle fan approximation |
|
||||
| Regular polygon (N-gon) | `tes_polygon`, `tes_polygon_lines` | Triangle fan from center |
|
||||
| Circle sector (pie slice) | `tes_sector` | Triangle fan arc |
|
||||
|
||||
The `Shape_Flags` bit set controls rendering mode per primitive:
|
||||
|
||||
| Flag | Bit | Effect |
|
||||
| ----------------- | --- | -------------------------------------------------------------------- |
|
||||
| `Stroke` | 0 | Outline instead of fill (`d = abs(d) - stroke_width/2`) |
|
||||
| `Textured` | 1 | Sample texture using `uv.uv_rect` (mutually exclusive with Gradient) |
|
||||
| `Gradient` | 2 | Bilinear 4-corner interpolation from `uv.corner_colors` |
|
||||
| `Gradient_Radial` | 3 | Radial 2-color falloff (inner/outer) from `uv.corner_colors[0..1]` |
|
||||
The `Shape_Flags` bit set controls per-primitive rendering mode (outline, gradient, texture, rotation,
|
||||
arc geometry). See the `Shape_Flag` enum in `core_2d.odin` for the authoritative flag
|
||||
definitions and bit assignments.
|
||||
|
||||
**What stays tessellated:**
|
||||
|
||||
- Text (SDL_ttf atlas, pending future MSDF evaluation)
|
||||
- Ellipses (`tes_ellipse`, `tes_ellipse_lines`)
|
||||
- Regular polygons (`tes_polygon`, `tes_polygon_lines`)
|
||||
- Circle sectors / pie slices (`tes_sector`)
|
||||
- `tes_triangle`, `tes_triangle_fan`, `tes_triangle_strip` (arbitrary user-provided geometry)
|
||||
- `tess.pixel` (single-pixel points)
|
||||
- `tess.triangle`, `tess.triangle_aa`, `tess.triangle_lines` (single triangles)
|
||||
- `tess.triangle_fan`, `tess.triangle_strip` (arbitrary user-provided geometry)
|
||||
- Any raw vertex geometry submitted via `prepare_shape`
|
||||
|
||||
The design rule: if the shape reduces to `sdRoundedBox`, it goes SDF. If it requires a different SDF
|
||||
function or is described by a vertex list, it stays tessellated.
|
||||
The design rule: if the shape has a closed-form SDF, it goes through the SDF path with its own
|
||||
`Shape_Kind`. If it is described by a vertex list or has no practical SDF, it stays tessellated.
|
||||
|
||||
### Effects pipeline
|
||||
|
||||
@@ -526,44 +595,121 @@ Wallace's variant) and vger-rs.
|
||||
### Backdrop pipeline
|
||||
|
||||
The backdrop pipeline handles effects that sample the current render target as input: frosted glass,
|
||||
refraction, mirror surfaces. It is separated from the effects pipeline for a structural reason, not
|
||||
register pressure.
|
||||
refraction, mirror surfaces. It is separated from the main and effects pipelines for a structural
|
||||
reason, not register pressure.
|
||||
|
||||
**Render-pass boundary.** Before any backdrop-sampling fragment can run, the current render target
|
||||
must be copied to a separate texture via `CopyGPUTextureToTexture`. This is a command-buffer-level
|
||||
operation that cannot happen mid-render-pass. The copy naturally creates a pipeline boundary that no
|
||||
amount of shader optimization can eliminate — it is a fundamental requirement of sampling a surface
|
||||
while also writing to it.
|
||||
must be in a sampler-readable state. A draw call that samples the render target it is also writing
|
||||
to is a hard GPU constraint; the only way to satisfy it is to end the current render pass and start
|
||||
a new one. That render-pass boundary is what a “bracket” is.
|
||||
|
||||
**Multi-pass implementation.** Backdrop effects are implemented as separable multi-pass sequences
|
||||
(downsample → horizontal blur → vertical blur → composite), following the standard approach used by
|
||||
iOS `UIVisualEffectView`, Android `RenderEffect`, and Flutter's `BackdropFilter`. Each individual
|
||||
pass has a low-to-medium register footprint (~15–40 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.
|
||||
(downsample → horizontal blur → vertical blur → composite), following the standard approach used
|
||||
by iOS `UIVisualEffectView`, Android `RenderEffect`, and Flutter's `BackdropFilter`. Each individual
|
||||
sub-pass is budgeted at **≤24 registers** (same as the main pipeline — full Valhall occupancy). The
|
||||
multi-pass approach avoids the monolithic 70+ register shader that a single-pass Gaussian blur would
|
||||
require, keeping each sub-pass well under the 32-register cliff.
|
||||
|
||||
**Bracketed execution.** All backdrop draws in a frame share a single bracketed region of the command
|
||||
buffer: end the current render pass, copy the render target, execute all backdrop sub-passes, then
|
||||
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.
|
||||
**Render-target choice.** When any layer in the frame contains a backdrop draw, the entire
|
||||
frame renders into `source_texture` (a full-resolution single-sample texture owned by the
|
||||
backdrop pipeline) instead of directly into the swapchain. At the end of the frame,
|
||||
`source_texture` is copied to the swapchain via a single `CopyGPUTextureToTexture` call.
|
||||
This means the bracket has no mid-frame texture copy: by the time the bracket runs,
|
||||
`source_texture` already contains the pre-bracket frame contents and is the natural sampler
|
||||
input. When no layer in the frame has a backdrop draw, the existing fast path runs: the frame
|
||||
renders directly to the swapchain and the backdrop pipeline's working textures are never
|
||||
touched. Zero cost for backdrop-free frames.
|
||||
|
||||
**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.
|
||||
**Why not split the backdrop sub-passes into separate pipelines?** Each sub-pass is budgeted at ≤24
|
||||
registers, well under Valhall's 32-register cliff, so there is no occupancy motivation for splitting.
|
||||
The sub-passes also have 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 even if a sub-pass did cross a cliff, the occupancy variation within the
|
||||
bracket would have negligible impact on frame time.
|
||||
|
||||
#### Bracket scheduling model
|
||||
|
||||
The bracket is scheduled per layer, anchored at the first backdrop sub-batch in the layer's
|
||||
submission order. Concretely, a layer with one or more backdrops splits into three groups:
|
||||
|
||||
1. **Pass A (pre-bracket)** — every non-backdrop sub-batch with index `< bracket_start_index`.
|
||||
Renders to `source_texture` in a single render pass.
|
||||
2. **The bracket** — every backdrop sub-batch in the layer (regardless of index). Runs one
|
||||
downsample pass, then one (H-blur + V-composite) pass pair per unique sigma.
|
||||
3. **Pass B (post-bracket)** — every non-backdrop sub-batch with index `>= bracket_start_index`.
|
||||
Renders to `source_texture` with `LOAD`, drawing on top of the composited backdrop output.
|
||||
|
||||
`bracket_start_index` is the absolute index of the first `.Backdrop` kind in the layer's sub-batch
|
||||
range. If the layer has no backdrops, none of this kicks in and the layer renders in a single render
|
||||
pass via the existing fast path.
|
||||
|
||||
Per-sigma-group execution. The bracket walks each layer's sub-batches and groups contiguous
|
||||
`.Backdrop` sub-batches that share a sigma; each group picks its own downsample factor (1, 2, or 4)
|
||||
based on `compute_backdrop_downsample_factor`. For each group it runs four sub-passes: a downsample
|
||||
from `source_texture` to `downsample_texture`; an H-blur from `downsample_texture` to
|
||||
`h_blur_texture`; a V-blur from `h_blur_texture` back into `downsample_texture` (ping-pong reuse);
|
||||
and finally a composite that reads the fully-blurred `downsample_texture`, applies the SDF mask
|
||||
and tint, and writes the result to `source_texture`. Sub-batch coalescing in
|
||||
`append_or_extend_sub_batch` merges contiguous same-sigma backdrops into a single instanced
|
||||
composite draw; non-contiguous same-sigma backdrops still share the blur output but issue separate
|
||||
composite draws.
|
||||
|
||||
The working textures are sized at the full swapchain resolution; larger downsample factors only
|
||||
fill a sub-rect via viewport-limited rendering (see the comment block at the top of `backdrop.odin`
|
||||
for the factor-selection table and rationale).
|
||||
|
||||
#### Submission-order trade-off
|
||||
|
||||
Within Pass A and Pass B, sub-batches render in the user's submission order. What the bracket model
|
||||
sacrifices is _interleaved_ ordering between backdrop and non-backdrop content within a single
|
||||
layer. A non-backdrop sub-batch submitted between two backdrops still renders in Pass B (after the
|
||||
bracket), not at its submission position. Worked example:
|
||||
|
||||
```
|
||||
draw.rectangle(layer, bg, GRAY) // 0 Tessellated → Pass A
|
||||
draw.rectangle(layer, card_blue, BLUE) // 1 SDF → Pass A
|
||||
draw.gaussian_blur(layer, panelA, sigma=12) // 2 Backdrop → Bracket (sees: bg + blue card)
|
||||
draw.rectangle(layer, card_red, RED) // 3 SDF → Pass B (drawn ON TOP of panelA)
|
||||
draw.gaussian_blur(layer, panelB, sigma=12) // 4 Backdrop → Bracket (sees: bg + blue card; same as panelA)
|
||||
draw.text(layer, "label", ...) // 5 Text → Pass B (drawn ON TOP of both panels)
|
||||
```
|
||||
|
||||
In this layer, panelB does _not_ see card_red — even though card_red was submitted before panelB —
|
||||
because both backdrops sample `source_texture` as it stood at the bracket entry, which is after
|
||||
Pass A and before card_red has rendered. card_red ends up on top of panelA, not underneath it.
|
||||
|
||||
The user controls the alternative outcome by splitting layers. Putting card_red and panelB into a
|
||||
new layer (via `draw.new_layer`) gives panelB a fresh source snapshot that includes panelA and
|
||||
card_red:
|
||||
|
||||
```
|
||||
base := draw.begin(...)
|
||||
draw.rectangle(base, bg, GRAY)
|
||||
draw.rectangle(base, card_blue, BLUE)
|
||||
draw.gaussian_blur(base, panelA, sigma=12) // panelA in base layer's bracket
|
||||
|
||||
top := draw.new_layer(base, ...)
|
||||
draw.rectangle(top, card_red, RED)
|
||||
draw.gaussian_blur(top, panelB, sigma=12) // top layer's bracket; sees base + card_red
|
||||
draw.text(top, "label", ...)
|
||||
```
|
||||
|
||||
Why one bracket per layer and not one per backdrop? Each bracket adds three render passes
|
||||
(downsample + H-blur + V-composite) and at least three tile-cache flushes on tilers like Mali
|
||||
Valhall. Strict submission-order semantics would require one bracket per cluster of contiguous
|
||||
backdrops, which scales the GPU cost linearly with how interleaved the user's submission happens
|
||||
to be — a footgun. The current design caps the bracket cost per layer regardless of submission
|
||||
interleave, and gives the user explicit control over ordering through the existing layer
|
||||
abstraction. This matches the cost/complexity envelope of iOS `UIVisualEffectView` and CSS
|
||||
`backdrop-filter` (both of which constrain backdrop ordering implicitly).
|
||||
|
||||
### Vertex layout
|
||||
|
||||
The vertex struct is unchanged from the current 20-byte layout:
|
||||
|
||||
```
|
||||
Vertex :: struct {
|
||||
Vertex_2D :: struct {
|
||||
position: [2]f32, // 0: screen-space position
|
||||
uv: [2]f32, // 8: atlas UV (text) or unused (shapes)
|
||||
color: Color, // 16: u8x4, GPU-normalized to float
|
||||
@@ -575,25 +721,30 @@ draws, `position` carries actual world-space geometry. For SDF draws, `position`
|
||||
corners (0,0 to 1,1) and the vertex shader computes world-space position from the storage-buffer
|
||||
primitive's bounds.
|
||||
|
||||
The `Primitive` struct for SDF shapes lives in the storage buffer, not in vertex attributes:
|
||||
The `Core_2D_Primitive` struct for SDF shapes lives in the storage buffer, not in vertex attributes:
|
||||
|
||||
```
|
||||
Primitive :: struct {
|
||||
Core_2D_Primitive :: struct {
|
||||
bounds: [4]f32, // 0: min_x, min_y, max_x, max_y
|
||||
color: Color, // 16: u8x4, unpacked in shader via unpackUnorm4x8
|
||||
flags: u32, // 20: low byte = Shape_Kind, bits 8+ = Shape_Flags
|
||||
rotation_sc: u32, // 24: packed f16 pair (sin, cos). Requires .Rotated flag.
|
||||
_pad: f32, // 28: reserved for future use
|
||||
params: Shape_Params, // 32: per-kind params union (half_feather, radii, etc.) (32 bytes)
|
||||
uv: Uv_Or_Effects, // 64: texture UV rect or gradient/outline parameters (16 bytes)
|
||||
uv_rect: [4]f32, // 64: texture UV coordinates. Read when .Textured.
|
||||
effects: Gradient_Outline, // 80: gradient and/or outline parameters (16 bytes).
|
||||
}
|
||||
// Total: 80 bytes (std430 aligned)
|
||||
// Total: 96 bytes (std430 aligned)
|
||||
```
|
||||
|
||||
`RRect_Params` holds the rounded-rectangle parameters directly — there is no `Shape_Params` union.
|
||||
`Uv_Or_Gradient` is a `#raw_union` that aliases `[4]f32` (texture UV rect) with `[4]Color` (gradient
|
||||
corner colors, clockwise from top-left: TL, TR, BR, BL). The `flags` field encodes both the
|
||||
tessellated/SDF mode marker (low byte) and shape flags (bits 8+) via `pack_flags`.
|
||||
`Shape_Params` is a `#raw_union` over `RRect_Params`, `NGon_Params`, `Ellipse_Params`, and
|
||||
`Ring_Arc_Params` (plus a `raw: [8]f32` view), defined in `core_2d.odin`. Each SDF kind
|
||||
writes its own params variant; the fragment shader reads the appropriate fields based on `Shape_Kind`.
|
||||
`Gradient_Outline` is a 16-byte struct containing `gradient_color: Color`, `outline_color: Color`,
|
||||
`gradient_dir_sc: u32` (packed f16 cos/sin pair), and `outline_packed: u32` (packed f16 outline
|
||||
width). It is independent of `uv_rect`, so a primitive can carry texture and outline parameters at
|
||||
the same time. The `flags` field encodes the `Shape_Kind` in the low byte and `Shape_Flags` in bits
|
||||
8+ via `pack_kind_flags`.
|
||||
|
||||
### Draw submission order
|
||||
|
||||
@@ -617,17 +768,16 @@ pair into bitmap atlases and emits indexed triangle data via `GetGPUTextDrawData
|
||||
**unchanged** by the SDF migration — text continues to flow through the main pipeline's tessellated
|
||||
mode with `mode = 0`, sampling the SDL_ttf atlas texture.
|
||||
|
||||
A future phase may evaluate MSDF (multi-channel signed distance field) text rendering, which would
|
||||
MSDF (multi-channel signed distance field) text rendering may be evaluated later, which would
|
||||
allow resolution-independent glyph rendering from a single small atlas per font. This would involve:
|
||||
|
||||
- Offline atlas generation via Chlumský's msdf-atlas-gen tool.
|
||||
- Runtime glyph metrics via `vendor:stb/truetype` (already in the Odin distribution).
|
||||
- A new MSDF glyph mode in the fragment shader, which would require reintroducing a mode/kind
|
||||
distinction (the current shader evaluates only `sdRoundedBox` with no kind dispatch).
|
||||
- A new MSDF glyph `Shape_Kind` in the fragment shader (additive — the kind dispatch infrastructure
|
||||
already exists for the four current SDF kinds).
|
||||
- Potential removal of the SDL_ttf dependency.
|
||||
|
||||
This is explicitly deferred. The SDF shape migration is independent of and does not block text
|
||||
changes.
|
||||
This is explicitly deferred.
|
||||
|
||||
**References:**
|
||||
|
||||
@@ -641,8 +791,8 @@ changes.
|
||||
### 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.
|
||||
work is a resource layer (registration, upload, sampling, lifecycle) plus a `Texture_Fill` Brush
|
||||
variant that routes the existing shape procs through the SDF path with the `.Textured` flag set.
|
||||
|
||||
#### Why draw owns registered textures
|
||||
|
||||
@@ -692,31 +842,30 @@ with the same texture but different samplers produce separate draw calls, which
|
||||
|
||||
#### Textured draw procs
|
||||
|
||||
Textured rectangles route through the existing SDF path via `sdf_rectangle_texture` and
|
||||
`sdf_rectangle_texture_corners`, mirroring `sdf_rectangle` and `sdf_rectangle_corners` exactly —
|
||||
same parameters, same naming — with the color parameter replaced by a texture ID plus an optional
|
||||
tint.
|
||||
Textures share the same shape procs as colors and gradients. Each shape proc takes a `Brush`
|
||||
union as its fill source; passing a `Texture_Fill` value (carrying `Texture_Id`, `tint`,
|
||||
`uv_rect`, and `Sampler_Preset`) routes the draw through the SDF path with the `.Textured`
|
||||
flag set. There is no dedicated `rectangle_texture` / `circle_texture` proc — the same
|
||||
`rectangle`, `circle`, `ellipse`, `polygon`, `ring`, `line`, and `line_strip` procs handle
|
||||
all fill sources.
|
||||
|
||||
An earlier iteration of this design considered a separate tessellated proc for "simple" fullscreen
|
||||
quads, on the theory that the tessellated path's lower register count (~16 regs vs ~18 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 18 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 ~1–5μs per
|
||||
pipeline bind on the CPU side per scissor, matching or exceeding the GPU-side savings. Within the
|
||||
main pipeline, unified remains strictly better.
|
||||
A separate tessellated proc for "simple" fullscreen quads was considered on the theory that
|
||||
the tessellated path's lower register count would improve occupancy at large fragment counts.
|
||||
Both paths are well within the ≤24-register main pipeline budget — both run at full
|
||||
occupancy on every target architecture (Valhall and above). 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 ~1–5μs 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 uses `sdf_` and `tes_` prefixes to indicate the rendering path, with suffixes
|
||||
for modifiers: `sdf_rectangle_texture` and `sdf_rectangle_texture_corners` sit alongside
|
||||
`sdf_rectangle` (solid or gradient overload). Proc groups like `sdf_rectangle` dispatch to
|
||||
`sdf_rectangle_solid` or `sdf_rectangle_gradient` based on argument count. Future per-shape texture
|
||||
variants (`sdf_circle_texture`) are additive.
|
||||
SDF drawing procs live in the `draw` package with unprefixed names (`rectangle`, `circle`,
|
||||
`ellipse`, `polygon`, `ring`, `line`, `line_strip`). Gradients, textures, and outlines are
|
||||
selected via the `Brush` union and optional outline parameters rather than separate overloads.
|
||||
|
||||
#### 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
|
||||
outline edges. 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
|
||||
@@ -725,8 +874,8 @@ depends on how closely the display size matches the SDL_ttf atlas's rasterized s
|
||||
#### 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.
|
||||
sub-region computations on top of the `uv_rect` field of `Texture_Fill`. 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.
|
||||
@@ -750,13 +899,13 @@ textures onto a free list that is processed in `r_end_frame`, not at the call si
|
||||
|
||||
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 `sdf_rectangle_texture` (SDF, sharp
|
||||
corners), nonzero dispatches to `sdf_rectangle_texture_corners` (SDF, per-corner radii). A
|
||||
`fit_params` call computes UVs from the fit mode before dispatch.
|
||||
existing rectangle handling: `fit_params` computes UVs from the fit mode, then `rectangle` is
|
||||
called with a `Texture_Fill` brush and the appropriate radii (zero for sharp corners, per-corner
|
||||
values from Clay's `cornerRadius` otherwise).
|
||||
|
||||
#### Deferred features
|
||||
|
||||
The following are plumbed in the descriptor but not implemented in phase 1:
|
||||
The following are plumbed in `Texture_Desc` but not yet implemented:
|
||||
|
||||
- **Mipmaps**: `Texture_Desc.mip_levels` field exists; generation via SDL3 deferred.
|
||||
- **Compressed formats**: `Texture_Desc.format` accepts BC/ASTC; upload path deferred.
|
||||
@@ -764,7 +913,6 @@ The following are plumbed in the descriptor but not implemented in phase 1:
|
||||
- **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**: `sdf_circle_texture`, `tes_ellipse_texture`, `tes_polygon_texture` — potential future additions, reserved by naming convention.
|
||||
|
||||
**References:**
|
||||
|
||||
|
||||
+1146
File diff suppressed because it is too large
Load Diff
+1601
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,756 @@
|
||||
// CYBERSTEEL DESIGN SYSTEM — Odin theme constants
|
||||
//
|
||||
// Retrofuturist. Technical. Direct. Gruvbox-derived palette
|
||||
// with Art Deco type system. Every visual token from the
|
||||
// Cybersteel design system, transferred 1:1 to Odin constants.
|
||||
//
|
||||
// Conventions:
|
||||
// - Colors are [4]u8 RGBA. Alpha 255 = fully opaque.
|
||||
// Translucent tints carry their alpha in the 4th channel.
|
||||
// - Times are time.Duration via core:time.
|
||||
// - Pixel sizes, weights, line-heights, letter-spacings, and
|
||||
// ratio-like values are plain (untyped) numeric literals so
|
||||
// callers can use them with whatever numeric type they need.
|
||||
// - Letter-spacing values are expressed in EMs (multiply by
|
||||
// the resolved font size to get pixels).
|
||||
// - Line-heights are unitless multipliers of the font size.
|
||||
|
||||
package cybersteel
|
||||
|
||||
import "core:time"
|
||||
|
||||
import draw ".."
|
||||
|
||||
|
||||
// ============================================================
|
||||
// BASE BACKGROUNDS — warm dark, Gruvbox-derived
|
||||
// Never pure black. The warmth is intentional: aged metal,
|
||||
// amber phosphor, old paper. Order is: deepest chrome first
|
||||
// (shell), then page, then progressively lighter surfaces.
|
||||
// ============================================================
|
||||
|
||||
// Topbar, sidebar, nav chrome, modal backdrops. Deepest base.
|
||||
BG_SHELL :: draw.Color{0x1d, 0x20, 0x21, 0xff}
|
||||
|
||||
// Default page canvas / main content area. One step up from shell.
|
||||
BG_PAGE :: draw.Color{0x31, 0x31, 0x31, 0xff}
|
||||
|
||||
// Cards, panels, drawers, input fields, code blocks, table rows.
|
||||
// Slightly lighter than the page so raised surfaces read clearly
|
||||
// without shadows.
|
||||
BG_SURFACE :: draw.Color{0x3c, 0x38, 0x36, 0xff}
|
||||
|
||||
// Selected rows, active nav items, hover states. One step lighter
|
||||
// than BG_SURFACE.
|
||||
BG_ACTIVE :: draw.Color{0x50, 0x49, 0x45, 0xff}
|
||||
|
||||
// Disabled buttons / inputs background. Pairs with FG_MUTED text
|
||||
// only — the contrast is intentionally low.
|
||||
BG_DISABLED :: draw.Color{0x66, 0x5c, 0x54, 0xff}
|
||||
|
||||
// Borders, dividers, rules, input outlines. Never use as a text
|
||||
// surface — it has no fg-pair guarantee.
|
||||
BG_BORDER :: draw.Color{0x7c, 0x6f, 0x64, 0xff}
|
||||
|
||||
|
||||
// ============================================================
|
||||
// BASE FOREGROUNDS — warm cream / ivory, never pure white
|
||||
// Five-step ramp from brightest (heading) to most muted.
|
||||
// ============================================================
|
||||
|
||||
// Hero text, page headings, display titles. Brightest fg.
|
||||
FG_HEADING :: draw.Color{0xfb, 0xf1, 0xc7, 0xff}
|
||||
|
||||
// Primary body text, default readable content.
|
||||
FG_BODY :: draw.Color{0xf2, 0xe2, 0xba, 0xff}
|
||||
|
||||
// Labels, secondary descriptions, table data.
|
||||
FG_SECONDARY :: draw.Color{0xe0, 0xd0, 0xa8, 0xff}
|
||||
|
||||
// Captions, metadata, timestamps, placeholders.
|
||||
FG_CAPTION :: draw.Color{0xce, 0xbd, 0x9e, 0xff}
|
||||
|
||||
// Disabled text, token labels, subtle UI annotations.
|
||||
FG_MUTED :: draw.Color{0xb8, 0xa9, 0x8e, 0xff}
|
||||
|
||||
|
||||
// ============================================================
|
||||
// ACCENT — GOLD (signature color, Art Deco)
|
||||
// The defining accent of the system. Use sparingly: borders,
|
||||
// highlights, focus rings, primary interactive states.
|
||||
// ============================================================
|
||||
|
||||
// Primary interactive, focus rings, headline interactive accent.
|
||||
GOLD_BRIGHT :: draw.Color{0xfa, 0xbd, 0x2f, 0xff}
|
||||
|
||||
// Borders, decorative rules, default Art Deco ornament color.
|
||||
GOLD_DIM :: draw.Color{0xd7, 0x99, 0x21, 0xff}
|
||||
|
||||
// Hover states, pressed accents, dimmer gold contexts.
|
||||
GOLD_MUTED :: draw.Color{0xb5, 0x76, 0x14, 0xff}
|
||||
|
||||
// Pure CRT amber. Reserved for terminal-style glow / phosphor
|
||||
// references — distinct from gold ramp.
|
||||
AMBER :: draw.Color{0xff, 0xb0, 0x00, 0xff}
|
||||
|
||||
|
||||
// ============================================================
|
||||
// ACCENT — RED (danger, errors, critical alerts)
|
||||
// ============================================================
|
||||
|
||||
RED_BRIGHT :: draw.Color{0xfb, 0x49, 0x34, 0xff}
|
||||
RED_DIM :: draw.Color{0xcc, 0x24, 0x1d, 0xff}
|
||||
RED_MUTED :: draw.Color{0x9d, 0x00, 0x06, 0xff}
|
||||
|
||||
|
||||
// ============================================================
|
||||
// ACCENT — GREEN (success, safe, complete)
|
||||
// ============================================================
|
||||
|
||||
GREEN_BRIGHT :: draw.Color{0xb8, 0xbb, 0x26, 0xff}
|
||||
GREEN_DIM :: draw.Color{0x98, 0x97, 0x1a, 0xff}
|
||||
GREEN_MUTED :: draw.Color{0x79, 0x74, 0x0e, 0xff}
|
||||
|
||||
|
||||
// ============================================================
|
||||
// ACCENT — BLUE / TEAL (info, links, cool technical elements)
|
||||
// ============================================================
|
||||
|
||||
BLUE_BRIGHT :: draw.Color{0x83, 0xa5, 0x98, 0xff}
|
||||
BLUE_DIM :: draw.Color{0x45, 0x85, 0x88, 0xff}
|
||||
BLUE_MUTED :: draw.Color{0x07, 0x66, 0x78, 0xff}
|
||||
|
||||
|
||||
// ============================================================
|
||||
// ACCENT — ORANGE (warnings, in-progress, hot paths)
|
||||
// ============================================================
|
||||
|
||||
ORANGE_BRIGHT :: draw.Color{0xfe, 0x80, 0x19, 0xff}
|
||||
ORANGE_DIM :: draw.Color{0xd6, 0x5d, 0x0e, 0xff}
|
||||
ORANGE_MUTED :: draw.Color{0xaf, 0x3a, 0x03, 0xff}
|
||||
|
||||
|
||||
// ============================================================
|
||||
// ACCENT — AQUA (cool secondary accent, fresh/active states)
|
||||
// ============================================================
|
||||
|
||||
AQUA_BRIGHT :: draw.Color{0x8e, 0xc0, 0x7c, 0xff}
|
||||
AQUA_DIM :: draw.Color{0x68, 0x9d, 0x6a, 0xff}
|
||||
AQUA_MUTED :: draw.Color{0x42, 0x7b, 0x58, 0xff}
|
||||
|
||||
|
||||
// ============================================================
|
||||
// ACCENT — PURPLE (rare, for categorical / data-vis variety)
|
||||
// ============================================================
|
||||
|
||||
PURPLE_BRIGHT :: draw.Color{0xd3, 0x86, 0x9b, 0xff}
|
||||
PURPLE_DIM :: draw.Color{0xb1, 0x62, 0x86, 0xff}
|
||||
PURPLE_MUTED :: draw.Color{0x8f, 0x3f, 0x71, 0xff}
|
||||
|
||||
|
||||
// ============================================================
|
||||
// SEMANTIC COLOR ROLES
|
||||
// Aliases to accent ramps, named by intent. Prefer these in
|
||||
// product code so meaning travels with the value.
|
||||
// ============================================================
|
||||
|
||||
// Primary brand interactive — buttons, key links, focus ring.
|
||||
COLOR_PRIMARY :: GOLD_BRIGHT
|
||||
COLOR_PRIMARY_DIM :: GOLD_DIM
|
||||
|
||||
// Destructive / error / critical states.
|
||||
COLOR_DANGER :: RED_BRIGHT
|
||||
COLOR_DANGER_DIM :: RED_DIM
|
||||
|
||||
// Successful operation / safe state / completion.
|
||||
COLOR_SUCCESS :: GREEN_BRIGHT
|
||||
COLOR_SUCCESS_DIM :: GREEN_DIM
|
||||
|
||||
// Caution / in-progress / non-fatal anomaly.
|
||||
COLOR_WARNING :: ORANGE_BRIGHT
|
||||
COLOR_WARNING_DIM :: ORANGE_DIM
|
||||
|
||||
// Informational / neutral status / passive notice.
|
||||
COLOR_INFO :: BLUE_BRIGHT
|
||||
COLOR_INFO_DIM :: BLUE_DIM
|
||||
|
||||
// Hyperlinks at rest and on hover (links flip to gold on hover).
|
||||
COLOR_LINK :: BLUE_BRIGHT
|
||||
COLOR_LINK_HOVER :: GOLD_BRIGHT
|
||||
|
||||
// Keyboard / programmatic focus ring color.
|
||||
COLOR_FOCUS :: GOLD_BRIGHT
|
||||
|
||||
|
||||
// ============================================================
|
||||
// SURFACE ROLES
|
||||
// Semantic aliases for the bg ramp by usage role.
|
||||
// ============================================================
|
||||
|
||||
SURFACE_PAGE :: BG_PAGE // root canvas
|
||||
SURFACE_RAISED :: BG_SURFACE // cards, panels, inputs
|
||||
SURFACE_OVERLAY :: BG_SHELL // modals, popovers, deep chrome
|
||||
SURFACE_HOVER :: BG_ACTIVE // hovered raised surfaces
|
||||
SURFACE_ACTIVE :: BG_SURFACE // pressed/active raised surfaces
|
||||
|
||||
|
||||
// ============================================================
|
||||
// BORDER ROLES
|
||||
// Cybersteel borders are 1px solid, always crisp, always visible.
|
||||
// Color carries the meaning; weight rarely changes.
|
||||
// ============================================================
|
||||
|
||||
BORDER :: BG_BORDER // structural borders, default
|
||||
BORDER_SUBTLE :: BG_DISABLED // very faint separators
|
||||
BORDER_ACCENT :: GOLD_DIM // decorative / active edge
|
||||
BORDER_FOCUS :: GOLD_BRIGHT // focus rings
|
||||
BORDER_DANGER :: RED_DIM // destructive states
|
||||
BORDER_SUCCESS :: GREEN_DIM // success states
|
||||
|
||||
|
||||
// ============================================================
|
||||
// TRANSLUCENT ACCENT TINTS
|
||||
// Used for hover fills behind ghost buttons and for warm
|
||||
// gradient overlays. Alpha encodes the tint strength.
|
||||
// ============================================================
|
||||
|
||||
// 20% gold tint behind a hovered secondary button.
|
||||
TINT_GOLD_HOVER :: draw.Color{0xd7, 0x99, 0x21, 0x33} // ~20% alpha
|
||||
|
||||
// 20% red tint behind a hovered danger ghost button.
|
||||
TINT_DANGER_HOVER :: draw.Color{0xcc, 0x24, 0x1d, 0x33}
|
||||
|
||||
// 20% green tint behind a hovered success ghost button.
|
||||
TINT_SUCCESS_HOVER :: draw.Color{0x98, 0x97, 0x1a, 0x33}
|
||||
|
||||
// 8% gold tint — top of the diagonal "gold fade" feature
|
||||
// section overlay.
|
||||
TINT_GOLD_FADE :: draw.Color{0xfa, 0xbd, 0x2f, 0x14} // ~8% alpha
|
||||
|
||||
// 6% amber tint — top of the vertical "amber fade" overlay.
|
||||
TINT_AMBER_FADE :: draw.Color{0xff, 0xb0, 0x00, 0x0f} // ~6% alpha
|
||||
|
||||
// 4% gold tint — corner of card gradient.
|
||||
TINT_GOLD_CARD :: draw.Color{0xfa, 0xbd, 0x2f, 0x0a} // ~4% alpha
|
||||
|
||||
// 3% black tint — scanline overlay stripe color.
|
||||
TINT_SCANLINE :: draw.Color{0x00, 0x00, 0x00, 0x08} // ~3% alpha
|
||||
|
||||
|
||||
// ============================================================
|
||||
// SHADOWS
|
||||
// Cybersteel is FLAT — no drop shadows. Elevation is expressed
|
||||
// through bg + border only. The single permitted shadow use is
|
||||
// a 1px gold ring as a focus / active indicator. Constants are
|
||||
// kept here so callers don't reach for ad-hoc shadow values.
|
||||
// ============================================================
|
||||
|
||||
// 1px inset gold ring — only permitted shadow, used as focus
|
||||
// or selected-state outline. Width is 1px; color follows.
|
||||
SHADOW_GOLD_RING_WIDTH :: 1
|
||||
SHADOW_GOLD_RING_COLOR :: GOLD_DIM
|
||||
|
||||
|
||||
// ============================================================
|
||||
// SPACING SCALE (8px base grid)
|
||||
// All spacing values are multiples of 4px, with the main scale
|
||||
// in multiples of 8px. Names describe the scope of the gap, not
|
||||
// the raw size — pick by intent, not by pixel count.
|
||||
// ============================================================
|
||||
|
||||
// Badge/tag inner padding, icon-label gap, border offsets, micro nudges.
|
||||
SPACE_CHIP :: 4
|
||||
|
||||
// Inline element gaps, chip/pill padding, icon inset, tight row spacing.
|
||||
SPACE_ELEMENT :: 8
|
||||
|
||||
// Button vertical padding, input inset, list row gap, label-to-field gap.
|
||||
SPACE_COMPONENT :: 12
|
||||
|
||||
// Card inset, input horizontal padding, form field gap, default gap.
|
||||
SPACE_GROUP :: 16
|
||||
|
||||
// Grouped nav items, related form section spacing, compact panel inset.
|
||||
SPACE_CLUSTER :: 20
|
||||
|
||||
// Sidebar / panel inset, modal body padding, drawer inset, section
|
||||
// subheader gap.
|
||||
SPACE_PANEL :: 24
|
||||
|
||||
// Between distinct content blocks, card grid gutter, toolbar height.
|
||||
SPACE_BLOCK :: 32
|
||||
|
||||
// Major content group spacing, dialog padding, page sub-section gap.
|
||||
SPACE_CONTENT :: 40
|
||||
|
||||
// Page section breaks, feature group dividers, hero subheading gap.
|
||||
SPACE_SECTION :: 48
|
||||
|
||||
// Hero vertical padding, layout area spacing, large feature gaps.
|
||||
SPACE_REGION :: 64
|
||||
|
||||
// Page-scale layout spacing, full-width section vertical rhythm.
|
||||
SPACE_ZONE :: 80
|
||||
|
||||
// Page margins, full-bleed hero top padding, maximum layout gutter.
|
||||
SPACE_CANVAS :: 96
|
||||
|
||||
|
||||
// ============================================================
|
||||
// CORNER RADIUS
|
||||
// Cybersteel does not round its corners like a toy. 0–4px is the
|
||||
// preferred range; larger radii exist only for chips/pills.
|
||||
// ============================================================
|
||||
|
||||
RADIUS_NONE :: 0 // sharp corners — preferred default for chrome
|
||||
RADIUS_SM :: 4 // micro-rounding for inline code, small badges
|
||||
RADIUS_MD :: 6 // default for cards, buttons, inputs
|
||||
RADIUS_LG :: 10 // rare — used only for prominent containers
|
||||
RADIUS_PILL :: 999 // fully-rounded chips, status pills, tags
|
||||
|
||||
|
||||
// ============================================================
|
||||
// BORDER WIDTH
|
||||
// 1px solid is the standard. Heavier weights are only used for
|
||||
// the Art Deco hairline accent on pre/code blocks.
|
||||
// ============================================================
|
||||
|
||||
// Standard border weight everywhere — always crisp, always visible.
|
||||
BORDER_WIDTH_DEFAULT :: 1
|
||||
|
||||
// Accent edge on <pre> blocks (left side, gold) and similar
|
||||
// emphasized rule treatments.
|
||||
BORDER_WIDTH_ACCENT :: 2
|
||||
|
||||
|
||||
// ============================================================
|
||||
// MOTION — TRANSITION DURATIONS
|
||||
// Fast and purposeful. No bounce, no spring, no elastic. UI
|
||||
// state changes in well under a quarter-second. Animations
|
||||
// must explain causality; nothing is decorative.
|
||||
// ============================================================
|
||||
|
||||
// Entering active/pressed state. Snap-down feel — must feel
|
||||
// instant under the finger.
|
||||
TRANSITION_PRESS :: 55 * time.Millisecond
|
||||
|
||||
// Releasing from a pressed state, and slower hover-out cases.
|
||||
TRANSITION_UI :: 180 * time.Millisecond
|
||||
|
||||
// Hover enter / exit color shift on buttons, cards, links.
|
||||
TRANSITION_HOVER :: 150 * time.Millisecond
|
||||
|
||||
// Overlay / modal / popover fade-in. Slightly longer to
|
||||
// signal "a layer changed", not "a control changed".
|
||||
TRANSITION_MODAL :: 200 * time.Millisecond
|
||||
|
||||
// Cursor / immediate-feedback transitions (caret moves,
|
||||
// terminal output ticks).
|
||||
TRANSITION_CURSOR :: 80 * time.Millisecond
|
||||
|
||||
|
||||
// ============================================================
|
||||
// MOTION — COMPONENT-LEVEL TIMINGS
|
||||
// Specific named durations for known interactions. Prefer these
|
||||
// over picking a raw transition for a given component.
|
||||
// ============================================================
|
||||
|
||||
// Button press fade — primary/secondary/danger/success share this.
|
||||
BUTTON_PRESS_FADE_DUR :: 55 * time.Millisecond
|
||||
|
||||
// Button release / hover-out fade.
|
||||
BUTTON_RELEASE_FADE_DUR :: 180 * time.Millisecond
|
||||
|
||||
// Card hover (border + bg crossfade).
|
||||
CARD_HOVER_FADE_DUR :: 150 * time.Millisecond
|
||||
|
||||
// Card press (border + bg snap to active).
|
||||
CARD_PRESS_FADE_DUR :: 55 * time.Millisecond
|
||||
|
||||
// Modal / overlay enter.
|
||||
MODAL_ENTER_DUR :: 200 * time.Millisecond
|
||||
|
||||
// Modal / overlay exit (mirror of enter for symmetry).
|
||||
MODAL_EXIT_DUR :: 200 * time.Millisecond
|
||||
|
||||
// Link color crossfade on hover.
|
||||
LINK_HOVER_FADE_DUR :: 180 * time.Millisecond
|
||||
|
||||
// Terminal scanline flicker tick — single frame of the loop.
|
||||
SCANLINE_FLICKER_TICK :: 80 * time.Millisecond
|
||||
|
||||
|
||||
// ============================================================
|
||||
// TYPOGRAPHY — FONT FAMILY NAMES
|
||||
// Sans: IBM Plex Sans
|
||||
// Mono: Lilex — IBM Plex Mono with programming ligatures.
|
||||
// Drop-in Plex Mono replacement; same skeleton, same
|
||||
// proportions, plus =>, !=, >=, <=, etc. ligatures.
|
||||
// Plex Sans covers display, body, and condensed roles by
|
||||
// default. Lilex is for code, terminal output, data values,
|
||||
// and full mono-mode surfaces.
|
||||
// ============================================================
|
||||
|
||||
// Plain family names
|
||||
FONT_FAMILY_SANS :: "IBM Plex Sans"
|
||||
FONT_FAMILY_MONO :: "Lilex"
|
||||
|
||||
// IBM Plex Sans raw font data
|
||||
SANS_THIN_RAW :: #load("fonts/IBMPlexSans-Thin.ttf") // IBM Plex Sans
|
||||
SANS_THIN_ITALIC_RAW :: #load("fonts/IBMPlexSans-ThinItalic.ttf") // IBM Plex Sans
|
||||
SANS_EXTRALIGHT_RAW :: #load("fonts/IBMPlexSans-ExtraLight.ttf") // IBM Plex Sans
|
||||
SANS_EXTRALIGHT_ITALIC_RAW :: #load("fonts/IBMPlexSans-ExtraLightItalic.ttf") // IBM Plex Sans
|
||||
SANS_LIGHT_RAW :: #load("fonts/IBMPlexSans-Light.ttf") // IBM Plex Sans
|
||||
SANS_LIGHT_ITALIC_RAW :: #load("fonts/IBMPlexSans-LightItalic.ttf") // IBM Plex Sans
|
||||
SANS_REGULAR_RAW :: #load("fonts/IBMPlexSans-Regular.ttf") // IBM Plex Sans
|
||||
SANS_ITALIC_RAW :: #load("fonts/IBMPlexSans-Italic.ttf") // IBM Plex Sans
|
||||
SANS_MEDIUM_RAW :: #load("fonts/IBMPlexSans-Medium.ttf") // IBM Plex Sans
|
||||
SANS_MEDIUM_ITALIC_RAW :: #load("fonts/IBMPlexSans-MediumItalic.ttf") // IBM Plex Sans
|
||||
SANS_SEMIBOLD_RAW :: #load("fonts/IBMPlexSans-SemiBold.ttf") // IBM Plex Sans
|
||||
SANS_SEMIBOLD_ITALIC_RAW :: #load("fonts/IBMPlexSans-SemiBoldItalic.ttf") // IBM Plex Sans
|
||||
SANS_BOLD_RAW :: #load("fonts/IBMPlexSans-Bold.ttf") // IBM Plex Sans
|
||||
SANS_BOLD_ITALIC_RAW :: #load("fonts/IBMPlexSans-BoldItalic.ttf") // IBM Plex Sans
|
||||
|
||||
// Lilex raw font data
|
||||
MONO_THIN_RAW :: #load("fonts/Lilex-Thin.ttf") // Lilex
|
||||
MONO_THIN_ITALIC_RAW :: #load("fonts/Lilex-ThinItalic.ttf") // Lilex
|
||||
MONO_EXTRALIGHT_RAW :: #load("fonts/Lilex-ExtraLight.ttf") // Lilex
|
||||
MONO_EXTRALIGHT_ITALIC_RAW :: #load("fonts/Lilex-ExtraLightItalic.ttf") // Lilex
|
||||
MONO_LIGHT_RAW :: #load("fonts/Lilex-Light.ttf") // Lilex
|
||||
MONO_LIGHT_ITALIC_RAW :: #load("fonts/Lilex-LightItalic.ttf") // Lilex
|
||||
MONO_REGULAR_RAW :: #load("fonts/Lilex-Regular.ttf") // Lilex
|
||||
MONO_ITALIC_RAW :: #load("fonts/Lilex-Italic.ttf") // Lilex
|
||||
MONO_MEDIUM_RAW :: #load("fonts/Lilex-Medium.ttf") // Lilex
|
||||
MONO_MEDIUM_ITALIC_RAW :: #load("fonts/Lilex-MediumItalic.ttf") // Lilex
|
||||
MONO_SEMIBOLD_RAW :: #load("fonts/Lilex-SemiBold.ttf") // Lilex
|
||||
MONO_SEMIBOLD_ITALIC_RAW :: #load("fonts/Lilex-SemiBoldItalic.ttf") // Lilex
|
||||
MONO_BOLD_RAW :: #load("fonts/Lilex-Bold.ttf") // Lilex
|
||||
MONO_BOLD_ITALIC_RAW :: #load("fonts/Lilex-BoldItalic.ttf") // Lilex
|
||||
|
||||
|
||||
// ============================================================
|
||||
// TYPOGRAPHY — TYPE SCALE (1.25 modular ratio, base 16px)
|
||||
// Minimum body size on web is 14px; print is 12pt.
|
||||
// ============================================================
|
||||
|
||||
TEXT_XS :: 11 // status badges, fine print
|
||||
TEXT_SM :: 13 // secondary labels, captions
|
||||
TEXT_BASE :: 15 // default body text
|
||||
TEXT_MD :: 16 // slightly prominent body
|
||||
TEXT_LG :: 18 // subheadings, emphasized labels
|
||||
TEXT_XL :: 22 // H3 level
|
||||
TEXT_2XL :: 28 // H2 level
|
||||
TEXT_3XL :: 36 // H1 level
|
||||
TEXT_4XL :: 48 // display / hero
|
||||
TEXT_5XL :: 64 // hero display
|
||||
TEXT_6XL :: 96 // max scale; masthead only
|
||||
|
||||
|
||||
// ============================================================
|
||||
// TYPOGRAPHY — FONT WEIGHTS
|
||||
// Constrained to the STATIC weights that BOTH faces actually
|
||||
// ship from Google Fonts — IBM Plex Sans and Lilex share the
|
||||
// same seven static instances:
|
||||
// 100 Thin · 200 ExtraLight · 300 Light · 400 Regular ·
|
||||
// 500 Medium · 600 SemiBold · 700 Bold
|
||||
// There is no 800 ExtraBold and no 900 Black for either face.
|
||||
// Do not request a weight outside this set — Google's API
|
||||
// will fail or substitute, and the design will drift.
|
||||
// ============================================================
|
||||
|
||||
WEIGHT_THIN :: 100
|
||||
WEIGHT_EXTRALIGHT :: 200
|
||||
WEIGHT_LIGHT :: 300
|
||||
WEIGHT_REGULAR :: 400
|
||||
WEIGHT_MEDIUM :: 500
|
||||
WEIGHT_SEMIBOLD :: 600
|
||||
WEIGHT_BOLD :: 700
|
||||
|
||||
|
||||
// ============================================================
|
||||
// TYPOGRAPHY — LINE HEIGHTS (unitless multipliers)
|
||||
// Multiply by font size to derive a leading in pixels.
|
||||
// ============================================================
|
||||
|
||||
LEADING_TIGHT :: 1.15 // display headings
|
||||
LEADING_SNUG :: 1.30 // subheadings
|
||||
LEADING_NORMAL :: 1.50 // default body prose
|
||||
LEADING_LOOSE :: 1.70 // long-form reading, sparse density
|
||||
LEADING_MONO :: 1.40 // code / terminal output
|
||||
|
||||
|
||||
// ============================================================
|
||||
// TYPOGRAPHY — LETTER SPACING (in EM units)
|
||||
// Multiply by the resolved font size to get pixel spacing.
|
||||
// ============================================================
|
||||
|
||||
TRACKING_TIGHT :: -0.02 // large headings, tightened display
|
||||
TRACKING_NORMAL :: 0.00 // body default
|
||||
TRACKING_WIDE :: 0.05 // H1/H2 ALL CAPS, button labels
|
||||
TRACKING_WIDER :: 0.10 // H5 caps, section headers
|
||||
TRACKING_WIDEST :: 0.20 // .label / .label-mono — ALL CAPS chip text
|
||||
|
||||
|
||||
// ============================================================
|
||||
// HEADING ROLES — paired size + tracking + casing intent
|
||||
// Casing is documentation only; these are the numbers a
|
||||
// renderer actually consumes.
|
||||
// ============================================================
|
||||
|
||||
// H1 — page title, masthead. Title Case, ALL CAPS at display.
|
||||
H1_SIZE :: TEXT_3XL
|
||||
H1_WEIGHT :: WEIGHT_BOLD
|
||||
H1_TRACKING :: TRACKING_WIDE
|
||||
H1_LEADING :: LEADING_TIGHT
|
||||
|
||||
// H2 — major section. ALL CAPS.
|
||||
H2_SIZE :: TEXT_2XL
|
||||
H2_WEIGHT :: WEIGHT_BOLD
|
||||
H2_TRACKING :: TRACKING_WIDE
|
||||
H2_LEADING :: LEADING_TIGHT
|
||||
|
||||
// H3 — subsection. Sentence case, condensed semibold.
|
||||
H3_SIZE :: TEXT_XL
|
||||
H3_WEIGHT :: WEIGHT_SEMIBOLD
|
||||
H3_TRACKING :: TRACKING_NORMAL
|
||||
H3_LEADING :: LEADING_TIGHT
|
||||
|
||||
// H4 — minor subsection.
|
||||
H4_SIZE :: TEXT_LG
|
||||
H4_WEIGHT :: WEIGHT_SEMIBOLD
|
||||
H4_TRACKING :: TRACKING_NORMAL
|
||||
H4_LEADING :: LEADING_SNUG
|
||||
|
||||
// H5 — small caps section header (uses FG_SECONDARY).
|
||||
H5_SIZE :: TEXT_BASE
|
||||
H5_WEIGHT :: WEIGHT_SEMIBOLD
|
||||
H5_TRACKING :: TRACKING_WIDER
|
||||
H5_LEADING :: LEADING_SNUG
|
||||
|
||||
// H6 — mono caps eyebrow / overline (uses FG_CAPTION).
|
||||
H6_SIZE :: TEXT_SM
|
||||
H6_WEIGHT :: WEIGHT_REGULAR
|
||||
H6_TRACKING :: TRACKING_WIDEST
|
||||
H6_LEADING :: LEADING_SNUG
|
||||
|
||||
|
||||
// ============================================================
|
||||
// LABEL ROLES — small caps annotation chips
|
||||
// ============================================================
|
||||
|
||||
// .label — sans condensed, ALL CAPS, FG_CAPTION.
|
||||
LABEL_SIZE :: TEXT_XS
|
||||
LABEL_WEIGHT :: WEIGHT_SEMIBOLD
|
||||
LABEL_TRACKING :: TRACKING_WIDEST
|
||||
|
||||
// .label-mono — mono ALL CAPS, FG_MUTED.
|
||||
LABEL_MONO_SIZE :: TEXT_XS
|
||||
LABEL_MONO_WEIGHT :: WEIGHT_REGULAR
|
||||
LABEL_MONO_TRACKING :: TRACKING_WIDEST
|
||||
|
||||
|
||||
// ============================================================
|
||||
// FOCUS RING
|
||||
// 1px solid gold outline at 2px offset. Crisp, never blurry.
|
||||
// No glow, no box-shadow halo.
|
||||
// ============================================================
|
||||
|
||||
FOCUS_RING_WIDTH :: 1
|
||||
FOCUS_RING_OFFSET :: 2
|
||||
FOCUS_RING_COLOR :: BORDER_FOCUS // GOLD_BRIGHT
|
||||
|
||||
|
||||
// ============================================================
|
||||
// COMPONENT — BUTTONS
|
||||
// Cybersteel buttons are uppercase, semibold→bold, with wide
|
||||
// tracking. Default size is "md"; sm/lg shift padding + size.
|
||||
// ============================================================
|
||||
|
||||
// Default (md) padding: vertical / horizontal
|
||||
BUTTON_PAD_Y :: 8
|
||||
BUTTON_PAD_X :: 18
|
||||
BUTTON_FONT_SIZE :: 12
|
||||
BUTTON_FONT_WEIGHT :: WEIGHT_BOLD
|
||||
BUTTON_TRACKING :: 0.07 // EM — ALL CAPS button label
|
||||
BUTTON_RADIUS :: RADIUS_MD
|
||||
BUTTON_BORDER :: BORDER_WIDTH_DEFAULT
|
||||
|
||||
// Small button
|
||||
BUTTON_SM_PAD_Y :: 5
|
||||
BUTTON_SM_PAD_X :: 12
|
||||
BUTTON_SM_FONT_SIZE :: 10
|
||||
|
||||
// Large button
|
||||
BUTTON_LG_PAD_Y :: 11
|
||||
BUTTON_LG_PAD_X :: 24
|
||||
BUTTON_LG_FONT_SIZE :: 14
|
||||
|
||||
// Primary — solid gold fill, dark text. Hover brightens, press
|
||||
// flips to fg-heading (cream) fill.
|
||||
BUTTON_PRIMARY_BG :: GOLD_DIM
|
||||
BUTTON_PRIMARY_FG :: BG_SHELL
|
||||
BUTTON_PRIMARY_BORDER :: GOLD_DIM
|
||||
BUTTON_PRIMARY_BG_HOVER :: GOLD_BRIGHT
|
||||
BUTTON_PRIMARY_BORDER_HOVER :: GOLD_BRIGHT
|
||||
BUTTON_PRIMARY_BG_PRESS :: FG_HEADING
|
||||
BUTTON_PRIMARY_FG_PRESS :: BG_SHELL
|
||||
BUTTON_PRIMARY_BORDER_PRESS :: FG_HEADING
|
||||
|
||||
// Secondary — transparent bg, structural border, hover gains
|
||||
// gold tint + gold-dim border, press fills with gold-bright.
|
||||
BUTTON_SECONDARY_BG :: [4]u8{0, 0, 0, 0} // transparent
|
||||
BUTTON_SECONDARY_FG :: FG_SECONDARY
|
||||
BUTTON_SECONDARY_BORDER :: BG_BORDER
|
||||
BUTTON_SECONDARY_BG_HOVER :: TINT_GOLD_HOVER
|
||||
BUTTON_SECONDARY_BORDER_HOVER :: GOLD_DIM
|
||||
BUTTON_SECONDARY_FG_HOVER :: FG_BODY
|
||||
BUTTON_SECONDARY_BG_PRESS :: GOLD_BRIGHT
|
||||
BUTTON_SECONDARY_FG_PRESS :: [4]u8{0xff, 0xff, 0xff, 0xff}
|
||||
BUTTON_SECONDARY_BORDER_PRESS :: GOLD_BRIGHT
|
||||
|
||||
// Ghost — fully transparent, no border. Hover lifts to BG_ACTIVE.
|
||||
BUTTON_GHOST_BG :: [4]u8{0, 0, 0, 0}
|
||||
BUTTON_GHOST_FG :: FG_CAPTION
|
||||
BUTTON_GHOST_BORDER :: [4]u8{0, 0, 0, 0}
|
||||
BUTTON_GHOST_BG_HOVER :: BG_ACTIVE
|
||||
BUTTON_GHOST_FG_HOVER :: FG_BODY
|
||||
BUTTON_GHOST_BG_PRESS :: GOLD_DIM
|
||||
BUTTON_GHOST_FG_PRESS :: [4]u8{0xff, 0xff, 0xff, 0xff}
|
||||
|
||||
// Danger — destructive ghost button.
|
||||
BUTTON_DANGER_BG :: [4]u8{0, 0, 0, 0}
|
||||
BUTTON_DANGER_FG :: RED_BRIGHT
|
||||
BUTTON_DANGER_BORDER :: RED_DIM
|
||||
BUTTON_DANGER_BG_HOVER :: TINT_DANGER_HOVER
|
||||
BUTTON_DANGER_BORDER_HOVER :: RED_BRIGHT
|
||||
BUTTON_DANGER_FG_HOVER :: FG_BODY
|
||||
BUTTON_DANGER_BG_PRESS :: RED_BRIGHT
|
||||
BUTTON_DANGER_FG_PRESS :: [4]u8{0xff, 0xff, 0xff, 0xff}
|
||||
BUTTON_DANGER_BORDER_PRESS :: RED_BRIGHT
|
||||
|
||||
// Success — confirming ghost button.
|
||||
BUTTON_SUCCESS_BG :: [4]u8{0, 0, 0, 0}
|
||||
BUTTON_SUCCESS_FG :: GREEN_BRIGHT
|
||||
BUTTON_SUCCESS_BORDER :: GREEN_DIM
|
||||
BUTTON_SUCCESS_BG_HOVER :: TINT_SUCCESS_HOVER
|
||||
BUTTON_SUCCESS_BORDER_HOVER :: GREEN_BRIGHT
|
||||
BUTTON_SUCCESS_FG_HOVER :: FG_BODY
|
||||
BUTTON_SUCCESS_BG_PRESS :: GREEN_BRIGHT
|
||||
BUTTON_SUCCESS_FG_PRESS :: [4]u8{0xff, 0xff, 0xff, 0xff}
|
||||
BUTTON_SUCCESS_BORDER_PRESS :: GREEN_BRIGHT
|
||||
|
||||
// Disabled — flat low-contrast surface, opacity-dimmed.
|
||||
BUTTON_DISABLED_BG :: BG_ACTIVE
|
||||
BUTTON_DISABLED_FG :: FG_MUTED
|
||||
BUTTON_DISABLED_BORDER :: BG_BORDER
|
||||
BUTTON_DISABLED_OPACITY :: 0.5
|
||||
|
||||
|
||||
// ============================================================
|
||||
// COMPONENT — CARDS
|
||||
// Flat, structural, mechanical. Background sits one step above
|
||||
// page; border is structural by default and shifts to gold-dim
|
||||
// on hover/press. Corner radius is the default 6px (RADIUS_MD).
|
||||
// ============================================================
|
||||
|
||||
CARD_BG :: BG_SURFACE
|
||||
CARD_BORDER :: BG_BORDER
|
||||
CARD_BORDER_HOVER :: GOLD_DIM
|
||||
CARD_BG_PRESS :: BG_ACTIVE
|
||||
CARD_BORDER_PRESS :: GOLD_DIM
|
||||
CARD_RADIUS :: RADIUS_MD
|
||||
CARD_BORDER_WIDTH :: BORDER_WIDTH_DEFAULT
|
||||
CARD_PADDING :: SPACE_GROUP // 16px default inset
|
||||
|
||||
|
||||
// ============================================================
|
||||
// COMPONENT — INPUTS
|
||||
// Inputs sit on BG_SURFACE with structural borders. Focus
|
||||
// promotes the border to gold-bright; the focus ring follows.
|
||||
// ============================================================
|
||||
|
||||
INPUT_BG :: BG_SURFACE
|
||||
INPUT_FG :: FG_BODY
|
||||
INPUT_PLACEHOLDER :: FG_CAPTION
|
||||
INPUT_BORDER :: BG_BORDER
|
||||
INPUT_BORDER_HOVER :: GOLD_DIM
|
||||
INPUT_BORDER_FOCUS :: GOLD_BRIGHT
|
||||
INPUT_BORDER_DANGER :: RED_DIM
|
||||
INPUT_RADIUS :: RADIUS_MD
|
||||
INPUT_PAD_Y :: SPACE_COMPONENT // 12
|
||||
INPUT_PAD_X :: SPACE_GROUP // 16
|
||||
|
||||
|
||||
// ============================================================
|
||||
// COMPONENT — BADGES / STATUS PILLS
|
||||
// ============================================================
|
||||
|
||||
BADGE_FONT_SIZE :: TEXT_XS
|
||||
BADGE_WEIGHT :: WEIGHT_SEMIBOLD
|
||||
BADGE_TRACKING :: TRACKING_WIDEST
|
||||
BADGE_PAD_Y :: SPACE_CHIP // 4
|
||||
BADGE_PAD_X :: SPACE_ELEMENT // 8
|
||||
BADGE_RADIUS :: RADIUS_SM
|
||||
|
||||
|
||||
// ============================================================
|
||||
// COMPONENT — DECO RULE
|
||||
// Hairline Art Deco horizontal rule: 1px gold-dim top + 1px
|
||||
// structural drop, with panel-sized vertical margins.
|
||||
// ============================================================
|
||||
|
||||
DECO_RULE_TOP_WIDTH :: 1
|
||||
DECO_RULE_TOP_COLOR :: GOLD_DIM
|
||||
DECO_RULE_DROP_WIDTH :: 1
|
||||
DECO_RULE_DROP_COLOR :: BG_BORDER
|
||||
DECO_RULE_MARGIN_Y :: SPACE_PANEL // 24
|
||||
|
||||
|
||||
// ============================================================
|
||||
// LAYOUT — FIXED CHROME WIDTHS
|
||||
// Sidebar widths are fixed; content lives in 8 or 12 column
|
||||
// grids. No responsive collapsing for chrome — Cybersteel UIs
|
||||
// run on real workstations.
|
||||
// ============================================================
|
||||
|
||||
SIDEBAR_WIDTH_NARROW :: 240
|
||||
SIDEBAR_WIDTH_WIDE :: 280
|
||||
|
||||
GRID_COLUMNS_NARROW :: 8
|
||||
GRID_COLUMNS_WIDE :: 12
|
||||
|
||||
// Toolbar height matches SPACE_BLOCK so vertical rhythm aligns.
|
||||
TOOLBAR_HEIGHT :: SPACE_BLOCK // 32
|
||||
|
||||
|
||||
// ============================================================
|
||||
// CODE BLOCKS — <pre>
|
||||
// Mono, BG_SHELL surface with a 1px structural border and a
|
||||
// 2px gold-dim accent on the left edge.
|
||||
// ============================================================
|
||||
|
||||
CODE_INLINE_BG :: BG_SURFACE
|
||||
CODE_INLINE_FG :: GOLD_BRIGHT
|
||||
CODE_INLINE_BORDER :: BG_BORDER
|
||||
CODE_INLINE_PAD_Y :: 2
|
||||
CODE_INLINE_PAD_X :: 6
|
||||
CODE_INLINE_RADIUS :: RADIUS_SM
|
||||
|
||||
PRE_BG :: BG_SHELL
|
||||
PRE_FG :: FG_BODY
|
||||
PRE_BORDER :: BG_BORDER
|
||||
PRE_BORDER_LEFT_COLOR :: GOLD_DIM
|
||||
PRE_BORDER_LEFT_WIDTH :: BORDER_WIDTH_ACCENT // 2
|
||||
PRE_PAD_Y :: SPACE_GROUP // 16
|
||||
PRE_PAD_X :: SPACE_PANEL // 24
|
||||
|
||||
|
||||
// ============================================================
|
||||
// SCANLINE OVERLAY (opt-in, terminal surfaces only)
|
||||
// Repeating-stripe pattern at very low opacity. Stripe is 2px
|
||||
// transparent + 2px black-at-3% (TINT_SCANLINE).
|
||||
// ============================================================
|
||||
|
||||
SCANLINE_STRIPE_PX :: 2
|
||||
SCANLINE_GAP_PX :: 2
|
||||
SCANLINE_COLOR :: TINT_SCANLINE
|
||||
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+368
-376
File diff suppressed because it is too large
Load Diff
@@ -20,7 +20,7 @@ texture_size :: #force_inline proc(qrcode_buf: []u8) -> int {
|
||||
//
|
||||
// Returns ok=false when:
|
||||
// - qrcode_buf is invalid (qrcode.get_size returns 0).
|
||||
// - texture_buf is smaller than to_texture_size(qrcode_buf).
|
||||
// - texture_buf is smaller than texture_size(qrcode_buf).
|
||||
@(require_results)
|
||||
to_texture :: proc(
|
||||
qrcode_buf: []u8,
|
||||
|
||||
@@ -0,0 +1,382 @@
|
||||
package examples
|
||||
|
||||
import "core:fmt"
|
||||
import "core:math"
|
||||
import "core:os"
|
||||
import sdl "vendor:sdl3"
|
||||
|
||||
import "../../draw"
|
||||
import cyber "../cybersteel"
|
||||
|
||||
// Backdrop example.
|
||||
//
|
||||
// Exercises the bracket scheduler end-to-end. The demo is structured as three zones in one
|
||||
// window so we can stress-test the cases that matter:
|
||||
//
|
||||
// Zone 1 (top, base layer): animated colorful background + two side-by-side frosted panels
|
||||
// with DIFFERENT sigmas and DIFFERENT tints. Tests sigma grouping
|
||||
// and per-primitive tint.
|
||||
//
|
||||
// Zone 2 (bottom-left, second layer): a small frosted panel in a NEW layer; its bracket sees
|
||||
// Zone 1's full content (base layer's bracket output is
|
||||
// carried forward via source_texture). Tests multi-layer
|
||||
// backdrop sampling.
|
||||
//
|
||||
// Zone 3 (bottom-right, base layer): edge cases. A sigma=0 "mirror" panel (no blur), two
|
||||
// same-sigma panels stacked (tests sub-batch coalescing
|
||||
// via append_or_extend_sub_batch), and text drawn ON TOP
|
||||
// of a backdrop (tests Pass B post-bracket rendering).
|
||||
//
|
||||
// Animation: an orbiting gradient stripe plus a few orbiting circles in Zone 1. Motion is the
|
||||
// only way to visually confirm the blur is Gaussian; a static panel can't tell you whether the
|
||||
// kernel coefficients are right.
|
||||
gaussian_blur :: proc() {
|
||||
if !sdl.Init({.VIDEO}) do os.exit(1)
|
||||
window := sdl.CreateWindow("Backdrop blur", 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)
|
||||
PLEX_SANS_REGULAR = draw.register_font(cyber.SANS_REGULAR_RAW)
|
||||
|
||||
WINDOW_W :: f32(800)
|
||||
WINDOW_H :: f32(600)
|
||||
FONT_SIZE :: u16(14)
|
||||
|
||||
t: f32 = 0
|
||||
|
||||
for {
|
||||
defer free_all(context.temp_allocator)
|
||||
ev: sdl.Event
|
||||
for sdl.PollEvent(&ev) {
|
||||
if ev.type == .QUIT do return
|
||||
}
|
||||
t += 1
|
||||
|
||||
base_layer := draw.begin({width = WINDOW_W, height = WINDOW_H})
|
||||
|
||||
//----- Background fill ----------------------------------
|
||||
draw.rectangle(base_layer, {0, 0, WINDOW_W, WINDOW_H}, draw.Color{20, 20, 28, 255})
|
||||
|
||||
//----- Zone 1: animated background for the top frosted panels ----------------------------------
|
||||
|
||||
// A wide rotating gradient stripe sweeps left-to-right across Zone 1. The angle changes
|
||||
// over time so the gradient itself shifts visibly.
|
||||
stripe_angle := t * 0.4
|
||||
draw.rectangle(
|
||||
base_layer,
|
||||
{20, 20, WINDOW_W - 40, 240},
|
||||
draw.Linear_Gradient {
|
||||
start_color = {255, 80, 60, 255},
|
||||
end_color = {60, 120, 255, 255},
|
||||
angle = stripe_angle,
|
||||
},
|
||||
)
|
||||
|
||||
// Five orbiting circles inside Zone 1's strip. The blur should smooth their hard edges
|
||||
// and the gradient behind them into a continuous wash.
|
||||
for i in 0 ..< 5 {
|
||||
phase := f32(i) * 1.2 + t * 0.04
|
||||
cx := 100 + f32(i) * 140 + math.cos(phase) * 30
|
||||
cy := 140 + math.sin(phase) * 50
|
||||
circle_color := draw.Color {
|
||||
u8(clamp(120 + math.cos(phase) * 100, 0, 255)),
|
||||
u8(clamp(180 + math.sin(phase * 1.3) * 60, 0, 255)),
|
||||
u8(clamp(220 - math.sin(phase) * 80, 0, 255)),
|
||||
255,
|
||||
}
|
||||
draw.circle(base_layer, {cx, cy}, 22, circle_color)
|
||||
}
|
||||
|
||||
// Bright accent rectangles to give the blur some sharp edges to munch on.
|
||||
draw.rectangle(base_layer, {200, 60, 60, 12}, draw.Color{255, 255, 200, 255})
|
||||
draw.rectangle(base_layer, {500, 200, 80, 16}, draw.Color{200, 255, 200, 255})
|
||||
|
||||
//----- Zone 1 frosted panels: different sigmas, different tints --------------------------------
|
||||
|
||||
// Panel A: heavy blur, cool blue-grey tint. sigma=14 in logical px.
|
||||
// Both panels share rounded corners.
|
||||
panel_radii := draw.Rectangle_Radii{16, 16, 16, 16}
|
||||
|
||||
draw.gaussian_blur(
|
||||
base_layer,
|
||||
{60, 80, 320, 140},
|
||||
gaussian_sigma = 30,
|
||||
tint = draw.Color{170, 200, 240, 200}, // cool blue, strong mix
|
||||
radii = panel_radii,
|
||||
)
|
||||
draw.text(
|
||||
base_layer,
|
||||
"sigma = 20, cool tint",
|
||||
{72, 90},
|
||||
PLEX_SANS_REGULAR,
|
||||
FONT_SIZE,
|
||||
color = draw.Color{30, 35, 50, 255},
|
||||
)
|
||||
|
||||
// Panel B: lighter blur, warm amber tint. sigma=6.
|
||||
draw.gaussian_blur(
|
||||
base_layer,
|
||||
{420, 80, 320, 140},
|
||||
gaussian_sigma = 6,
|
||||
tint = draw.Color{255, 220, 160, 200}, // warm amber, strong mix
|
||||
radii = panel_radii,
|
||||
)
|
||||
draw.text(
|
||||
base_layer,
|
||||
"sigma = 6, warm tint",
|
||||
{432, 90},
|
||||
PLEX_SANS_REGULAR,
|
||||
FONT_SIZE,
|
||||
color = draw.Color{60, 40, 20, 255},
|
||||
)
|
||||
|
||||
// Pass-B verification: a rectangle drawn AFTER the backdrops in the same layer
|
||||
// Per the bracket scheduling model, this should render ON TOP of both panels above.
|
||||
// If you see this stripe behind the panels instead of in front, something is wrong with
|
||||
// the Pass B post-bracket path.
|
||||
draw.rectangle(base_layer, {WINDOW_W * 0.5 - 4, 70, 8, 160}, draw.Color{255, 255, 255, 230})
|
||||
|
||||
//----- Zone 2: second layer with its own backdrop --------------------------------
|
||||
// Zone 2's panel is in a NEW layer. Its bracket samples source_texture as it stands
|
||||
// after the base layer fully finished (including the base layer's bracket V-composite
|
||||
// output). So this panel sees Zone 1's frosted panels through its own blur.
|
||||
|
||||
zone2 := draw.new_layer(base_layer, {0, 280, WINDOW_W * 0.55, WINDOW_H - 280})
|
||||
|
||||
// Pass A content for zone2: a translucent darker overlay to make the panel pop.
|
||||
draw.rectangle(zone2, {20, 300, WINDOW_W * 0.55 - 40, WINDOW_H - 320}, draw.Color{0, 0, 0, 80})
|
||||
|
||||
// Animated diagonal stripe in Zone 2 so the blur in this layer's panel has motion to
|
||||
// smooth, not just the static base-layer content.
|
||||
stripe_y := 320 + (math.sin(t * 0.05) * 0.5 + 0.5) * 200
|
||||
draw.rectangle(zone2, {30, stripe_y, WINDOW_W * 0.55 - 60, 18}, draw.Color{255, 100, 200, 200})
|
||||
|
||||
// Zone 2's frosted panel.
|
||||
draw.gaussian_blur(
|
||||
zone2,
|
||||
{60, 360, WINDOW_W * 0.55 - 120, 160},
|
||||
gaussian_sigma = 10,
|
||||
tint = draw.WHITE, // pure blur (white tint with any alpha is a no-op)
|
||||
radii = draw.Rectangle_Radii{24, 24, 24, 24},
|
||||
)
|
||||
draw.text(
|
||||
zone2,
|
||||
"Layer 2 backdrop",
|
||||
{72, 372},
|
||||
PLEX_SANS_REGULAR,
|
||||
FONT_SIZE,
|
||||
color = draw.Color{30, 30, 30, 255},
|
||||
)
|
||||
draw.text(
|
||||
zone2,
|
||||
"sigma = 10",
|
||||
{72, 392},
|
||||
PLEX_SANS_REGULAR,
|
||||
FONT_SIZE,
|
||||
color = draw.Color{60, 60, 60, 255},
|
||||
)
|
||||
|
||||
//----- Zone 3: edge cases (back in base layer would also work, but we use zone2 to keep --------
|
||||
// the demo's two-layer structure simple). Zone 3 lives in a third layer so it gets
|
||||
// a fresh source snapshot too.
|
||||
zone3 := draw.new_layer(zone2, {WINDOW_W * 0.55, 280, WINDOW_W * 0.45, WINDOW_H - 280})
|
||||
|
||||
// Animated background patch for Zone 3 so its mirror panel has something to reflect.
|
||||
for i in 0 ..< 4 {
|
||||
phase := f32(i) * 1.5 + t * 0.06
|
||||
y := 310 + f32(i) * 60 + math.sin(phase) * 8
|
||||
draw.rectangle(
|
||||
zone3,
|
||||
{WINDOW_W * 0.55 + 20, y, WINDOW_W * 0.45 - 40, 14},
|
||||
draw.Color {
|
||||
u8(clamp(200 + math.cos(phase) * 50, 0, 255)),
|
||||
u8(clamp(150 + math.sin(phase) * 80, 0, 255)),
|
||||
u8(clamp(220 - math.cos(phase * 1.7) * 60, 0, 255)),
|
||||
255,
|
||||
},
|
||||
)
|
||||
}
|
||||
|
||||
// Edge case 1: sigma = 0 "mirror" — sharp framebuffer sample, no blur. Should reproduce
|
||||
// the underlying pixels exactly through the SDF mask. Tinted slightly so it's visible.
|
||||
draw.gaussian_blur(
|
||||
zone3,
|
||||
{WINDOW_W * 0.55 + 30, 310, 150, 70},
|
||||
gaussian_sigma = 0,
|
||||
tint = draw.WHITE, // pure mirror (no blur, no tint)
|
||||
radii = draw.Rectangle_Radii{12, 12, 12, 12},
|
||||
)
|
||||
draw.text(
|
||||
zone3,
|
||||
"sigma=0 (mirror)",
|
||||
{WINDOW_W * 0.55 + 38, 318},
|
||||
PLEX_SANS_REGULAR,
|
||||
FONT_SIZE,
|
||||
color = draw.Color{20, 20, 20, 255},
|
||||
)
|
||||
|
||||
// Edge case 2: two same-sigma panels submitted contiguously. The sub-batch coalescer
|
||||
// should merge these into a single instanced V-composite draw. Visually, both should
|
||||
// look identical (modulo position) — same blur radius, same tint.
|
||||
draw.gaussian_blur(
|
||||
zone3,
|
||||
{WINDOW_W * 0.55 + 30, 400, 150, 70},
|
||||
gaussian_sigma = 8,
|
||||
tint = draw.Color{160, 255, 160, 200}, // green tint, strong mix
|
||||
radii = draw.Rectangle_Radii{12, 12, 12, 12},
|
||||
)
|
||||
draw.gaussian_blur(
|
||||
zone3,
|
||||
{WINDOW_W * 0.55 + 200, 400, 150, 70},
|
||||
gaussian_sigma = 8,
|
||||
tint = draw.Color{160, 255, 160, 200}, // identical: tests sub-batch coalescing
|
||||
radii = draw.Rectangle_Radii{12, 12, 12, 12},
|
||||
)
|
||||
draw.text(
|
||||
zone3,
|
||||
"sigma=8 (coalesced pair)",
|
||||
{WINDOW_W * 0.55 + 38, 408},
|
||||
PLEX_SANS_REGULAR,
|
||||
FONT_SIZE,
|
||||
color = draw.Color{20, 40, 20, 255},
|
||||
)
|
||||
|
||||
// Edge case 3: text drawn AFTER a backdrop in the same layer. Tests Pass B over a fresh
|
||||
// V-composite output. The text should appear sharply on top of the green panels above.
|
||||
draw.text(
|
||||
zone3,
|
||||
"Pass B text overlay",
|
||||
{WINDOW_W * 0.55 + 38, 480},
|
||||
PLEX_SANS_REGULAR,
|
||||
FONT_SIZE,
|
||||
color = draw.WHITE,
|
||||
)
|
||||
|
||||
draw.end(gpu, window, draw.Color{15, 15, 22, 255})
|
||||
}
|
||||
}
|
||||
|
||||
// Backdrop diagnostic example.
|
||||
//
|
||||
// Minimal isolation harness for debugging the blur. ONE panel, ONE sigma, NO animation. The
|
||||
// fixed background gives the eye a stable reference: the blur should smooth a *known* set of
|
||||
// hard edges, and any artifacts (crisp circles, ghost mirrors, no apparent change with sigma)
|
||||
// stand out clearly.
|
||||
//
|
||||
// Controls:
|
||||
// UP / DOWN arrow : adjust sigma by ±1
|
||||
// LEFT / RIGHT arrow : adjust sigma by ±5
|
||||
// SPACE : reset to sigma=10
|
||||
// T : toggle the test rectangle on top of the panel
|
||||
//
|
||||
// Sigma is printed to the title bar so you can correlate visual behavior with the numeric
|
||||
// value as you adjust it.
|
||||
gaussian_blur_debug :: proc() {
|
||||
if !sdl.Init({.VIDEO}) do os.exit(1)
|
||||
window := sdl.CreateWindow("Backdrop debug", 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)
|
||||
defer draw.destroy(gpu)
|
||||
PLEX_SANS_REGULAR = draw.register_font(cyber.SANS_REGULAR_RAW)
|
||||
|
||||
WINDOW_W :: f32(800)
|
||||
WINDOW_H :: f32(600)
|
||||
FONT_SIZE :: u16(14)
|
||||
|
||||
sigma: f32 = 10
|
||||
show_test_rect := true
|
||||
|
||||
for {
|
||||
defer free_all(context.temp_allocator)
|
||||
ev: sdl.Event
|
||||
for sdl.PollEvent(&ev) {
|
||||
if ev.type == .QUIT do return
|
||||
if ev.type == .KEY_DOWN {
|
||||
#partial switch ev.key.scancode {
|
||||
case .UP: sigma += 1
|
||||
case .DOWN: sigma = max(sigma - 1, 0)
|
||||
case .RIGHT: sigma += 5
|
||||
case .LEFT: sigma = max(sigma - 5, 0)
|
||||
case .SPACE: sigma = 10
|
||||
case .T: show_test_rect = !show_test_rect
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update title with current sigma so we can correlate visuals to numbers.
|
||||
title := fmt.ctprintf("Backdrop debug | sigma = %.1f", sigma)
|
||||
sdl.SetWindowTitle(window, title)
|
||||
|
||||
base_layer := draw.begin({width = WINDOW_W, height = WINDOW_H})
|
||||
|
||||
// Background: deliberately high-contrast static content. The eye can verify whether
|
||||
// hard edges (the black grid lines, the crisp circles, the fine vertical bars) get
|
||||
// smoothed by the panel. NOTHING animates here — every difference between frames is
|
||||
// caused by user input (sigma change), not by the demo itself.
|
||||
draw.rectangle(base_layer, {0, 0, WINDOW_W, WINDOW_H}, draw.Color{255, 255, 255, 255})
|
||||
|
||||
// Black grid: 8x6 cells with thin lines. Each grid cell is 100x100 logical px.
|
||||
for x: f32 = 0; x <= WINDOW_W; x += 100 {
|
||||
draw.rectangle(base_layer, {x - 1, 0, 2, WINDOW_H}, draw.BLACK)
|
||||
}
|
||||
for y: f32 = 0; y <= WINDOW_H; y += 100 {
|
||||
draw.rectangle(base_layer, {0, y - 1, WINDOW_W, 2}, draw.BLACK)
|
||||
}
|
||||
|
||||
// A row of small bright circles across the middle. Their crisp edges are the most
|
||||
// sensitive blur indicator.
|
||||
for i in 0 ..< 8 {
|
||||
cx := f32(i) * 100 + 50
|
||||
color := draw.Color{u8((i * 32) & 0xff), u8((i * 64) & 0xff), u8(255 - (i * 32) & 0xff), 255}
|
||||
draw.circle(base_layer, {cx, 350}, 25, color)
|
||||
}
|
||||
|
||||
// Vertical fine-detail stripes on the left edge. At any meaningful sigma these should
|
||||
// merge into a flat color through the panel.
|
||||
for i in 0 ..< 20 {
|
||||
x := 30 + f32(i) * 6
|
||||
color := draw.RED if i % 2 == 0 else draw.BLUE
|
||||
draw.rectangle(base_layer, {x, 200, 4, 200}, color)
|
||||
}
|
||||
|
||||
// THE PANEL UNDER TEST. Square, centered, large enough to cover multiple grid cells and
|
||||
// the circle row. Square shape makes any horizontal-vs-vertical asymmetry purely
|
||||
// renderer-driven (geometry can't introduce it).
|
||||
panel := draw.Rectangle{250, 150, 300, 300}
|
||||
draw.gaussian_blur(
|
||||
base_layer,
|
||||
panel,
|
||||
gaussian_sigma = sigma,
|
||||
tint = draw.WHITE,
|
||||
radii = draw.Rectangle_Radii{20, 20, 20, 20},
|
||||
)
|
||||
|
||||
// Pass B test: a bright rectangle drawn AFTER the backdrop in the same layer. Should
|
||||
// always render on top of the panel. If the panel ever shows a "ghost" of this rect
|
||||
// inside its blur, the V-composite is sampling the wrong texture state.
|
||||
if show_test_rect {
|
||||
draw.rectangle(base_layer, {380, 280, 40, 40}, draw.Color{0, 200, 0, 255})
|
||||
}
|
||||
|
||||
// Sigma label at the bottom in giant text so you can read it from across the room.
|
||||
draw.text(
|
||||
base_layer,
|
||||
fmt.tprintf("sigma = %.1f", sigma),
|
||||
{20, WINDOW_H - 40},
|
||||
PLEX_SANS_REGULAR,
|
||||
28,
|
||||
color = draw.BLACK,
|
||||
)
|
||||
draw.text(
|
||||
base_layer,
|
||||
"UP/DOWN ±1 LEFT/RIGHT ±5 SPACE reset T toggle test rect",
|
||||
{20, WINDOW_H - 70},
|
||||
PLEX_SANS_REGULAR,
|
||||
FONT_SIZE,
|
||||
color = draw.Color{60, 60, 60, 255},
|
||||
)
|
||||
|
||||
draw.end(gpu, window, draw.Color{255, 255, 255, 255})
|
||||
}
|
||||
}
|
||||
+33
-10
@@ -5,9 +5,32 @@ import "core:log"
|
||||
import "core:mem"
|
||||
import "core:os"
|
||||
|
||||
EX_HELLOPE_SHAPES :: "hellope-shapes"
|
||||
EX_HELLOPE_TEXT :: "hellope-text"
|
||||
EX_HELLOPE_CLAY :: "hellope-clay"
|
||||
EX_HELLOPE_CUSTOM :: "hellope-custom"
|
||||
EX_TEXTURES :: "textures"
|
||||
EX_GAUSSIAN_BLUR :: "gaussian-blur"
|
||||
EX_GAUSSIAN_BLUR_DEBUG :: "gaussian-blur-debug"
|
||||
|
||||
AVAILABLE_EXAMPLES_MSG ::
|
||||
"Available examples: " +
|
||||
EX_HELLOPE_SHAPES +
|
||||
", " +
|
||||
EX_HELLOPE_TEXT +
|
||||
", " +
|
||||
EX_HELLOPE_CLAY +
|
||||
", " +
|
||||
EX_HELLOPE_CUSTOM +
|
||||
", " +
|
||||
EX_TEXTURES +
|
||||
", " +
|
||||
EX_GAUSSIAN_BLUR +
|
||||
", " +
|
||||
EX_GAUSSIAN_BLUR_DEBUG
|
||||
|
||||
main :: proc() {
|
||||
//----- General setup ----------------------------------
|
||||
{
|
||||
// Temp
|
||||
track_temp: mem.Tracking_Allocator
|
||||
mem.tracking_allocator_init(&track_temp, context.temp_allocator)
|
||||
@@ -43,27 +66,27 @@ main :: proc() {
|
||||
}
|
||||
mem.tracking_allocator_destroy(&track)
|
||||
}
|
||||
// Logger
|
||||
context.logger = log.create_console_logger()
|
||||
defer log.destroy_console_logger(context.logger)
|
||||
}
|
||||
|
||||
args := os.args
|
||||
if len(args) < 2 {
|
||||
fmt.eprintln("Usage: examples <example_name>")
|
||||
fmt.eprintln("Available examples: hellope-shapes, hellope-text, hellope-clay, hellope-custom, textures")
|
||||
fmt.eprintln(AVAILABLE_EXAMPLES_MSG)
|
||||
os.exit(1)
|
||||
}
|
||||
|
||||
switch args[1] {
|
||||
case "hellope-clay": hellope_clay()
|
||||
case "hellope-custom": hellope_custom()
|
||||
case "hellope-shapes": hellope_shapes()
|
||||
case "hellope-text": hellope_text()
|
||||
case "textures": textures()
|
||||
case EX_HELLOPE_CLAY: hellope_clay()
|
||||
case EX_HELLOPE_CUSTOM: hellope_custom()
|
||||
case EX_HELLOPE_SHAPES: hellope_shapes()
|
||||
case EX_HELLOPE_TEXT: hellope_text()
|
||||
case EX_TEXTURES: textures()
|
||||
case EX_GAUSSIAN_BLUR: gaussian_blur()
|
||||
case EX_GAUSSIAN_BLUR_DEBUG: gaussian_blur_debug()
|
||||
case:
|
||||
fmt.eprintf("Unknown example: %v\n", args[1])
|
||||
fmt.eprintln("Available examples: hellope-shapes, hellope-text, hellope-clay, hellope-custom, textures")
|
||||
fmt.eprintln(AVAILABLE_EXAMPLES_MSG)
|
||||
os.exit(1)
|
||||
}
|
||||
}
|
||||
|
||||
Binary file not shown.
Binary file not shown.
+26
-33
@@ -1,14 +1,15 @@
|
||||
package examples
|
||||
|
||||
import "../../draw"
|
||||
import "../../draw/tess"
|
||||
import "../../vendor/clay"
|
||||
import "core:math"
|
||||
import "core:os"
|
||||
import sdl "vendor:sdl3"
|
||||
|
||||
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
|
||||
import "../../draw"
|
||||
import "../../draw/tess"
|
||||
import "../../vendor/clay"
|
||||
import cyber "../cybersteel"
|
||||
|
||||
PLEX_SANS_REGULAR: draw.Font_Id = max(draw.Font_Id) // Max so we crash if registration is forgotten
|
||||
|
||||
hellope_shapes :: proc() {
|
||||
if !sdl.Init({.VIDEO}) do os.exit(1)
|
||||
@@ -47,8 +48,7 @@ hellope_shapes :: proc() {
|
||||
draw.rectangle(
|
||||
base_layer,
|
||||
{20, 160, 460, 60},
|
||||
{255, 0, 0, 255},
|
||||
gradient = draw.Linear_Gradient{end_color = {0, 0, 255, 255}, angle = 0},
|
||||
draw.Linear_Gradient{start_color = {255, 0, 0, 255}, end_color = {0, 0, 255, 255}, angle = 0},
|
||||
)
|
||||
|
||||
// ----- Rotation demos -----
|
||||
@@ -78,18 +78,18 @@ hellope_shapes :: proc() {
|
||||
)
|
||||
|
||||
// Ellipse rotating around its center (tilted ellipse)
|
||||
draw.ellipse(base_layer, {410, 340}, 50, 30, {255, 200, 50, 255}, rotation = spin_angle)
|
||||
draw.ellipse(base_layer, {410, 340}, 50, 30, draw.Color{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 := draw.Vec2{100, 450}
|
||||
draw.circle(base_layer, planet_pos, 8, {200, 200, 200, 255}) // planet (stationary)
|
||||
draw.circle(base_layer, planet_pos, 8, draw.Color{200, 200, 200, 255}) // planet (stationary)
|
||||
draw.circle(
|
||||
base_layer,
|
||||
planet_pos,
|
||||
5,
|
||||
{100, 150, 255, 255},
|
||||
draw.Color{100, 150, 255, 255},
|
||||
origin = draw.Vec2{0, 40},
|
||||
rotation = spin_angle,
|
||||
) // moon orbiting
|
||||
@@ -100,7 +100,7 @@ hellope_shapes :: proc() {
|
||||
draw.Vec2{250, 450},
|
||||
0,
|
||||
30,
|
||||
{100, 100, 220, 255},
|
||||
draw.Color{100, 100, 220, 255},
|
||||
start_angle = 0,
|
||||
end_angle = 270,
|
||||
rotation = spin_angle,
|
||||
@@ -126,7 +126,7 @@ hellope_shapes :: proc() {
|
||||
{460, 450},
|
||||
6,
|
||||
30,
|
||||
{180, 100, 220, 255},
|
||||
draw.Color{180, 100, 220, 255},
|
||||
outline_color = draw.WHITE,
|
||||
outline_width = 2,
|
||||
rotation = spin_angle,
|
||||
@@ -147,7 +147,7 @@ hellope_text :: proc() {
|
||||
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)
|
||||
PLEX_SANS_REGULAR = draw.register_font(cyber.SANS_REGULAR_RAW)
|
||||
|
||||
FONT_SIZE :: u16(24)
|
||||
spin_angle: f32 = 0
|
||||
@@ -168,10 +168,10 @@ hellope_text :: proc() {
|
||||
base_layer,
|
||||
"Hellope!",
|
||||
{300, 80},
|
||||
JETBRAINS_MONO_REGULAR,
|
||||
PLEX_SANS_REGULAR,
|
||||
FONT_SIZE,
|
||||
color = draw.WHITE,
|
||||
origin = draw.center_of("Hellope!", JETBRAINS_MONO_REGULAR, FONT_SIZE),
|
||||
origin = draw.center_of("Hellope!", PLEX_SANS_REGULAR, FONT_SIZE),
|
||||
id = HELLOPE_ID,
|
||||
)
|
||||
|
||||
@@ -180,35 +180,28 @@ hellope_text :: proc() {
|
||||
base_layer,
|
||||
"Hellope World!",
|
||||
{300, 250},
|
||||
JETBRAINS_MONO_REGULAR,
|
||||
PLEX_SANS_REGULAR,
|
||||
FONT_SIZE,
|
||||
color = {255, 200, 50, 255},
|
||||
origin = draw.center_of("Hellope World!", JETBRAINS_MONO_REGULAR, FONT_SIZE),
|
||||
origin = draw.center_of("Hellope World!", PLEX_SANS_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,
|
||||
)
|
||||
draw.text(base_layer, "Top-left anchored", {20, 450}, PLEX_SANS_REGULAR, FONT_SIZE, color = draw.WHITE)
|
||||
|
||||
// Measure text for manual layout
|
||||
size := draw.measure_text("Measured!", JETBRAINS_MONO_REGULAR, FONT_SIZE)
|
||||
size := draw.measure_text("Measured!", PLEX_SANS_REGULAR, FONT_SIZE)
|
||||
draw.rectangle(base_layer, {300 - size.x / 2, 380, size.x, size.y}, draw.Color{60, 60, 60, 200})
|
||||
draw.text(
|
||||
base_layer,
|
||||
"Measured!",
|
||||
{300, 380},
|
||||
JETBRAINS_MONO_REGULAR,
|
||||
PLEX_SANS_REGULAR,
|
||||
FONT_SIZE,
|
||||
color = draw.WHITE,
|
||||
origin = draw.top_of("Measured!", JETBRAINS_MONO_REGULAR, FONT_SIZE),
|
||||
origin = draw.top_of("Measured!", PLEX_SANS_REGULAR, FONT_SIZE),
|
||||
id = MEASURED_ID,
|
||||
)
|
||||
|
||||
@@ -217,7 +210,7 @@ hellope_text :: proc() {
|
||||
base_layer,
|
||||
"Corner spin",
|
||||
{150, 530},
|
||||
JETBRAINS_MONO_REGULAR,
|
||||
PLEX_SANS_REGULAR,
|
||||
FONT_SIZE,
|
||||
color = {100, 200, 255, 255},
|
||||
rotation = spin_angle,
|
||||
@@ -234,10 +227,10 @@ hellope_clay :: proc() {
|
||||
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)
|
||||
PLEX_SANS_REGULAR = draw.register_font(cyber.SANS_REGULAR_RAW)
|
||||
|
||||
text_config := clay.TextElementConfig {
|
||||
fontId = JETBRAINS_MONO_REGULAR,
|
||||
fontId = PLEX_SANS_REGULAR,
|
||||
fontSize = 36,
|
||||
textColor = {255, 255, 255, 255},
|
||||
}
|
||||
@@ -278,10 +271,10 @@ hellope_custom :: proc() {
|
||||
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)
|
||||
PLEX_SANS_REGULAR = draw.register_font(cyber.SANS_REGULAR_RAW)
|
||||
|
||||
text_config := clay.TextElementConfig {
|
||||
fontId = JETBRAINS_MONO_REGULAR,
|
||||
fontId = PLEX_SANS_REGULAR,
|
||||
fontSize = 24,
|
||||
textColor = {255, 255, 255, 255},
|
||||
}
|
||||
|
||||
+173
-35
@@ -1,17 +1,19 @@
|
||||
package examples
|
||||
|
||||
import "../../draw"
|
||||
import "../../draw/draw_qr"
|
||||
import "core:os"
|
||||
import sdl "vendor:sdl3"
|
||||
|
||||
import "../../draw"
|
||||
import "../../draw/draw_qr"
|
||||
import cyber "../cybersteel"
|
||||
|
||||
textures :: proc() {
|
||||
if !sdl.Init({.VIDEO}) do os.exit(1)
|
||||
window := sdl.CreateWindow("Textures", 800, 600, {.HIGH_PIXEL_DENSITY})
|
||||
window := sdl.CreateWindow("Textures", 800, 750, {.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)
|
||||
PLEX_SANS_REGULAR = draw.register_font(cyber.SANS_REGULAR_RAW)
|
||||
|
||||
FONT_SIZE :: u16(14)
|
||||
LABEL_OFFSET :: f32(8) // gap between item and its label
|
||||
@@ -86,10 +88,10 @@ textures :: proc() {
|
||||
}
|
||||
spin_angle += 1
|
||||
|
||||
base_layer := draw.begin({width = 800, height = 600})
|
||||
base_layer := draw.begin({width = 800, height = 750})
|
||||
|
||||
// Background
|
||||
draw.rectangle(base_layer, {0, 0, 800, 600}, draw.Color{30, 30, 30, 255})
|
||||
draw.rectangle(base_layer, {0, 0, 800, 750}, draw.Color{30, 30, 30, 255})
|
||||
|
||||
//----- Row 1: Sampler presets (y=30) ----------------------------------
|
||||
|
||||
@@ -101,50 +103,61 @@ textures :: proc() {
|
||||
COL4 :: f32(480)
|
||||
|
||||
// Nearest (sharp pixel edges)
|
||||
draw.rectangle_texture(
|
||||
draw.rectangle(
|
||||
base_layer,
|
||||
{COL1, ROW1_Y, ITEM_SIZE, ITEM_SIZE},
|
||||
checker_texture,
|
||||
draw.Texture_Fill {
|
||||
id = checker_texture,
|
||||
tint = draw.WHITE,
|
||||
uv_rect = {0, 0, 1, 1},
|
||||
sampler = .Nearest_Clamp,
|
||||
},
|
||||
)
|
||||
draw.text(
|
||||
base_layer,
|
||||
"Nearest",
|
||||
{COL1, ROW1_Y + ITEM_SIZE + LABEL_OFFSET},
|
||||
JETBRAINS_MONO_REGULAR,
|
||||
PLEX_SANS_REGULAR,
|
||||
FONT_SIZE,
|
||||
color = draw.WHITE,
|
||||
)
|
||||
|
||||
// Linear (bilinear blur)
|
||||
draw.rectangle_texture(
|
||||
draw.rectangle(
|
||||
base_layer,
|
||||
{COL2, ROW1_Y, ITEM_SIZE, ITEM_SIZE},
|
||||
checker_texture,
|
||||
draw.Texture_Fill {
|
||||
id = checker_texture,
|
||||
tint = draw.WHITE,
|
||||
uv_rect = {0, 0, 1, 1},
|
||||
sampler = .Linear_Clamp,
|
||||
},
|
||||
)
|
||||
draw.text(
|
||||
base_layer,
|
||||
"Linear",
|
||||
{COL2, ROW1_Y + ITEM_SIZE + LABEL_OFFSET},
|
||||
JETBRAINS_MONO_REGULAR,
|
||||
PLEX_SANS_REGULAR,
|
||||
FONT_SIZE,
|
||||
color = draw.WHITE,
|
||||
)
|
||||
|
||||
// Tiled (4x repeat)
|
||||
draw.rectangle_texture(
|
||||
draw.rectangle(
|
||||
base_layer,
|
||||
{COL3, ROW1_Y, ITEM_SIZE, ITEM_SIZE},
|
||||
checker_texture,
|
||||
sampler = .Nearest_Repeat,
|
||||
draw.Texture_Fill {
|
||||
id = checker_texture,
|
||||
tint = draw.WHITE,
|
||||
uv_rect = {0, 0, 4, 4},
|
||||
sampler = .Nearest_Repeat,
|
||||
},
|
||||
)
|
||||
draw.text(
|
||||
base_layer,
|
||||
"Tiled 4x",
|
||||
{COL3, ROW1_Y + ITEM_SIZE + LABEL_OFFSET},
|
||||
JETBRAINS_MONO_REGULAR,
|
||||
PLEX_SANS_REGULAR,
|
||||
FONT_SIZE,
|
||||
color = draw.WHITE,
|
||||
)
|
||||
@@ -155,45 +168,52 @@ textures :: proc() {
|
||||
|
||||
// QR code (RGBA texture with baked colors, nearest sampling)
|
||||
draw.rectangle(base_layer, {COL1, ROW2_Y, ITEM_SIZE, ITEM_SIZE}, draw.Color{255, 255, 255, 255}) // white bg
|
||||
draw.rectangle_texture(
|
||||
draw.rectangle(
|
||||
base_layer,
|
||||
{COL1, ROW2_Y, ITEM_SIZE, ITEM_SIZE},
|
||||
qr_texture,
|
||||
sampler = .Nearest_Clamp,
|
||||
draw.Texture_Fill{id = qr_texture, tint = draw.WHITE, uv_rect = {0, 0, 1, 1}, sampler = .Nearest_Clamp},
|
||||
)
|
||||
draw.text(
|
||||
base_layer,
|
||||
"QR Code",
|
||||
{COL1, ROW2_Y + ITEM_SIZE + LABEL_OFFSET},
|
||||
JETBRAINS_MONO_REGULAR,
|
||||
PLEX_SANS_REGULAR,
|
||||
FONT_SIZE,
|
||||
color = draw.WHITE,
|
||||
)
|
||||
|
||||
// Rounded corners
|
||||
draw.rectangle_texture(
|
||||
draw.rectangle(
|
||||
base_layer,
|
||||
{COL2, ROW2_Y, ITEM_SIZE, ITEM_SIZE},
|
||||
checker_texture,
|
||||
draw.Texture_Fill {
|
||||
id = checker_texture,
|
||||
tint = draw.WHITE,
|
||||
uv_rect = {0, 0, 1, 1},
|
||||
sampler = .Nearest_Clamp,
|
||||
},
|
||||
radii = draw.uniform_radii({COL2, ROW2_Y, ITEM_SIZE, ITEM_SIZE}, 0.3),
|
||||
)
|
||||
draw.text(
|
||||
base_layer,
|
||||
"Rounded",
|
||||
{COL2, ROW2_Y + ITEM_SIZE + LABEL_OFFSET},
|
||||
JETBRAINS_MONO_REGULAR,
|
||||
PLEX_SANS_REGULAR,
|
||||
FONT_SIZE,
|
||||
color = draw.WHITE,
|
||||
)
|
||||
|
||||
// Rotating
|
||||
rot_rect := draw.Rectangle{COL3, ROW2_Y, ITEM_SIZE, ITEM_SIZE}
|
||||
draw.rectangle_texture(
|
||||
draw.rectangle(
|
||||
base_layer,
|
||||
rot_rect,
|
||||
checker_texture,
|
||||
draw.Texture_Fill {
|
||||
id = checker_texture,
|
||||
tint = draw.WHITE,
|
||||
uv_rect = {0, 0, 1, 1},
|
||||
sampler = .Nearest_Clamp,
|
||||
},
|
||||
origin = draw.center_of(rot_rect),
|
||||
rotation = spin_angle,
|
||||
)
|
||||
@@ -201,7 +221,7 @@ textures :: proc() {
|
||||
base_layer,
|
||||
"Rotating",
|
||||
{COL3, ROW2_Y + ITEM_SIZE + LABEL_OFFSET},
|
||||
JETBRAINS_MONO_REGULAR,
|
||||
PLEX_SANS_REGULAR,
|
||||
FONT_SIZE,
|
||||
color = draw.WHITE,
|
||||
)
|
||||
@@ -214,12 +234,16 @@ textures :: proc() {
|
||||
// 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}, draw.Color{60, 60, 60, 255}) // bg
|
||||
draw.rectangle_texture(base_layer, inner_s, stripe_texture, uv_rect = uv_s, sampler = sampler_s)
|
||||
draw.rectangle(
|
||||
base_layer,
|
||||
inner_s,
|
||||
draw.Texture_Fill{id = stripe_texture, tint = draw.WHITE, uv_rect = uv_s, sampler = sampler_s},
|
||||
)
|
||||
draw.text(
|
||||
base_layer,
|
||||
"Stretch",
|
||||
{COL1, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
|
||||
JETBRAINS_MONO_REGULAR,
|
||||
PLEX_SANS_REGULAR,
|
||||
FONT_SIZE,
|
||||
color = draw.WHITE,
|
||||
)
|
||||
@@ -227,12 +251,16 @@ textures :: proc() {
|
||||
// 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}, draw.Color{60, 60, 60, 255})
|
||||
draw.rectangle_texture(base_layer, inner_f, stripe_texture, uv_rect = uv_f, sampler = sampler_f)
|
||||
draw.rectangle(
|
||||
base_layer,
|
||||
inner_f,
|
||||
draw.Texture_Fill{id = stripe_texture, tint = draw.WHITE, uv_rect = uv_f, sampler = sampler_f},
|
||||
)
|
||||
draw.text(
|
||||
base_layer,
|
||||
"Fill",
|
||||
{COL2, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
|
||||
JETBRAINS_MONO_REGULAR,
|
||||
PLEX_SANS_REGULAR,
|
||||
FONT_SIZE,
|
||||
color = draw.WHITE,
|
||||
)
|
||||
@@ -240,29 +268,139 @@ textures :: proc() {
|
||||
// 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}, draw.Color{60, 60, 60, 255}) // visible margin bg
|
||||
draw.rectangle_texture(base_layer, inner_ft, stripe_texture, uv_rect = uv_ft, sampler = sampler_ft)
|
||||
draw.rectangle(
|
||||
base_layer,
|
||||
inner_ft,
|
||||
draw.Texture_Fill{id = stripe_texture, tint = draw.WHITE, uv_rect = uv_ft, sampler = sampler_ft},
|
||||
)
|
||||
draw.text(
|
||||
base_layer,
|
||||
"Fit",
|
||||
{COL3, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
|
||||
JETBRAINS_MONO_REGULAR,
|
||||
PLEX_SANS_REGULAR,
|
||||
FONT_SIZE,
|
||||
color = draw.WHITE,
|
||||
)
|
||||
|
||||
// Per-corner radii
|
||||
draw.rectangle_texture(
|
||||
draw.rectangle(
|
||||
base_layer,
|
||||
{COL4, ROW3_Y, FIT_SIZE, FIT_SIZE},
|
||||
checker_texture,
|
||||
draw.Texture_Fill {
|
||||
id = checker_texture,
|
||||
tint = draw.WHITE,
|
||||
uv_rect = {0, 0, 1, 1},
|
||||
sampler = .Nearest_Clamp,
|
||||
},
|
||||
radii = {20, 0, 20, 0},
|
||||
)
|
||||
draw.text(
|
||||
base_layer,
|
||||
"Per-corner",
|
||||
{COL4, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
|
||||
JETBRAINS_MONO_REGULAR,
|
||||
PLEX_SANS_REGULAR,
|
||||
FONT_SIZE,
|
||||
color = draw.WHITE,
|
||||
)
|
||||
|
||||
//----- Row 4: Textured shapes (y=520) ----------------------------------
|
||||
|
||||
ROW4_Y :: f32(520)
|
||||
SHAPE_SIZE :: f32(80)
|
||||
SHAPE_GAP :: f32(30)
|
||||
SHAPE_COL1 :: f32(30)
|
||||
SHAPE_COL2 :: SHAPE_COL1 + SHAPE_SIZE + SHAPE_GAP
|
||||
SHAPE_COL3 :: SHAPE_COL2 + SHAPE_SIZE + SHAPE_GAP
|
||||
SHAPE_COL4 :: SHAPE_COL3 + SHAPE_SIZE + SHAPE_GAP
|
||||
SHAPE_COL5 :: SHAPE_COL4 + SHAPE_SIZE + SHAPE_GAP
|
||||
|
||||
checker_fill := draw.Texture_Fill {
|
||||
id = checker_texture,
|
||||
tint = draw.WHITE,
|
||||
uv_rect = {0, 0, 1, 1},
|
||||
sampler = .Nearest_Clamp,
|
||||
}
|
||||
|
||||
// Textured circle
|
||||
draw.circle(
|
||||
base_layer,
|
||||
{SHAPE_COL1 + SHAPE_SIZE / 2, ROW4_Y + SHAPE_SIZE / 2},
|
||||
SHAPE_SIZE / 2,
|
||||
checker_fill,
|
||||
)
|
||||
draw.text(
|
||||
base_layer,
|
||||
"Circle",
|
||||
{SHAPE_COL1, ROW4_Y + SHAPE_SIZE + LABEL_OFFSET},
|
||||
PLEX_SANS_REGULAR,
|
||||
FONT_SIZE,
|
||||
color = draw.WHITE,
|
||||
)
|
||||
|
||||
// Textured ellipse
|
||||
draw.ellipse(
|
||||
base_layer,
|
||||
{SHAPE_COL2 + SHAPE_SIZE / 2, ROW4_Y + SHAPE_SIZE / 2},
|
||||
SHAPE_SIZE / 2,
|
||||
SHAPE_SIZE / 3,
|
||||
checker_fill,
|
||||
)
|
||||
draw.text(
|
||||
base_layer,
|
||||
"Ellipse",
|
||||
{SHAPE_COL2, ROW4_Y + SHAPE_SIZE + LABEL_OFFSET},
|
||||
PLEX_SANS_REGULAR,
|
||||
FONT_SIZE,
|
||||
color = draw.WHITE,
|
||||
)
|
||||
|
||||
// Textured polygon (hexagon)
|
||||
draw.polygon(
|
||||
base_layer,
|
||||
{SHAPE_COL3 + SHAPE_SIZE / 2, ROW4_Y + SHAPE_SIZE / 2},
|
||||
6,
|
||||
SHAPE_SIZE / 2,
|
||||
checker_fill,
|
||||
)
|
||||
draw.text(
|
||||
base_layer,
|
||||
"Polygon",
|
||||
{SHAPE_COL3, ROW4_Y + SHAPE_SIZE + LABEL_OFFSET},
|
||||
PLEX_SANS_REGULAR,
|
||||
FONT_SIZE,
|
||||
color = draw.WHITE,
|
||||
)
|
||||
|
||||
// Textured ring
|
||||
draw.ring(
|
||||
base_layer,
|
||||
{SHAPE_COL4 + SHAPE_SIZE / 2, ROW4_Y + SHAPE_SIZE / 2},
|
||||
SHAPE_SIZE / 4,
|
||||
SHAPE_SIZE / 2,
|
||||
checker_fill,
|
||||
)
|
||||
draw.text(
|
||||
base_layer,
|
||||
"Ring",
|
||||
{SHAPE_COL4, ROW4_Y + SHAPE_SIZE + LABEL_OFFSET},
|
||||
PLEX_SANS_REGULAR,
|
||||
FONT_SIZE,
|
||||
color = draw.WHITE,
|
||||
)
|
||||
|
||||
// Textured line (capsule)
|
||||
draw.line(
|
||||
base_layer,
|
||||
{SHAPE_COL5, ROW4_Y + SHAPE_SIZE / 2},
|
||||
{SHAPE_COL5 + SHAPE_SIZE, ROW4_Y + SHAPE_SIZE / 2},
|
||||
checker_fill,
|
||||
thickness = 20,
|
||||
)
|
||||
draw.text(
|
||||
base_layer,
|
||||
"Line",
|
||||
{SHAPE_COL5, ROW4_Y + SHAPE_SIZE + LABEL_OFFSET},
|
||||
PLEX_SANS_REGULAR,
|
||||
FONT_SIZE,
|
||||
color = draw.WHITE,
|
||||
)
|
||||
|
||||
@@ -1,722 +0,0 @@
|
||||
package draw
|
||||
|
||||
import "core:c"
|
||||
import "core:log"
|
||||
import "core:mem"
|
||||
import sdl "vendor:sdl3"
|
||||
|
||||
// Vertex layout for tessellated and text geometry.
|
||||
// IMPORTANT: `color` must be premultiplied alpha (RGB channels pre-scaled by alpha).
|
||||
// The tessellated fragment shader passes vertex color through directly — it does NOT
|
||||
// premultiply. The blend state is ONE, ONE_MINUS_SRC_ALPHA (premultiplied-over).
|
||||
// Use `premultiply_color` when constructing vertices manually for `prepare_shape`.
|
||||
Vertex :: struct {
|
||||
position: Vec2,
|
||||
uv: [2]f32,
|
||||
color: Color,
|
||||
}
|
||||
|
||||
TextBatch :: struct {
|
||||
atlas_texture: ^sdl.GPUTexture,
|
||||
vertex_start: u32,
|
||||
vertex_count: u32,
|
||||
index_start: u32,
|
||||
index_count: u32,
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------------------------------------
|
||||
// ----- SDF primitive types -----------
|
||||
// ----------------------------------------------------------------------------------------------------------------
|
||||
|
||||
// The SDF path evaluates one of four signed distance functions per primitive, dispatched
|
||||
// by Shape_Kind encoded in the low byte of Primitive.flags:
|
||||
//
|
||||
// RRect — rounded rectangle with per-corner radii (sdRoundedBox). Also covers circles
|
||||
// (uniform radii = half-size), capsule-style line segments (rotated, max rounding),
|
||||
// and other RRect-reducible shapes.
|
||||
// NGon — regular polygon with N sides and optional rounding.
|
||||
// Ellipse — approximate ellipse (non-exact SDF, suitable for UI but not for shape merging).
|
||||
// Ring_Arc — annular ring with optional angular clipping. Covers full rings, partial arcs,
|
||||
// pie slices (inner_radius = 0), and loading spinners.
|
||||
Shape_Kind :: enum u8 {
|
||||
Solid = 0, // tessellated path (mode marker; not a real SDF kind)
|
||||
RRect = 1,
|
||||
NGon = 2,
|
||||
Ellipse = 3,
|
||||
Ring_Arc = 4,
|
||||
}
|
||||
|
||||
Shape_Flag :: enum u8 {
|
||||
Textured, // bit 0: sample texture using uv.uv_rect (mutually exclusive with Gradient)
|
||||
Gradient, // bit 1: 2-color gradient using uv.effects.gradient_color as end/outer color
|
||||
Gradient_Radial, // bit 2: if set with Gradient, radial from center; else linear at angle
|
||||
Outline, // bit 3: outer outline band using uv.effects.outline_color; CPU expands bounds by outline_width
|
||||
Rotated, // bit 4: shape has non-zero rotation; rotation_sc contains packed sin/cos
|
||||
Arc_Narrow, // bit 5: ring arc span ≤ π — intersect half-planes. Neither Arc bit = full ring.
|
||||
Arc_Wide, // bit 6: ring arc span > π — union half-planes. Neither Arc bit = full ring.
|
||||
}
|
||||
|
||||
Shape_Flags :: bit_set[Shape_Flag;u8]
|
||||
|
||||
RRect_Params :: struct {
|
||||
half_size: [2]f32,
|
||||
radii: [4]f32,
|
||||
half_feather: f32, // feather_px * 0.5; shader uses smoothstep(-h, h, d)
|
||||
_: f32,
|
||||
}
|
||||
|
||||
NGon_Params :: struct {
|
||||
radius: f32,
|
||||
sides: f32,
|
||||
half_feather: f32, // feather_px * 0.5; shader uses smoothstep(-h, h, d)
|
||||
_: [5]f32,
|
||||
}
|
||||
|
||||
Ellipse_Params :: struct {
|
||||
radii: [2]f32,
|
||||
half_feather: f32, // feather_px * 0.5; shader uses smoothstep(-h, h, d)
|
||||
_: [5]f32,
|
||||
}
|
||||
|
||||
Ring_Arc_Params :: struct {
|
||||
inner_radius: f32, // inner radius in physical pixels (0 for pie slice)
|
||||
outer_radius: f32, // outer radius in physical pixels
|
||||
normal_start: [2]f32, // pre-computed outward normal of start edge: (sin(start), -cos(start))
|
||||
normal_end: [2]f32, // pre-computed outward normal of end edge: (-sin(end), cos(end))
|
||||
half_feather: f32, // feather_px * 0.5; shader uses smoothstep(-h, h, d)
|
||||
_: f32,
|
||||
}
|
||||
|
||||
Shape_Params :: struct #raw_union {
|
||||
rrect: RRect_Params,
|
||||
ngon: NGon_Params,
|
||||
ellipse: Ellipse_Params,
|
||||
ring_arc: Ring_Arc_Params,
|
||||
raw: [8]f32,
|
||||
}
|
||||
#assert(size_of(Shape_Params) == 32)
|
||||
|
||||
// GPU-side storage for 2-color gradient parameters and/or outline parameters.
|
||||
// Packed into 16 bytes to alias with uv_rect in the Uv_Or_Effects raw union.
|
||||
// The shader reads gradient_color and outline_color via unpackUnorm4x8.
|
||||
// gradient_dir_sc stores the pre-computed gradient direction as (cos, sin) in f16 pair
|
||||
// via unpackHalf2x16. outline_packed stores outline_width as f16 via unpackHalf2x16.
|
||||
Gradient_Outline :: struct {
|
||||
gradient_color: Color, // 0: end (linear) or outer (radial) gradient color
|
||||
outline_color: Color, // 4: outline band color
|
||||
gradient_dir_sc: u32, // 8: packed f16 pair: low = cos(angle), high = sin(angle) — pre-computed gradient direction
|
||||
outline_packed: u32, // 12: packed f16 pair: low = outline_width (f16, physical pixels), high = reserved
|
||||
}
|
||||
|
||||
#assert(size_of(Gradient_Outline) == 16)
|
||||
|
||||
// Uv_Or_Effects aliases the final 16 bytes of a Primitive. When .Textured is set,
|
||||
// uv_rect holds texture-atlas coordinates. When .Gradient or .Outline is set,
|
||||
// effects holds 2-color gradient parameters and/or outline parameters.
|
||||
// Textured and Gradient are mutually exclusive; if both are set, Gradient takes precedence.
|
||||
Uv_Or_Effects :: struct #raw_union {
|
||||
uv_rect: [4]f32, // u_min, v_min, u_max, v_max (default {0,0,1,1})
|
||||
effects: Gradient_Outline, // gradient + outline parameters
|
||||
}
|
||||
|
||||
// GPU layout: 80 bytes, std430-compatible. The shader declares this as a storage buffer struct.
|
||||
// The low byte of `flags` encodes the Shape_Kind (0 = tessellated, 1-4 = SDF kinds).
|
||||
// Bits 8-15 encode Shape_Flags (Textured, Gradient, Gradient_Radial, Outline, Rotated, Arc_Narrow, Arc_Wide).
|
||||
// rotation_sc stores pre-computed sin/cos of the rotation angle as a packed f16 pair,
|
||||
// avoiding per-pixel trigonometry in the fragment shader. Only read when .Rotated is set.
|
||||
Primitive :: struct {
|
||||
bounds: [4]f32, // 0: min_x, min_y, max_x, max_y (world-space, pre-DPI)
|
||||
color: Color, // 16: u8x4, fill color / gradient start color / texture tint
|
||||
flags: u32, // 20: low byte = Shape_Kind, bits 8+ = Shape_Flags
|
||||
rotation_sc: u32, // 24: packed f16 pair: low = sin(angle), high = cos(angle). Requires .Rotated flag.
|
||||
_pad: f32, // 28: reserved for future use
|
||||
params: Shape_Params, // 32: per-kind shape parameters (raw union, 32 bytes)
|
||||
uv: Uv_Or_Effects, // 64: texture coords or gradient/outline parameters
|
||||
}
|
||||
|
||||
#assert(size_of(Primitive) == 80)
|
||||
|
||||
// Pack shape kind and flags into the Primitive.flags field. The low byte encodes the Shape_Kind
|
||||
// (which also serves as the SDF mode marker — kind > 0 means SDF path). The tessellated path
|
||||
// leaves the field at 0 (Solid kind, set by vertex shader zero-initialization).
|
||||
pack_kind_flags :: #force_inline proc(kind: Shape_Kind, flags: Shape_Flags) -> u32 {
|
||||
return u32(kind) | (u32(transmute(u8)flags) << 8)
|
||||
}
|
||||
|
||||
// Pack two f16 values into a single u32 for GPU consumption via unpackHalf2x16.
|
||||
// Used to pack gradient_dir_sc (cos/sin) and outline_packed (width/reserved) in Gradient_Outline.
|
||||
pack_f16_pair :: #force_inline proc(low, high: f16) -> u32 {
|
||||
return u32(transmute(u16)low) | (u32(transmute(u16)high) << 16)
|
||||
}
|
||||
|
||||
Pipeline_2D_Base :: struct {
|
||||
sdl_pipeline: ^sdl.GPUGraphicsPipeline,
|
||||
vertex_buffer: Buffer,
|
||||
index_buffer: Buffer,
|
||||
unit_quad_buffer: ^sdl.GPUBuffer,
|
||||
primitive_buffer: Buffer,
|
||||
white_texture: ^sdl.GPUTexture,
|
||||
sampler: ^sdl.GPUSampler,
|
||||
}
|
||||
|
||||
@(private)
|
||||
create_pipeline_2d_base :: proc(
|
||||
device: ^sdl.GPUDevice,
|
||||
window: ^sdl.Window,
|
||||
sample_count: sdl.GPUSampleCount,
|
||||
) -> (
|
||||
pipeline: Pipeline_2D_Base,
|
||||
ok: bool,
|
||||
) {
|
||||
// On failure, clean up any partially-created resources
|
||||
defer if !ok {
|
||||
if pipeline.sampler != nil do sdl.ReleaseGPUSampler(device, pipeline.sampler)
|
||||
if pipeline.white_texture != nil do sdl.ReleaseGPUTexture(device, pipeline.white_texture)
|
||||
if pipeline.unit_quad_buffer != nil do sdl.ReleaseGPUBuffer(device, pipeline.unit_quad_buffer)
|
||||
if pipeline.primitive_buffer.gpu != nil do destroy_buffer(device, &pipeline.primitive_buffer)
|
||||
if pipeline.index_buffer.gpu != nil do destroy_buffer(device, &pipeline.index_buffer)
|
||||
if pipeline.vertex_buffer.gpu != nil do destroy_buffer(device, &pipeline.vertex_buffer)
|
||||
if pipeline.sdl_pipeline != nil do sdl.ReleaseGPUGraphicsPipeline(device, pipeline.sdl_pipeline)
|
||||
}
|
||||
|
||||
active_shader_formats := sdl.GetGPUShaderFormats(device)
|
||||
if PLATFORM_SHADER_FORMAT_FLAG not_in active_shader_formats {
|
||||
log.errorf(
|
||||
"draw: no embedded shader matches active GPU formats; this build supports %v but device reports %v",
|
||||
PLATFORM_SHADER_FORMAT,
|
||||
active_shader_formats,
|
||||
)
|
||||
return pipeline, false
|
||||
}
|
||||
|
||||
log.debug("Loaded", len(BASE_VERT_2D_RAW), "vert bytes")
|
||||
log.debug("Loaded", len(BASE_FRAG_2D_RAW), "frag bytes")
|
||||
|
||||
vert_info := sdl.GPUShaderCreateInfo {
|
||||
code_size = len(BASE_VERT_2D_RAW),
|
||||
code = raw_data(BASE_VERT_2D_RAW),
|
||||
entrypoint = SHADER_ENTRY,
|
||||
format = {PLATFORM_SHADER_FORMAT_FLAG},
|
||||
stage = .VERTEX,
|
||||
num_uniform_buffers = 1,
|
||||
num_storage_buffers = 1,
|
||||
}
|
||||
|
||||
frag_info := sdl.GPUShaderCreateInfo {
|
||||
code_size = len(BASE_FRAG_2D_RAW),
|
||||
code = raw_data(BASE_FRAG_2D_RAW),
|
||||
entrypoint = SHADER_ENTRY,
|
||||
format = {PLATFORM_SHADER_FORMAT_FLAG},
|
||||
stage = .FRAGMENT,
|
||||
num_samplers = 1,
|
||||
}
|
||||
|
||||
vert_shader := sdl.CreateGPUShader(device, vert_info)
|
||||
if vert_shader == nil {
|
||||
log.errorf("Could not create draw vertex shader: %s", sdl.GetError())
|
||||
return pipeline, false
|
||||
}
|
||||
|
||||
frag_shader := sdl.CreateGPUShader(device, frag_info)
|
||||
if frag_shader == nil {
|
||||
sdl.ReleaseGPUShader(device, vert_shader)
|
||||
log.errorf("Could not create draw fragment shader: %s", sdl.GetError())
|
||||
return pipeline, false
|
||||
}
|
||||
|
||||
vertex_attributes: [3]sdl.GPUVertexAttribute = {
|
||||
// position (GLSL location 0)
|
||||
sdl.GPUVertexAttribute{buffer_slot = 0, location = 0, format = .FLOAT2, offset = 0},
|
||||
// uv (GLSL location 1)
|
||||
sdl.GPUVertexAttribute{buffer_slot = 0, location = 1, format = .FLOAT2, offset = size_of([2]f32)},
|
||||
// color (GLSL location 2, u8x4 normalized to float by GPU)
|
||||
sdl.GPUVertexAttribute{buffer_slot = 0, location = 2, format = .UBYTE4_NORM, offset = size_of([2]f32) * 2},
|
||||
}
|
||||
|
||||
pipeline_info := sdl.GPUGraphicsPipelineCreateInfo {
|
||||
vertex_shader = vert_shader,
|
||||
fragment_shader = frag_shader,
|
||||
primitive_type = .TRIANGLELIST,
|
||||
multisample_state = sdl.GPUMultisampleState{sample_count = sample_count},
|
||||
target_info = sdl.GPUGraphicsPipelineTargetInfo {
|
||||
color_target_descriptions = &sdl.GPUColorTargetDescription {
|
||||
format = sdl.GetGPUSwapchainTextureFormat(device, window),
|
||||
// Premultiplied-alpha blending: src outputs RGB pre-multiplied by alpha,
|
||||
// so src factor is ONE (not SRC_ALPHA). This eliminates the per-pixel
|
||||
// divide in the outline path and is the standard blend mode used by
|
||||
// Skia, Flutter, and GPUI.
|
||||
blend_state = sdl.GPUColorTargetBlendState {
|
||||
enable_blend = true,
|
||||
enable_color_write_mask = true,
|
||||
src_color_blendfactor = .ONE,
|
||||
dst_color_blendfactor = .ONE_MINUS_SRC_ALPHA,
|
||||
color_blend_op = .ADD,
|
||||
src_alpha_blendfactor = .ONE,
|
||||
dst_alpha_blendfactor = .ONE_MINUS_SRC_ALPHA,
|
||||
alpha_blend_op = .ADD,
|
||||
color_write_mask = sdl.GPUColorComponentFlags{.R, .G, .B, .A},
|
||||
},
|
||||
},
|
||||
num_color_targets = 1,
|
||||
},
|
||||
vertex_input_state = sdl.GPUVertexInputState {
|
||||
vertex_buffer_descriptions = &sdl.GPUVertexBufferDescription {
|
||||
slot = 0,
|
||||
input_rate = .VERTEX,
|
||||
pitch = size_of(Vertex),
|
||||
},
|
||||
num_vertex_buffers = 1,
|
||||
vertex_attributes = raw_data(vertex_attributes[:]),
|
||||
num_vertex_attributes = 3,
|
||||
},
|
||||
}
|
||||
|
||||
pipeline.sdl_pipeline = sdl.CreateGPUGraphicsPipeline(device, pipeline_info)
|
||||
// Shaders are no longer needed regardless of pipeline creation success
|
||||
sdl.ReleaseGPUShader(device, vert_shader)
|
||||
sdl.ReleaseGPUShader(device, frag_shader)
|
||||
if pipeline.sdl_pipeline == nil {
|
||||
log.errorf("Failed to create draw graphics pipeline: %s", sdl.GetError())
|
||||
return pipeline, false
|
||||
}
|
||||
|
||||
// Create vertex buffer
|
||||
vert_buf_ok: bool
|
||||
pipeline.vertex_buffer, vert_buf_ok = create_buffer(
|
||||
device,
|
||||
size_of(Vertex) * BUFFER_INIT_SIZE,
|
||||
sdl.GPUBufferUsageFlags{.VERTEX},
|
||||
)
|
||||
if !vert_buf_ok do return pipeline, false
|
||||
|
||||
// Create index buffer (used by text)
|
||||
idx_buf_ok: bool
|
||||
pipeline.index_buffer, idx_buf_ok = create_buffer(
|
||||
device,
|
||||
size_of(c.int) * BUFFER_INIT_SIZE,
|
||||
sdl.GPUBufferUsageFlags{.INDEX},
|
||||
)
|
||||
if !idx_buf_ok do return pipeline, false
|
||||
|
||||
// Create primitive storage buffer (used by SDF instanced drawing)
|
||||
prim_buf_ok: bool
|
||||
pipeline.primitive_buffer, prim_buf_ok = create_buffer(
|
||||
device,
|
||||
size_of(Primitive) * BUFFER_INIT_SIZE,
|
||||
sdl.GPUBufferUsageFlags{.GRAPHICS_STORAGE_READ},
|
||||
)
|
||||
if !prim_buf_ok do return pipeline, false
|
||||
|
||||
// Create static 6-vertex unit quad buffer (two triangles, TRIANGLELIST)
|
||||
pipeline.unit_quad_buffer = sdl.CreateGPUBuffer(
|
||||
device,
|
||||
sdl.GPUBufferCreateInfo{usage = {.VERTEX}, size = 6 * size_of(Vertex)},
|
||||
)
|
||||
if pipeline.unit_quad_buffer == nil {
|
||||
log.errorf("Failed to create unit quad buffer: %s", sdl.GetError())
|
||||
return pipeline, false
|
||||
}
|
||||
|
||||
// Create 1x1 white pixel texture
|
||||
pipeline.white_texture = sdl.CreateGPUTexture(
|
||||
device,
|
||||
sdl.GPUTextureCreateInfo {
|
||||
type = .D2,
|
||||
format = .R8G8B8A8_UNORM,
|
||||
usage = {.SAMPLER},
|
||||
width = 1,
|
||||
height = 1,
|
||||
layer_count_or_depth = 1,
|
||||
num_levels = 1,
|
||||
sample_count = ._1,
|
||||
},
|
||||
)
|
||||
if pipeline.white_texture == nil {
|
||||
log.errorf("Failed to create white pixel texture: %s", sdl.GetError())
|
||||
return pipeline, false
|
||||
}
|
||||
|
||||
// Upload white pixel and unit quad data in a single command buffer
|
||||
white_pixel := Color{255, 255, 255, 255}
|
||||
white_transfer_buf := sdl.CreateGPUTransferBuffer(
|
||||
device,
|
||||
sdl.GPUTransferBufferCreateInfo{usage = .UPLOAD, size = size_of(white_pixel)},
|
||||
)
|
||||
if white_transfer_buf == nil {
|
||||
log.errorf("Failed to create white pixel transfer buffer: %s", sdl.GetError())
|
||||
return pipeline, false
|
||||
}
|
||||
defer sdl.ReleaseGPUTransferBuffer(device, white_transfer_buf)
|
||||
|
||||
white_ptr := sdl.MapGPUTransferBuffer(device, white_transfer_buf, false)
|
||||
if white_ptr == nil {
|
||||
log.errorf("Failed to map white pixel transfer buffer: %s", sdl.GetError())
|
||||
return pipeline, false
|
||||
}
|
||||
mem.copy(white_ptr, &white_pixel, size_of(white_pixel))
|
||||
sdl.UnmapGPUTransferBuffer(device, white_transfer_buf)
|
||||
|
||||
quad_verts := [6]Vertex {
|
||||
{position = {0, 0}},
|
||||
{position = {1, 0}},
|
||||
{position = {0, 1}},
|
||||
{position = {0, 1}},
|
||||
{position = {1, 0}},
|
||||
{position = {1, 1}},
|
||||
}
|
||||
quad_transfer_buf := sdl.CreateGPUTransferBuffer(
|
||||
device,
|
||||
sdl.GPUTransferBufferCreateInfo{usage = .UPLOAD, size = size_of(quad_verts)},
|
||||
)
|
||||
if quad_transfer_buf == nil {
|
||||
log.errorf("Failed to create unit quad transfer buffer: %s", sdl.GetError())
|
||||
return pipeline, false
|
||||
}
|
||||
defer sdl.ReleaseGPUTransferBuffer(device, quad_transfer_buf)
|
||||
|
||||
quad_ptr := sdl.MapGPUTransferBuffer(device, quad_transfer_buf, false)
|
||||
if quad_ptr == nil {
|
||||
log.errorf("Failed to map unit quad transfer buffer: %s", sdl.GetError())
|
||||
return pipeline, false
|
||||
}
|
||||
mem.copy(quad_ptr, &quad_verts, size_of(quad_verts))
|
||||
sdl.UnmapGPUTransferBuffer(device, quad_transfer_buf)
|
||||
|
||||
upload_cmd_buffer := sdl.AcquireGPUCommandBuffer(device)
|
||||
if upload_cmd_buffer == nil {
|
||||
log.errorf("Failed to acquire command buffer for init upload: %s", sdl.GetError())
|
||||
return pipeline, false
|
||||
}
|
||||
upload_pass := sdl.BeginGPUCopyPass(upload_cmd_buffer)
|
||||
|
||||
sdl.UploadToGPUTexture(
|
||||
upload_pass,
|
||||
sdl.GPUTextureTransferInfo{transfer_buffer = white_transfer_buf},
|
||||
sdl.GPUTextureRegion{texture = pipeline.white_texture, w = 1, h = 1, d = 1},
|
||||
false,
|
||||
)
|
||||
|
||||
sdl.UploadToGPUBuffer(
|
||||
upload_pass,
|
||||
sdl.GPUTransferBufferLocation{transfer_buffer = quad_transfer_buf},
|
||||
sdl.GPUBufferRegion{buffer = pipeline.unit_quad_buffer, offset = 0, size = size_of(quad_verts)},
|
||||
false,
|
||||
)
|
||||
|
||||
sdl.EndGPUCopyPass(upload_pass)
|
||||
if !sdl.SubmitGPUCommandBuffer(upload_cmd_buffer) {
|
||||
log.errorf("Failed to submit init upload command buffer: %s", sdl.GetError())
|
||||
return pipeline, false
|
||||
}
|
||||
|
||||
log.debug("White pixel texture and unit quad buffer created and uploaded")
|
||||
|
||||
// Create sampler (shared by shapes and text)
|
||||
pipeline.sampler = sdl.CreateGPUSampler(
|
||||
device,
|
||||
sdl.GPUSamplerCreateInfo {
|
||||
min_filter = .LINEAR,
|
||||
mag_filter = .LINEAR,
|
||||
mipmap_mode = .LINEAR,
|
||||
address_mode_u = .CLAMP_TO_EDGE,
|
||||
address_mode_v = .CLAMP_TO_EDGE,
|
||||
address_mode_w = .CLAMP_TO_EDGE,
|
||||
},
|
||||
)
|
||||
if pipeline.sampler == nil {
|
||||
log.errorf("Could not create GPU sampler: %s", sdl.GetError())
|
||||
return pipeline, false
|
||||
}
|
||||
|
||||
log.debug("Done creating unified draw pipeline")
|
||||
return pipeline, true
|
||||
}
|
||||
|
||||
@(private)
|
||||
upload :: proc(device: ^sdl.GPUDevice, pass: ^sdl.GPUCopyPass) {
|
||||
// Upload vertices (shapes then text into one buffer)
|
||||
shape_vert_count := u32(len(GLOB.tmp_shape_verts))
|
||||
text_vert_count := u32(len(GLOB.tmp_text_verts))
|
||||
total_vert_count := shape_vert_count + text_vert_count
|
||||
|
||||
if total_vert_count > 0 {
|
||||
total_vert_size := total_vert_count * size_of(Vertex)
|
||||
shape_vert_size := shape_vert_count * size_of(Vertex)
|
||||
text_vert_size := text_vert_count * size_of(Vertex)
|
||||
|
||||
grow_buffer_if_needed(
|
||||
device,
|
||||
&GLOB.pipeline_2d_base.vertex_buffer,
|
||||
total_vert_size,
|
||||
sdl.GPUBufferUsageFlags{.VERTEX},
|
||||
)
|
||||
|
||||
vert_array := sdl.MapGPUTransferBuffer(device, GLOB.pipeline_2d_base.vertex_buffer.transfer, false)
|
||||
if vert_array == nil {
|
||||
log.panicf("Failed to map vertex transfer buffer: %s", sdl.GetError())
|
||||
}
|
||||
if shape_vert_size > 0 {
|
||||
mem.copy(vert_array, raw_data(GLOB.tmp_shape_verts), int(shape_vert_size))
|
||||
}
|
||||
if text_vert_size > 0 {
|
||||
mem.copy(
|
||||
rawptr(uintptr(vert_array) + uintptr(shape_vert_size)),
|
||||
raw_data(GLOB.tmp_text_verts),
|
||||
int(text_vert_size),
|
||||
)
|
||||
}
|
||||
sdl.UnmapGPUTransferBuffer(device, GLOB.pipeline_2d_base.vertex_buffer.transfer)
|
||||
|
||||
sdl.UploadToGPUBuffer(
|
||||
pass,
|
||||
sdl.GPUTransferBufferLocation{transfer_buffer = GLOB.pipeline_2d_base.vertex_buffer.transfer},
|
||||
sdl.GPUBufferRegion{buffer = GLOB.pipeline_2d_base.vertex_buffer.gpu, offset = 0, size = total_vert_size},
|
||||
false,
|
||||
)
|
||||
}
|
||||
|
||||
// Upload text indices
|
||||
index_count := u32(len(GLOB.tmp_text_indices))
|
||||
if index_count > 0 {
|
||||
index_size := index_count * size_of(c.int)
|
||||
|
||||
grow_buffer_if_needed(
|
||||
device,
|
||||
&GLOB.pipeline_2d_base.index_buffer,
|
||||
index_size,
|
||||
sdl.GPUBufferUsageFlags{.INDEX},
|
||||
)
|
||||
|
||||
idx_array := sdl.MapGPUTransferBuffer(device, GLOB.pipeline_2d_base.index_buffer.transfer, false)
|
||||
if idx_array == nil {
|
||||
log.panicf("Failed to map index transfer buffer: %s", sdl.GetError())
|
||||
}
|
||||
mem.copy(idx_array, raw_data(GLOB.tmp_text_indices), int(index_size))
|
||||
sdl.UnmapGPUTransferBuffer(device, GLOB.pipeline_2d_base.index_buffer.transfer)
|
||||
|
||||
sdl.UploadToGPUBuffer(
|
||||
pass,
|
||||
sdl.GPUTransferBufferLocation{transfer_buffer = GLOB.pipeline_2d_base.index_buffer.transfer},
|
||||
sdl.GPUBufferRegion{buffer = GLOB.pipeline_2d_base.index_buffer.gpu, offset = 0, size = index_size},
|
||||
false,
|
||||
)
|
||||
}
|
||||
|
||||
// Upload SDF primitives
|
||||
prim_count := u32(len(GLOB.tmp_primitives))
|
||||
if prim_count > 0 {
|
||||
prim_size := prim_count * size_of(Primitive)
|
||||
|
||||
grow_buffer_if_needed(
|
||||
device,
|
||||
&GLOB.pipeline_2d_base.primitive_buffer,
|
||||
prim_size,
|
||||
sdl.GPUBufferUsageFlags{.GRAPHICS_STORAGE_READ},
|
||||
)
|
||||
|
||||
prim_array := sdl.MapGPUTransferBuffer(device, GLOB.pipeline_2d_base.primitive_buffer.transfer, false)
|
||||
if prim_array == nil {
|
||||
log.panicf("Failed to map primitive transfer buffer: %s", sdl.GetError())
|
||||
}
|
||||
mem.copy(prim_array, raw_data(GLOB.tmp_primitives), int(prim_size))
|
||||
sdl.UnmapGPUTransferBuffer(device, GLOB.pipeline_2d_base.primitive_buffer.transfer)
|
||||
|
||||
sdl.UploadToGPUBuffer(
|
||||
pass,
|
||||
sdl.GPUTransferBufferLocation{transfer_buffer = GLOB.pipeline_2d_base.primitive_buffer.transfer},
|
||||
sdl.GPUBufferRegion{buffer = GLOB.pipeline_2d_base.primitive_buffer.gpu, offset = 0, size = prim_size},
|
||||
false,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
@(private)
|
||||
draw_layer :: proc(
|
||||
device: ^sdl.GPUDevice,
|
||||
window: ^sdl.Window,
|
||||
cmd_buffer: ^sdl.GPUCommandBuffer,
|
||||
render_texture: ^sdl.GPUTexture,
|
||||
swapchain_width: u32,
|
||||
swapchain_height: u32,
|
||||
clear_color: [4]f32,
|
||||
layer: ^Layer,
|
||||
) {
|
||||
if layer.sub_batch_len == 0 {
|
||||
if !GLOB.cleared {
|
||||
pass := sdl.BeginGPURenderPass(
|
||||
cmd_buffer,
|
||||
&sdl.GPUColorTargetInfo {
|
||||
texture = render_texture,
|
||||
clear_color = sdl.FColor{clear_color[0], clear_color[1], clear_color[2], clear_color[3]},
|
||||
load_op = .CLEAR,
|
||||
store_op = .STORE,
|
||||
},
|
||||
1,
|
||||
nil,
|
||||
)
|
||||
sdl.EndGPURenderPass(pass)
|
||||
GLOB.cleared = true
|
||||
}
|
||||
return
|
||||
}
|
||||
|
||||
render_pass := sdl.BeginGPURenderPass(
|
||||
cmd_buffer,
|
||||
&sdl.GPUColorTargetInfo {
|
||||
texture = render_texture,
|
||||
clear_color = sdl.FColor{clear_color[0], clear_color[1], clear_color[2], clear_color[3]},
|
||||
load_op = GLOB.cleared ? .LOAD : .CLEAR,
|
||||
store_op = .STORE,
|
||||
},
|
||||
1,
|
||||
nil,
|
||||
)
|
||||
GLOB.cleared = true
|
||||
|
||||
sdl.BindGPUGraphicsPipeline(render_pass, GLOB.pipeline_2d_base.sdl_pipeline)
|
||||
|
||||
// Bind storage buffer (read by vertex shader in SDF mode)
|
||||
sdl.BindGPUVertexStorageBuffers(
|
||||
render_pass,
|
||||
0,
|
||||
([^]^sdl.GPUBuffer)(&GLOB.pipeline_2d_base.primitive_buffer.gpu),
|
||||
1,
|
||||
)
|
||||
|
||||
// Always bind index buffer — harmless if no indexed draws are issued
|
||||
sdl.BindGPUIndexBuffer(
|
||||
render_pass,
|
||||
sdl.GPUBufferBinding{buffer = GLOB.pipeline_2d_base.index_buffer.gpu, offset = 0},
|
||||
._32BIT,
|
||||
)
|
||||
|
||||
// Shorthand aliases for frequently-used pipeline resources
|
||||
main_vert_buf := GLOB.pipeline_2d_base.vertex_buffer.gpu
|
||||
unit_quad := GLOB.pipeline_2d_base.unit_quad_buffer
|
||||
white_texture := GLOB.pipeline_2d_base.white_texture
|
||||
sampler := GLOB.pipeline_2d_base.sampler
|
||||
width := f32(swapchain_width)
|
||||
height := f32(swapchain_height)
|
||||
|
||||
// Initial GPU state: tessellated mode, main vertex buffer, no atlas bound yet
|
||||
push_globals(cmd_buffer, width, height, .Tessellated)
|
||||
sdl.BindGPUVertexBuffers(render_pass, 0, &sdl.GPUBufferBinding{buffer = main_vert_buf, offset = 0}, 1)
|
||||
|
||||
current_mode: Draw_Mode = .Tessellated
|
||||
current_vert_buf := main_vert_buf
|
||||
current_atlas: ^sdl.GPUTexture
|
||||
current_sampler := sampler
|
||||
|
||||
// Text vertices live after shape vertices in the GPU vertex buffer
|
||||
text_vertex_gpu_base := u32(len(GLOB.tmp_shape_verts))
|
||||
|
||||
for &scissor in GLOB.scissors[layer.scissor_start:][:layer.scissor_len] {
|
||||
sdl.SetGPUScissor(render_pass, scissor.bounds)
|
||||
|
||||
for &batch in GLOB.tmp_sub_batches[scissor.sub_batch_start:][:scissor.sub_batch_len] {
|
||||
switch batch.kind {
|
||||
case .Tessellated:
|
||||
if current_mode != .Tessellated {
|
||||
push_globals(cmd_buffer, width, height, .Tessellated)
|
||||
current_mode = .Tessellated
|
||||
}
|
||||
if current_vert_buf != main_vert_buf {
|
||||
sdl.BindGPUVertexBuffers(render_pass, 0, &sdl.GPUBufferBinding{buffer = main_vert_buf, offset = 0}, 1)
|
||||
current_vert_buf = main_vert_buf
|
||||
}
|
||||
// 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(
|
||||
render_pass,
|
||||
0,
|
||||
&sdl.GPUTextureSamplerBinding{texture = batch_texture, sampler = batch_sampler},
|
||||
1,
|
||||
)
|
||||
current_atlas = batch_texture
|
||||
current_sampler = batch_sampler
|
||||
}
|
||||
sdl.DrawGPUPrimitives(render_pass, batch.count, 1, batch.offset, 0)
|
||||
|
||||
case .Text:
|
||||
if current_mode != .Tessellated {
|
||||
push_globals(cmd_buffer, width, height, .Tessellated)
|
||||
current_mode = .Tessellated
|
||||
}
|
||||
if current_vert_buf != main_vert_buf {
|
||||
sdl.BindGPUVertexBuffers(render_pass, 0, &sdl.GPUBufferBinding{buffer = main_vert_buf, offset = 0}, 1)
|
||||
current_vert_buf = main_vert_buf
|
||||
}
|
||||
text_batch := &GLOB.tmp_text_batches[batch.offset]
|
||||
if current_atlas != text_batch.atlas_texture {
|
||||
sdl.BindGPUFragmentSamplers(
|
||||
render_pass,
|
||||
0,
|
||||
&sdl.GPUTextureSamplerBinding{texture = text_batch.atlas_texture, sampler = sampler},
|
||||
1,
|
||||
)
|
||||
current_atlas = text_batch.atlas_texture
|
||||
}
|
||||
sdl.DrawGPUIndexedPrimitives(
|
||||
render_pass,
|
||||
text_batch.index_count,
|
||||
1,
|
||||
text_batch.index_start,
|
||||
i32(text_vertex_gpu_base + text_batch.vertex_start),
|
||||
0,
|
||||
)
|
||||
|
||||
case .SDF:
|
||||
if current_mode != .SDF {
|
||||
push_globals(cmd_buffer, width, height, .SDF)
|
||||
current_mode = .SDF
|
||||
}
|
||||
if current_vert_buf != unit_quad {
|
||||
sdl.BindGPUVertexBuffers(render_pass, 0, &sdl.GPUBufferBinding{buffer = unit_quad, offset = 0}, 1)
|
||||
current_vert_buf = unit_quad
|
||||
}
|
||||
// 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(
|
||||
render_pass,
|
||||
0,
|
||||
&sdl.GPUTextureSamplerBinding{texture = batch_texture, sampler = batch_sampler},
|
||||
1,
|
||||
)
|
||||
current_atlas = batch_texture
|
||||
current_sampler = batch_sampler
|
||||
}
|
||||
sdl.DrawGPUPrimitives(render_pass, 6, batch.count, 0, batch.offset)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
sdl.EndGPURenderPass(render_pass)
|
||||
}
|
||||
|
||||
destroy_pipeline_2d_base :: proc(device: ^sdl.GPUDevice, pipeline: ^Pipeline_2D_Base) {
|
||||
destroy_buffer(device, &pipeline.vertex_buffer)
|
||||
destroy_buffer(device, &pipeline.index_buffer)
|
||||
destroy_buffer(device, &pipeline.primitive_buffer)
|
||||
if pipeline.unit_quad_buffer != nil {
|
||||
sdl.ReleaseGPUBuffer(device, pipeline.unit_quad_buffer)
|
||||
}
|
||||
sdl.ReleaseGPUTexture(device, pipeline.white_texture)
|
||||
sdl.ReleaseGPUSampler(device, pipeline.sampler)
|
||||
sdl.ReleaseGPUGraphicsPipeline(device, pipeline.sdl_pipeline)
|
||||
}
|
||||
@@ -0,0 +1,118 @@
|
||||
#pragma clang diagnostic ignored "-Wmissing-prototypes"
|
||||
|
||||
#include <metal_stdlib>
|
||||
#include <simd/simd.h>
|
||||
|
||||
using namespace metal;
|
||||
|
||||
struct Uniforms
|
||||
{
|
||||
float2 inv_working_size;
|
||||
uint pair_count;
|
||||
uint mode;
|
||||
float2 direction;
|
||||
float inv_downsample_factor;
|
||||
float _pad0;
|
||||
float4 kernel0[32];
|
||||
};
|
||||
|
||||
struct main0_out
|
||||
{
|
||||
float4 out_color [[color(0)]];
|
||||
};
|
||||
|
||||
struct main0_in
|
||||
{
|
||||
float2 p_local [[user(locn0)]];
|
||||
float4 f_color [[user(locn1)]];
|
||||
float2 f_half_size [[user(locn2), flat]];
|
||||
float4 f_radii [[user(locn3), flat]];
|
||||
float f_half_feather [[user(locn4), flat]];
|
||||
};
|
||||
|
||||
static inline __attribute__((always_inline))
|
||||
float3 blur_sample(thread const float2& uv, constant Uniforms& _108, texture2d<float> blur_input_tex, sampler blur_input_texSmplr)
|
||||
{
|
||||
float3 color = blur_input_tex.sample(blur_input_texSmplr, uv).xyz * _108.kernel0[0].x;
|
||||
float2 axis_step = _108.direction * _108.inv_working_size;
|
||||
for (uint i = 1u; i < _108.pair_count; i++)
|
||||
{
|
||||
float w = _108.kernel0[i].x;
|
||||
float off = _108.kernel0[i].y;
|
||||
float2 step_uv = axis_step * off;
|
||||
color += (blur_input_tex.sample(blur_input_texSmplr, (uv - step_uv)).xyz * w);
|
||||
color += (blur_input_tex.sample(blur_input_texSmplr, (uv + step_uv)).xyz * w);
|
||||
}
|
||||
return color;
|
||||
}
|
||||
|
||||
static inline __attribute__((always_inline))
|
||||
float sdRoundedBox(thread const float2& p, thread const float2& b, thread const float4& r)
|
||||
{
|
||||
float2 _36;
|
||||
if (p.x > 0.0)
|
||||
{
|
||||
_36 = r.xy;
|
||||
}
|
||||
else
|
||||
{
|
||||
_36 = r.zw;
|
||||
}
|
||||
float2 rxy = _36;
|
||||
float _50;
|
||||
if (p.y > 0.0)
|
||||
{
|
||||
_50 = rxy.x;
|
||||
}
|
||||
else
|
||||
{
|
||||
_50 = rxy.y;
|
||||
}
|
||||
float rr = _50;
|
||||
float2 q = abs(p) - b;
|
||||
if (rr == 0.0)
|
||||
{
|
||||
return fast::max(q.x, q.y);
|
||||
}
|
||||
q += float2(rr);
|
||||
return (fast::min(fast::max(q.x, q.y), 0.0) + length(fast::max(q, float2(0.0)))) - rr;
|
||||
}
|
||||
|
||||
static inline __attribute__((always_inline))
|
||||
float sdf_alpha(thread const float& d, thread const float& h)
|
||||
{
|
||||
return 1.0 - smoothstep(-h, h, d);
|
||||
}
|
||||
|
||||
fragment main0_out main0(main0_in in [[stage_in]], constant Uniforms& _108 [[buffer(0)]], texture2d<float> blur_input_tex [[texture(0)]], sampler blur_input_texSmplr [[sampler(0)]], float4 gl_FragCoord [[position]])
|
||||
{
|
||||
main0_out out = {};
|
||||
if (_108.mode == 0u)
|
||||
{
|
||||
float2 uv = gl_FragCoord.xy * _108.inv_working_size;
|
||||
float2 param = uv;
|
||||
float3 color = blur_sample(param, _108, blur_input_tex, blur_input_texSmplr);
|
||||
out.out_color = float4(color, 1.0);
|
||||
return out;
|
||||
}
|
||||
float2 param_1 = in.p_local;
|
||||
float2 param_2 = in.f_half_size;
|
||||
float4 param_3 = in.f_radii;
|
||||
float d = sdRoundedBox(param_1, param_2, param_3);
|
||||
if (d > in.f_half_feather)
|
||||
{
|
||||
discard_fragment();
|
||||
}
|
||||
float grad_magnitude = fast::max(fwidth(d), 9.9999999747524270787835121154785e-07);
|
||||
float d_n = d / grad_magnitude;
|
||||
float h_n = in.f_half_feather / grad_magnitude;
|
||||
float2 uv_1 = (gl_FragCoord.xy * _108.inv_downsample_factor) * _108.inv_working_size;
|
||||
float3 color_1 = blur_input_tex.sample(blur_input_texSmplr, uv_1).xyz;
|
||||
float3 tinted = mix(color_1, color_1 * in.f_color.xyz, float3(in.f_color.w));
|
||||
float param_4 = d_n;
|
||||
float param_5 = h_n;
|
||||
float coverage = sdf_alpha(param_4, param_5);
|
||||
out.out_color = float4(tinted * coverage, coverage);
|
||||
return out;
|
||||
}
|
||||
|
||||
Binary file not shown.
@@ -0,0 +1,123 @@
|
||||
#pragma clang diagnostic ignored "-Wmissing-prototypes"
|
||||
#pragma clang diagnostic ignored "-Wmissing-braces"
|
||||
|
||||
#include <metal_stdlib>
|
||||
#include <simd/simd.h>
|
||||
|
||||
using namespace metal;
|
||||
|
||||
template<typename T, size_t Num>
|
||||
struct spvUnsafeArray
|
||||
{
|
||||
T elements[Num ? Num : 1];
|
||||
|
||||
thread T& operator [] (size_t pos) thread
|
||||
{
|
||||
return elements[pos];
|
||||
}
|
||||
constexpr const thread T& operator [] (size_t pos) const thread
|
||||
{
|
||||
return elements[pos];
|
||||
}
|
||||
|
||||
device T& operator [] (size_t pos) device
|
||||
{
|
||||
return elements[pos];
|
||||
}
|
||||
constexpr const device T& operator [] (size_t pos) const device
|
||||
{
|
||||
return elements[pos];
|
||||
}
|
||||
|
||||
constexpr const constant T& operator [] (size_t pos) const constant
|
||||
{
|
||||
return elements[pos];
|
||||
}
|
||||
|
||||
threadgroup T& operator [] (size_t pos) threadgroup
|
||||
{
|
||||
return elements[pos];
|
||||
}
|
||||
constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
|
||||
{
|
||||
return elements[pos];
|
||||
}
|
||||
};
|
||||
|
||||
struct Uniforms
|
||||
{
|
||||
float4x4 projection;
|
||||
float dpi_scale;
|
||||
uint mode;
|
||||
float2 _pad0;
|
||||
};
|
||||
|
||||
struct Gaussian_Blur_Primitive
|
||||
{
|
||||
float4 bounds;
|
||||
float4 radii;
|
||||
float2 half_size;
|
||||
float half_feather;
|
||||
uint color;
|
||||
};
|
||||
|
||||
struct Gaussian_Blur_Primitive_1
|
||||
{
|
||||
float4 bounds;
|
||||
float4 radii;
|
||||
float2 half_size;
|
||||
float half_feather;
|
||||
uint color;
|
||||
};
|
||||
|
||||
struct Gaussian_Blur_Primitives
|
||||
{
|
||||
Gaussian_Blur_Primitive_1 primitives[1];
|
||||
};
|
||||
|
||||
constant spvUnsafeArray<float2, 6> _97 = spvUnsafeArray<float2, 6>({ float2(0.0), float2(1.0, 0.0), float2(0.0, 1.0), float2(0.0, 1.0), float2(1.0, 0.0), float2(1.0) });
|
||||
|
||||
struct main0_out
|
||||
{
|
||||
float2 p_local [[user(locn0)]];
|
||||
float4 f_color [[user(locn1)]];
|
||||
float2 f_half_size [[user(locn2)]];
|
||||
float4 f_radii [[user(locn3)]];
|
||||
float f_half_feather [[user(locn4)]];
|
||||
float4 gl_Position [[position]];
|
||||
};
|
||||
|
||||
vertex main0_out main0(constant Uniforms& _13 [[buffer(0)]], const device Gaussian_Blur_Primitives& _69 [[buffer(1)]], uint gl_VertexIndex [[vertex_id]], uint gl_InstanceIndex [[instance_id]])
|
||||
{
|
||||
main0_out out = {};
|
||||
if (_13.mode == 0u)
|
||||
{
|
||||
float2 ndc = float2((int(gl_VertexIndex) == 1) ? 3.0 : (-1.0), (int(gl_VertexIndex) == 2) ? 3.0 : (-1.0));
|
||||
out.gl_Position = float4(ndc, 0.0, 1.0);
|
||||
out.p_local = float2(0.0);
|
||||
out.f_color = float4(0.0);
|
||||
out.f_half_size = float2(0.0);
|
||||
out.f_radii = float4(0.0);
|
||||
out.f_half_feather = 0.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
Gaussian_Blur_Primitive p;
|
||||
p.bounds = _69.primitives[int(gl_InstanceIndex)].bounds;
|
||||
p.radii = _69.primitives[int(gl_InstanceIndex)].radii;
|
||||
p.half_size = _69.primitives[int(gl_InstanceIndex)].half_size;
|
||||
p.half_feather = _69.primitives[int(gl_InstanceIndex)].half_feather;
|
||||
p.color = _69.primitives[int(gl_InstanceIndex)].color;
|
||||
float2 corner = _97[int(gl_VertexIndex)];
|
||||
float2 world_pos = mix(p.bounds.xy, p.bounds.zw, corner);
|
||||
float2 center = (p.bounds.xy + p.bounds.zw) * 0.5;
|
||||
out.p_local = (world_pos - center) * _13.dpi_scale;
|
||||
out.f_color = unpack_unorm4x8_to_float(p.color);
|
||||
out.f_half_size = p.half_size;
|
||||
out.f_radii = p.radii;
|
||||
out.f_half_feather = p.half_feather;
|
||||
out.gl_Position = _13.projection * float4(world_pos * _13.dpi_scale, 0.0, 1.0);
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
Binary file not shown.
@@ -0,0 +1,47 @@
|
||||
#include <metal_stdlib>
|
||||
#include <simd/simd.h>
|
||||
|
||||
using namespace metal;
|
||||
|
||||
struct Uniforms
|
||||
{
|
||||
float2 inv_source_size;
|
||||
uint downsample_factor;
|
||||
uint _pad0;
|
||||
};
|
||||
|
||||
struct main0_out
|
||||
{
|
||||
float4 out_color [[color(0)]];
|
||||
};
|
||||
|
||||
fragment main0_out main0(constant Uniforms& _18 [[buffer(0)]], texture2d<float> source_tex [[texture(0)]], sampler source_texSmplr [[sampler(0)]], float4 gl_FragCoord [[position]])
|
||||
{
|
||||
main0_out out = {};
|
||||
float2 src_block_center = gl_FragCoord.xy * float(_18.downsample_factor);
|
||||
if (_18.downsample_factor == 1u)
|
||||
{
|
||||
float2 uv = src_block_center * _18.inv_source_size;
|
||||
out.out_color = source_tex.sample(source_texSmplr, uv);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (_18.downsample_factor == 2u)
|
||||
{
|
||||
float2 uv_1 = src_block_center * _18.inv_source_size;
|
||||
out.out_color = source_tex.sample(source_texSmplr, uv_1);
|
||||
}
|
||||
else
|
||||
{
|
||||
float off = float(_18.downsample_factor) * 0.25;
|
||||
float2 uv_tl = (src_block_center + float2(-off, -off)) * _18.inv_source_size;
|
||||
float2 uv_tr = (src_block_center + float2(off, -off)) * _18.inv_source_size;
|
||||
float2 uv_bl = (src_block_center + float2(-off, off)) * _18.inv_source_size;
|
||||
float2 uv_br = (src_block_center + float2(off)) * _18.inv_source_size;
|
||||
float4 c = ((source_tex.sample(source_texSmplr, uv_tl) + source_tex.sample(source_texSmplr, uv_tr)) + source_tex.sample(source_texSmplr, uv_bl)) + source_tex.sample(source_texSmplr, uv_br);
|
||||
out.out_color = c * 0.25;
|
||||
}
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
Binary file not shown.
@@ -0,0 +1,18 @@
|
||||
#include <metal_stdlib>
|
||||
#include <simd/simd.h>
|
||||
|
||||
using namespace metal;
|
||||
|
||||
struct main0_out
|
||||
{
|
||||
float4 gl_Position [[position]];
|
||||
};
|
||||
|
||||
vertex main0_out main0(uint gl_VertexIndex [[vertex_id]])
|
||||
{
|
||||
main0_out out = {};
|
||||
float2 ndc = float2((int(gl_VertexIndex) == 1) ? 3.0 : (-1.0), (int(gl_VertexIndex) == 2) ? 3.0 : (-1.0));
|
||||
out.gl_Position = float4(ndc, 0.0, 1.0);
|
||||
return out;
|
||||
}
|
||||
|
||||
Binary file not shown.
@@ -24,8 +24,8 @@ struct main0_in
|
||||
float4 f_params [[user(locn2)]];
|
||||
float4 f_params2 [[user(locn3)]];
|
||||
uint f_flags [[user(locn4)]];
|
||||
uint f_rotation_sc [[user(locn5)]];
|
||||
uint4 f_uv_or_effects [[user(locn6)]];
|
||||
float4 f_uv_rect [[user(locn6), flat]];
|
||||
uint4 f_effects [[user(locn7)]];
|
||||
};
|
||||
|
||||
static inline __attribute__((always_inline))
|
||||
@@ -109,11 +109,6 @@ fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[textur
|
||||
float h = 0.5;
|
||||
float2 half_size = in.f_params.xy;
|
||||
float2 p_local = in.f_local_or_uv;
|
||||
if ((flags & 16u) != 0u)
|
||||
{
|
||||
float2 sc = float2(as_type<half2>(in.f_rotation_sc));
|
||||
p_local = float2((sc.y * p_local.x) + (sc.x * p_local.y), ((-sc.x) * p_local.x) + (sc.y * p_local.y));
|
||||
}
|
||||
if (kind == 1u)
|
||||
{
|
||||
float4 corner_radii = float4(in.f_params.zw, in.f_params2.xy);
|
||||
@@ -163,16 +158,16 @@ fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[textur
|
||||
{
|
||||
float d_start = dot(p_local, n_start);
|
||||
float d_end = dot(p_local, n_end);
|
||||
float _372;
|
||||
float _338;
|
||||
if (arc_bits == 1u)
|
||||
{
|
||||
_372 = fast::max(d_start, d_end);
|
||||
_338 = fast::max(d_start, d_end);
|
||||
}
|
||||
else
|
||||
{
|
||||
_372 = fast::min(d_start, d_end);
|
||||
_338 = fast::min(d_start, d_end);
|
||||
}
|
||||
float d_wedge = _372;
|
||||
float d_wedge = _338;
|
||||
d = fast::max(d, d_wedge);
|
||||
}
|
||||
half_size = float2(outer);
|
||||
@@ -187,7 +182,7 @@ fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[textur
|
||||
if ((flags & 2u) != 0u)
|
||||
{
|
||||
float4 gradient_start = in.f_color;
|
||||
float4 gradient_end = unpack_unorm4x8_to_float(in.f_uv_or_effects.x);
|
||||
float4 gradient_end = unpack_unorm4x8_to_float(in.f_effects.x);
|
||||
if ((flags & 4u) != 0u)
|
||||
{
|
||||
float t_1 = length(p_local / half_size);
|
||||
@@ -198,7 +193,7 @@ fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[textur
|
||||
}
|
||||
else
|
||||
{
|
||||
float2 direction = float2(as_type<half2>(in.f_uv_or_effects.z));
|
||||
float2 direction = float2(as_type<half2>(in.f_effects.z));
|
||||
float t_2 = (dot(p_local / half_size, direction) * 0.5) + 0.5;
|
||||
float4 param_11 = gradient_start;
|
||||
float4 param_12 = gradient_end;
|
||||
@@ -210,7 +205,7 @@ fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[textur
|
||||
{
|
||||
if ((flags & 1u) != 0u)
|
||||
{
|
||||
float4 uv_rect = as_type<float4>(in.f_uv_or_effects);
|
||||
float4 uv_rect = in.f_uv_rect;
|
||||
float2 local_uv = ((p_local / half_size) * 0.5) + float2(0.5);
|
||||
float2 uv = mix(uv_rect.xy, uv_rect.zw, local_uv);
|
||||
shape_color = in.f_color * tex.sample(texSmplr, uv);
|
||||
@@ -222,8 +217,8 @@ fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[textur
|
||||
}
|
||||
if ((flags & 8u) != 0u)
|
||||
{
|
||||
float4 ol_color = unpack_unorm4x8_to_float(in.f_uv_or_effects.y);
|
||||
float ol_width = float2(as_type<half2>(in.f_uv_or_effects.w)).x / grad_magnitude;
|
||||
float4 ol_color = unpack_unorm4x8_to_float(in.f_effects.y);
|
||||
float ol_width = float2(as_type<half2>(in.f_effects.w)).x / grad_magnitude;
|
||||
float param_14 = d;
|
||||
float param_15 = h;
|
||||
float fill_cov = sdf_alpha(param_14, param_15);
|
||||
|
||||
Binary file not shown.
@@ -10,7 +10,7 @@ struct Uniforms
|
||||
uint mode;
|
||||
};
|
||||
|
||||
struct Primitive
|
||||
struct Core_2D_Primitive
|
||||
{
|
||||
float4 bounds;
|
||||
uint color;
|
||||
@@ -19,10 +19,11 @@ struct Primitive
|
||||
float _pad;
|
||||
float4 params;
|
||||
float4 params2;
|
||||
uint4 uv_or_effects;
|
||||
float4 uv_rect;
|
||||
uint4 effects;
|
||||
};
|
||||
|
||||
struct Primitive_1
|
||||
struct Core_2D_Primitive_1
|
||||
{
|
||||
float4 bounds;
|
||||
uint color;
|
||||
@@ -31,12 +32,13 @@ struct Primitive_1
|
||||
float _pad;
|
||||
float4 params;
|
||||
float4 params2;
|
||||
uint4 uv_or_effects;
|
||||
float4 uv_rect;
|
||||
uint4 effects;
|
||||
};
|
||||
|
||||
struct Primitives
|
||||
struct Core_2D_Primitives
|
||||
{
|
||||
Primitive_1 primitives[1];
|
||||
Core_2D_Primitive_1 primitives[1];
|
||||
};
|
||||
|
||||
struct main0_out
|
||||
@@ -46,8 +48,8 @@ struct main0_out
|
||||
float4 f_params [[user(locn2)]];
|
||||
float4 f_params2 [[user(locn3)]];
|
||||
uint f_flags [[user(locn4)]];
|
||||
uint f_rotation_sc [[user(locn5)]];
|
||||
uint4 f_uv_or_effects [[user(locn6)]];
|
||||
float4 f_uv_rect [[user(locn6)]];
|
||||
uint4 f_effects [[user(locn7)]];
|
||||
float4 gl_Position [[position]];
|
||||
};
|
||||
|
||||
@@ -58,7 +60,7 @@ struct main0_in
|
||||
float4 v_color [[attribute(2)]];
|
||||
};
|
||||
|
||||
vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer(0)]], const device Primitives& _75 [[buffer(1)]], uint gl_InstanceIndex [[instance_id]])
|
||||
vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer(0)]], const device Core_2D_Primitives& _75 [[buffer(1)]], uint gl_InstanceIndex [[instance_id]])
|
||||
{
|
||||
main0_out out = {};
|
||||
if (_12.mode == 0u)
|
||||
@@ -68,13 +70,13 @@ vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer
|
||||
out.f_params = float4(0.0);
|
||||
out.f_params2 = float4(0.0);
|
||||
out.f_flags = 0u;
|
||||
out.f_rotation_sc = 0u;
|
||||
out.f_uv_or_effects = uint4(0u);
|
||||
out.f_uv_rect = float4(0.0);
|
||||
out.f_effects = uint4(0u);
|
||||
out.gl_Position = _12.projection * float4(in.v_position * _12.dpi_scale, 0.0, 1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
Primitive p;
|
||||
Core_2D_Primitive p;
|
||||
p.bounds = _75.primitives[int(gl_InstanceIndex)].bounds;
|
||||
p.color = _75.primitives[int(gl_InstanceIndex)].color;
|
||||
p.flags = _75.primitives[int(gl_InstanceIndex)].flags;
|
||||
@@ -82,17 +84,25 @@ vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer
|
||||
p._pad = _75.primitives[int(gl_InstanceIndex)]._pad;
|
||||
p.params = _75.primitives[int(gl_InstanceIndex)].params;
|
||||
p.params2 = _75.primitives[int(gl_InstanceIndex)].params2;
|
||||
p.uv_or_effects = _75.primitives[int(gl_InstanceIndex)].uv_or_effects;
|
||||
p.uv_rect = _75.primitives[int(gl_InstanceIndex)].uv_rect;
|
||||
p.effects = _75.primitives[int(gl_InstanceIndex)].effects;
|
||||
float2 corner = in.v_position;
|
||||
float2 world_pos = mix(p.bounds.xy, p.bounds.zw, corner);
|
||||
float2 center = (p.bounds.xy + p.bounds.zw) * 0.5;
|
||||
float2 local = (world_pos - center) * _12.dpi_scale;
|
||||
uint flags = (p.flags >> 8u) & 255u;
|
||||
if ((flags & 16u) != 0u)
|
||||
{
|
||||
float2 sc = float2(as_type<half2>(p.rotation_sc));
|
||||
local = float2((sc.y * local.x) + (sc.x * local.y), ((-sc.x) * local.x) + (sc.y * local.y));
|
||||
}
|
||||
out.f_color = unpack_unorm4x8_to_float(p.color);
|
||||
out.f_local_or_uv = (world_pos - center) * _12.dpi_scale;
|
||||
out.f_local_or_uv = local;
|
||||
out.f_params = p.params;
|
||||
out.f_params2 = p.params2;
|
||||
out.f_flags = p.flags;
|
||||
out.f_rotation_sc = p.rotation_sc;
|
||||
out.f_uv_or_effects = p.uv_or_effects;
|
||||
out.f_uv_rect = p.uv_rect;
|
||||
out.f_effects = p.effects;
|
||||
out.gl_Position = _12.projection * float4(world_pos * _12.dpi_scale, 0.0, 1.0);
|
||||
}
|
||||
return out;
|
||||
|
||||
Binary file not shown.
@@ -0,0 +1,155 @@
|
||||
#version 450 core
|
||||
|
||||
// Unified backdrop blur fragment shader.
|
||||
// Handles both the 1D separable blur passes (mode 0, used for BOTH the H-pass and V-pass;
|
||||
// `direction` picks the axis) and the composite pass (mode 1, reads the fully-blurred
|
||||
// working texture, masks via RRect SDF, applies tint, and writes to source_texture with
|
||||
// premultiplied-over blending). Working textures are sized at the full swapchain resolution;
|
||||
// downsampled content occupies only a sub-rect at downsample factor > 1 (set via viewport).
|
||||
//
|
||||
// The composite blends with source_texture via the standard premultiplied-over blend state
|
||||
// (ONE, ONE_MINUS_SRC_ALPHA).
|
||||
//
|
||||
// Backdrop primitives are tint-only — there is no outline. A specialized edge effect
|
||||
// (e.g. liquid-glass-style refraction outlines) would be implemented as a dedicated
|
||||
// primitive type with its own pipeline.
|
||||
//
|
||||
// Two modes, structurally distinct:
|
||||
//
|
||||
// Mode 0: 1D separable blur. Used for BOTH the H-pass and V-pass; `direction` (set in the
|
||||
// per-pass uniforms) picks (1,0) for H or (0,1) for V. Reads the previous working-
|
||||
// res texture and writes the next working-res texture. Fullscreen-triangle vertex
|
||||
// output; gl_FragCoord.xy is in working-res target pixel space; UV =
|
||||
// gl_FragCoord.xy * inv_working_size.
|
||||
//
|
||||
// Mode 1: composite. Reads the fully-blurred working-res texture, applies the SDF mask and
|
||||
// tint, writes to source_texture. Instanced unit-quad vertex output covering the
|
||||
// per-primitive bounds; gl_FragCoord.xy is in the full-resolution render target;
|
||||
// UV into the blurred working texture =
|
||||
// (gl_FragCoord.xy * inv_downsample_factor) * inv_working_size.
|
||||
// No kernel is applied here — the blur is already complete.
|
||||
//
|
||||
// V-blur is run as its own working→working pass rather than folded into the composite. The
|
||||
// folded variant produced a horizontal-vs-vertical asymmetry artifact: when V-blur sampled
|
||||
// the H-blur output through the bilinear-upsample/SDF-mask/tint pipeline in one shader
|
||||
// invocation, horizontal source features ended up looking sharper than vertical ones.
|
||||
// Matching V's structure exactly to H's restores symmetry.
|
||||
|
||||
const uint MAX_KERNEL_PAIRS = 32;
|
||||
|
||||
// --- Inputs from vertex shader ---
|
||||
layout(location = 0) in vec2 p_local;
|
||||
layout(location = 1) in mediump vec4 f_color;
|
||||
layout(location = 2) flat in vec2 f_half_size;
|
||||
layout(location = 3) flat in vec4 f_radii;
|
||||
layout(location = 4) flat in float f_half_feather;
|
||||
|
||||
// --- Output ---
|
||||
layout(location = 0) out vec4 out_color;
|
||||
|
||||
// --- Sampler ---
|
||||
// Mode 0: bound to downsample_texture. Mode 1: bound to h_blur_texture.
|
||||
layout(set = 2, binding = 0) uniform sampler2D blur_input_tex;
|
||||
|
||||
// --- Uniforms (set 3) ---
|
||||
// Per-bracket-substage. `mode` matches the vertex shader's mode (0 = H, 1 = V).
|
||||
// `direction` selects the kernel axis for blur offsets.
|
||||
// `kernel` holds the per-sigma weight/offset pairs computed CPU-side using the
|
||||
// linear-sampling pair adjustment (RAD/Rákos).
|
||||
layout(set = 3, binding = 0) uniform Uniforms {
|
||||
vec2 inv_working_size; // 1.0 / working-resolution texture dimensions
|
||||
uint pair_count; // number of (weight, offset) pairs; pair[0] is the center
|
||||
uint mode; // 0 = H-blur, 1 = V-composite
|
||||
vec2 direction; // (1,0) for H, (0,1) for V — multiplied into the kernel offset
|
||||
float inv_downsample_factor; // 1.0 / downsample_factor (mode 1 only; mode 0 ignores)
|
||||
float _pad0;
|
||||
vec4 kernel[MAX_KERNEL_PAIRS]; // .x = weight (paired-sum for idx>0), .y = offset (texels)
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------------------------------------------------
|
||||
// ----- SDF helper --------------------
|
||||
// ---------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
float sdRoundedBox(vec2 p, vec2 b, vec4 r) {
|
||||
vec2 rxy = (p.x > 0.0) ? r.xy : r.zw;
|
||||
float rr = (p.y > 0.0) ? rxy.x : rxy.y;
|
||||
vec2 q = abs(p) - b;
|
||||
if (rr == 0.0) {
|
||||
return max(q.x, q.y);
|
||||
}
|
||||
q += rr;
|
||||
return min(max(q.x, q.y), 0.0) + length(max(q, vec2(0.0))) - rr;
|
||||
}
|
||||
|
||||
float sdf_alpha(float d, float h) {
|
||||
return 1.0 - smoothstep(-h, h, d);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------------------------------------------------
|
||||
// ----- Blur sample loop --------------
|
||||
// ---------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
vec3 blur_sample(vec2 uv) {
|
||||
vec3 color = kernel[0].x * texture(blur_input_tex, uv).rgb;
|
||||
|
||||
// Per-pair offset in texel space, projected onto the active axis.
|
||||
vec2 axis_step = direction * inv_working_size;
|
||||
|
||||
for (uint i = 1u; i < pair_count; i += 1u) {
|
||||
float w = kernel[i].x;
|
||||
float off = kernel[i].y;
|
||||
vec2 step_uv = off * axis_step;
|
||||
color += w * texture(blur_input_tex, uv - step_uv).rgb;
|
||||
color += w * texture(blur_input_tex, uv + step_uv).rgb;
|
||||
}
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------------------------------------------------
|
||||
// ----- Main --------------------------
|
||||
// ---------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
void main() {
|
||||
if (mode == 0u) {
|
||||
// ---- Mode 0: 1D separable blur (used for both H-pass and V-pass).
|
||||
// gl_FragCoord is in working-res target pixel space; sample the previous working-res
|
||||
// texture along `direction` with the kernel.
|
||||
vec2 uv = gl_FragCoord.xy * inv_working_size;
|
||||
vec3 color = blur_sample(uv);
|
||||
out_color = vec4(color, 1.0);
|
||||
return;
|
||||
}
|
||||
|
||||
// ---- Mode 1: composite per-primitive.
|
||||
// RRect SDF — early discard for fragments well outside the masked region.
|
||||
float d = sdRoundedBox(p_local, f_half_size, f_radii);
|
||||
if (d > f_half_feather) {
|
||||
discard;
|
||||
}
|
||||
|
||||
// fwidth-based normalization for AA (matches main pipeline approach).
|
||||
float grad_magnitude = max(fwidth(d), 1e-6);
|
||||
float d_n = d / grad_magnitude;
|
||||
float h_n = f_half_feather / grad_magnitude;
|
||||
|
||||
// Sample the fully-blurred working-res texture. gl_FragCoord is full-res; convert to
|
||||
// working-res UV via inv_downsample_factor. No kernel is applied — the H+V blur passes
|
||||
// already produced the final blurred image; this is just an upsample + tint.
|
||||
vec2 uv = (gl_FragCoord.xy * inv_downsample_factor) * inv_working_size;
|
||||
vec3 color = texture(blur_input_tex, uv).rgb;
|
||||
|
||||
// Tint composition: inside the masked region the panel is fully opaque — it completely
|
||||
// hides the original framebuffer content, just like real frosted glass and like iOS
|
||||
// UIBlurEffect / CSS backdrop-filter. f_color.rgb specifies the tint color; f_color.a
|
||||
// specifies the tint *mix strength* (NOT panel opacity). At alpha=0 we see the pure
|
||||
// blur; at alpha=255 we see the blur fully multiplied by the tint color.
|
||||
//
|
||||
// Output is premultiplied to match the ONE, ONE_MINUS_SRC_ALPHA blend state. Coverage
|
||||
// (the SDF mask's edge AA) modulates only the alpha channel, never the panel-vs-source
|
||||
// blend; that way edge pixels still feather correctly while mid-panel pixels stay fully
|
||||
// opaque.
|
||||
mediump vec3 tinted = mix(color, color * f_color.rgb, f_color.a);
|
||||
mediump float coverage = sdf_alpha(d_n, h_n);
|
||||
out_color = vec4(tinted * coverage, coverage);
|
||||
}
|
||||
@@ -0,0 +1,110 @@
|
||||
#version 450 core
|
||||
|
||||
// Unified backdrop blur vertex shader.
|
||||
// Handles both the 1D separable blur passes (fullscreen triangle, mode 0; used for
|
||||
// BOTH the H-pass and V-pass) and the composite pass (instanced unit-quad over
|
||||
// Gaussian_Blur_Primitive storage buffer, mode 1) for the second PSO of the backdrop bracket.
|
||||
// The first PSO (downsample) uses backdrop_fullscreen.vert.
|
||||
//
|
||||
// No vertex buffer for either mode. Mode 0 uses gl_VertexIndex 0..2 for a single
|
||||
// fullscreen triangle; mode 1 uses gl_VertexIndex 0..5 for a unit-quad (two
|
||||
// triangles, TRIANGLELIST topology) and gl_InstanceIndex to select the primitive.
|
||||
//
|
||||
// Mode 0 viewport+scissor are CPU-set per sigma group to the work region (union AABB
|
||||
// of that group's backdrop primitives + halo, clamped to swapchain bounds). Mode 1
|
||||
// renders into source_texture with the screen-space orthographic projection; the
|
||||
// per-primitive bounds drive the quad in screen space.
|
||||
//
|
||||
// Backdrop primitives have NO rotation — backdrop sampling is in screen space, so
|
||||
// a rotated mask over a stationary blur sample would look wrong.
|
||||
|
||||
// --- Outputs to fragment shader ---
|
||||
// p_local: shape-local position in physical pixels (origin at shape center).
|
||||
// Only meaningful in mode 1 (V-composite). Zero-init for mode 0.
|
||||
layout(location = 0) out vec2 p_local;
|
||||
// f_color: tint, unpacked from primitive.color. Only meaningful in mode 1.
|
||||
layout(location = 1) out mediump vec4 f_color;
|
||||
// f_half_size: RRect half extents in physical pixels (mode 1 only).
|
||||
layout(location = 2) flat out vec2 f_half_size;
|
||||
// f_radii: per-corner radii in physical pixels (mode 1 only).
|
||||
layout(location = 3) flat out vec4 f_radii;
|
||||
// f_half_feather: SDF anti-aliasing feather (mode 1 only).
|
||||
layout(location = 4) flat out float f_half_feather;
|
||||
|
||||
// --- Uniforms (set 1) ---
|
||||
// Backdrop pipeline's own uniform block — distinct from the main pipeline's
|
||||
// Vertex_Uniforms_2D. `mode` selects between H-blur (0) and V-composite (1).
|
||||
layout(set = 1, binding = 0) uniform Uniforms {
|
||||
mat4 projection;
|
||||
float dpi_scale;
|
||||
uint mode; // 0 = H-blur, 1 = V-composite
|
||||
vec2 _pad0;
|
||||
};
|
||||
|
||||
// --- Gaussian blur primitive storage buffer (set 0) ---
|
||||
// 48 bytes, std430-natural layout (no implicit padding). vec4 members are
|
||||
// front-loaded so their 16-byte alignment is satisfied without holes; the
|
||||
// vec2 and scalar tail packs tight to land the struct at a clean 48-byte
|
||||
// stride (a multiple of 16, so the array stride needs no rounding either).
|
||||
// Field semantics match the CPU-side Gaussian_Blur_Primitive declared in
|
||||
// levlib/draw/backdrop.odin; keep both in sync.
|
||||
//
|
||||
// Gaussian blur primitives are tint-only: outline is intentionally absent. Specialized
|
||||
// edge effects (e.g. liquid-glass-style refraction outlines) would be a dedicated
|
||||
// primitive type with its own pipeline rather than a flag bit here.
|
||||
struct Gaussian_Blur_Primitive {
|
||||
vec4 bounds; // 0-15: min_xy, max_xy (world-space)
|
||||
vec4 radii; // 16-31: per-corner radii (physical px)
|
||||
vec2 half_size; // 32-39: RRect half extents (physical px)
|
||||
float half_feather; // 40-43: SDF anti-aliasing feather (physical px)
|
||||
uint color; // 44-47: tint, packed RGBA u8x4
|
||||
};
|
||||
|
||||
layout(std430, set = 0, binding = 0) readonly buffer Gaussian_Blur_Primitives {
|
||||
Gaussian_Blur_Primitive primitives[];
|
||||
};
|
||||
|
||||
void main() {
|
||||
if (mode == 0u) {
|
||||
// ---- Mode 0: H-blur fullscreen triangle ----
|
||||
// gl_VertexIndex 0 -> ( -1, -1)
|
||||
// gl_VertexIndex 1 -> ( 3, -1)
|
||||
// gl_VertexIndex 2 -> ( -1, 3)
|
||||
vec2 ndc = vec2(
|
||||
(gl_VertexIndex == 1) ? 3.0 : -1.0,
|
||||
(gl_VertexIndex == 2) ? 3.0 : -1.0);
|
||||
gl_Position = vec4(ndc, 0.0, 1.0);
|
||||
|
||||
// Mode 0 doesn't read the per-primitive varyings; zero-init for safety.
|
||||
p_local = vec2(0.0);
|
||||
f_color = vec4(0.0);
|
||||
f_half_size = vec2(0.0);
|
||||
f_radii = vec4(0.0);
|
||||
f_half_feather = 0.0;
|
||||
} else {
|
||||
// ---- Mode 1: V-composite instanced unit-quad over Gaussian_Blur_Primitive ----
|
||||
Gaussian_Blur_Primitive p = primitives[gl_InstanceIndex];
|
||||
|
||||
// Unit-quad corners for TRIANGLELIST (2 triangles, 6 vertices):
|
||||
// index 0 -> (0,0) index 3 -> (0,1)
|
||||
// index 1 -> (1,0) index 4 -> (1,0)
|
||||
// index 2 -> (0,1) index 5 -> (1,1)
|
||||
vec2 quad_corners[6] = vec2[6](
|
||||
vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 1.0),
|
||||
vec2(0.0, 1.0), vec2(1.0, 0.0), vec2(1.0, 1.0));
|
||||
vec2 corner = quad_corners[gl_VertexIndex];
|
||||
|
||||
vec2 world_pos = mix(p.bounds.xy, p.bounds.zw, corner);
|
||||
vec2 center = 0.5 * (p.bounds.xy + p.bounds.zw);
|
||||
|
||||
// Shape-local position in physical pixels (no rotation for backdrops).
|
||||
p_local = (world_pos - center) * dpi_scale;
|
||||
|
||||
f_color = unpackUnorm4x8(p.color);
|
||||
f_half_size = p.half_size;
|
||||
f_radii = p.radii;
|
||||
f_half_feather = p.half_feather;
|
||||
|
||||
gl_Position = projection * vec4(world_pos * dpi_scale, 0.0, 1.0);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,67 @@
|
||||
#version 450 core
|
||||
|
||||
// Backdrop downsample fragment shader.
|
||||
// Reads source_texture (full-resolution snapshot of pre-bracket framebuffer contents) and
|
||||
// writes a downsampled copy at factor 1, 2, or 4. The output is the working texture (sized
|
||||
// at full swapchain resolution); larger factors only fill a sub-rect of it via the CPU-set
|
||||
// viewport. See backdrop.odin for the factor selection table (Flutter-style).
|
||||
//
|
||||
// Shader paths by factor:
|
||||
//
|
||||
// factor=1: identity copy. One bilinear tap aligned to the source pixel center. Useful
|
||||
// when sigma is small enough that any downsample round-trip would visibly soften
|
||||
// the output (Flutter does this for sigma_phys ≤ 4).
|
||||
//
|
||||
// factor=2: each output covers a 2×2 source block. Single bilinear tap at the shared
|
||||
// corner reads all 4 source pixels with 0.25 weight.
|
||||
//
|
||||
// factor=4: each output covers a 4×4 source block. We use 4 bilinear taps, each at the
|
||||
// shared corner of a 2×2 sub-block. Each tap reads 4 source pixels uniformly;
|
||||
// combined, the 4 taps sample 16 source pixels arranged uniformly across the
|
||||
// block (full coverage at factor=4). The factor>=4 path is structured so the
|
||||
// same shader code would extend to factor=8 (16 pixels of 64) or factor=16 (16
|
||||
// of 256) if the CPU-side cap is ever raised, though the current cap is 4.
|
||||
//
|
||||
// The viewport+scissor are set by the CPU to limit output to the layer's work region in
|
||||
// working-texture coords (work_region_phys / factor), clamped to the texture bounds.
|
||||
|
||||
layout(set = 3, binding = 0) uniform Uniforms {
|
||||
vec2 inv_source_size; // 1.0 / source_texture pixel dimensions
|
||||
uint downsample_factor; // 1, 2, 4, 8, or 16
|
||||
uint _pad0;
|
||||
};
|
||||
|
||||
layout(set = 2, binding = 0) uniform sampler2D source_tex;
|
||||
|
||||
layout(location = 0) out vec4 out_color;
|
||||
|
||||
void main() {
|
||||
// Output pixel index (i): gl_FragCoord.xy - 0.5. Source-pixel block top-left for this
|
||||
// output: i * factor. Center of the block: i*factor + factor/2 = gl_FragCoord.xy * factor.
|
||||
vec2 src_block_center = gl_FragCoord.xy * float(downsample_factor);
|
||||
|
||||
if (downsample_factor == 1u) {
|
||||
// Identity copy. UV at src_block_center hits the source pixel center directly.
|
||||
vec2 uv = src_block_center * inv_source_size;
|
||||
out_color = texture(source_tex, uv);
|
||||
} else if (downsample_factor == 2u) {
|
||||
// Single tap at the shared corner of the 2×2 source block; one bilinear sample reads
|
||||
// all 4 source pixels with equal 0.25 weights — uniform 2×2 box filter for free.
|
||||
vec2 uv = src_block_center * inv_source_size;
|
||||
out_color = texture(source_tex, uv);
|
||||
} else {
|
||||
// Four taps at offsets ±(factor/4) from the block center. Each tap lands on a corner
|
||||
// shared by 4 source pixels of a (factor/2)×(factor/2) sub-block (equivalent at the
|
||||
// bilinear level), giving a 4-tap = 16-source-pixel uniform sample of the block.
|
||||
float off = float(downsample_factor) * 0.25;
|
||||
vec2 uv_tl = (src_block_center + vec2(-off, -off)) * inv_source_size;
|
||||
vec2 uv_tr = (src_block_center + vec2(off, -off)) * inv_source_size;
|
||||
vec2 uv_bl = (src_block_center + vec2(-off, off)) * inv_source_size;
|
||||
vec2 uv_br = (src_block_center + vec2(off, off)) * inv_source_size;
|
||||
vec4 c = texture(source_tex, uv_tl)
|
||||
+ texture(source_tex, uv_tr)
|
||||
+ texture(source_tex, uv_bl)
|
||||
+ texture(source_tex, uv_br);
|
||||
out_color = c * 0.25;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
#version 450 core
|
||||
|
||||
// Fullscreen-triangle vertex shader for the backdrop downsample and H-blur sub-passes.
|
||||
// Emits a single triangle covering NDC [-1,1]^2; the rasterizer clips edges outside.
|
||||
// No vertex buffer; uses gl_VertexIndex to pick corners.
|
||||
//
|
||||
// The CPU sets the viewport (and matching scissor) per layer-bracket to limit work to
|
||||
// the union AABB of the layer's backdrop primitives, expanded by 3*max_sigma and
|
||||
// clamped to swapchain bounds. The fragment shader uses gl_FragCoord (absolute pixel
|
||||
// space in the bound target) plus an inv-size uniform to compute its own UVs — see
|
||||
// each fragment shader for the per-pass sampling math.
|
||||
|
||||
void main() {
|
||||
// gl_VertexIndex 0 -> ( -1, -1)
|
||||
// gl_VertexIndex 1 -> ( 3, -1)
|
||||
// gl_VertexIndex 2 -> ( -1, 3)
|
||||
vec2 ndc = vec2(
|
||||
(gl_VertexIndex == 1) ? 3.0 : -1.0,
|
||||
(gl_VertexIndex == 2) ? 3.0 : -1.0);
|
||||
gl_Position = vec4(ndc, 0.0, 1.0);
|
||||
}
|
||||
@@ -6,8 +6,8 @@ layout(location = 1) in vec2 f_local_or_uv;
|
||||
layout(location = 2) in vec4 f_params;
|
||||
layout(location = 3) in vec4 f_params2;
|
||||
layout(location = 4) flat in uint f_flags;
|
||||
layout(location = 5) flat in uint f_rotation_sc;
|
||||
layout(location = 6) flat in uvec4 f_uv_or_effects;
|
||||
layout(location = 6) flat in vec4 f_uv_rect;
|
||||
layout(location = 7) flat in uvec4 f_effects;
|
||||
|
||||
// --- Output ---
|
||||
layout(location = 0) out vec4 out_color;
|
||||
@@ -83,16 +83,7 @@ void main() {
|
||||
float h = 0.5; // half-feather width; overwritten per shape kind
|
||||
vec2 half_size = f_params.xy; // used by RRect and as reference size for gradients
|
||||
|
||||
vec2 p_local = f_local_or_uv;
|
||||
|
||||
// Apply inverse rotation using pre-computed sin/cos (no per-pixel trig).
|
||||
// .Rotated flag = bit 4 = 16u
|
||||
if ((flags & 16u) != 0u) {
|
||||
vec2 sc = unpackHalf2x16(f_rotation_sc); // .x = sin(angle), .y = cos(angle)
|
||||
// Inverse rotation matrix R(-angle) = [[cos, sin], [-sin, cos]]
|
||||
p_local = vec2(sc.y * p_local.x + sc.x * p_local.y,
|
||||
-sc.x * p_local.x + sc.y * p_local.y);
|
||||
}
|
||||
vec2 p_local = f_local_or_uv; // arrives rotated; vertex shader handled .Rotated
|
||||
|
||||
if (kind == 1u) {
|
||||
// RRect — half_feather in params2.z
|
||||
@@ -151,7 +142,7 @@ void main() {
|
||||
if ((flags & 2u) != 0u) {
|
||||
// Gradient active (bit 1)
|
||||
mediump vec4 gradient_start = f_color;
|
||||
mediump vec4 gradient_end = unpackUnorm4x8(f_uv_or_effects.x);
|
||||
mediump vec4 gradient_end = unpackUnorm4x8(f_effects.x);
|
||||
|
||||
if ((flags & 4u) != 0u) {
|
||||
// Radial gradient (bit 2): t from distance to center
|
||||
@@ -159,13 +150,13 @@ void main() {
|
||||
shape_color = gradient_2color(gradient_start, gradient_end, t);
|
||||
} else {
|
||||
// Linear gradient: direction pre-computed on CPU as (cos, sin) f16 pair
|
||||
vec2 direction = unpackHalf2x16(f_uv_or_effects.z);
|
||||
vec2 direction = unpackHalf2x16(f_effects.z);
|
||||
mediump float t = dot(p_local / half_size, direction) * 0.5 + 0.5;
|
||||
shape_color = gradient_2color(gradient_start, gradient_end, t);
|
||||
}
|
||||
} else if ((flags & 1u) != 0u) {
|
||||
// Textured (bit 0) — RRect only in practice
|
||||
vec4 uv_rect = uintBitsToFloat(f_uv_or_effects);
|
||||
// Textured (bit 0)
|
||||
vec4 uv_rect = f_uv_rect;
|
||||
vec2 local_uv = p_local / half_size * 0.5 + 0.5;
|
||||
vec2 uv = mix(uv_rect.xy, uv_rect.zw, local_uv);
|
||||
shape_color = f_color * texture(tex, uv);
|
||||
@@ -180,9 +171,9 @@ void main() {
|
||||
// AA at d=ol_width. The outline band's coverage is total_cov - fill_cov.
|
||||
// Output is premultiplied: blend state is ONE, ONE_MINUS_SRC_ALPHA.
|
||||
if ((flags & 8u) != 0u) {
|
||||
mediump vec4 ol_color = unpackUnorm4x8(f_uv_or_effects.y);
|
||||
// Outline width in f_uv_or_effects.w (low f16 half)
|
||||
float ol_width = unpackHalf2x16(f_uv_or_effects.w).x / grad_magnitude;
|
||||
mediump vec4 ol_color = unpackUnorm4x8(f_effects.y);
|
||||
// Outline width in f_effects.w (low f16 half)
|
||||
float ol_width = unpackHalf2x16(f_effects.w).x / grad_magnitude;
|
||||
|
||||
float fill_cov = sdf_alpha(d, h);
|
||||
float total_cov = sdf_alpha(d - ol_width, h);
|
||||
|
||||
@@ -11,8 +11,9 @@ layout(location = 1) out vec2 f_local_or_uv;
|
||||
layout(location = 2) out vec4 f_params;
|
||||
layout(location = 3) out vec4 f_params2;
|
||||
layout(location = 4) flat out uint f_flags;
|
||||
layout(location = 5) flat out uint f_rotation_sc;
|
||||
layout(location = 6) flat out uvec4 f_uv_or_effects;
|
||||
|
||||
layout(location = 6) flat out vec4 f_uv_rect;
|
||||
layout(location = 7) flat out uvec4 f_effects;
|
||||
|
||||
// ---------- Uniforms (single block — avoids spirv-cross reordering on Metal) ----------
|
||||
layout(set = 1, binding = 0) uniform Uniforms {
|
||||
@@ -22,7 +23,10 @@ layout(set = 1, binding = 0) uniform Uniforms {
|
||||
};
|
||||
|
||||
// ---------- SDF primitive storage buffer ----------
|
||||
struct Primitive {
|
||||
// Mirrors the CPU-side Core_2D_Primitive in core_2d.odin. Named with the
|
||||
// subsystem prefix so a project-wide grep on the type name matches both the GLSL
|
||||
// declaration and the Odin declaration.
|
||||
struct Core_2D_Primitive {
|
||||
vec4 bounds; // 0-15
|
||||
uint color; // 16-19
|
||||
uint flags; // 20-23
|
||||
@@ -30,41 +34,56 @@ struct Primitive {
|
||||
float _pad; // 28-31
|
||||
vec4 params; // 32-47
|
||||
vec4 params2; // 48-63
|
||||
uvec4 uv_or_effects; // 64-79
|
||||
vec4 uv_rect; // 64-79: texture UV coordinates (read when .Textured)
|
||||
uvec4 effects; // 80-95: gradient/outline parameters (read when .Gradient/.Outline)
|
||||
};
|
||||
|
||||
layout(std430, set = 0, binding = 0) readonly buffer Primitives {
|
||||
Primitive primitives[];
|
||||
layout(std430, set = 0, binding = 0) readonly buffer Core_2D_Primitives {
|
||||
Core_2D_Primitive primitives[];
|
||||
};
|
||||
|
||||
// ---------- Entry point ----------
|
||||
void main() {
|
||||
if (mode == 0u) {
|
||||
// ---- Mode 0: Tessellated (legacy) ----
|
||||
// ---- Mode 0: Tessellated (used for text and arbitrary user geometry) ----
|
||||
f_color = v_color;
|
||||
f_local_or_uv = v_uv;
|
||||
f_params = vec4(0.0);
|
||||
f_params2 = vec4(0.0);
|
||||
f_flags = 0u;
|
||||
f_rotation_sc = 0u;
|
||||
f_uv_or_effects = uvec4(0);
|
||||
f_uv_rect = vec4(0.0);
|
||||
f_effects = uvec4(0);
|
||||
|
||||
gl_Position = projection * vec4(v_position * dpi_scale, 0.0, 1.0);
|
||||
} else {
|
||||
// ---- Mode 1: SDF instanced quads ----
|
||||
Primitive p = primitives[gl_InstanceIndex];
|
||||
Core_2D_Primitive p = primitives[gl_InstanceIndex];
|
||||
|
||||
vec2 corner = v_position; // unit quad corners: (0,0)-(1,1)
|
||||
vec2 world_pos = mix(p.bounds.xy, p.bounds.zw, corner);
|
||||
vec2 center = 0.5 * (p.bounds.xy + p.bounds.zw);
|
||||
|
||||
// Compute shape-local position. Apply inverse rotation here in the vertex
|
||||
// shader; the rasterizer interpolates the rotated values across the quad,
|
||||
// which is mathematically equivalent to per-fragment rotation under 2D ortho
|
||||
// projection. Frees one fragment-shader varying and per-pixel rotation math.
|
||||
vec2 local = (world_pos - center) * dpi_scale;
|
||||
uint flags = (p.flags >> 8u) & 0xFFu;
|
||||
if ((flags & 16u) != 0u) {
|
||||
// Rotated flag (bit 4); rotation_sc holds packed f16 (sin, cos).
|
||||
// Inverse rotation matrix R(-angle) = [[cos, sin], [-sin, cos]].
|
||||
vec2 sc = unpackHalf2x16(p.rotation_sc);
|
||||
local = vec2(sc.y * local.x + sc.x * local.y,
|
||||
-sc.x * local.x + sc.y * local.y);
|
||||
}
|
||||
|
||||
f_color = unpackUnorm4x8(p.color);
|
||||
f_local_or_uv = (world_pos - center) * dpi_scale; // shape-centered physical pixels
|
||||
f_local_or_uv = local; // shape-local physical pixels (rotated if .Rotated set)
|
||||
f_params = p.params;
|
||||
f_params2 = p.params2;
|
||||
f_flags = p.flags;
|
||||
f_rotation_sc = p.rotation_sc;
|
||||
f_uv_or_effects = p.uv_or_effects;
|
||||
f_uv_rect = p.uv_rect;
|
||||
f_effects = p.effects;
|
||||
|
||||
gl_Position = projection * vec4(world_pos * dpi_scale, 0.0, 1.0);
|
||||
}
|
||||
|
||||
@@ -1,776 +0,0 @@
|
||||
package draw
|
||||
|
||||
import "core:math"
|
||||
|
||||
// ----- Internal helpers ----
|
||||
|
||||
// Internal
|
||||
extrude_line :: proc(
|
||||
start, end_pos: Vec2,
|
||||
thickness: f32,
|
||||
color: Color,
|
||||
vertices: []Vertex,
|
||||
offset: int,
|
||||
) -> int {
|
||||
direction := end_pos - start
|
||||
delta_x := direction[0]
|
||||
delta_y := direction[1]
|
||||
length := math.sqrt(delta_x * delta_x + delta_y * delta_y)
|
||||
if length < 0.0001 do return 0
|
||||
|
||||
scale := thickness / (2 * length)
|
||||
perpendicular := Vec2{-delta_y * scale, delta_x * scale}
|
||||
|
||||
p0 := start + perpendicular
|
||||
p1 := start - perpendicular
|
||||
p2 := end_pos - perpendicular
|
||||
p3 := end_pos + perpendicular
|
||||
|
||||
vertices[offset + 0] = solid_vertex(p0, color)
|
||||
vertices[offset + 1] = solid_vertex(p1, color)
|
||||
vertices[offset + 2] = solid_vertex(p2, color)
|
||||
vertices[offset + 3] = solid_vertex(p0, color)
|
||||
vertices[offset + 4] = solid_vertex(p2, color)
|
||||
vertices[offset + 5] = solid_vertex(p3, color)
|
||||
|
||||
return 6
|
||||
}
|
||||
|
||||
// Create a vertex for solid-color shape drawing (no texture, UV defaults to zero).
|
||||
// Color is premultiplied: the tessellated fragment shader passes it through directly
|
||||
// and the blend state is ONE, ONE_MINUS_SRC_ALPHA.
|
||||
solid_vertex :: proc(position: Vec2, color: Color) -> Vertex {
|
||||
return Vertex{position = position, color = premultiply_color(color)}
|
||||
}
|
||||
|
||||
emit_rectangle :: proc(x, y, width, height: f32, color: Color, vertices: []Vertex, offset: int) {
|
||||
vertices[offset + 0] = solid_vertex({x, y}, color)
|
||||
vertices[offset + 1] = solid_vertex({x + width, y}, color)
|
||||
vertices[offset + 2] = solid_vertex({x + width, y + height}, color)
|
||||
vertices[offset + 3] = solid_vertex({x, y}, color)
|
||||
vertices[offset + 4] = solid_vertex({x + width, y + height}, color)
|
||||
vertices[offset + 5] = solid_vertex({x, y + height}, color)
|
||||
}
|
||||
|
||||
// Internal
|
||||
prepare_sdf_primitive_textured :: proc(
|
||||
layer: ^Layer,
|
||||
prim: Primitive,
|
||||
texture_id: Texture_Id,
|
||||
sampler: Sampler_Preset,
|
||||
) {
|
||||
offset := u32(len(GLOB.tmp_primitives))
|
||||
append(&GLOB.tmp_primitives, prim)
|
||||
scissor := &GLOB.scissors[layer.scissor_start + layer.scissor_len - 1]
|
||||
append_or_extend_sub_batch(scissor, layer, .SDF, offset, 1, texture_id, sampler)
|
||||
}
|
||||
|
||||
//Internal
|
||||
//
|
||||
// Compute the visual center of a center-parametrized shape after applying
|
||||
// Convention B origin semantics: `center` is where the origin-point lands in
|
||||
// world space; the visual center is offset by -origin and then rotated around
|
||||
// the landing point.
|
||||
// visual_center = center + R(θ) · (-origin)
|
||||
// When θ=0: visual_center = center - origin (pure positioning shift).
|
||||
// When origin={0,0}: visual_center = center (no change).
|
||||
compute_pivot_center :: proc(center: Vec2, origin: Vec2, sin_angle, cos_angle: f32) -> Vec2 {
|
||||
if origin == {0, 0} do return center
|
||||
return(
|
||||
center +
|
||||
{cos_angle * (-origin.x) - sin_angle * (-origin.y), sin_angle * (-origin.x) + cos_angle * (-origin.y)} \
|
||||
)
|
||||
}
|
||||
|
||||
// Compute the AABB half-extents of a rectangle with half-size (half_width, half_height) rotated by the given cos/sin.
|
||||
rotated_aabb_half_extents :: proc(half_width, half_height, cos_angle, sin_angle: f32) -> [2]f32 {
|
||||
cos_abs := abs(cos_angle)
|
||||
sin_abs := abs(sin_angle)
|
||||
return {half_width * cos_abs + half_height * sin_abs, half_width * sin_abs + half_height * cos_abs}
|
||||
}
|
||||
|
||||
// Pack sin/cos into the Primitive.rotation_sc field as two f16 values.
|
||||
pack_rotation_sc :: #force_inline proc(sin_angle, cos_angle: f32) -> u32 {
|
||||
return pack_f16_pair(f16(sin_angle), f16(cos_angle))
|
||||
}
|
||||
|
||||
|
||||
// Internal
|
||||
//
|
||||
// Build an RRect Primitive with bounds, params, and rotation computed from rectangle geometry.
|
||||
// The caller sets color, flags, and uv fields on the returned primitive before submitting.
|
||||
build_rrect_primitive :: proc(
|
||||
rect: Rectangle,
|
||||
radii: Rectangle_Radii,
|
||||
origin: Vec2,
|
||||
rotation: f32,
|
||||
feather_px: f32,
|
||||
) -> Primitive {
|
||||
max_radius := min(rect.width, rect.height) * 0.5
|
||||
clamped_top_left := clamp(radii.top_left, 0, max_radius)
|
||||
clamped_top_right := clamp(radii.top_right, 0, max_radius)
|
||||
clamped_bottom_right := clamp(radii.bottom_right, 0, max_radius)
|
||||
clamped_bottom_left := clamp(radii.bottom_left, 0, max_radius)
|
||||
|
||||
half_feather := feather_px * 0.5
|
||||
padding := half_feather / GLOB.dpi_scaling
|
||||
dpi_scale := GLOB.dpi_scaling
|
||||
|
||||
half_width := rect.width * 0.5
|
||||
half_height := rect.height * 0.5
|
||||
center_x := rect.x + half_width - origin.x
|
||||
center_y := rect.y + half_height - origin.y
|
||||
sin_angle: f32 = 0
|
||||
cos_angle: f32 = 1
|
||||
has_rotation := false
|
||||
|
||||
if needs_transform(origin, rotation) {
|
||||
rotation_radians := math.to_radians(rotation)
|
||||
sin_angle, cos_angle = math.sincos(rotation_radians)
|
||||
has_rotation = rotation != 0
|
||||
transform := build_pivot_rotation_sc({rect.x + origin.x, rect.y + origin.y}, origin, cos_angle, sin_angle)
|
||||
new_center := apply_transform(transform, {half_width, half_height})
|
||||
center_x = new_center.x
|
||||
center_y = new_center.y
|
||||
}
|
||||
|
||||
bounds_half_width, bounds_half_height := half_width, half_height
|
||||
if has_rotation {
|
||||
expanded := rotated_aabb_half_extents(half_width, half_height, cos_angle, sin_angle)
|
||||
bounds_half_width = expanded.x
|
||||
bounds_half_height = expanded.y
|
||||
}
|
||||
|
||||
prim := Primitive {
|
||||
bounds = {
|
||||
center_x - bounds_half_width - padding,
|
||||
center_y - bounds_half_height - padding,
|
||||
center_x + bounds_half_width + padding,
|
||||
center_y + bounds_half_height + padding,
|
||||
},
|
||||
rotation_sc = has_rotation ? pack_rotation_sc(sin_angle, cos_angle) : 0,
|
||||
}
|
||||
prim.params.rrect = RRect_Params {
|
||||
half_size = {half_width * dpi_scale, half_height * dpi_scale},
|
||||
radii = {
|
||||
clamped_bottom_right * dpi_scale,
|
||||
clamped_top_right * dpi_scale,
|
||||
clamped_bottom_left * dpi_scale,
|
||||
clamped_top_left * dpi_scale,
|
||||
},
|
||||
half_feather = half_feather,
|
||||
}
|
||||
return prim
|
||||
}
|
||||
|
||||
// Internal
|
||||
//
|
||||
// Build an RRect Primitive for a circle (fully-rounded square RRect).
|
||||
// The caller sets color, flags, and uv fields on the returned primitive before submitting.
|
||||
build_circle_primitive :: proc(
|
||||
center: Vec2,
|
||||
radius: f32,
|
||||
origin: Vec2,
|
||||
rotation: f32,
|
||||
feather_px: f32,
|
||||
) -> Primitive {
|
||||
half_feather := feather_px * 0.5
|
||||
padding := half_feather / GLOB.dpi_scaling
|
||||
dpi_scale := GLOB.dpi_scaling
|
||||
|
||||
actual_center := center
|
||||
if origin != {0, 0} {
|
||||
sin_a, cos_a := math.sincos(math.to_radians(rotation))
|
||||
actual_center = compute_pivot_center(center, origin, sin_a, cos_a)
|
||||
}
|
||||
|
||||
prim := Primitive {
|
||||
bounds = {
|
||||
actual_center.x - radius - padding,
|
||||
actual_center.y - radius - padding,
|
||||
actual_center.x + radius + padding,
|
||||
actual_center.y + radius + padding,
|
||||
},
|
||||
}
|
||||
scaled_radius := radius * dpi_scale
|
||||
prim.params.rrect = RRect_Params {
|
||||
half_size = {scaled_radius, scaled_radius},
|
||||
radii = {scaled_radius, scaled_radius, scaled_radius, scaled_radius},
|
||||
half_feather = half_feather,
|
||||
}
|
||||
return prim
|
||||
}
|
||||
|
||||
// Internal
|
||||
//
|
||||
// Build an Ellipse Primitive with bounds, params, and rotation computed from ellipse geometry.
|
||||
// The caller sets color, flags, and uv fields on the returned primitive before submitting.
|
||||
build_ellipse_primitive :: proc(
|
||||
center: Vec2,
|
||||
radius_horizontal, radius_vertical: f32,
|
||||
origin: Vec2,
|
||||
rotation: f32,
|
||||
feather_px: f32,
|
||||
) -> Primitive {
|
||||
half_feather := feather_px * 0.5
|
||||
padding := half_feather / GLOB.dpi_scaling
|
||||
dpi_scale := GLOB.dpi_scaling
|
||||
|
||||
actual_center := center
|
||||
sin_angle: f32 = 0
|
||||
cos_angle: f32 = 1
|
||||
has_rotation := false
|
||||
|
||||
if needs_transform(origin, rotation) {
|
||||
rotation_radians := math.to_radians(rotation)
|
||||
sin_angle, cos_angle = math.sincos(rotation_radians)
|
||||
actual_center = compute_pivot_center(center, origin, sin_angle, cos_angle)
|
||||
has_rotation = rotation != 0
|
||||
}
|
||||
|
||||
bound_horizontal, bound_vertical := radius_horizontal, radius_vertical
|
||||
if has_rotation {
|
||||
expanded := rotated_aabb_half_extents(radius_horizontal, radius_vertical, cos_angle, sin_angle)
|
||||
bound_horizontal = expanded.x
|
||||
bound_vertical = expanded.y
|
||||
}
|
||||
|
||||
prim := Primitive {
|
||||
bounds = {
|
||||
actual_center.x - bound_horizontal - padding,
|
||||
actual_center.y - bound_vertical - padding,
|
||||
actual_center.x + bound_horizontal + padding,
|
||||
actual_center.y + bound_vertical + padding,
|
||||
},
|
||||
rotation_sc = has_rotation ? pack_rotation_sc(sin_angle, cos_angle) : 0,
|
||||
}
|
||||
prim.params.ellipse = Ellipse_Params {
|
||||
radii = {radius_horizontal * dpi_scale, radius_vertical * dpi_scale},
|
||||
half_feather = half_feather,
|
||||
}
|
||||
return prim
|
||||
}
|
||||
|
||||
// Internal
|
||||
//
|
||||
// Build an NGon Primitive with bounds, params, and rotation computed from polygon geometry.
|
||||
// The caller sets color, flags, and uv fields on the returned primitive before submitting.
|
||||
build_polygon_primitive :: proc(
|
||||
center: Vec2,
|
||||
sides: int,
|
||||
radius: f32,
|
||||
origin: Vec2,
|
||||
rotation: f32,
|
||||
feather_px: f32,
|
||||
) -> Primitive {
|
||||
half_feather := feather_px * 0.5
|
||||
padding := half_feather / GLOB.dpi_scaling
|
||||
dpi_scale := GLOB.dpi_scaling
|
||||
|
||||
actual_center := center
|
||||
if origin != {0, 0} && rotation != 0 {
|
||||
sin_a, cos_a := math.sincos(math.to_radians(rotation))
|
||||
actual_center = compute_pivot_center(center, origin, sin_a, cos_a)
|
||||
}
|
||||
|
||||
rotation_radians := math.to_radians(rotation)
|
||||
sin_rot, cos_rot := math.sincos(rotation_radians)
|
||||
|
||||
prim := Primitive {
|
||||
bounds = {
|
||||
actual_center.x - radius - padding,
|
||||
actual_center.y - radius - padding,
|
||||
actual_center.x + radius + padding,
|
||||
actual_center.y + radius + padding,
|
||||
},
|
||||
rotation_sc = rotation != 0 ? pack_rotation_sc(sin_rot, cos_rot) : 0,
|
||||
}
|
||||
prim.params.ngon = NGon_Params {
|
||||
radius = radius * math.cos(math.PI / f32(sides)) * dpi_scale,
|
||||
sides = f32(sides),
|
||||
half_feather = half_feather,
|
||||
}
|
||||
return prim
|
||||
}
|
||||
|
||||
// Internal
|
||||
//
|
||||
// Build a Ring_Arc Primitive with bounds and params computed from ring/arc geometry.
|
||||
// Pre-computes the angular boundary normals on the CPU so the fragment shader needs
|
||||
// no per-pixel sin/cos. The radial SDF uses max(inner-r, r-outer) which correctly
|
||||
// handles pie slices (inner_radius = 0) and full rings.
|
||||
// The caller sets color, flags, and uv fields on the returned primitive before submitting.
|
||||
build_ring_arc_primitive :: proc(
|
||||
center: Vec2,
|
||||
inner_radius, outer_radius: f32,
|
||||
start_angle: f32,
|
||||
end_angle: f32,
|
||||
origin: Vec2,
|
||||
rotation: f32,
|
||||
feather_px: f32,
|
||||
) -> (
|
||||
Primitive,
|
||||
Shape_Flags,
|
||||
) {
|
||||
half_feather := feather_px * 0.5
|
||||
padding := half_feather / GLOB.dpi_scaling
|
||||
dpi_scale := GLOB.dpi_scaling
|
||||
|
||||
actual_center := center
|
||||
rotation_offset: f32 = 0
|
||||
if needs_transform(origin, rotation) {
|
||||
sin_a, cos_a := math.sincos(math.to_radians(rotation))
|
||||
actual_center = compute_pivot_center(center, origin, sin_a, cos_a)
|
||||
rotation_offset = math.to_radians(rotation)
|
||||
}
|
||||
|
||||
start_rad := math.to_radians(start_angle) + rotation_offset
|
||||
end_rad := math.to_radians(end_angle) + rotation_offset
|
||||
|
||||
// Normalize arc span to [0, 2π]
|
||||
arc_span := end_rad - start_rad
|
||||
if arc_span < 0 {
|
||||
arc_span += 2 * math.PI
|
||||
}
|
||||
|
||||
// Pre-compute edge normals and arc flags on CPU — no per-pixel trig needed.
|
||||
// arc_flags: {} = full ring, {.Arc_Narrow} = span ≤ π (intersect), {.Arc_Wide} = span > π (union)
|
||||
arc_flags: Shape_Flags = {}
|
||||
normal_start: [2]f32 = {}
|
||||
normal_end: [2]f32 = {}
|
||||
|
||||
if arc_span < 2 * math.PI - 0.001 {
|
||||
sin_start, cos_start := math.sincos(start_rad)
|
||||
sin_end, cos_end := math.sincos(end_rad)
|
||||
normal_start = {sin_start, -cos_start}
|
||||
normal_end = {-sin_end, cos_end}
|
||||
arc_flags = arc_span <= math.PI ? {.Arc_Narrow} : {.Arc_Wide}
|
||||
}
|
||||
|
||||
prim := Primitive {
|
||||
bounds = {
|
||||
actual_center.x - outer_radius - padding,
|
||||
actual_center.y - outer_radius - padding,
|
||||
actual_center.x + outer_radius + padding,
|
||||
actual_center.y + outer_radius + padding,
|
||||
},
|
||||
}
|
||||
prim.params.ring_arc = Ring_Arc_Params {
|
||||
inner_radius = inner_radius * dpi_scale,
|
||||
outer_radius = outer_radius * dpi_scale,
|
||||
normal_start = normal_start,
|
||||
normal_end = normal_end,
|
||||
half_feather = half_feather,
|
||||
}
|
||||
return prim, arc_flags
|
||||
}
|
||||
|
||||
// Apply gradient and outline effects to a primitive. Sets flags, uv.effects, and expands bounds.
|
||||
// All parameters (outline_width) are in logical pixels, matching the rest of the public API.
|
||||
// The helper converts to physical pixels for GPU packing internally.
|
||||
@(private)
|
||||
apply_shape_effects :: proc(
|
||||
prim: ^Primitive,
|
||||
kind: Shape_Kind,
|
||||
gradient: Gradient,
|
||||
outline_color: Color,
|
||||
outline_width: f32,
|
||||
extra_flags: Shape_Flags = {},
|
||||
) {
|
||||
flags: Shape_Flags = extra_flags
|
||||
gradient_dir_sc: u32 = 0
|
||||
|
||||
switch g in gradient {
|
||||
case Linear_Gradient:
|
||||
flags += {.Gradient}
|
||||
prim.uv.effects.gradient_color = g.end_color
|
||||
rad := math.to_radians(g.angle)
|
||||
sin_a, cos_a := math.sincos(rad)
|
||||
gradient_dir_sc = pack_f16_pair(f16(cos_a), f16(sin_a))
|
||||
case Radial_Gradient:
|
||||
flags += {.Gradient, .Gradient_Radial}
|
||||
prim.uv.effects.gradient_color = g.outer_color
|
||||
case:
|
||||
}
|
||||
|
||||
outline_packed: u32 = 0
|
||||
if outline_width > 0 {
|
||||
flags += {.Outline}
|
||||
prim.uv.effects.outline_color = outline_color
|
||||
outline_packed = pack_f16_pair(f16(outline_width * GLOB.dpi_scaling), 0)
|
||||
// Expand bounds to contain the outline (bounds are in logical pixels)
|
||||
prim.bounds[0] -= outline_width
|
||||
prim.bounds[1] -= outline_width
|
||||
prim.bounds[2] += outline_width
|
||||
prim.bounds[3] += outline_width
|
||||
}
|
||||
|
||||
// Set .Rotated flag if rotation_sc was populated by the build proc
|
||||
if prim.rotation_sc != 0 {
|
||||
flags += {.Rotated}
|
||||
}
|
||||
|
||||
prim.uv.effects.gradient_dir_sc = gradient_dir_sc
|
||||
prim.uv.effects.outline_packed = outline_packed
|
||||
prim.flags = pack_kind_flags(kind, flags)
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------------------------------------------------
|
||||
// ----- SDF Rectangle procs -----------
|
||||
// ---------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Draw a filled rectangle via SDF with optional per-corner rounding radii.
|
||||
// Use `uniform_radii(rect, roundness)` to compute uniform radii from a 0–1 fraction.
|
||||
//
|
||||
// Origin semantics:
|
||||
// `origin` is a local offset from the rect's top-left corner that selects both the positioning
|
||||
// anchor and the rotation pivot. `rect.x, rect.y` specifies where that anchor point lands in
|
||||
// world space. When `origin = {0, 0}` (default), `rect.x, rect.y` is the top-left corner.
|
||||
// Rotation always occurs around the anchor point.
|
||||
rectangle :: proc(
|
||||
layer: ^Layer,
|
||||
rect: Rectangle,
|
||||
color: Color,
|
||||
gradient: Gradient = nil,
|
||||
outline_color: Color = {},
|
||||
outline_width: f32 = 0,
|
||||
radii: Rectangle_Radii = {},
|
||||
origin: Vec2 = {},
|
||||
rotation: f32 = 0,
|
||||
feather_px: f32 = DFT_FEATHER_PX,
|
||||
) {
|
||||
prim := build_rrect_primitive(rect, radii, origin, rotation, feather_px)
|
||||
prim.color = color
|
||||
apply_shape_effects(&prim, .RRect, gradient, outline_color, outline_width)
|
||||
prepare_sdf_primitive(layer, prim)
|
||||
}
|
||||
|
||||
// Draw a rectangle with a texture fill via SDF with optional per-corner rounding radii.
|
||||
// Texture and gradient/outline are mutually exclusive (they share the same storage in the
|
||||
// primitive). To outline a textured rect, draw the texture first, then a stroke-only rect on top.
|
||||
// Origin semantics: see `rectangle`.
|
||||
rectangle_texture :: proc(
|
||||
layer: ^Layer,
|
||||
rect: Rectangle,
|
||||
id: Texture_Id,
|
||||
tint: Color = DFT_TINT,
|
||||
uv_rect: Rectangle = DFT_UV_RECT,
|
||||
sampler: Sampler_Preset = DFT_SAMPLER,
|
||||
radii: Rectangle_Radii = {},
|
||||
origin: Vec2 = {},
|
||||
rotation: f32 = 0,
|
||||
feather_px: f32 = DFT_FEATHER_PX,
|
||||
) {
|
||||
prim := build_rrect_primitive(rect, radii, origin, rotation, feather_px)
|
||||
prim.color = tint
|
||||
tex_flags: Shape_Flags = {.Textured}
|
||||
if prim.rotation_sc != 0 {
|
||||
tex_flags += {.Rotated}
|
||||
}
|
||||
prim.flags = pack_kind_flags(.RRect, tex_flags)
|
||||
prim.uv.uv_rect = {uv_rect.x, uv_rect.y, uv_rect.width, uv_rect.height}
|
||||
prepare_sdf_primitive_textured(layer, prim, id, sampler)
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------------------------------------------------
|
||||
// ----- SDF Circle procs (emit RRect primitives) ------
|
||||
// ---------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Draw a filled circle via SDF (emitted as a fully-rounded RRect).
|
||||
//
|
||||
// Origin semantics (Convention B):
|
||||
// `origin` is a local offset from the shape's center that selects both the positioning anchor
|
||||
// and the rotation pivot. The `center` parameter specifies where that anchor point lands in
|
||||
// world space. When `origin = {0, 0}` (default), `center` is the visual center.
|
||||
// When `origin = {r, 0}`, the point `r` pixels to the right of the shape center lands at
|
||||
// `center`, shifting the shape left by `r`.
|
||||
circle :: proc(
|
||||
layer: ^Layer,
|
||||
center: Vec2,
|
||||
radius: f32,
|
||||
color: Color,
|
||||
gradient: Gradient = nil,
|
||||
outline_color: Color = {},
|
||||
outline_width: f32 = 0,
|
||||
origin: Vec2 = {},
|
||||
rotation: f32 = 0,
|
||||
feather_px: f32 = DFT_FEATHER_PX,
|
||||
) {
|
||||
prim := build_circle_primitive(center, radius, origin, rotation, feather_px)
|
||||
prim.color = color
|
||||
apply_shape_effects(&prim, .RRect, gradient, outline_color, outline_width)
|
||||
prepare_sdf_primitive(layer, prim)
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------------------------------------------------
|
||||
// ----- SDF Ellipse procs (emit Ellipse primitives) ---
|
||||
// ---------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Draw a filled ellipse via SDF.
|
||||
// Origin semantics: see `circle`.
|
||||
ellipse :: proc(
|
||||
layer: ^Layer,
|
||||
center: Vec2,
|
||||
radius_horizontal, radius_vertical: f32,
|
||||
color: Color,
|
||||
gradient: Gradient = nil,
|
||||
outline_color: Color = {},
|
||||
outline_width: f32 = 0,
|
||||
origin: Vec2 = {},
|
||||
rotation: f32 = 0,
|
||||
feather_px: f32 = DFT_FEATHER_PX,
|
||||
) {
|
||||
prim := build_ellipse_primitive(center, radius_horizontal, radius_vertical, origin, rotation, feather_px)
|
||||
prim.color = color
|
||||
apply_shape_effects(&prim, .Ellipse, gradient, outline_color, outline_width)
|
||||
prepare_sdf_primitive(layer, prim)
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------------------------------------------------
|
||||
// ----- SDF Polygon procs (emit NGon primitives) ------
|
||||
// ---------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Draw a filled regular polygon via SDF.
|
||||
// `sides` must be >= 3. The polygon is inscribed in a circle of the given `radius`.
|
||||
// Origin semantics: see `circle`.
|
||||
polygon :: proc(
|
||||
layer: ^Layer,
|
||||
center: Vec2,
|
||||
sides: int,
|
||||
radius: f32,
|
||||
color: Color,
|
||||
gradient: Gradient = nil,
|
||||
outline_color: Color = {},
|
||||
outline_width: f32 = 0,
|
||||
origin: Vec2 = {},
|
||||
rotation: f32 = 0,
|
||||
feather_px: f32 = DFT_FEATHER_PX,
|
||||
) {
|
||||
if sides < 3 do return
|
||||
|
||||
prim := build_polygon_primitive(center, sides, radius, origin, rotation, feather_px)
|
||||
prim.color = color
|
||||
apply_shape_effects(&prim, .NGon, gradient, outline_color, outline_width)
|
||||
prepare_sdf_primitive(layer, prim)
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------------------------------------------------
|
||||
// ----- SDF Ring / Arc procs (emit Ring_Arc primitives) ----
|
||||
// ---------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Draw a ring, arc, or pie slice via SDF.
|
||||
// Full ring by default. Pass start_angle/end_angle (degrees) for partial arcs.
|
||||
// Use inner_radius = 0 for pie slices (sectors).
|
||||
// Origin semantics: see `circle`.
|
||||
ring :: proc(
|
||||
layer: ^Layer,
|
||||
center: Vec2,
|
||||
inner_radius, outer_radius: f32,
|
||||
color: Color,
|
||||
gradient: Gradient = nil,
|
||||
outline_color: Color = {},
|
||||
outline_width: f32 = 0,
|
||||
start_angle: f32 = 0,
|
||||
end_angle: f32 = DFT_CIRC_END_ANGLE,
|
||||
origin: Vec2 = {},
|
||||
rotation: f32 = 0,
|
||||
feather_px: f32 = DFT_FEATHER_PX,
|
||||
) {
|
||||
prim, arc_flags := build_ring_arc_primitive(
|
||||
center,
|
||||
inner_radius,
|
||||
outer_radius,
|
||||
start_angle,
|
||||
end_angle,
|
||||
origin,
|
||||
rotation,
|
||||
feather_px,
|
||||
)
|
||||
prim.color = color
|
||||
apply_shape_effects(&prim, .Ring_Arc, gradient, outline_color, outline_width, arc_flags)
|
||||
prepare_sdf_primitive(layer, prim)
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------------------------------------------------
|
||||
// ----- SDF Line procs (emit rotated RRect primitives) ----
|
||||
// ---------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Draw a line segment via SDF (emitted as a rotated capsule-shaped RRect).
|
||||
// Round caps are produced by setting corner radii equal to half the thickness.
|
||||
line :: proc(
|
||||
layer: ^Layer,
|
||||
start_position, end_position: Vec2,
|
||||
color: Color,
|
||||
thickness: f32 = DFT_STROKE_THICKNESS,
|
||||
outline_color: Color = {},
|
||||
outline_width: f32 = 0,
|
||||
feather_px: f32 = DFT_FEATHER_PX,
|
||||
) {
|
||||
delta_x := end_position.x - start_position.x
|
||||
delta_y := end_position.y - start_position.y
|
||||
seg_length := math.sqrt(delta_x * delta_x + delta_y * delta_y)
|
||||
if seg_length < 0.0001 do return
|
||||
rotation_radians := math.atan2(delta_y, delta_x)
|
||||
sin_angle, cos_angle := math.sincos(rotation_radians)
|
||||
|
||||
center_x := (start_position.x + end_position.x) * 0.5
|
||||
center_y := (start_position.y + end_position.y) * 0.5
|
||||
|
||||
half_length := seg_length * 0.5
|
||||
half_thickness := thickness * 0.5
|
||||
cap_radius := half_thickness
|
||||
|
||||
half_feather := feather_px * 0.5
|
||||
padding := half_feather / GLOB.dpi_scaling
|
||||
dpi_scale := GLOB.dpi_scaling
|
||||
|
||||
// Expand bounds for rotation
|
||||
bounds_half := rotated_aabb_half_extents(half_length + cap_radius, half_thickness, cos_angle, sin_angle)
|
||||
|
||||
prim := Primitive {
|
||||
bounds = {
|
||||
center_x - bounds_half.x - padding,
|
||||
center_y - bounds_half.y - padding,
|
||||
center_x + bounds_half.x + padding,
|
||||
center_y + bounds_half.y + padding,
|
||||
},
|
||||
color = color,
|
||||
rotation_sc = pack_rotation_sc(sin_angle, cos_angle),
|
||||
}
|
||||
prim.params.rrect = RRect_Params {
|
||||
half_size = {(half_length + cap_radius) * dpi_scale, half_thickness * dpi_scale},
|
||||
radii = {
|
||||
cap_radius * dpi_scale,
|
||||
cap_radius * dpi_scale,
|
||||
cap_radius * dpi_scale,
|
||||
cap_radius * dpi_scale,
|
||||
},
|
||||
half_feather = half_feather,
|
||||
}
|
||||
apply_shape_effects(&prim, .RRect, nil, outline_color, outline_width)
|
||||
prepare_sdf_primitive(layer, prim)
|
||||
}
|
||||
|
||||
// Draw a line strip via decomposed SDF line segments.
|
||||
line_strip :: proc(
|
||||
layer: ^Layer,
|
||||
points: []Vec2,
|
||||
color: Color,
|
||||
thickness: f32 = DFT_STROKE_THICKNESS,
|
||||
outline_color: Color = {},
|
||||
outline_width: f32 = 0,
|
||||
feather_px: f32 = DFT_FEATHER_PX,
|
||||
) {
|
||||
if len(points) < 2 do return
|
||||
for i in 0 ..< len(points) - 1 {
|
||||
line(layer, points[i], points[i + 1], color, thickness, outline_color, outline_width, feather_px)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// ---------------------------------------------------------------------------------------------------------------------
|
||||
// ----- Helpers ----------------
|
||||
// ---------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Returns uniform radii (all corners the same) as a fraction of the shorter side.
|
||||
// `roundness` is clamped to [0, 1]; 0 = sharp corners, 1 = fully rounded (stadium or circle).
|
||||
uniform_radii :: #force_inline proc(rect: Rectangle, roundness: f32) -> Rectangle_Radii {
|
||||
cr := min(rect.width, rect.height) * clamp(roundness, 0, 1) * 0.5
|
||||
return {cr, cr, cr, cr}
|
||||
}
|
||||
|
||||
// Return Vec2 pixel offsets for use as the `origin` parameter of draw calls.
|
||||
// Composable with normal vector +/- arithmetic.
|
||||
//
|
||||
// Text anchor helpers are in text.odin (they depend on measure_text / SDL_ttf).
|
||||
|
||||
// ----- Rectangle anchors (origin measured from rectangle's top-left) ---------------------------------------------
|
||||
|
||||
center_of_rectangle :: #force_inline proc(rectangle: Rectangle) -> Vec2 {
|
||||
return {rectangle.width * 0.5, rectangle.height * 0.5}
|
||||
}
|
||||
|
||||
top_left_of_rectangle :: #force_inline proc(rectangle: Rectangle) -> Vec2 {
|
||||
return {0, 0}
|
||||
}
|
||||
|
||||
top_of_rectangle :: #force_inline proc(rectangle: Rectangle) -> Vec2 {
|
||||
return {rectangle.width * 0.5, 0}
|
||||
}
|
||||
|
||||
top_right_of_rectangle :: #force_inline proc(rectangle: Rectangle) -> Vec2 {
|
||||
return {rectangle.width, 0}
|
||||
}
|
||||
|
||||
left_of_rectangle :: #force_inline proc(rectangle: Rectangle) -> Vec2 {
|
||||
return {0, rectangle.height * 0.5}
|
||||
}
|
||||
|
||||
right_of_rectangle :: #force_inline proc(rectangle: Rectangle) -> Vec2 {
|
||||
return {rectangle.width, rectangle.height * 0.5}
|
||||
}
|
||||
|
||||
bottom_left_of_rectangle :: #force_inline proc(rectangle: Rectangle) -> Vec2 {
|
||||
return {0, rectangle.height}
|
||||
}
|
||||
|
||||
bottom_of_rectangle :: #force_inline proc(rectangle: Rectangle) -> Vec2 {
|
||||
return {rectangle.width * 0.5, rectangle.height}
|
||||
}
|
||||
|
||||
bottom_right_of_rectangle :: #force_inline proc(rectangle: Rectangle) -> Vec2 {
|
||||
return {rectangle.width, rectangle.height}
|
||||
}
|
||||
|
||||
// ----- Triangle anchors (origin measured from AABB top-left) -----------------------------------------------------
|
||||
|
||||
center_of_triangle :: #force_inline proc(v1, v2, v3: Vec2) -> Vec2 {
|
||||
bounds_min := Vec2{min(v1.x, v2.x, v3.x), min(v1.y, v2.y, v3.y)}
|
||||
return (v1 + v2 + v3) / 3 - bounds_min
|
||||
}
|
||||
|
||||
top_left_of_triangle :: #force_inline proc(v1, v2, v3: Vec2) -> Vec2 {
|
||||
return {0, 0}
|
||||
}
|
||||
|
||||
top_of_triangle :: #force_inline proc(v1, v2, v3: Vec2) -> Vec2 {
|
||||
min_x := min(v1.x, v2.x, v3.x)
|
||||
max_x := max(v1.x, v2.x, v3.x)
|
||||
return {(max_x - min_x) * 0.5, 0}
|
||||
}
|
||||
|
||||
top_right_of_triangle :: #force_inline proc(v1, v2, v3: Vec2) -> Vec2 {
|
||||
min_x := min(v1.x, v2.x, v3.x)
|
||||
max_x := max(v1.x, v2.x, v3.x)
|
||||
return {max_x - min_x, 0}
|
||||
}
|
||||
|
||||
left_of_triangle :: #force_inline proc(v1, v2, v3: Vec2) -> Vec2 {
|
||||
min_y := min(v1.y, v2.y, v3.y)
|
||||
max_y := max(v1.y, v2.y, v3.y)
|
||||
return {0, (max_y - min_y) * 0.5}
|
||||
}
|
||||
|
||||
right_of_triangle :: #force_inline proc(v1, v2, v3: Vec2) -> Vec2 {
|
||||
bounds_min := Vec2{min(v1.x, v2.x, v3.x), min(v1.y, v2.y, v3.y)}
|
||||
bounds_max := Vec2{max(v1.x, v2.x, v3.x), max(v1.y, v2.y, v3.y)}
|
||||
return {bounds_max.x - bounds_min.x, (bounds_max.y - bounds_min.y) * 0.5}
|
||||
}
|
||||
|
||||
bottom_left_of_triangle :: #force_inline proc(v1, v2, v3: Vec2) -> Vec2 {
|
||||
min_y := min(v1.y, v2.y, v3.y)
|
||||
max_y := max(v1.y, v2.y, v3.y)
|
||||
return {0, max_y - min_y}
|
||||
}
|
||||
|
||||
bottom_of_triangle :: #force_inline proc(v1, v2, v3: Vec2) -> Vec2 {
|
||||
bounds_min := Vec2{min(v1.x, v2.x, v3.x), min(v1.y, v2.y, v3.y)}
|
||||
bounds_max := Vec2{max(v1.x, v2.x, v3.x), max(v1.y, v2.y, v3.y)}
|
||||
return {(bounds_max.x - bounds_min.x) * 0.5, bounds_max.y - bounds_min.y}
|
||||
}
|
||||
|
||||
bottom_right_of_triangle :: #force_inline proc(v1, v2, v3: Vec2) -> Vec2 {
|
||||
bounds_min := Vec2{min(v1.x, v2.x, v3.x), min(v1.y, v2.y, v3.y)}
|
||||
bounds_max := Vec2{max(v1.x, v2.x, v3.x), max(v1.y, v2.y, v3.y)}
|
||||
return bounds_max - bounds_min
|
||||
}
|
||||
+20
-11
@@ -4,6 +4,7 @@ import "core:math"
|
||||
|
||||
import draw ".."
|
||||
|
||||
//INTERNAL
|
||||
SMOOTH_CIRCLE_ERROR_RATE :: 0.1
|
||||
|
||||
auto_segments :: proc(radius: f32, arc_degrees: f32) -> int {
|
||||
@@ -22,11 +23,18 @@ auto_segments :: proc(radius: f32, arc_degrees: f32) -> int {
|
||||
|
||||
// Color is premultiplied: the tessellated fragment shader passes it through directly
|
||||
// and the blend state is ONE, ONE_MINUS_SRC_ALPHA.
|
||||
solid_vertex :: proc(position: draw.Vec2, color: draw.Color) -> draw.Vertex {
|
||||
return draw.Vertex{position = position, color = draw.premultiply_color(color)}
|
||||
//INTERNAL
|
||||
solid_vertex :: proc(position: draw.Vec2, color: draw.Color) -> draw.Vertex_2D {
|
||||
return draw.Vertex_2D{position = position, color = draw.premultiply_color(color)}
|
||||
}
|
||||
|
||||
emit_rectangle :: proc(x, y, width, height: f32, color: draw.Color, vertices: []draw.Vertex, offset: int) {
|
||||
//INTERNAL
|
||||
emit_rectangle :: proc(
|
||||
x, y, width, height: f32,
|
||||
color: draw.Color,
|
||||
vertices: []draw.Vertex_2D,
|
||||
offset: int,
|
||||
) {
|
||||
vertices[offset + 0] = solid_vertex({x, y}, color)
|
||||
vertices[offset + 1] = solid_vertex({x + width, y}, color)
|
||||
vertices[offset + 2] = solid_vertex({x + width, y + height}, color)
|
||||
@@ -35,11 +43,12 @@ emit_rectangle :: proc(x, y, width, height: f32, color: draw.Color, vertices: []
|
||||
vertices[offset + 5] = solid_vertex({x, y + height}, color)
|
||||
}
|
||||
|
||||
//INTERNAL
|
||||
extrude_line :: proc(
|
||||
start, end_pos: draw.Vec2,
|
||||
thickness: f32,
|
||||
color: draw.Color,
|
||||
vertices: []draw.Vertex,
|
||||
vertices: []draw.Vertex_2D,
|
||||
offset: int,
|
||||
) -> int {
|
||||
direction := end_pos - start
|
||||
@@ -69,7 +78,7 @@ extrude_line :: proc(
|
||||
// ----- Public draw -----
|
||||
|
||||
pixel :: proc(layer: ^draw.Layer, pos: draw.Vec2, color: draw.Color) {
|
||||
vertices: [6]draw.Vertex
|
||||
vertices: [6]draw.Vertex_2D
|
||||
emit_rectangle(pos[0], pos[1], 1, 1, color, vertices[:], 0)
|
||||
draw.prepare_shape(layer, vertices[:])
|
||||
}
|
||||
@@ -82,7 +91,7 @@ triangle :: proc(
|
||||
rotation: f32 = 0,
|
||||
) {
|
||||
if !draw.needs_transform(origin, rotation) {
|
||||
vertices := [3]draw.Vertex{solid_vertex(v1, color), solid_vertex(v2, color), solid_vertex(v3, color)}
|
||||
vertices := [3]draw.Vertex_2D{solid_vertex(v1, color), solid_vertex(v2, color), solid_vertex(v3, color)}
|
||||
draw.prepare_shape(layer, vertices[:])
|
||||
return
|
||||
}
|
||||
@@ -91,7 +100,7 @@ triangle :: proc(
|
||||
local_v1 := v1 - bounds_min
|
||||
local_v2 := v2 - bounds_min
|
||||
local_v3 := v3 - bounds_min
|
||||
vertices := [3]draw.Vertex {
|
||||
vertices := [3]draw.Vertex_2D {
|
||||
solid_vertex(draw.apply_transform(transform, local_v1), color),
|
||||
solid_vertex(draw.apply_transform(transform, local_v2), color),
|
||||
solid_vertex(draw.apply_transform(transform, local_v3), color),
|
||||
@@ -170,7 +179,7 @@ triangle_aa :: proc(
|
||||
transparent := draw.BLANK
|
||||
|
||||
// 3 interior + 6 × 3 edge-quad = 21 vertices
|
||||
vertices: [21]draw.Vertex
|
||||
vertices: [21]draw.Vertex_2D
|
||||
|
||||
// Interior triangle
|
||||
vertices[0] = solid_vertex(p0, color)
|
||||
@@ -213,7 +222,7 @@ triangle_lines :: proc(
|
||||
rotation: f32 = 0,
|
||||
temp_allocator := context.temp_allocator,
|
||||
) {
|
||||
vertices := make([]draw.Vertex, 18, temp_allocator)
|
||||
vertices := make([]draw.Vertex_2D, 18, temp_allocator)
|
||||
defer delete(vertices, temp_allocator)
|
||||
write_offset := 0
|
||||
|
||||
@@ -249,7 +258,7 @@ triangle_fan :: proc(
|
||||
|
||||
triangle_count := len(points) - 2
|
||||
vertex_count := triangle_count * 3
|
||||
vertices := make([]draw.Vertex, vertex_count, temp_allocator)
|
||||
vertices := make([]draw.Vertex_2D, vertex_count, temp_allocator)
|
||||
defer delete(vertices, temp_allocator)
|
||||
|
||||
if !draw.needs_transform(origin, rotation) {
|
||||
@@ -289,7 +298,7 @@ triangle_strip :: proc(
|
||||
|
||||
triangle_count := len(points) - 2
|
||||
vertex_count := triangle_count * 3
|
||||
vertices := make([]draw.Vertex, vertex_count, temp_allocator)
|
||||
vertices := make([]draw.Vertex_2D, vertex_count, temp_allocator)
|
||||
defer delete(vertices, temp_allocator)
|
||||
|
||||
if !draw.needs_transform(origin, rotation) {
|
||||
|
||||
+11
-3
@@ -8,21 +8,25 @@ import sdl_ttf "vendor:sdl3/ttf"
|
||||
|
||||
Font_Id :: u16
|
||||
|
||||
//INTERNAL
|
||||
Font_Key :: struct {
|
||||
id: Font_Id,
|
||||
size: u16,
|
||||
}
|
||||
|
||||
//INTERNAL
|
||||
Cache_Source :: enum u8 {
|
||||
Custom,
|
||||
Clay,
|
||||
}
|
||||
|
||||
//INTERNAL
|
||||
Cache_Key :: struct {
|
||||
id: u32,
|
||||
source: Cache_Source,
|
||||
}
|
||||
|
||||
//INTERNAL
|
||||
Text_Cache :: struct {
|
||||
engine: ^sdl_ttf.TextEngine,
|
||||
font_bytes: [dynamic][]u8,
|
||||
@@ -30,7 +34,8 @@ Text_Cache :: struct {
|
||||
cache: map[Cache_Key]^sdl_ttf.Text,
|
||||
}
|
||||
|
||||
// Internal for fetching SDL TTF font pointer for rendering
|
||||
// Fetch SDL TTF font pointer for rendering.
|
||||
//INTERNAL
|
||||
get_font :: proc(id: Font_Id, size: u16) -> ^sdl_ttf.Font {
|
||||
assert(int(id) < len(GLOB.text_cache.font_bytes), "Invalid font ID.")
|
||||
key := Font_Key{id, size}
|
||||
@@ -77,6 +82,7 @@ register_font :: proc(bytes: []u8) -> (id: Font_Id, ok: bool) #optional_ok {
|
||||
return Font_Id(len(GLOB.text_cache.font_bytes) - 1), true
|
||||
}
|
||||
|
||||
//INTERNAL
|
||||
Text :: struct {
|
||||
sdl_text: ^sdl_ttf.Text,
|
||||
position: Vec2,
|
||||
@@ -89,7 +95,7 @@ Text :: struct {
|
||||
|
||||
// Shared cache lookup/create/update logic used by both the `text` proc and the Clay render path.
|
||||
// Returns the cached (or newly created) TTF_Text pointer.
|
||||
@(private)
|
||||
//INTERNAL
|
||||
cache_get_or_update :: proc(key: Cache_Key, c_str: cstring, font: ^sdl_ttf.Font) -> ^sdl_ttf.Text {
|
||||
existing, found := GLOB.text_cache.cache[key]
|
||||
if !found {
|
||||
@@ -268,7 +274,8 @@ clear_text_cache_entry :: proc(id: u32) {
|
||||
// ----- Internal cache lifecycle ------
|
||||
// ---------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
@(private, require_results)
|
||||
//INTERNAL
|
||||
@(require_results)
|
||||
init_text_cache :: proc(
|
||||
device: ^sdl.GPUDevice,
|
||||
allocator := context.allocator,
|
||||
@@ -299,6 +306,7 @@ init_text_cache :: proc(
|
||||
return text_cache, true
|
||||
}
|
||||
|
||||
//INTERNAL
|
||||
destroy_text_cache :: proc() {
|
||||
for _, font in GLOB.text_cache.sdl_fonts {
|
||||
sdl_ttf.CloseFont(font)
|
||||
|
||||
+12
-13
@@ -14,8 +14,8 @@ Texture_Kind :: enum u8 {
|
||||
}
|
||||
|
||||
Sampler_Preset :: enum u8 {
|
||||
Nearest_Clamp,
|
||||
Linear_Clamp,
|
||||
Nearest_Clamp,
|
||||
Nearest_Repeat,
|
||||
Linear_Repeat,
|
||||
}
|
||||
@@ -41,8 +41,7 @@ Texture_Desc :: struct {
|
||||
kind: Texture_Kind,
|
||||
}
|
||||
|
||||
// Internal slot — not exported.
|
||||
@(private)
|
||||
//INTERNAL
|
||||
Texture_Slot :: struct {
|
||||
gpu_texture: ^sdl.GPUTexture,
|
||||
desc: Texture_Desc,
|
||||
@@ -319,8 +318,8 @@ texture_kind :: proc(id: Texture_Id) -> Texture_Kind {
|
||||
return GLOB.texture_slots[u32(id)].desc.kind
|
||||
}
|
||||
|
||||
// Internal: get the raw GPU texture pointer for binding during draw.
|
||||
@(private)
|
||||
// Get the raw GPU texture pointer for binding during draw.
|
||||
//INTERNAL
|
||||
texture_gpu_handle :: proc(id: Texture_Id) -> ^sdl.GPUTexture {
|
||||
if id == INVALID_TEXTURE do return nil
|
||||
idx := u32(id)
|
||||
@@ -328,8 +327,8 @@ texture_gpu_handle :: proc(id: Texture_Id) -> ^sdl.GPUTexture {
|
||||
return GLOB.texture_slots[idx].gpu_texture
|
||||
}
|
||||
|
||||
// Deferred release (called from draw.end / clear_global)
|
||||
@(private)
|
||||
// Deferred release (called from end / clear_global).
|
||||
//INTERNAL
|
||||
process_pending_texture_releases :: proc() {
|
||||
device := GLOB.device
|
||||
for id in GLOB.pending_texture_releases {
|
||||
@@ -346,7 +345,7 @@ process_pending_texture_releases :: proc() {
|
||||
clear(&GLOB.pending_texture_releases)
|
||||
}
|
||||
|
||||
@(private)
|
||||
//INTERNAL
|
||||
get_sampler :: proc(preset: Sampler_Preset) -> ^sdl.GPUSampler {
|
||||
idx := int(preset)
|
||||
if GLOB.samplers[idx] != nil do return GLOB.samplers[idx]
|
||||
@@ -379,15 +378,15 @@ get_sampler :: proc(preset: Sampler_Preset) -> ^sdl.GPUSampler {
|
||||
)
|
||||
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
|
||||
return GLOB.core_2d.sampler // fallback to existing default sampler
|
||||
}
|
||||
|
||||
GLOB.samplers[idx] = sampler
|
||||
return sampler
|
||||
}
|
||||
|
||||
// Internal: destroy all sampler pool entries. Called from draw.destroy().
|
||||
@(private)
|
||||
// Destroy all sampler pool entries. Called from destroy().
|
||||
//INTERNAL
|
||||
destroy_sampler_pool :: proc() {
|
||||
device := GLOB.device
|
||||
for &s in GLOB.samplers {
|
||||
@@ -398,8 +397,8 @@ destroy_sampler_pool :: proc() {
|
||||
}
|
||||
}
|
||||
|
||||
// Internal: destroy all registered textures. Called from draw.destroy().
|
||||
@(private)
|
||||
// Destroy all registered textures. Called from destroy().
|
||||
//INTERNAL
|
||||
destroy_all_textures :: proc() {
|
||||
device := GLOB.device
|
||||
for &slot in GLOB.texture_slots {
|
||||
|
||||
@@ -9,7 +9,6 @@ import qr ".."
|
||||
|
||||
main :: proc() {
|
||||
//----- General setup ----------------------------------
|
||||
{
|
||||
// Temp
|
||||
track_temp: mem.Tracking_Allocator
|
||||
mem.tracking_allocator_init(&track_temp, context.temp_allocator)
|
||||
@@ -48,7 +47,7 @@ main :: proc() {
|
||||
// Logger
|
||||
context.logger = log.create_console_logger()
|
||||
defer log.destroy_console_logger(context.logger)
|
||||
}
|
||||
|
||||
|
||||
args := os.args
|
||||
if len(args) < 2 {
|
||||
|
||||
Vendored
+1
-2
@@ -14,7 +14,6 @@ DB_PATH :: "out/debug/lmdb_example_db"
|
||||
|
||||
main :: proc() {
|
||||
//----- General setup ----------------------------------
|
||||
{
|
||||
// Temp
|
||||
track_temp: mem.Tracking_Allocator
|
||||
mem.tracking_allocator_init(&track_temp, context.temp_allocator)
|
||||
@@ -53,7 +52,7 @@ main :: proc() {
|
||||
// Logger
|
||||
context.logger = log.create_console_logger()
|
||||
defer log.destroy_console_logger(context.logger)
|
||||
}
|
||||
|
||||
|
||||
environment: ^mdb.Env
|
||||
|
||||
|
||||
Reference in New Issue
Block a user