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Author SHA1 Message Date
zack e8ffa28de3 Backdrop scope implementation (#25)
Co-authored-by: Zachary Levy <zachary@sunforge.is>
Reviewed-on: #25
2026-05-02 01:31:58 +00:00
zack 5317b8f142 Backdrop Path + Cybersteel (#23)
Co-authored-by: Zachary Levy <zachary@sunforge.is>
Reviewed-on: #23
2026-05-01 05:43:10 +00:00
66 changed files with 6201 additions and 2538 deletions
+10
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@@ -75,6 +75,16 @@
"command": "odin run draw/examples -debug -out=out/debug/draw-examples -- textures", "command": "odin run draw/examples -debug -out=out/debug/draw-examples -- textures",
"cwd": "$ZED_WORKTREE_ROOT", "cwd": "$ZED_WORKTREE_ROOT",
}, },
{
"label": "Run draw gaussian-blur example",
"command": "odin run draw/examples -debug -out=out/debug/draw-examples -- gaussian-blur",
"cwd": "$ZED_WORKTREE_ROOT",
},
{
"label": "Run draw gaussian-blur-debug example",
"command": "odin run draw/examples -debug -out=out/debug/draw-examples -- gaussian-blur-debug",
"cwd": "$ZED_WORKTREE_ROOT",
},
{ {
"label": "Run qrcode basic example", "label": "Run qrcode basic example",
"command": "odin run qrcode/examples -debug -out=out/debug/qrcode-examples -- basic", "command": "odin run qrcode/examples -debug -out=out/debug/qrcode-examples -- basic",
+401 -221
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@@ -5,54 +5,60 @@ Clay UI integration.
## Current state ## Current state
The renderer uses a single unified `Pipeline_2D_Base` (`TRIANGLELIST` pipeline) with two submission The renderer uses a single unified `Core_2D` (`TRIANGLELIST` pipeline) with two submission
modes dispatched by a push constant: modes dispatched by a push constant:
- **Mode 0 (Tessellated):** Vertex buffer contains real geometry. Used for text (indexed draws into - **Mode 0 (Tessellated):** Vertex buffer contains real geometry. Used for text (indexed draws into
SDL_ttf atlas textures), single-pixel points (`tes_pixel`), arbitrary user geometry (`tes_triangle`, SDL_ttf atlas textures), single-pixel points (`tess.pixel`), arbitrary user geometry
`tes_triangle_fan`, `tes_triangle_strip`), and shapes without a closed-form rounded-rectangle (`tess.triangle`, `tess.triangle_aa`, `tess.triangle_lines`, `tess.triangle_fan`,
reduction: ellipses (`tes_ellipse`), regular polygons (`tes_polygon`), and circle sectors `tess.triangle_strip`), and any raw vertex geometry submitted via `prepare_shape`. The fragment
(`tes_sector`). The fragment shader computes `out = color * texture(tex, uv)`. shader premultiplies the texture sample (`t.rgb *= t.a`) and computes `out = color * t`.
- **Mode 1 (SDF):** A static 6-vertex unit-quad buffer is drawn instanced, with per-primitive - **Mode 1 (SDF):** A static 6-vertex unit-quad buffer is drawn instanced, with per-primitive
`Primitive` structs (80 bytes each) uploaded each frame to a GPU storage buffer. The vertex shader `Core_2D_Primitive` structs (96 bytes each) uploaded each frame to a GPU storage buffer. The vertex
reads `primitives[gl_InstanceIndex]`, computes world-space position from unit quad corners + shader reads `primitives[gl_InstanceIndex]`, computes world-space position from unit quad corners +
primitive bounds. The fragment shader always evaluates `sdRoundedBox` — there is no per-primitive primitive bounds. The fragment shader dispatches on `Shape_Kind` (encoded in the low byte of
kind dispatch. `Core_2D_Primitive.flags`) to evaluate one of four signed distance functions:
- **RRect** (kind 1) — `sdRoundedBox` with per-corner radii. Covers rectangles (sharp or rounded),
circles (uniform radii = half-size), and line segments / capsules (rotated RRect with uniform
radii = half-thickness). Covers filled, outlined, textured, and gradient-filled variants.
- **NGon** (kind 2) — `sdRegularPolygon` for regular N-sided polygons.
- **Ellipse** (kind 3) — `sdEllipseApprox`, an approximate ellipse SDF suitable for UI rendering.
- **Ring_Arc** (kind 4) — annular ring with optional angular clipping via pre-computed edge
normals. Covers full rings, partial arcs, and pie slices (`inner_radius = 0`).
The SDF path handles all shapes that are algebraically reducible to a rounded rectangle: All SDF shapes support fill, outline, solid color, 2-color linear gradients, 2-color radial
gradients, and texture fills via `Shape_Flags` (see `core_2d.odin`). The texture UV rect
- **Rounded rectangles** — per-corner radii via `sdRoundedBox` (iq). Covers filled, stroked, (`uv_rect: [4]f32`) and the gradient/outline parameters (`effects: Gradient_Outline`) live in their
textured, and gradient-filled rectangles. own 16-byte slots in `Core_2D_Primitive`, so a primitive can carry texture and outline simultaneously.
- **Circles** — uniform radii equal to half-size. Covers filled, stroked, and radial-gradient circles. Gradient and texture remain mutually exclusive at the fill-source level (a Brush variant chooses one
- **Line segments / capsules** — rotated RRect with uniform radii equal to half-thickness (stadium shape). or the other) since they share the worst-case fragment-shader register path.
- **Full rings / annuli** — stroked circle (mid-radius with stroke thickness = outer - inner).
All SDF shapes support fill, stroke, solid color, bilinear 4-corner gradients, radial 2-color
gradients, and texture fills via `Shape_Flags`. Gradient colors are packed into the same 16 bytes as
the texture UV rect via a `Uv_Or_Gradient` raw union — zero size increase to the 80-byte `Primitive`
struct. Gradient and texture are mutually exclusive.
All SDF shapes produce mathematically exact curves with analytical anti-aliasing via `smoothstep` All SDF shapes produce mathematically exact curves with analytical anti-aliasing via `smoothstep`
no tessellation, no piecewise-linear approximation. A rounded rectangle is 1 primitive (80 bytes) no tessellation, no piecewise-linear approximation. A rounded rectangle is 1 primitive (96 bytes)
instead of ~250 vertices (~5000 bytes). instead of ~250 vertices (~5000 bytes).
The fragment shader's estimated register footprint is ~2023 VGPRs via static live-range analysis. The main pipeline's register budget is **≤24 registers** (see "Main/effects split: register pressure"
RRect and Ring_Arc are roughly tied at peak pressure — RRect carries `corner_radii` (4 regs) plus in the pipeline plan below for the full cliff/margin analysis and SBC architecture context).
`sdRoundedBox` temporaries, Ring_Arc carries wedge normals plus dot-product temporaries. Both land The fragment shader's estimated peak footprint is ~2226 fp32 VGPRs (~1622 fp16 VGPRs on architectures
comfortably under Mali Valhall's 32-register occupancy cliff (G57/G77/G78 and later) and well under with native mediump) via manual live-range analysis. The dominant peak is the Ring_Arc kind path
desktop limits. On older Bifrost Mali (G71/G72/G76, 16-register cliff) either shape kind may incur (wedge normals + inner/outer radii + dot-product temporaries live simultaneously with carried state
partial occupancy reduction. These estimates are hand-counted; exact numbers require `malioc` or like `f_color`, `f_uv_rect`/`f_effects`, and `half_size`). RRect is 12 regs lower (`corner_radii` vec4
Radeon GPU Analyzer against the compiled SPIR-V. replaces the separate inner/outer + normal pairs). NGon and Ellipse are lighter still. Real compilers
apply live-range coalescing, mediump-to-fp16 promotion, and rematerialization that typically shave
24 regs from hand-counted estimates — the conservative 26-reg upper bound is expected to compile
down to within the 24-register budget, but this must be verified with `malioc` (see "Verifying
register counts" below). On V3D and Bifrost architectures (16-register cliff), the compiler
statically allocates registers for the worst-case path (Ring_Arc) regardless of which kind any given
fragment actually evaluates, so all fragments pay the occupancy cost of the heaviest branch. This is
a documented limitation, not a design constraint (see "Known limitations: V3D and Bifrost" below).
MSAA is opt-in (default `._1`, no MSAA) via `Init_Options.msaa_samples`. SDF rendering does not MSAA is intentionally not supported. SDF text and shapes compute fragment coverage analytically
benefit from MSAA because fragment coverage is computed analytically. MSAA remains useful for text via `smoothstep`, so they don't benefit from multisampling. Tessellated user geometry submitted via
glyph edges and tessellated user geometry if desired. `prepare_shape` is rendered without anti-aliasing — if AA is required for tessellated content, the
caller must render it to their own offscreen target and submit the result as a texture. This
All public drawing procs use prefixed names for clarity: `sdf_*` for SDF-path shapes, `tes_*` for decision matches RAD Debugger's architecture and aligns with the SBC target (Mali Valhall, where
tessellated-path shapes. Proc groups provide a single entry point per shape concept (e.g., MSAA's per-tile bandwidth multiplier is expensive).
`sdf_rectangle` dispatches to `sdf_rectangle_solid` or `sdf_rectangle_gradient` based on argument
count).
## 2D rendering pipeline plan ## 2D rendering pipeline plan
@@ -66,22 +72,23 @@ primitives and effects can be added to the library without architectural changes
The 2D renderer uses three GPU pipelines, split by **register pressure** (main vs effects) and The 2D renderer uses three GPU pipelines, split by **register pressure** (main vs effects) and
**render-pass structure** (everything vs backdrop): **render-pass structure** (everything vs backdrop):
1. **Main pipeline** — shapes (SDF and tessellated), text, and textured rectangles. Low register 1. **Main pipeline** — shapes (SDF and tessellated), text, and textured rectangles. Register budget:
footprint (~1824 registers per thread). Runs at full GPU occupancy on every architecture. **≤24 registers** (full occupancy on Valhall and all desktop GPUs). Handles 90%+ of all fragments
Handles 90%+ of all fragments in a typical frame. in a typical frame.
2. **Effects pipeline** — drop shadows, inner shadows, outer glow, and similar ALU-bound blur 2. **Effects pipeline** — drop shadows, inner shadows, outer glow, and similar ALU-bound blur
effects. Medium register footprint (~4860 registers). Each effects primitive includes the base effects. Register budget: **≤56 registers** (targets Valhall's second cliff at 64; reduced
occupancy at the first cliff is accepted by design). Each effects primitive includes the base
shape's SDF so that it can draw both the effect and the shape in a single fragment pass, avoiding shape's SDF so that it can draw both the effect and the shape in a single fragment pass, avoiding
redundant overdraw. Separated from the main pipeline to protect main-pipeline occupancy on redundant overdraw. Separated from the main pipeline to protect main-pipeline occupancy on
low-end hardware (see register analysis below). low-end hardware (see register analysis below).
3. **Backdrop pipeline** — frosted glass, refraction, and any effect that samples the current render 3. **Backdrop pipeline** — frosted glass, refraction, and any effect that samples the current render
target as input. Implemented as a multi-pass sequence (downsample, separable blur, composite), target as input. Implemented as a multi-pass sequence (downsample, separable blur, composite),
where each individual pass has a low-to-medium register footprint (~1540 registers). Separated where each individual sub-pass has a register budget of **≤24 registers** (full occupancy on
from the other pipelines because it structurally requires ending the current render pass and Valhall). Separated from the other pipelines because it structurally requires ending the current
copying the render target before any backdrop-sampling fragment can execute — a command-buffer- render pass and copying the render target before any backdrop-sampling fragment can execute — a
level boundary that cannot be avoided regardless of shader complexity. command-buffer-level boundary that cannot be avoided regardless of shader complexity.
A typical UI frame with no effects uses 1 pipeline bind and 0 switches. A frame with drop shadows A typical UI frame with no effects uses 1 pipeline bind and 0 switches. A frame with drop shadows
uses 2 pipelines and 1 switch. A frame with shadows and frosted glass uses all 3 pipelines and 2 uses 2 pipelines and 1 switch. A frame with shadows and frosted glass uses all 3 pipelines and 2
@@ -97,56 +104,113 @@ code) or many per-primitive-type pipelines (no branching overhead, lean per-shad
A GPU shader core has a fixed register pool shared among all concurrent threads. The compiler A GPU shader core has a fixed register pool shared among all concurrent threads. The compiler
allocates registers pessimistically based on the worst-case path through the shader. If the shader allocates registers pessimistically based on the worst-case path through the shader. If the shader
contains both a 20-register RRect SDF and a 48-register drop-shadow blur, _every_ fragment — even contains both a 24-register RRect SDF and a 56-register drop-shadow blur, _every_ fragment — even
trivial RRects — is allocated 48 registers. This directly reduces **occupancy** (the number of trivial RRects — is allocated 56 registers. This directly reduces **occupancy** (the number of
warps/wavefronts that can run simultaneously), which reduces the GPU's ability to hide memory warps/wavefronts that can run simultaneously), which reduces the GPU's ability to hide memory
latency. latency.
Each GPU architecture has a **register cliff**a threshold above which occupancy starts dropping. Each GPU architecture has discrete **occupancy cliffs**register counts above which the number of
Below the cliff, adding registers has zero occupancy cost. concurrent threads drops in a step. Below the cliff, adding registers has zero occupancy cost. One
register over, throughput drops sharply.
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
dominant current GPU architecture:
| Register allocation | Reg-limited threads | Actual (hw-capped) | Occupancy | - **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
| ~16 regs (main pipeline) | 4,096 | 1,536 | 100% | registers**, second cliff at **64 registers**.
| 32 regs | 2,048 | 1,536 | 100% | - **ARM Mali Valhall** (G57, G77, G78, G610, G710, G715; 2019+) and **5th-gen / Mali-G1** (2024+):
| 48 regs (effects) | 1,365 | 1,365 | ~89% | same cliff structure — first at 32, second at 64.
- **ARM Mali Bifrost** (G31, G51, G52, G71, G72, G76; ~20162018): 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.
On Volta/A100 GPUs (65,536 regs/SM, max 2,048 threads/SM, cliff at ~32 regs): **Register budgets and margin.** We target Valhall's 32-register first cliff for the main and
backdrop pipelines, and Valhall's 64-register second cliff for the effects pipeline, each with **8
registers of margin**:
| Register allocation | Reg-limited threads | Actual (hw-capped) | Occupancy | | Pipeline | Cliff targeted | Margin | Register budget | Rationale |
| ------------------------ | ------------------- | ------------------ | --------- | | ------------------- | ---------------------- | ------ | ----------------- | --------------------------------------------------------------------------------------------- |
| ~16 regs (main pipeline) | 4,096 | 2,048 | 100% | | Main pipeline | 32 (Valhall 1st cliff) | 8 | **≤24 regs** | Handles 90%+ of frame fragments; must run at full occupancy |
| 32 regs | 2,048 | 2,048 | 100% | | Backdrop sub-passes | 32 (Valhall 1st cliff) | 8 | **≤24 regs** each | Multi-pass structure keeps each pass small; no reason to give up occupancy |
| 48 regs (effects) | 1,365 | 1,365 | ~67% | | 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 | 1. **Compiler version changes.** Mali driver releases (r35p0 → r55p0 etc.) ship new register
| -------------------- | -------------------------- | allocators. Shaders typically drift ±23 registers between versions on unchanged source.
| 032 regs (main) | 100% (full thread count) | 2. **Feature additions.** Each new effect, flag, or uniform adds 14 live registers. A new gradient
| 3364 regs (effects) | ~50% (thread count halves) | 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 Realistic creep over a couple of years is 48 registers. The cost of conservatism is zero — a shader
20 and 48 registers is modest (89100%); on Mali it is a hard 2× throughput reduction. The at 24 regs runs identically to one at 32 on every Valhall device. The cost of crossing the cliff is
main/effects split protects 90%+ of a frame's fragments (shapes, text, textures) from the effects a 2× throughput drop with no warning. Asymmetric costs justify a generous margin.
pipeline's register cost.
For the effects pipeline's drop-shadow shader — erf-approximation blur math with several texture **Why the main/effects split exists.** If the main pipeline shader contained both the 24-register
fetches — 50% occupancy on Mali roughly halves throughput. At 4K with 1.5× overdraw (~12.4M 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 (~510% 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 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. compiler allocates registers for the worst-case path.
All main-pipeline members (SDF shapes, tessellated geometry, text, textured rectangles) cluster at The effects pipeline's ≤56-register budget keeps it under Valhall's second cliff at 64, yielding
1224 registers — below the cliff on every architecture — so unifying them costs nothing in 5067% occupancy on effected shapes. This is acceptable for the small fraction of frame fragments
occupancy. that effects cover.
**Note on Apple M3+ GPUs:** Apple's M3 introduces Dynamic Caching (register file virtualization), **Note on Apple M3+ GPUs:** Apple's M3 Dynamic Caching allocates registers at runtime based on
which allocates registers at runtime based on actual usage rather than worst-case. This weakens the actual usage rather than worst-case. This eliminates the static register-pressure argument on M3 and
static register-pressure argument on M3 and later, but the split remains useful for isolating blur later, but the split remains useful for isolating blur ALU complexity and keeping the backdrop
ALU complexity and keeping the backdrop texture-copy out of the main render pass. 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 #### 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 level operation that requires ending the current render pass. This boundary exists regardless of
shader complexity and cannot be optimized away. shader complexity and cannot be optimized away.
The backdrop pipeline's individual shader passes (downsample, separable blur, composite) are The backdrop pipeline's individual shader passes (downsample, separable blur, composite) are budgeted
register-light (~1540 regs each), so merging them into the effects pipeline would cause no occupancy at ≤24 registers each (same as the main pipeline), so merging them into the effects pipeline would
problem. But the render-pass boundary makes merging structurally impossible — effects draws happen cause no occupancy problem. But the render-pass boundary makes merging structurally impossible —
inside the main render pass, backdrop draws happen inside their own bracketed pass sequence. 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) #### 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. submission order is draw order, no layer juggling required.
**PSO compilation costs multiply.** Each pipeline takes 150ms to compile on Metal/Vulkan/D3D12 at **PSO compilation costs multiply.** Each pipeline takes 150ms to compile on Metal/Vulkan/D3D12 at
first use. 7 pipelines is ~175ms cold startup; 3 pipelines is ~75ms. Adding state axes (MSAA first use. 7 pipelines is ~175ms cold startup; 3 pipelines is ~75ms. Adding state axes (blend
variants, blend modes, color formats) multiplies combinatorially — a 2.3× larger variant matrix per modes, color formats) multiplies combinatorially — a 2.3× larger variant matrix per additional
additional axis with 7 pipelines vs 3. axis with 7 pipelines vs 3.
**Branching cost comparison: unified vs per-kind in the effects pipeline.** The effects pipeline is **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 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 #### 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. 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 Every thread in every warp of a draw call sees the same `mode` value. **Zero divergence, zero
cost.** cost.**
2. **`flags` (flat varying from storage buffer): gradient/texture/stroke mode.** This is category 3. 2. **`kind` (flat varying from storage buffer): SDF shape kind dispatch.** This is category 3.
The `flat` interpolation qualifier ensures that all fragments rasterized from one primitive's quad The low byte of `Primitive.flags` encodes `Shape_Kind` (RRect, NGon, Ellipse, Ring_Arc), passed
receive the same flag bits. However, since the SDF path now evaluates only `sdRoundedBox` with no to the fragment shader as a `flat` varying. All fragments of one primitive's quad receive the same
kind dispatch, the only flag-dependent branches are gradient vs. texture vs. solid color selection kind value. The fragment shader's `if/else if` chain selects the appropriate SDF function (~1530
— all lightweight (38 instructions per path). Divergence at primitive boundaries between instructions per kind). Divergence occurs only at primitive boundaries where adjacent quads have
different flag combinations has negligible cost. 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 (38 instructions per
path). Divergence at primitive boundaries between different flag combinations has negligible cost.
For category 3, the divergence analysis depends on primitive size: 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 **13%** of all warps. frame-level divergence is typically **13%** of all warps.
At 13% divergence, the throughput impact is negligible. At 4K with 12.4M total fragments At 13% 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 (~387,000 warps), divergent boundary warps number in the low thousands. The longest SDF kind branch
longest untaken branch is the gradient evaluation (~8 instructions), not a different SDF function. is Ring_Arc (~30 instructions); when a divergent warp straddles two different kinds, it pays the cost
Each divergent warp pays at most ~8 extra instructions. At ~12G instructions/sec on a mid-range GPU, of both (~4560 instructions total). Each divergent warp's extra cost is modest — at ~12G
that totals ~1.3μs — under 0.02% of an 8.3ms (120 FPS) frame budget. This is instructions/sec on a mid-range GPU, even 3,000 divergent warps × 60 extra instructions totals
confirmed by production renderers that use exactly this pattern: ~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 - **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 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. > 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, 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 divergent warps pay double a large cost. Our SDF kind branches are short (~1530 instructions
`sdRoundedBox`; the only branches are gradient/texture/solid color selection at 38 instructions each), and the gradient/texture/solid color selection branches are shorter still (38 instructions
each. Even fully divergent, the penalty is ~8 extra instructions — less than a single texture each). Even fully divergent, the combined penalty is ~3060 extra instructions — comparable to a
sample's latency. single texture sample's latency.
3. **Branches that prevent compiler optimizations.** Some compilers cannot schedule instructions 3. **Branches that prevent compiler optimizations.** Some compilers cannot schedule instructions
across branch boundaries, reducing VLIW utilization on older architectures. Modern GPUs (NVIDIA across branch boundaries, reducing VLIW utilization on older architectures. Modern GPUs (NVIDIA
@@ -338,9 +409,10 @@ our design:
concern. concern.
4. **Register pressure from the union of all branches.** This is the real cost, and it is why we 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 split heavy effects into separate pipelines. Within the main pipeline, the four
path has a single evaluation (sdRoundedBox) with flag-based color selection, clustering at ~1518 SDF kind branches and flag-based color selection cluster at ~2226 registers (see register
registers, so there is negligible occupancy loss. 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:** **References:**
@@ -361,27 +433,29 @@ our design:
### Main pipeline: SDF + tessellated (unified) ### Main pipeline: SDF + tessellated (unified)
The main pipeline serves two submission modes through a single `TRIANGLELIST` pipeline and a single 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: vertex input layout, distinguished by a `mode` field in the `Vertex_Uniforms_2D` push constant
0 = tessellated, 1 = SDF). The tessellated path sets this to 0 via zero-initialization in the vertex (`Core_2D_Mode.Tessellated = 0`, `Core_2D_Mode.SDF = 1`), pushed per draw call via `push_globals`. The
shader; the SDF path sets it to 1 via `pack_flags`. 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 - **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 (SDL_ttf atlas sampling), triangles, triangle fans/strips, single-pixel points, and any
any user-provided raw vertex geometry. user-provided raw vertex geometry.
- **SDF mode** (`mode = 1`): shared unit-quad vertex buffer + GPU storage buffer of `Primitive` - **SDF mode** (`mode = 1`): shared unit-quad vertex buffer + GPU storage buffer of
structs, drawn instanced. Used for all shapes with closed-form signed distance functions. `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 Both modes use the same fragment shader. The fragment shader checks `Shape_Kind` (low byte of
`out = color * texture(tex, uv)`; mode 1 always evaluates `sdRoundedBox` and applies `Core_2D_Primitive.flags`): kind 0 (`Solid`) is the tessellated path, which premultiplies the texture
gradient/texture/solid color based on flag bits. sample and computes `out = color * t`; kinds 14 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 #### Why SDF for shapes
CPU-side adaptive tessellation for curved shapes (the current approach) has three problems: 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 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 = 5 KB. An SDF rounded rectangle is one `Core_2D_Primitive` struct (96 bytes) plus 4 shared
vertices. That is roughly a 90× reduction per shape. unit-quad vertices. That is roughly a 50× reduction per shape.
2. **Quality.** Tessellated curves are piecewise-linear approximations. At high DPI or under 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 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 shader, rather than encoding per-primitive data redundantly in vertex attributes. This follows the
pattern used by both Zed GPUI and vger-rs. 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 Each SDF shape is described by a single `Core_2D_Primitive` struct (96 bytes) in the storage
vertex shader reads `primitives[gl_InstanceIndex]`, computes the quad corner position from the unit buffer. The vertex shader reads `primitives[gl_InstanceIndex]`, computes the quad corner position
vertex and the primitive's bounds, and passes shape parameters to the fragment shader via `flat` from the unit vertex and the primitive's bounds, and passes shape parameters to the fragment shader
interpolated varyings. via `flat` interpolated varyings.
Compared to encoding per-primitive data in vertex attributes (the "fat vertex" approach), storage- Compared to encoding per-primitive data in vertex attributes (the "fat vertex" approach), storage-
buffer instancing eliminates the 46× data duplication across quad corners. A rounded rectangle costs buffer instancing eliminates the 46× 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 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 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. 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 The fragment shader dispatches on `Shape_Kind` (low byte of `Core_2D_Primitive.flags`) to evaluate
`Shape_Kind` enum or per-primitive kind dispatch in the fragment shader. Shapes that are algebraically one of four signed distance functions. The `Shape_Kind` enum, per-kind `*_Params` structs, and
special cases of a rounded rectangle are emitted as RRect primitives by the CPU-side drawing procs: 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 | 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
| Rectangle (sharp or rounded) | Direct | Per-corner radii from `radii` param | kinds as follows:
| 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` |
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 | 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
| Ellipse | `tes_ellipse`, `tes_ellipse_lines` | Triangle fan approximation | definitions and bit assignments.
| 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]` |
**What stays tessellated:** **What stays tessellated:**
- Text (SDL_ttf atlas, pending future MSDF evaluation) - Text (SDL_ttf atlas, pending future MSDF evaluation)
- Ellipses (`tes_ellipse`, `tes_ellipse_lines`) - `tess.pixel` (single-pixel points)
- Regular polygons (`tes_polygon`, `tes_polygon_lines`) - `tess.triangle`, `tess.triangle_aa`, `tess.triangle_lines` (single triangles)
- Circle sectors / pie slices (`tes_sector`) - `tess.triangle_fan`, `tess.triangle_strip` (arbitrary user-provided geometry)
- `tes_triangle`, `tes_triangle_fan`, `tes_triangle_strip` (arbitrary user-provided geometry)
- Any raw vertex geometry submitted via `prepare_shape` - 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 The design rule: if the shape has a closed-form SDF, it goes through the SDF path with its own
function or is described by a vertex list, it stays tessellated. `Shape_Kind`. If it is described by a vertex list or has no practical SDF, it stays tessellated.
### Effects pipeline ### Effects pipeline
@@ -526,44 +595,153 @@ Wallace's variant) and vger-rs.
### Backdrop pipeline ### Backdrop pipeline
The backdrop pipeline handles effects that sample the current render target as input: frosted glass, 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 refraction, mirror surfaces. It is separated from the main and effects pipelines for a structural
register pressure. reason, not register pressure.
**Render-pass boundary.** Before any backdrop-sampling fragment can run, the current render target **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 must be in a sampler-readable state. A draw call that samples the render target it is also writing
operation that cannot happen mid-render-pass. The copy naturally creates a pipeline boundary that no to is a hard GPU constraint; the only way to satisfy it is to end the current render pass and start
amount of shader optimization can eliminate — it is a fundamental requirement of sampling a surface a new one. That render-pass boundary is what a “bracket” is.
while also writing to it.
**Multi-pass implementation.** Backdrop effects are implemented as separable multi-pass sequences **Multi-pass implementation.** Backdrop effects are implemented as separable multi-pass sequences
(downsample → horizontal blur → vertical blur → composite), following the standard approach used by (downsample → horizontal blur → vertical blur → composite), following the standard approach used
iOS `UIVisualEffectView`, Android `RenderEffect`, and Flutter's `BackdropFilter`. Each individual by iOS `UIVisualEffectView`, Android `RenderEffect`, and Flutter's `BackdropFilter`. Each individual
pass has a low-to-medium register footprint (~1540 registers), well within the main pipeline's sub-pass is budgeted at **≤24 registers** (same as the main pipeline — full Valhall occupancy). The
occupancy range. The multi-pass approach avoids the monolithic 70+ register shader that a single-pass multi-pass approach avoids the monolithic 70+ register shader that a single-pass Gaussian blur would
Gaussian blur would require, making backdrop effects viable on low-end mobile GPUs (including require, keeping each sub-pass well under the 32-register cliff.
Mali-G31 and VideoCore VI) where per-thread register limits are tight.
**Bracketed execution.** All backdrop draws in a frame share a single bracketed region of the command **Render-target choice.** When any layer in the frame contains a backdrop draw, the entire
buffer: end the current render pass, copy the render target, execute all backdrop sub-passes, then frame renders into `source_texture` (a full-resolution single-sample texture owned by the
resume normal drawing. The entry/exit cost (texture copy + render-pass break) is paid once per frame backdrop pipeline) instead of directly into the swapchain. At the end of the frame,
regardless of how many backdrop effects are visible. When no backdrop effects are present, the bracket `source_texture` is copied to the swapchain via a single `CopyGPUTextureToTexture` call.
is never entered and the texture copy never happens — zero cost. This means each bracket has no mid-frame texture copy: by the time a bracket runs,
`source_texture` already contains the contents written by everything that preceded it on the
timeline 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 **Why not split the backdrop sub-passes into separate pipelines?** Each sub-pass is budgeted at ≤24
~15 to ~40 registers, which does cross Mali's 32-register cliff. However, the register-pressure argument registers, well under Valhall's 32-register cliff, so there is no occupancy motivation for splitting.
that justifies the main/effects split does not apply here. The main/effects split protects the The sub-passes also have no common-vs-uncommon distinction — if backdrop effects are active, every
_common path_ (90%+ of frame fragments) from the uncommon path's register cost. Inside the backdrop sub-pass runs; if not, none run. The backdrop pipeline either executes as a complete unit or not at
pipeline there is no common-vs-uncommon distinction — if backdrop effects are active, every sub-pass all. Additionally, backdrop effects cover a small fraction of the frame's total fragments (~5% at
runs; if not, none run. The backdrop pipeline either executes as a complete unit or not at all. typical UI scales), so even if a sub-pass did cross a cliff, the occupancy variation within the
Additionally, backdrop effects cover a small fraction of the frame's total fragments (~5% at typical bracket would have negligible impact on frame time.
UI scales), so the occupancy variation within the bracket has negligible impact on frame time.
#### Bracket scheduling
Backdrop draws are scheduled via **explicit scopes**: every call to `backdrop_blur` must be wrapped
in a `begin_backdrop` / `end_backdrop` pair (or the RAII-style `backdrop_scope` wrapper). Each
scope produces exactly one bracket at render time. A layer may contain any number of scopes; draws
between scopes render at their submission position relative to the brackets, so the user controls
exactly which backdrops share a bracket.
At render time, `draw_layer` walks the layer's sub-batch list once, alternating between two run
kinds:
- **Non-backdrop runs** are rendered to `source_texture` in one render pass via
`render_layer_sub_batch_range`. Clear-vs-load is tracked frame-globally via `GLOB.cleared`.
- **Backdrop runs** are dispatched to `run_backdrop_bracket` with their index range. Each run is
one bracket; the bracket opens and closes its own render passes for downsample, H-blur, V-blur,
and composite stages.
Within a bracket, the scheduler groups contiguous same-sigma sub-batches and runs four sub-passes
per group: downsample (`source_texture``downsample_texture`), H-blur (`downsample_texture`
`h_blur_texture`), V-blur (`h_blur_texture``downsample_texture`, ping-pong reuse), and
composite (`downsample_texture``source_texture` with SDF mask and tint applied). Each group
picks its own downsample factor (1, 2, or 4) based on sigma; see the comment block at the top of
`backdrop.odin` for the factor-selection table.
Sub-batch coalescing in `append_or_extend_sub_batch` merges contiguous same-sigma backdrops
sharing one scissor into a single instanced composite draw. Same-sigma backdrops separated by a
`ScissorStart` boundary stay in one sigma group (one set of blur passes) but issue separate
composite draws; the composite pass calls `SetGPUScissor` between draws when the active scissor
changes.
Working textures are sized at full swapchain resolution; larger downsample factors fill a sub-rect
via viewport-limited rendering.
#### Scope contract
Scope state is global: `GLOB.open_backdrop_layer` tracks the currently-open scope (or `nil`) for
the whole renderer. The five misuse cases panic via `log.panic` / `log.panicf`:
1. `backdrop_blur` called outside an open scope.
2. A non-backdrop draw call issued on a layer with an open scope. Asserted at the top of
`append_or_extend_sub_batch`.
3. `new_layer` called while a scope is open.
4. `end()` called while a scope is open.
5. `begin_backdrop` while one is already open, or `end_backdrop` on the wrong layer.
Worked example with two scopes on the same layer:
```
base := draw.begin(...)
draw.rectangle(base, bg, GRAY)
draw.rectangle(base, card_blue, BLUE)
{
draw.backdrop_scope(base)
draw.backdrop_blur(base, panelA, sigma=12) // bracket 1: sees bg + blue card
}
draw.rectangle(base, card_red, RED) // renders ON TOP of panelA's composite
{
draw.backdrop_scope(base)
draw.backdrop_blur(base, panelB, sigma=12) // bracket 2: sees bg + blue card + panelA + card_red
}
draw.text(base, "label", ...) // renders ON TOP of panelB's composite
```
Each bracket adds four render passes (downsample + H-blur + V-blur + composite) plus tile-cache
flushes on tilers like Mali Valhall, so users who don't need interleaving should group backdrops
into a single scope to amortize:
```
{
draw.backdrop_scope(base)
draw.backdrop_blur(base, panelA, sigma=12) // shares one bracket with panelB;
draw.backdrop_blur(base, panelB, sigma=12) // same sigma also coalesces into one
} // instanced composite draw call
```
#### Clay integration: `Backdrop_Marker`
Clay has no notion of backdrops. The integration uses Clay's only extension point — the opaque
`customData: rawptr` on `clay.CustomElementConfig` — to carry a magic-number-tagged struct that
`prepare_clay_batch` recognizes:
```
Backdrop_Marker :: struct {
magic: u32, // BACKDROP_MARKER_MAGIC (0x42445054, 'BDPT')
sigma: f32,
tint: Color,
radii: Rectangle_Radii,
feather_px: f32,
}
```
The user populates a `Backdrop_Marker` (with stable lifetime through the `prepare_clay_batch`
call) and points the corresponding `clay.CustomElementConfig.customData` at it.
`prepare_clay_batch` walks Clay's command stream once, calling `is_clay_backdrop` per command
(a u32 magic check on `customData`'s first 4 bytes). On a hit it opens a backdrop scope (or
extends an open one) and dispatches via `backdrop_blur`. Non-backdrop commands issued during an
open scope go to a deferred index buffer for replay after the scope closes; this preserves Clay's
painter's-algorithm ordering across backdrops without violating the scope contract.
The magic-number sentinel keeps the marker type self-describing in core dumps and decouples the
integration from Clay-side changes. Zero-init memory has `magic = 0`, so a marker with a forgotten
magic field gets routed through the regular `custom_draw` path and surfaces as "my custom draw
never fired" rather than as a silent backdrop schedule.
### Vertex layout ### Vertex layout
The vertex struct is unchanged from the current 20-byte layout: The vertex struct is unchanged from the current 20-byte layout:
``` ```
Vertex :: struct { Vertex_2D :: struct {
position: [2]f32, // 0: screen-space position position: [2]f32, // 0: screen-space position
uv: [2]f32, // 8: atlas UV (text) or unused (shapes) uv: [2]f32, // 8: atlas UV (text) or unused (shapes)
color: Color, // 16: u8x4, GPU-normalized to float color: Color, // 16: u8x4, GPU-normalized to float
@@ -575,25 +753,30 @@ 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 corners (0,0 to 1,1) and the vertex shader computes world-space position from the storage-buffer
primitive's bounds. 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 bounds: [4]f32, // 0: min_x, min_y, max_x, max_y
color: Color, // 16: u8x4, unpacked in shader via unpackUnorm4x8 color: Color, // 16: u8x4, unpacked in shader via unpackUnorm4x8
flags: u32, // 20: low byte = Shape_Kind, bits 8+ = Shape_Flags flags: u32, // 20: low byte = Shape_Kind, bits 8+ = Shape_Flags
rotation_sc: u32, // 24: packed f16 pair (sin, cos). Requires .Rotated flag. rotation_sc: u32, // 24: packed f16 pair (sin, cos). Requires .Rotated flag.
_pad: f32, // 28: reserved for future use _pad: f32, // 28: reserved for future use
params: Shape_Params, // 32: per-kind params union (half_feather, radii, etc.) (32 bytes) 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. `Shape_Params` is a `#raw_union` over `RRect_Params`, `NGon_Params`, `Ellipse_Params`, and
`Uv_Or_Gradient` is a `#raw_union` that aliases `[4]f32` (texture UV rect) with `[4]Color` (gradient `Ring_Arc_Params` (plus a `raw: [8]f32` view), defined in `core_2d.odin`. Each SDF kind
corner colors, clockwise from top-left: TL, TR, BR, BL). The `flags` field encodes both the writes its own params variant; the fragment shader reads the appropriate fields based on `Shape_Kind`.
tessellated/SDF mode marker (low byte) and shape flags (bits 8+) via `pack_flags`. `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 ### Draw submission order
@@ -617,17 +800,16 @@ 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 **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. 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: 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. - Offline atlas generation via Chlumský's msdf-atlas-gen tool.
- Runtime glyph metrics via `vendor:stb/truetype` (already in the Odin distribution). - 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 - A new MSDF glyph `Shape_Kind` in the fragment shader (additive — the kind dispatch infrastructure
distinction (the current shader evaluates only `sdRoundedBox` with no kind dispatch). already exists for the four current SDF kinds).
- Potential removal of the SDL_ttf dependency. - Potential removal of the SDL_ttf dependency.
This is explicitly deferred. The SDF shape migration is independent of and does not block text This is explicitly deferred.
changes.
**References:** **References:**
@@ -641,8 +823,8 @@ changes.
### Textures ### Textures
Textures plug into the existing main pipeline — no additional GPU pipeline, no shader rewrite. The 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 work is a resource layer (registration, upload, sampling, lifecycle) plus a `Texture_Fill` Brush
that route into the existing tessellated and SDF paths respectively. variant that routes the existing shape procs through the SDF path with the `.Textured` flag set.
#### Why draw owns registered textures #### Why draw owns registered textures
@@ -692,31 +874,30 @@ with the same texture but different samplers produce separate draw calls, which
#### Textured draw procs #### Textured draw procs
Textured rectangles route through the existing SDF path via `sdf_rectangle_texture` and Textures share the same shape procs as colors and gradients. Each shape proc takes a `Brush`
`sdf_rectangle_texture_corners`, mirroring `sdf_rectangle` and `sdf_rectangle_corners` exactly — union as its fill source; passing a `Texture_Fill` value (carrying `Texture_Id`, `tint`,
same parameters, same naming — with the color parameter replaced by a texture ID plus an optional `uv_rect`, and `Sampler_Preset`) routes the draw through the SDF path with the `.Textured`
tint. 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 A separate tessellated proc for "simple" fullscreen quads was considered on the theory that
quads, on the theory that the tessellated path's lower register count (~16 regs vs ~18 for the SDF the tessellated path's lower register count would improve occupancy at large fragment counts.
textured branch) would improve occupancy at large fragment counts. Applying the register-pressure Both paths are well within the ≤24-register main pipeline budget — both run at full
analysis from the pipeline-strategy section above shows this is wrong: both 16 and 18 registers are occupancy on every target architecture (Valhall and above). The remaining ALU difference
well below the register cliff (~43 regs on consumer Ampere/Ada, ~32 on Volta/A100), so both run at (~15 extra instructions for the SDF evaluation) amounts to ~20μs at 4K — below noise.
100% occupancy. The remaining ALU difference (~15 extra instructions for the SDF evaluation) amounts Meanwhile, splitting into a separate pipeline would add ~15μs per pipeline bind on the CPU
to ~20μs at 4K — below noise. Meanwhile, splitting into a separate pipeline would add ~15μs per side per scissor, matching or exceeding the GPU-side savings. Within the main pipeline,
pipeline bind on the CPU side per scissor, matching or exceeding the GPU-side savings. Within the unified remains strictly better.
main pipeline, unified remains strictly better.
The naming convention uses `sdf_` and `tes_` prefixes to indicate the rendering path, with suffixes SDF drawing procs live in the `draw` package with unprefixed names (`rectangle`, `circle`,
for modifiers: `sdf_rectangle_texture` and `sdf_rectangle_texture_corners` sit alongside `ellipse`, `polygon`, `ring`, `line`, `line_strip`). Gradients, textures, and outlines are
`sdf_rectangle` (solid or gradient overload). Proc groups like `sdf_rectangle` dispatch to selected via the `Brush` union and optional outline parameters rather than separate overloads.
`sdf_rectangle_solid` or `sdf_rectangle_gradient` based on argument count. Future per-shape texture
variants (`sdf_circle_texture`) are additive.
#### What SDF anti-aliasing does and does not do for textured draws #### 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, 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 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 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 of which draw proc is used. This matches the current text-rendering model, where glyph sharpness
@@ -725,8 +906,8 @@ 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 #### 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 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 sub-region computations on top of the `uv_rect` field of `Texture_Fill`. The renderer has no
renderer has no knowledge of fit modes — it samples whatever UV region it is given. 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 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. mode) shrunken inner rect from a `Fit_Mode` enum, the target rect, and the texture's pixel size.
@@ -750,13 +931,13 @@ 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'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 `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 existing rectangle handling: `fit_params` computes UVs from the fit mode, then `rectangle` is
corners), nonzero dispatches to `sdf_rectangle_texture_corners` (SDF, per-corner radii). A called with a `Texture_Fill` brush and the appropriate radii (zero for sharp corners, per-corner
`fit_params` call computes UVs from the fit mode before dispatch. values from Clay's `cornerRadius` otherwise).
#### Deferred features #### 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. - **Mipmaps**: `Texture_Desc.mip_levels` field exists; generation via SDL3 deferred.
- **Compressed formats**: `Texture_Desc.format` accepts BC/ASTC; upload path deferred. - **Compressed formats**: `Texture_Desc.format` accepts BC/ASTC; upload path deferred.
@@ -764,7 +945,6 @@ 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. - **3D textures, arrays, cube maps**: `Texture_Desc.type` and `depth_or_layers` fields exist.
- **Additional samplers**: anisotropic, trilinear, clamp-to-border — additive enum values. - **Additional samplers**: anisotropic, trilinear, clamp-to-border — additive enum values.
- **Atlas packing**: internal optimization for sub-batch coalescing; invisible to callers. - **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:** **References:**
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@@ -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. 04px 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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+604 -400
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+1 -1
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@@ -20,7 +20,7 @@ texture_size :: #force_inline proc(qrcode_buf: []u8) -> int {
// //
// Returns ok=false when: // Returns ok=false when:
// - qrcode_buf is invalid (qrcode.get_size returns 0). // - 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) @(require_results)
to_texture :: proc( to_texture :: proc(
qrcode_buf: []u8, qrcode_buf: []u8,
+409
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@@ -0,0 +1,409 @@
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}
// Both zone1 panels share one scope. Different sigmas still trigger separate blur
// passes (cost scales with unique sigmas, not with backdrop count); the scope just
// declares "these draws form one bracket." `backdrop_scope` is the RAII-style API:
// `end_backdrop` fires automatically when the block exits.
{
draw.backdrop_scope(base_layer)
draw.backdrop_blur(
base_layer,
{60, 80, 320, 140},
gaussian_sigma = 30,
tint = draw.Color{170, 200, 240, 200}, // cool blue, strong mix
radii = panel_radii,
)
// Panel B: lighter blur, warm amber tint. sigma=6.
draw.backdrop_blur(
base_layer,
{420, 80, 320, 140},
gaussian_sigma = 6,
tint = draw.Color{255, 220, 160, 200}, // warm amber, strong mix
radii = panel_radii,
)
}
// Text labels for the two panels. Drawn AFTER `end_backdrop` (which fires at the
// scope-block exit above), so they composite on top of both panels.
draw.text(
base_layer,
"sigma = 20, cool tint",
{72, 90},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.Color{30, 35, 50, 255},
)
draw.text(
base_layer,
"sigma = 6, warm tint",
{432, 90},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.Color{60, 40, 20, 255},
)
// Post-bracket verification: a white stripe drawn AFTER `end_backdrop` in the same
// layer. Should render ON TOP of both panels because the backdrop scope (and its
// composite output) is now closed; any non-backdrop draw on this layer composites
// with LOAD on top of whatever the bracket left in source_texture.
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. Single-panel scope; `backdrop_scope` keeps the begin/end
// pair tied to the block.
{
draw.backdrop_scope(zone2)
draw.backdrop_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,
},
)
}
// All three Zone 3 backdrops share one scope. The sigma=0 mirror, then the two
// contiguous sigma=8 panels. The sigma=8 pair stays contiguous in the sub-batch list,
// so `append_or_extend_sub_batch` still coalesces them into a single instanced
// composite draw — scope boundaries don't affect coalescing, only kind/sigma identity.
{
draw.backdrop_scope(zone3)
// 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.backdrop_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},
)
// 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.backdrop_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.backdrop_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},
)
}
// Edge case 3: text drawn AFTER `end_backdrop` in the same layer. Composites on top of
// the bracket's V-composite output and should appear sharply over the green panels.
draw.text(
zone3,
"sigma=0 (mirror)",
{WINDOW_W * 0.55 + 38, 318},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.Color{20, 20, 20, 255},
)
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},
)
draw.text(
zone3,
"Post-scope 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).
//
// Uses the explicit begin/end form (instead of `backdrop_scope`) to exercise the
// alternative API surface in the diagnostic harness.
panel := draw.Rectangle{250, 150, 300, 300}
draw.begin_backdrop(base_layer)
draw.backdrop_blur(
base_layer,
panel,
gaussian_sigma = sigma,
tint = draw.WHITE,
radii = draw.Rectangle_Radii{20, 20, 20, 20},
)
draw.end_backdrop(base_layer)
// Post-scope test: a bright rectangle drawn AFTER `end_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
View File
@@ -5,9 +5,32 @@ import "core:log"
import "core:mem" import "core:mem"
import "core:os" 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() { main :: proc() {
//----- General setup ---------------------------------- //----- General setup ----------------------------------
{
// Temp // Temp
track_temp: mem.Tracking_Allocator track_temp: mem.Tracking_Allocator
mem.tracking_allocator_init(&track_temp, context.temp_allocator) mem.tracking_allocator_init(&track_temp, context.temp_allocator)
@@ -43,27 +66,27 @@ main :: proc() {
} }
mem.tracking_allocator_destroy(&track) mem.tracking_allocator_destroy(&track)
} }
// Logger
context.logger = log.create_console_logger() context.logger = log.create_console_logger()
defer log.destroy_console_logger(context.logger) defer log.destroy_console_logger(context.logger)
}
args := os.args args := os.args
if len(args) < 2 { if len(args) < 2 {
fmt.eprintln("Usage: examples <example_name>") fmt.eprintln("Usage: examples <example_name>")
fmt.eprintln("Available examples: hellope-shapes, hellope-text, hellope-clay, hellope-custom, textures") fmt.eprintln(AVAILABLE_EXAMPLES_MSG)
os.exit(1) os.exit(1)
} }
switch args[1] { switch args[1] {
case "hellope-clay": hellope_clay() case EX_HELLOPE_CLAY: hellope_clay()
case "hellope-custom": hellope_custom() case EX_HELLOPE_CUSTOM: hellope_custom()
case "hellope-shapes": hellope_shapes() case EX_HELLOPE_SHAPES: hellope_shapes()
case "hellope-text": hellope_text() case EX_HELLOPE_TEXT: hellope_text()
case "textures": textures() case EX_TEXTURES: textures()
case EX_GAUSSIAN_BLUR: gaussian_blur()
case EX_GAUSSIAN_BLUR_DEBUG: gaussian_blur_debug()
case: case:
fmt.eprintf("Unknown example: %v\n", args[1]) fmt.eprintf("Unknown example: %v\n", args[1])
fmt.eprintln("Available examples: hellope-shapes, hellope-text, hellope-clay, hellope-custom, textures") fmt.eprintln(AVAILABLE_EXAMPLES_MSG)
os.exit(1) os.exit(1)
} }
} }
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+26 -33
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@@ -1,14 +1,15 @@
package examples package examples
import "../../draw"
import "../../draw/tess"
import "../../vendor/clay"
import "core:math" import "core:math"
import "core:os" import "core:os"
import sdl "vendor:sdl3" import sdl "vendor:sdl3"
JETBRAINS_MONO_REGULAR_RAW :: #load("fonts/JetBrainsMono-Regular.ttf") import "../../draw"
JETBRAINS_MONO_REGULAR: draw.Font_Id = max(draw.Font_Id) // Max so we crash if registration is forgotten 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() { hellope_shapes :: proc() {
if !sdl.Init({.VIDEO}) do os.exit(1) if !sdl.Init({.VIDEO}) do os.exit(1)
@@ -47,8 +48,7 @@ hellope_shapes :: proc() {
draw.rectangle( draw.rectangle(
base_layer, base_layer,
{20, 160, 460, 60}, {20, 160, 460, 60},
{255, 0, 0, 255}, draw.Linear_Gradient{start_color = {255, 0, 0, 255}, end_color = {0, 0, 255, 255}, angle = 0},
gradient = draw.Linear_Gradient{end_color = {0, 0, 255, 255}, angle = 0},
) )
// ----- Rotation demos ----- // ----- Rotation demos -----
@@ -78,18 +78,18 @@ hellope_shapes :: proc() {
) )
// Ellipse rotating around its center (tilted ellipse) // 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) // Circle orbiting a point (moon orbiting planet)
// Convention B: center = pivot point (planet), origin = offset from moon center to pivot. // 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). // Moon's visual center at rotation=0: planet_pos - origin = (100, 450) - (0, 40) = (100, 410).
planet_pos := draw.Vec2{100, 450} 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( draw.circle(
base_layer, base_layer,
planet_pos, planet_pos,
5, 5,
{100, 150, 255, 255}, draw.Color{100, 150, 255, 255},
origin = draw.Vec2{0, 40}, origin = draw.Vec2{0, 40},
rotation = spin_angle, rotation = spin_angle,
) // moon orbiting ) // moon orbiting
@@ -100,7 +100,7 @@ hellope_shapes :: proc() {
draw.Vec2{250, 450}, draw.Vec2{250, 450},
0, 0,
30, 30,
{100, 100, 220, 255}, draw.Color{100, 100, 220, 255},
start_angle = 0, start_angle = 0,
end_angle = 270, end_angle = 270,
rotation = spin_angle, rotation = spin_angle,
@@ -126,7 +126,7 @@ hellope_shapes :: proc() {
{460, 450}, {460, 450},
6, 6,
30, 30,
{180, 100, 220, 255}, draw.Color{180, 100, 220, 255},
outline_color = draw.WHITE, outline_color = draw.WHITE,
outline_width = 2, outline_width = 2,
rotation = spin_angle, rotation = spin_angle,
@@ -147,7 +147,7 @@ hellope_text :: proc() {
gpu := sdl.CreateGPUDevice(draw.PLATFORM_SHADER_FORMAT, true, nil) gpu := sdl.CreateGPUDevice(draw.PLATFORM_SHADER_FORMAT, true, nil)
if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1) if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1)
if !draw.init(gpu, window) do os.exit(1) if !draw.init(gpu, window) do os.exit(1)
JETBRAINS_MONO_REGULAR = draw.register_font(JETBRAINS_MONO_REGULAR_RAW) PLEX_SANS_REGULAR = draw.register_font(cyber.SANS_REGULAR_RAW)
FONT_SIZE :: u16(24) FONT_SIZE :: u16(24)
spin_angle: f32 = 0 spin_angle: f32 = 0
@@ -168,10 +168,10 @@ hellope_text :: proc() {
base_layer, base_layer,
"Hellope!", "Hellope!",
{300, 80}, {300, 80},
JETBRAINS_MONO_REGULAR, PLEX_SANS_REGULAR,
FONT_SIZE, FONT_SIZE,
color = draw.WHITE, 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, id = HELLOPE_ID,
) )
@@ -180,35 +180,28 @@ hellope_text :: proc() {
base_layer, base_layer,
"Hellope World!", "Hellope World!",
{300, 250}, {300, 250},
JETBRAINS_MONO_REGULAR, PLEX_SANS_REGULAR,
FONT_SIZE, FONT_SIZE,
color = {255, 200, 50, 255}, 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, rotation = spin_angle,
id = ROTATING_SENTENCE_ID, id = ROTATING_SENTENCE_ID,
) )
// Uncached text (no id) — created and destroyed each frame, simplest usage // Uncached text (no id) — created and destroyed each frame, simplest usage
draw.text( draw.text(base_layer, "Top-left anchored", {20, 450}, PLEX_SANS_REGULAR, FONT_SIZE, color = draw.WHITE)
base_layer,
"Top-left anchored",
{20, 450},
JETBRAINS_MONO_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Measure text for manual layout // 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.rectangle(base_layer, {300 - size.x / 2, 380, size.x, size.y}, draw.Color{60, 60, 60, 200})
draw.text( draw.text(
base_layer, base_layer,
"Measured!", "Measured!",
{300, 380}, {300, 380},
JETBRAINS_MONO_REGULAR, PLEX_SANS_REGULAR,
FONT_SIZE, FONT_SIZE,
color = draw.WHITE, 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, id = MEASURED_ID,
) )
@@ -217,7 +210,7 @@ hellope_text :: proc() {
base_layer, base_layer,
"Corner spin", "Corner spin",
{150, 530}, {150, 530},
JETBRAINS_MONO_REGULAR, PLEX_SANS_REGULAR,
FONT_SIZE, FONT_SIZE,
color = {100, 200, 255, 255}, color = {100, 200, 255, 255},
rotation = spin_angle, rotation = spin_angle,
@@ -234,10 +227,10 @@ hellope_clay :: proc() {
gpu := sdl.CreateGPUDevice(draw.PLATFORM_SHADER_FORMAT, true, nil) gpu := sdl.CreateGPUDevice(draw.PLATFORM_SHADER_FORMAT, true, nil)
if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1) if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1)
if !draw.init(gpu, window) do os.exit(1) if !draw.init(gpu, window) do os.exit(1)
JETBRAINS_MONO_REGULAR = draw.register_font(JETBRAINS_MONO_REGULAR_RAW) PLEX_SANS_REGULAR = draw.register_font(cyber.SANS_REGULAR_RAW)
text_config := clay.TextElementConfig { text_config := clay.TextElementConfig {
fontId = JETBRAINS_MONO_REGULAR, fontId = PLEX_SANS_REGULAR,
fontSize = 36, fontSize = 36,
textColor = {255, 255, 255, 255}, textColor = {255, 255, 255, 255},
} }
@@ -278,10 +271,10 @@ hellope_custom :: proc() {
gpu := sdl.CreateGPUDevice(draw.PLATFORM_SHADER_FORMAT, true, nil) gpu := sdl.CreateGPUDevice(draw.PLATFORM_SHADER_FORMAT, true, nil)
if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1) if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1)
if !draw.init(gpu, window) do os.exit(1) if !draw.init(gpu, window) do os.exit(1)
JETBRAINS_MONO_REGULAR = draw.register_font(JETBRAINS_MONO_REGULAR_RAW) PLEX_SANS_REGULAR = draw.register_font(cyber.SANS_REGULAR_RAW)
text_config := clay.TextElementConfig { text_config := clay.TextElementConfig {
fontId = JETBRAINS_MONO_REGULAR, fontId = PLEX_SANS_REGULAR,
fontSize = 24, fontSize = 24,
textColor = {255, 255, 255, 255}, textColor = {255, 255, 255, 255},
} }
+173 -35
View File
@@ -1,17 +1,19 @@
package examples package examples
import "../../draw"
import "../../draw/draw_qr"
import "core:os" import "core:os"
import sdl "vendor:sdl3" import sdl "vendor:sdl3"
import "../../draw"
import "../../draw/draw_qr"
import cyber "../cybersteel"
textures :: proc() { textures :: proc() {
if !sdl.Init({.VIDEO}) do os.exit(1) 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) gpu := sdl.CreateGPUDevice(draw.PLATFORM_SHADER_FORMAT, true, nil)
if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1) if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1)
if !draw.init(gpu, window) do os.exit(1) if !draw.init(gpu, window) do os.exit(1)
JETBRAINS_MONO_REGULAR = draw.register_font(JETBRAINS_MONO_REGULAR_RAW) PLEX_SANS_REGULAR = draw.register_font(cyber.SANS_REGULAR_RAW)
FONT_SIZE :: u16(14) FONT_SIZE :: u16(14)
LABEL_OFFSET :: f32(8) // gap between item and its label LABEL_OFFSET :: f32(8) // gap between item and its label
@@ -86,10 +88,10 @@ textures :: proc() {
} }
spin_angle += 1 spin_angle += 1
base_layer := draw.begin({width = 800, height = 600}) base_layer := draw.begin({width = 800, height = 750})
// Background // 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) ---------------------------------- //----- Row 1: Sampler presets (y=30) ----------------------------------
@@ -101,50 +103,61 @@ textures :: proc() {
COL4 :: f32(480) COL4 :: f32(480)
// Nearest (sharp pixel edges) // Nearest (sharp pixel edges)
draw.rectangle_texture( draw.rectangle(
base_layer, base_layer,
{COL1, ROW1_Y, ITEM_SIZE, ITEM_SIZE}, {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, sampler = .Nearest_Clamp,
},
) )
draw.text( draw.text(
base_layer, base_layer,
"Nearest", "Nearest",
{COL1, ROW1_Y + ITEM_SIZE + LABEL_OFFSET}, {COL1, ROW1_Y + ITEM_SIZE + LABEL_OFFSET},
JETBRAINS_MONO_REGULAR, PLEX_SANS_REGULAR,
FONT_SIZE, FONT_SIZE,
color = draw.WHITE, color = draw.WHITE,
) )
// Linear (bilinear blur) // Linear (bilinear blur)
draw.rectangle_texture( draw.rectangle(
base_layer, base_layer,
{COL2, ROW1_Y, ITEM_SIZE, ITEM_SIZE}, {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, sampler = .Linear_Clamp,
},
) )
draw.text( draw.text(
base_layer, base_layer,
"Linear", "Linear",
{COL2, ROW1_Y + ITEM_SIZE + LABEL_OFFSET}, {COL2, ROW1_Y + ITEM_SIZE + LABEL_OFFSET},
JETBRAINS_MONO_REGULAR, PLEX_SANS_REGULAR,
FONT_SIZE, FONT_SIZE,
color = draw.WHITE, color = draw.WHITE,
) )
// Tiled (4x repeat) // Tiled (4x repeat)
draw.rectangle_texture( draw.rectangle(
base_layer, base_layer,
{COL3, ROW1_Y, ITEM_SIZE, ITEM_SIZE}, {COL3, ROW1_Y, ITEM_SIZE, ITEM_SIZE},
checker_texture, draw.Texture_Fill {
sampler = .Nearest_Repeat, id = checker_texture,
tint = draw.WHITE,
uv_rect = {0, 0, 4, 4}, uv_rect = {0, 0, 4, 4},
sampler = .Nearest_Repeat,
},
) )
draw.text( draw.text(
base_layer, base_layer,
"Tiled 4x", "Tiled 4x",
{COL3, ROW1_Y + ITEM_SIZE + LABEL_OFFSET}, {COL3, ROW1_Y + ITEM_SIZE + LABEL_OFFSET},
JETBRAINS_MONO_REGULAR, PLEX_SANS_REGULAR,
FONT_SIZE, FONT_SIZE,
color = draw.WHITE, color = draw.WHITE,
) )
@@ -155,45 +168,52 @@ textures :: proc() {
// QR code (RGBA texture with baked colors, nearest sampling) // 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(base_layer, {COL1, ROW2_Y, ITEM_SIZE, ITEM_SIZE}, draw.Color{255, 255, 255, 255}) // white bg
draw.rectangle_texture( draw.rectangle(
base_layer, base_layer,
{COL1, ROW2_Y, ITEM_SIZE, ITEM_SIZE}, {COL1, ROW2_Y, ITEM_SIZE, ITEM_SIZE},
qr_texture, draw.Texture_Fill{id = qr_texture, tint = draw.WHITE, uv_rect = {0, 0, 1, 1}, sampler = .Nearest_Clamp},
sampler = .Nearest_Clamp,
) )
draw.text( draw.text(
base_layer, base_layer,
"QR Code", "QR Code",
{COL1, ROW2_Y + ITEM_SIZE + LABEL_OFFSET}, {COL1, ROW2_Y + ITEM_SIZE + LABEL_OFFSET},
JETBRAINS_MONO_REGULAR, PLEX_SANS_REGULAR,
FONT_SIZE, FONT_SIZE,
color = draw.WHITE, color = draw.WHITE,
) )
// Rounded corners // Rounded corners
draw.rectangle_texture( draw.rectangle(
base_layer, base_layer,
{COL2, ROW2_Y, ITEM_SIZE, ITEM_SIZE}, {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, sampler = .Nearest_Clamp,
},
radii = draw.uniform_radii({COL2, ROW2_Y, ITEM_SIZE, ITEM_SIZE}, 0.3), radii = draw.uniform_radii({COL2, ROW2_Y, ITEM_SIZE, ITEM_SIZE}, 0.3),
) )
draw.text( draw.text(
base_layer, base_layer,
"Rounded", "Rounded",
{COL2, ROW2_Y + ITEM_SIZE + LABEL_OFFSET}, {COL2, ROW2_Y + ITEM_SIZE + LABEL_OFFSET},
JETBRAINS_MONO_REGULAR, PLEX_SANS_REGULAR,
FONT_SIZE, FONT_SIZE,
color = draw.WHITE, color = draw.WHITE,
) )
// Rotating // Rotating
rot_rect := draw.Rectangle{COL3, ROW2_Y, ITEM_SIZE, ITEM_SIZE} rot_rect := draw.Rectangle{COL3, ROW2_Y, ITEM_SIZE, ITEM_SIZE}
draw.rectangle_texture( draw.rectangle(
base_layer, base_layer,
rot_rect, rot_rect,
checker_texture, draw.Texture_Fill {
id = checker_texture,
tint = draw.WHITE,
uv_rect = {0, 0, 1, 1},
sampler = .Nearest_Clamp, sampler = .Nearest_Clamp,
},
origin = draw.center_of(rot_rect), origin = draw.center_of(rot_rect),
rotation = spin_angle, rotation = spin_angle,
) )
@@ -201,7 +221,7 @@ textures :: proc() {
base_layer, base_layer,
"Rotating", "Rotating",
{COL3, ROW2_Y + ITEM_SIZE + LABEL_OFFSET}, {COL3, ROW2_Y + ITEM_SIZE + LABEL_OFFSET},
JETBRAINS_MONO_REGULAR, PLEX_SANS_REGULAR,
FONT_SIZE, FONT_SIZE,
color = draw.WHITE, color = draw.WHITE,
) )
@@ -214,12 +234,16 @@ textures :: proc() {
// Stretch // Stretch
uv_s, sampler_s, inner_s := draw.fit_params(.Stretch, {COL1, ROW3_Y, FIT_SIZE, FIT_SIZE}, stripe_texture) 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(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( draw.text(
base_layer, base_layer,
"Stretch", "Stretch",
{COL1, ROW3_Y + FIT_SIZE + LABEL_OFFSET}, {COL1, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
JETBRAINS_MONO_REGULAR, PLEX_SANS_REGULAR,
FONT_SIZE, FONT_SIZE,
color = draw.WHITE, color = draw.WHITE,
) )
@@ -227,12 +251,16 @@ textures :: proc() {
// Fill (center-crop) // Fill (center-crop)
uv_f, sampler_f, inner_f := draw.fit_params(.Fill, {COL2, ROW3_Y, FIT_SIZE, FIT_SIZE}, stripe_texture) 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(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( draw.text(
base_layer, base_layer,
"Fill", "Fill",
{COL2, ROW3_Y + FIT_SIZE + LABEL_OFFSET}, {COL2, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
JETBRAINS_MONO_REGULAR, PLEX_SANS_REGULAR,
FONT_SIZE, FONT_SIZE,
color = draw.WHITE, color = draw.WHITE,
) )
@@ -240,29 +268,139 @@ textures :: proc() {
// Fit (letterbox) // Fit (letterbox)
uv_ft, sampler_ft, inner_ft := draw.fit_params(.Fit, {COL3, ROW3_Y, FIT_SIZE, FIT_SIZE}, stripe_texture) 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(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( draw.text(
base_layer, base_layer,
"Fit", "Fit",
{COL3, ROW3_Y + FIT_SIZE + LABEL_OFFSET}, {COL3, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
JETBRAINS_MONO_REGULAR, PLEX_SANS_REGULAR,
FONT_SIZE, FONT_SIZE,
color = draw.WHITE, color = draw.WHITE,
) )
// Per-corner radii // Per-corner radii
draw.rectangle_texture( draw.rectangle(
base_layer, base_layer,
{COL4, ROW3_Y, FIT_SIZE, FIT_SIZE}, {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, sampler = .Nearest_Clamp,
},
radii = {20, 0, 20, 0}, radii = {20, 0, 20, 0},
) )
draw.text( draw.text(
base_layer, base_layer,
"Per-corner", "Per-corner",
{COL4, ROW3_Y + FIT_SIZE + LABEL_OFFSET}, {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, FONT_SIZE,
color = draw.WHITE, color = draw.WHITE,
) )
-722
View File
@@ -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.
+11 -16
View File
@@ -24,8 +24,8 @@ struct main0_in
float4 f_params [[user(locn2)]]; float4 f_params [[user(locn2)]];
float4 f_params2 [[user(locn3)]]; float4 f_params2 [[user(locn3)]];
uint f_flags [[user(locn4)]]; uint f_flags [[user(locn4)]];
uint f_rotation_sc [[user(locn5)]]; float4 f_uv_rect [[user(locn6), flat]];
uint4 f_uv_or_effects [[user(locn6)]]; uint4 f_effects [[user(locn7)]];
}; };
static inline __attribute__((always_inline)) 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; float h = 0.5;
float2 half_size = in.f_params.xy; float2 half_size = in.f_params.xy;
float2 p_local = in.f_local_or_uv; 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) if (kind == 1u)
{ {
float4 corner_radii = float4(in.f_params.zw, in.f_params2.xy); 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_start = dot(p_local, n_start);
float d_end = dot(p_local, n_end); float d_end = dot(p_local, n_end);
float _372; float _338;
if (arc_bits == 1u) if (arc_bits == 1u)
{ {
_372 = fast::max(d_start, d_end); _338 = fast::max(d_start, d_end);
} }
else 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); d = fast::max(d, d_wedge);
} }
half_size = float2(outer); 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) if ((flags & 2u) != 0u)
{ {
float4 gradient_start = in.f_color; 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) if ((flags & 4u) != 0u)
{ {
float t_1 = length(p_local / half_size); 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 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; float t_2 = (dot(p_local / half_size, direction) * 0.5) + 0.5;
float4 param_11 = gradient_start; float4 param_11 = gradient_start;
float4 param_12 = gradient_end; 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) 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 local_uv = ((p_local / half_size) * 0.5) + float2(0.5);
float2 uv = mix(uv_rect.xy, uv_rect.zw, local_uv); float2 uv = mix(uv_rect.xy, uv_rect.zw, local_uv);
shape_color = in.f_color * tex.sample(texSmplr, 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) if ((flags & 8u) != 0u)
{ {
float4 ol_color = unpack_unorm4x8_to_float(in.f_uv_or_effects.y); float4 ol_color = unpack_unorm4x8_to_float(in.f_effects.y);
float ol_width = float2(as_type<half2>(in.f_uv_or_effects.w)).x / grad_magnitude; float ol_width = float2(as_type<half2>(in.f_effects.w)).x / grad_magnitude;
float param_14 = d; float param_14 = d;
float param_15 = h; float param_15 = h;
float fill_cov = sdf_alpha(param_14, param_15); float fill_cov = sdf_alpha(param_14, param_15);
Binary file not shown.
+26 -16
View File
@@ -10,7 +10,7 @@ struct Uniforms
uint mode; uint mode;
}; };
struct Primitive struct Core_2D_Primitive
{ {
float4 bounds; float4 bounds;
uint color; uint color;
@@ -19,10 +19,11 @@ struct Primitive
float _pad; float _pad;
float4 params; float4 params;
float4 params2; float4 params2;
uint4 uv_or_effects; float4 uv_rect;
uint4 effects;
}; };
struct Primitive_1 struct Core_2D_Primitive_1
{ {
float4 bounds; float4 bounds;
uint color; uint color;
@@ -31,12 +32,13 @@ struct Primitive_1
float _pad; float _pad;
float4 params; float4 params;
float4 params2; 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 struct main0_out
@@ -46,8 +48,8 @@ struct main0_out
float4 f_params [[user(locn2)]]; float4 f_params [[user(locn2)]];
float4 f_params2 [[user(locn3)]]; float4 f_params2 [[user(locn3)]];
uint f_flags [[user(locn4)]]; uint f_flags [[user(locn4)]];
uint f_rotation_sc [[user(locn5)]]; float4 f_uv_rect [[user(locn6)]];
uint4 f_uv_or_effects [[user(locn6)]]; uint4 f_effects [[user(locn7)]];
float4 gl_Position [[position]]; float4 gl_Position [[position]];
}; };
@@ -58,7 +60,7 @@ struct main0_in
float4 v_color [[attribute(2)]]; float4 v_color [[attribute(2)]];
}; };
vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer(0)]], const device Primitives& _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 = {}; main0_out out = {};
if (_12.mode == 0u) 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_params = float4(0.0);
out.f_params2 = float4(0.0); out.f_params2 = float4(0.0);
out.f_flags = 0u; out.f_flags = 0u;
out.f_rotation_sc = 0u; out.f_uv_rect = float4(0.0);
out.f_uv_or_effects = uint4(0u); out.f_effects = uint4(0u);
out.gl_Position = _12.projection * float4(in.v_position * _12.dpi_scale, 0.0, 1.0); out.gl_Position = _12.projection * float4(in.v_position * _12.dpi_scale, 0.0, 1.0);
} }
else else
{ {
Primitive p; Core_2D_Primitive p;
p.bounds = _75.primitives[int(gl_InstanceIndex)].bounds; p.bounds = _75.primitives[int(gl_InstanceIndex)].bounds;
p.color = _75.primitives[int(gl_InstanceIndex)].color; p.color = _75.primitives[int(gl_InstanceIndex)].color;
p.flags = _75.primitives[int(gl_InstanceIndex)].flags; 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._pad = _75.primitives[int(gl_InstanceIndex)]._pad;
p.params = _75.primitives[int(gl_InstanceIndex)].params; p.params = _75.primitives[int(gl_InstanceIndex)].params;
p.params2 = _75.primitives[int(gl_InstanceIndex)].params2; 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 corner = in.v_position;
float2 world_pos = mix(p.bounds.xy, p.bounds.zw, corner); float2 world_pos = mix(p.bounds.xy, p.bounds.zw, corner);
float2 center = (p.bounds.xy + p.bounds.zw) * 0.5; float2 center = (p.bounds.xy + p.bounds.zw) * 0.5;
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_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_params = p.params;
out.f_params2 = p.params2; out.f_params2 = p.params2;
out.f_flags = p.flags; out.f_flags = p.flags;
out.f_rotation_sc = p.rotation_sc; out.f_uv_rect = p.uv_rect;
out.f_uv_or_effects = p.uv_or_effects; out.f_effects = p.effects;
out.gl_Position = _12.projection * float4(world_pos * _12.dpi_scale, 0.0, 1.0); out.gl_Position = _12.projection * float4(world_pos * _12.dpi_scale, 0.0, 1.0);
} }
return out; return out;
Binary file not shown.
+155
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@@ -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);
}
+110
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@@ -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);
}
+10 -19
View File
@@ -6,8 +6,8 @@ layout(location = 1) in vec2 f_local_or_uv;
layout(location = 2) in vec4 f_params; layout(location = 2) in vec4 f_params;
layout(location = 3) in vec4 f_params2; layout(location = 3) in vec4 f_params2;
layout(location = 4) flat in uint f_flags; layout(location = 4) flat in uint f_flags;
layout(location = 5) flat in uint f_rotation_sc; layout(location = 6) flat in vec4 f_uv_rect;
layout(location = 6) flat in uvec4 f_uv_or_effects; layout(location = 7) flat in uvec4 f_effects;
// --- Output --- // --- Output ---
layout(location = 0) out vec4 out_color; layout(location = 0) out vec4 out_color;
@@ -83,16 +83,7 @@ void main() {
float h = 0.5; // half-feather width; overwritten per shape kind 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 half_size = f_params.xy; // used by RRect and as reference size for gradients
vec2 p_local = f_local_or_uv; vec2 p_local = f_local_or_uv; // arrives rotated; vertex shader handled .Rotated
// 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);
}
if (kind == 1u) { if (kind == 1u) {
// RRect — half_feather in params2.z // RRect — half_feather in params2.z
@@ -151,7 +142,7 @@ void main() {
if ((flags & 2u) != 0u) { if ((flags & 2u) != 0u) {
// Gradient active (bit 1) // Gradient active (bit 1)
mediump vec4 gradient_start = f_color; 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) { if ((flags & 4u) != 0u) {
// Radial gradient (bit 2): t from distance to center // Radial gradient (bit 2): t from distance to center
@@ -159,13 +150,13 @@ void main() {
shape_color = gradient_2color(gradient_start, gradient_end, t); shape_color = gradient_2color(gradient_start, gradient_end, t);
} else { } else {
// Linear gradient: direction pre-computed on CPU as (cos, sin) f16 pair // 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; mediump float t = dot(p_local / half_size, direction) * 0.5 + 0.5;
shape_color = gradient_2color(gradient_start, gradient_end, t); shape_color = gradient_2color(gradient_start, gradient_end, t);
} }
} else if ((flags & 1u) != 0u) { } else if ((flags & 1u) != 0u) {
// Textured (bit 0) — RRect only in practice // Textured (bit 0)
vec4 uv_rect = uintBitsToFloat(f_uv_or_effects); vec4 uv_rect = f_uv_rect;
vec2 local_uv = p_local / half_size * 0.5 + 0.5; vec2 local_uv = p_local / half_size * 0.5 + 0.5;
vec2 uv = mix(uv_rect.xy, uv_rect.zw, local_uv); vec2 uv = mix(uv_rect.xy, uv_rect.zw, local_uv);
shape_color = f_color * texture(tex, 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. // 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. // Output is premultiplied: blend state is ONE, ONE_MINUS_SRC_ALPHA.
if ((flags & 8u) != 0u) { if ((flags & 8u) != 0u) {
mediump vec4 ol_color = unpackUnorm4x8(f_uv_or_effects.y); mediump vec4 ol_color = unpackUnorm4x8(f_effects.y);
// Outline width in f_uv_or_effects.w (low f16 half) // Outline width in f_effects.w (low f16 half)
float ol_width = unpackHalf2x16(f_uv_or_effects.w).x / grad_magnitude; float ol_width = unpackHalf2x16(f_effects.w).x / grad_magnitude;
float fill_cov = sdf_alpha(d, h); float fill_cov = sdf_alpha(d, h);
float total_cov = sdf_alpha(d - ol_width, h); float total_cov = sdf_alpha(d - ol_width, h);
+32 -13
View File
@@ -11,8 +11,9 @@ layout(location = 1) out vec2 f_local_or_uv;
layout(location = 2) out vec4 f_params; layout(location = 2) out vec4 f_params;
layout(location = 3) out vec4 f_params2; layout(location = 3) out vec4 f_params2;
layout(location = 4) flat out uint f_flags; 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) ---------- // ---------- Uniforms (single block — avoids spirv-cross reordering on Metal) ----------
layout(set = 1, binding = 0) uniform Uniforms { layout(set = 1, binding = 0) uniform Uniforms {
@@ -22,7 +23,10 @@ layout(set = 1, binding = 0) uniform Uniforms {
}; };
// ---------- SDF primitive storage buffer ---------- // ---------- 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 vec4 bounds; // 0-15
uint color; // 16-19 uint color; // 16-19
uint flags; // 20-23 uint flags; // 20-23
@@ -30,41 +34,56 @@ struct Primitive {
float _pad; // 28-31 float _pad; // 28-31
vec4 params; // 32-47 vec4 params; // 32-47
vec4 params2; // 48-63 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 { layout(std430, set = 0, binding = 0) readonly buffer Core_2D_Primitives {
Primitive primitives[]; Core_2D_Primitive primitives[];
}; };
// ---------- Entry point ---------- // ---------- Entry point ----------
void main() { void main() {
if (mode == 0u) { if (mode == 0u) {
// ---- Mode 0: Tessellated (legacy) ---- // ---- Mode 0: Tessellated (used for text and arbitrary user geometry) ----
f_color = v_color; f_color = v_color;
f_local_or_uv = v_uv; f_local_or_uv = v_uv;
f_params = vec4(0.0); f_params = vec4(0.0);
f_params2 = vec4(0.0); f_params2 = vec4(0.0);
f_flags = 0u; f_flags = 0u;
f_rotation_sc = 0u; f_uv_rect = vec4(0.0);
f_uv_or_effects = uvec4(0); f_effects = uvec4(0);
gl_Position = projection * vec4(v_position * dpi_scale, 0.0, 1.0); gl_Position = projection * vec4(v_position * dpi_scale, 0.0, 1.0);
} else { } else {
// ---- Mode 1: SDF instanced quads ---- // ---- 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 corner = v_position; // unit quad corners: (0,0)-(1,1)
vec2 world_pos = mix(p.bounds.xy, p.bounds.zw, corner); vec2 world_pos = mix(p.bounds.xy, p.bounds.zw, corner);
vec2 center = 0.5 * (p.bounds.xy + p.bounds.zw); 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_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_params = p.params;
f_params2 = p.params2; f_params2 = p.params2;
f_flags = p.flags; f_flags = p.flags;
f_rotation_sc = p.rotation_sc; f_uv_rect = p.uv_rect;
f_uv_or_effects = p.uv_or_effects; f_effects = p.effects;
gl_Position = projection * vec4(world_pos * dpi_scale, 0.0, 1.0); gl_Position = projection * vec4(world_pos * dpi_scale, 0.0, 1.0);
} }
-776
View File
@@ -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 01 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
View File
@@ -4,6 +4,7 @@ import "core:math"
import draw ".." import draw ".."
//INTERNAL
SMOOTH_CIRCLE_ERROR_RATE :: 0.1 SMOOTH_CIRCLE_ERROR_RATE :: 0.1
auto_segments :: proc(radius: f32, arc_degrees: f32) -> int { 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 // Color is premultiplied: the tessellated fragment shader passes it through directly
// and the blend state is ONE, ONE_MINUS_SRC_ALPHA. // and the blend state is ONE, ONE_MINUS_SRC_ALPHA.
solid_vertex :: proc(position: draw.Vec2, color: draw.Color) -> draw.Vertex { //INTERNAL
return draw.Vertex{position = position, color = draw.premultiply_color(color)} 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 + 0] = solid_vertex({x, y}, color)
vertices[offset + 1] = solid_vertex({x + width, y}, color) vertices[offset + 1] = solid_vertex({x + width, y}, color)
vertices[offset + 2] = solid_vertex({x + width, y + height}, 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) vertices[offset + 5] = solid_vertex({x, y + height}, color)
} }
//INTERNAL
extrude_line :: proc( extrude_line :: proc(
start, end_pos: draw.Vec2, start, end_pos: draw.Vec2,
thickness: f32, thickness: f32,
color: draw.Color, color: draw.Color,
vertices: []draw.Vertex, vertices: []draw.Vertex_2D,
offset: int, offset: int,
) -> int { ) -> int {
direction := end_pos - start direction := end_pos - start
@@ -69,7 +78,7 @@ extrude_line :: proc(
// ----- Public draw ----- // ----- Public draw -----
pixel :: proc(layer: ^draw.Layer, pos: draw.Vec2, color: draw.Color) { 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) emit_rectangle(pos[0], pos[1], 1, 1, color, vertices[:], 0)
draw.prepare_shape(layer, vertices[:]) draw.prepare_shape(layer, vertices[:])
} }
@@ -82,7 +91,7 @@ triangle :: proc(
rotation: f32 = 0, rotation: f32 = 0,
) { ) {
if !draw.needs_transform(origin, rotation) { 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[:]) draw.prepare_shape(layer, vertices[:])
return return
} }
@@ -91,7 +100,7 @@ triangle :: proc(
local_v1 := v1 - bounds_min local_v1 := v1 - bounds_min
local_v2 := v2 - bounds_min local_v2 := v2 - bounds_min
local_v3 := v3 - 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_v1), color),
solid_vertex(draw.apply_transform(transform, local_v2), color), solid_vertex(draw.apply_transform(transform, local_v2), color),
solid_vertex(draw.apply_transform(transform, local_v3), color), solid_vertex(draw.apply_transform(transform, local_v3), color),
@@ -170,7 +179,7 @@ triangle_aa :: proc(
transparent := draw.BLANK transparent := draw.BLANK
// 3 interior + 6 × 3 edge-quad = 21 vertices // 3 interior + 6 × 3 edge-quad = 21 vertices
vertices: [21]draw.Vertex vertices: [21]draw.Vertex_2D
// Interior triangle // Interior triangle
vertices[0] = solid_vertex(p0, color) vertices[0] = solid_vertex(p0, color)
@@ -213,7 +222,7 @@ triangle_lines :: proc(
rotation: f32 = 0, rotation: f32 = 0,
temp_allocator := context.temp_allocator, 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) defer delete(vertices, temp_allocator)
write_offset := 0 write_offset := 0
@@ -249,7 +258,7 @@ triangle_fan :: proc(
triangle_count := len(points) - 2 triangle_count := len(points) - 2
vertex_count := triangle_count * 3 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) defer delete(vertices, temp_allocator)
if !draw.needs_transform(origin, rotation) { if !draw.needs_transform(origin, rotation) {
@@ -289,7 +298,7 @@ triangle_strip :: proc(
triangle_count := len(points) - 2 triangle_count := len(points) - 2
vertex_count := triangle_count * 3 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) defer delete(vertices, temp_allocator)
if !draw.needs_transform(origin, rotation) { if !draw.needs_transform(origin, rotation) {
+11 -3
View File
@@ -8,21 +8,25 @@ import sdl_ttf "vendor:sdl3/ttf"
Font_Id :: u16 Font_Id :: u16
//INTERNAL
Font_Key :: struct { Font_Key :: struct {
id: Font_Id, id: Font_Id,
size: u16, size: u16,
} }
//INTERNAL
Cache_Source :: enum u8 { Cache_Source :: enum u8 {
Custom, Custom,
Clay, Clay,
} }
//INTERNAL
Cache_Key :: struct { Cache_Key :: struct {
id: u32, id: u32,
source: Cache_Source, source: Cache_Source,
} }
//INTERNAL
Text_Cache :: struct { Text_Cache :: struct {
engine: ^sdl_ttf.TextEngine, engine: ^sdl_ttf.TextEngine,
font_bytes: [dynamic][]u8, font_bytes: [dynamic][]u8,
@@ -30,7 +34,8 @@ Text_Cache :: struct {
cache: map[Cache_Key]^sdl_ttf.Text, 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 { get_font :: proc(id: Font_Id, size: u16) -> ^sdl_ttf.Font {
assert(int(id) < len(GLOB.text_cache.font_bytes), "Invalid font ID.") assert(int(id) < len(GLOB.text_cache.font_bytes), "Invalid font ID.")
key := Font_Key{id, size} 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 return Font_Id(len(GLOB.text_cache.font_bytes) - 1), true
} }
//INTERNAL
Text :: struct { Text :: struct {
sdl_text: ^sdl_ttf.Text, sdl_text: ^sdl_ttf.Text,
position: Vec2, 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. // 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. // 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 { 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] existing, found := GLOB.text_cache.cache[key]
if !found { if !found {
@@ -268,7 +274,8 @@ clear_text_cache_entry :: proc(id: u32) {
// ----- Internal cache lifecycle ------ // ----- Internal cache lifecycle ------
// --------------------------------------------------------------------------------------------------------------------- // ---------------------------------------------------------------------------------------------------------------------
@(private, require_results) //INTERNAL
@(require_results)
init_text_cache :: proc( init_text_cache :: proc(
device: ^sdl.GPUDevice, device: ^sdl.GPUDevice,
allocator := context.allocator, allocator := context.allocator,
@@ -299,6 +306,7 @@ init_text_cache :: proc(
return text_cache, true return text_cache, true
} }
//INTERNAL
destroy_text_cache :: proc() { destroy_text_cache :: proc() {
for _, font in GLOB.text_cache.sdl_fonts { for _, font in GLOB.text_cache.sdl_fonts {
sdl_ttf.CloseFont(font) sdl_ttf.CloseFont(font)
+12 -13
View File
@@ -14,8 +14,8 @@ Texture_Kind :: enum u8 {
} }
Sampler_Preset :: enum u8 { Sampler_Preset :: enum u8 {
Nearest_Clamp,
Linear_Clamp, Linear_Clamp,
Nearest_Clamp,
Nearest_Repeat, Nearest_Repeat,
Linear_Repeat, Linear_Repeat,
} }
@@ -41,8 +41,7 @@ Texture_Desc :: struct {
kind: Texture_Kind, kind: Texture_Kind,
} }
// Internal slot — not exported. //INTERNAL
@(private)
Texture_Slot :: struct { Texture_Slot :: struct {
gpu_texture: ^sdl.GPUTexture, gpu_texture: ^sdl.GPUTexture,
desc: Texture_Desc, desc: Texture_Desc,
@@ -319,8 +318,8 @@ texture_kind :: proc(id: Texture_Id) -> Texture_Kind {
return GLOB.texture_slots[u32(id)].desc.kind return GLOB.texture_slots[u32(id)].desc.kind
} }
// Internal: get the raw GPU texture pointer for binding during draw. // Get the raw GPU texture pointer for binding during draw.
@(private) //INTERNAL
texture_gpu_handle :: proc(id: Texture_Id) -> ^sdl.GPUTexture { texture_gpu_handle :: proc(id: Texture_Id) -> ^sdl.GPUTexture {
if id == INVALID_TEXTURE do return nil if id == INVALID_TEXTURE do return nil
idx := u32(id) idx := u32(id)
@@ -328,8 +327,8 @@ texture_gpu_handle :: proc(id: Texture_Id) -> ^sdl.GPUTexture {
return GLOB.texture_slots[idx].gpu_texture return GLOB.texture_slots[idx].gpu_texture
} }
// Deferred release (called from draw.end / clear_global) // Deferred release (called from end / clear_global).
@(private) //INTERNAL
process_pending_texture_releases :: proc() { process_pending_texture_releases :: proc() {
device := GLOB.device device := GLOB.device
for id in GLOB.pending_texture_releases { for id in GLOB.pending_texture_releases {
@@ -346,7 +345,7 @@ process_pending_texture_releases :: proc() {
clear(&GLOB.pending_texture_releases) clear(&GLOB.pending_texture_releases)
} }
@(private) //INTERNAL
get_sampler :: proc(preset: Sampler_Preset) -> ^sdl.GPUSampler { get_sampler :: proc(preset: Sampler_Preset) -> ^sdl.GPUSampler {
idx := int(preset) idx := int(preset)
if GLOB.samplers[idx] != nil do return GLOB.samplers[idx] 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 { if sampler == nil {
log.errorf("Failed to create sampler preset %v: %s", preset, sdl.GetError()) 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 GLOB.samplers[idx] = sampler
return sampler return sampler
} }
// Internal: destroy all sampler pool entries. Called from draw.destroy(). // Destroy all sampler pool entries. Called from destroy().
@(private) //INTERNAL
destroy_sampler_pool :: proc() { destroy_sampler_pool :: proc() {
device := GLOB.device device := GLOB.device
for &s in GLOB.samplers { for &s in GLOB.samplers {
@@ -398,8 +397,8 @@ destroy_sampler_pool :: proc() {
} }
} }
// Internal: destroy all registered textures. Called from draw.destroy(). // Destroy all registered textures. Called from destroy().
@(private) //INTERNAL
destroy_all_textures :: proc() { destroy_all_textures :: proc() {
device := GLOB.device device := GLOB.device
for &slot in GLOB.texture_slots { for &slot in GLOB.texture_slots {
+1 -2
View File
@@ -9,7 +9,6 @@ import qr ".."
main :: proc() { main :: proc() {
//----- General setup ---------------------------------- //----- General setup ----------------------------------
{
// Temp // Temp
track_temp: mem.Tracking_Allocator track_temp: mem.Tracking_Allocator
mem.tracking_allocator_init(&track_temp, context.temp_allocator) mem.tracking_allocator_init(&track_temp, context.temp_allocator)
@@ -48,7 +47,7 @@ main :: proc() {
// Logger // Logger
context.logger = log.create_console_logger() context.logger = log.create_console_logger()
defer log.destroy_console_logger(context.logger) defer log.destroy_console_logger(context.logger)
}
args := os.args args := os.args
if len(args) < 2 { if len(args) < 2 {
+1 -2
View File
@@ -14,7 +14,6 @@ DB_PATH :: "out/debug/lmdb_example_db"
main :: proc() { main :: proc() {
//----- General setup ---------------------------------- //----- General setup ----------------------------------
{
// Temp // Temp
track_temp: mem.Tracking_Allocator track_temp: mem.Tracking_Allocator
mem.tracking_allocator_init(&track_temp, context.temp_allocator) mem.tracking_allocator_init(&track_temp, context.temp_allocator)
@@ -53,7 +52,7 @@ main :: proc() {
// Logger // Logger
context.logger = log.create_console_logger() context.logger = log.create_console_logger()
defer log.destroy_console_logger(context.logger) defer log.destroy_console_logger(context.logger)
}
environment: ^mdb.Env environment: ^mdb.Env