package draw import "core:math" SMOOTH_CIRCLE_ERROR_RATE :: 0.1 // ----- Adaptive tessellation ---- auto_segments :: proc(radius: f32, arc_degrees: f32) -> int { if radius <= 0 do return 4 phys_radius := radius * GLOB.dpi_scaling acos_arg := clamp(2 * math.pow(1 - SMOOTH_CIRCLE_ERROR_RATE / phys_radius, 2) - 1, -1, 1) th := math.acos(acos_arg) if th <= 0 do return 4 full_circle_segs := int(math.ceil(2 * math.PI / th)) segs := int(f32(full_circle_segs) * arc_degrees / 360.0) min_segs := max(int(math.ceil(f64(arc_degrees / 90.0))), 4) return max(segs, min_segs) } // ----- Internal helpers ---- @(private = "file") extrude_line :: proc( start, end_pos: [2]f32, thick: f32, color: Color, vertices: []Vertex, offset: int, ) -> int { direction := end_pos - start dx := direction[0] dy := direction[1] length := math.sqrt(dx * dx + dy * dy) if length < 0.0001 do return 0 scale := thick / (2 * length) perpendicular := [2]f32{-dy * scale, dx * scale} p0 := start + perpendicular p1 := start - perpendicular p2 := end_pos - perpendicular p3 := end_pos + perpendicular vertices[offset + 0] = sv(p0, color) vertices[offset + 1] = sv(p1, color) vertices[offset + 2] = sv(p2, color) vertices[offset + 3] = sv(p0, color) vertices[offset + 4] = sv(p2, color) vertices[offset + 5] = sv(p3, color) return 6 } // Create a vertex for solid-color shape drawing (no texture, UV defaults to zero). @(private = "file") sv :: proc(pos: [2]f32, color: Color) -> Vertex { return Vertex{position = pos, color = color} } @(private = "file") emit_rect :: proc(x, y, w, h: f32, color: Color, vertices: []Vertex, offset: int) { vertices[offset + 0] = sv({x, y}, color) vertices[offset + 1] = sv({x + w, y}, color) vertices[offset + 2] = sv({x + w, y + h}, color) vertices[offset + 3] = sv({x, y}, color) vertices[offset + 4] = sv({x + w, y + h}, color) vertices[offset + 5] = sv({x, y + h}, color) } // ----- Drawing functions ---- pixel :: proc(layer: ^Layer, pos: [2]f32, color: Color) { vertices: [6]Vertex emit_rect(pos[0], pos[1], 1, 1, color, vertices[:], 0) prepare_shape(layer, vertices[:]) } rectangle :: proc( layer: ^Layer, rect: Rectangle, color: Color, origin: [2]f32 = {0, 0}, rotation: f32 = 0, temp_allocator := context.temp_allocator, ) { vertices := make([]Vertex, 6, temp_allocator) if rotation == 0 { emit_rect(rect.x, rect.y, rect.w, rect.h, color, vertices, 0) } else { rad := math.to_radians(rotation) cos_rotation := math.cos(rad) sin_rotation := math.sin(rad) // Corners relative to origin top_left := [2]f32{-origin[0], -origin[1]} top_right := [2]f32{rect.w - origin[0], -origin[1]} bottom_right := [2]f32{rect.w - origin[0], rect.h - origin[1]} bottom_left := [2]f32{-origin[0], rect.h - origin[1]} // Translation to final position translate := [2]f32{rect.x + origin[0], rect.y + origin[1]} // Rotate and translate each corner tl := [2]f32 { cos_rotation * top_left[0] - sin_rotation * top_left[1], sin_rotation * top_left[0] + cos_rotation * top_left[1], } + translate tr := [2]f32 { cos_rotation * top_right[0] - sin_rotation * top_right[1], sin_rotation * top_right[0] + cos_rotation * top_right[1], } + translate br := [2]f32 { cos_rotation * bottom_right[0] - sin_rotation * bottom_right[1], sin_rotation * bottom_right[0] + cos_rotation * bottom_right[1], } + translate bl := [2]f32 { cos_rotation * bottom_left[0] - sin_rotation * bottom_left[1], sin_rotation * bottom_left[0] + cos_rotation * bottom_left[1], } + translate vertices[0] = sv(tl, color) vertices[1] = sv(tr, color) vertices[2] = sv(br, color) vertices[3] = sv(tl, color) vertices[4] = sv(br, color) vertices[5] = sv(bl, color) } prepare_shape(layer, vertices) } rectangle_lines :: proc( layer: ^Layer, rect: Rectangle, color: Color, thick: f32 = 1, temp_allocator := context.temp_allocator, ) { vertices := make([]Vertex, 24, temp_allocator) // Top edge emit_rect(rect.x, rect.y, rect.w, thick, color, vertices, 0) // Bottom edge emit_rect(rect.x, rect.y + rect.h - thick, rect.w, thick, color, vertices, 6) // Left edge emit_rect(rect.x, rect.y + thick, thick, rect.h - thick * 2, color, vertices, 12) // Right edge emit_rect(rect.x + rect.w - thick, rect.y + thick, thick, rect.h - thick * 2, color, vertices, 18) prepare_shape(layer, vertices) } rectangle_gradient :: proc( layer: ^Layer, rect: Rectangle, top_left, top_right, bottom_left, bottom_right: Color, temp_allocator := context.temp_allocator, ) { vertices := make([]Vertex, 6, temp_allocator) tl := [2]f32{rect.x, rect.y} tr := [2]f32{rect.x + rect.w, rect.y} br := [2]f32{rect.x + rect.w, rect.y + rect.h} bl := [2]f32{rect.x, rect.y + rect.h} vertices[0] = sv(tl, top_left) vertices[1] = sv(tr, top_right) vertices[2] = sv(br, bottom_right) vertices[3] = sv(tl, top_left) vertices[4] = sv(br, bottom_right) vertices[5] = sv(bl, bottom_left) prepare_shape(layer, vertices) } circle_sector :: proc( layer: ^Layer, center: [2]f32, radius: f32, start_angle, end_angle: f32, color: Color, segments: int = 0, temp_allocator := context.temp_allocator, ) { arc_length := abs(end_angle - start_angle) segs := segments > 0 ? segments : auto_segments(radius, arc_length) vertex_count := segs * 3 vertices := make([]Vertex, vertex_count, temp_allocator) start_rad := math.to_radians(start_angle) end_rad := math.to_radians(end_angle) step_angle := (end_rad - start_rad) / f32(segs) for i in 0 ..< segs { current_angle := start_rad + step_angle * f32(i) next_angle := start_rad + step_angle * f32(i + 1) edge_current := center + [2]f32{math.cos(current_angle) * radius, math.sin(current_angle) * radius} edge_next := center + [2]f32{math.cos(next_angle) * radius, math.sin(next_angle) * radius} idx := i * 3 vertices[idx + 0] = sv(center, color) vertices[idx + 1] = sv(edge_next, color) vertices[idx + 2] = sv(edge_current, color) } prepare_shape(layer, vertices) } circle_gradient :: proc( layer: ^Layer, center: [2]f32, radius: f32, inner, outer: Color, segments: int = 0, temp_allocator := context.temp_allocator, ) { segs := segments > 0 ? segments : auto_segments(radius, 360) vertex_count := segs * 3 vertices := make([]Vertex, vertex_count, temp_allocator) step_angle := math.TAU / f32(segs) for i in 0 ..< segs { current_angle := step_angle * f32(i) next_angle := step_angle * f32(i + 1) edge_current := center + [2]f32{math.cos(current_angle) * radius, math.sin(current_angle) * radius} edge_next := center + [2]f32{math.cos(next_angle) * radius, math.sin(next_angle) * radius} idx := i * 3 vertices[idx + 0] = sv(center, inner) vertices[idx + 1] = sv(edge_next, outer) vertices[idx + 2] = sv(edge_current, outer) } prepare_shape(layer, vertices) } triangle :: proc(layer: ^Layer, v1, v2, v3: [2]f32, color: Color) { vertices := [3]Vertex{sv(v1, color), sv(v2, color), sv(v3, color)} prepare_shape(layer, vertices[:]) } triangle_lines :: proc( layer: ^Layer, v1, v2, v3: [2]f32, color: Color, thick: f32 = 1, temp_allocator := context.temp_allocator, ) { vertices := make([]Vertex, 18, temp_allocator) write_offset := 0 write_offset += extrude_line(v1, v2, thick, color, vertices, write_offset) write_offset += extrude_line(v2, v3, thick, color, vertices, write_offset) write_offset += extrude_line(v3, v1, thick, color, vertices, write_offset) if write_offset > 0 { prepare_shape(layer, vertices[:write_offset]) } } triangle_fan :: proc( layer: ^Layer, points: [][2]f32, color: Color, temp_allocator := context.temp_allocator, ) { if len(points) < 3 do return triangle_count := len(points) - 2 vertex_count := triangle_count * 3 vertices := make([]Vertex, vertex_count, temp_allocator) for i in 1 ..< len(points) - 1 { idx := (i - 1) * 3 vertices[idx + 0] = sv(points[0], color) vertices[idx + 1] = sv(points[i], color) vertices[idx + 2] = sv(points[i + 1], color) } prepare_shape(layer, vertices) } triangle_strip :: proc( layer: ^Layer, points: [][2]f32, color: Color, temp_allocator := context.temp_allocator, ) { if len(points) < 3 do return triangle_count := len(points) - 2 vertex_count := triangle_count * 3 vertices := make([]Vertex, vertex_count, temp_allocator) for i in 0 ..< triangle_count { idx := i * 3 if i % 2 == 0 { vertices[idx + 0] = sv(points[i], color) vertices[idx + 1] = sv(points[i + 1], color) vertices[idx + 2] = sv(points[i + 2], color) } else { vertices[idx + 0] = sv(points[i + 1], color) vertices[idx + 1] = sv(points[i], color) vertices[idx + 2] = sv(points[i + 2], color) } } prepare_shape(layer, vertices) } // ----- SDF drawing functions ---- // Draw a rectangle with per-corner rounding radii via SDF. rectangle_corners :: proc(layer: ^Layer, rect: Rectangle, radii: [4]f32, color: Color, soft_px: f32 = 1.0) { max_radius := min(rect.w, rect.h) * 0.5 tl := clamp(radii[0], 0, max_radius) tr := clamp(radii[1], 0, max_radius) br := clamp(radii[2], 0, max_radius) bl := clamp(radii[3], 0, max_radius) pad := soft_px / GLOB.dpi_scaling dpi := GLOB.dpi_scaling prim := Primitive { bounds = {rect.x - pad, rect.y - pad, rect.x + rect.w + pad, rect.y + rect.h + pad}, color = color, kind_flags = pack_kind_flags(.RRect, {}), } prim.params.rrect = RRect_Params { half_size = {rect.w * 0.5 * dpi, rect.h * 0.5 * dpi}, radii = {tr * dpi, br * dpi, tl * dpi, bl * dpi}, soft_px = soft_px, stroke_px = 0, } prepare_sdf_primitive(layer, prim) } // Draw a stroked rectangle with per-corner rounding radii via SDF. rectangle_corners_lines :: proc( layer: ^Layer, rect: Rectangle, radii: [4]f32, color: Color, thick: f32 = 1, soft_px: f32 = 1.0, ) { max_radius := min(rect.w, rect.h) * 0.5 tl := clamp(radii[0], 0, max_radius) tr := clamp(radii[1], 0, max_radius) br := clamp(radii[2], 0, max_radius) bl := clamp(radii[3], 0, max_radius) pad := (thick * 0.5 + soft_px) / GLOB.dpi_scaling dpi := GLOB.dpi_scaling prim := Primitive { bounds = {rect.x - pad, rect.y - pad, rect.x + rect.w + pad, rect.y + rect.h + pad}, color = color, kind_flags = pack_kind_flags(.RRect, {.Stroke}), } prim.params.rrect = RRect_Params { half_size = {rect.w * 0.5 * dpi, rect.h * 0.5 * dpi}, radii = {tr * dpi, br * dpi, tl * dpi, bl * dpi}, soft_px = soft_px, stroke_px = thick * dpi, } prepare_sdf_primitive(layer, prim) } // Draw a rectangle with uniform corner rounding via SDF. rectangle_rounded :: proc(layer: ^Layer, rect: Rectangle, roundness: f32, color: Color, soft_px: f32 = 1.0) { cr := min(rect.w, rect.h) * clamp(roundness, 0, 1) * 0.5 if cr < 1 { rectangle(layer, rect, color) return } rectangle_corners(layer, rect, {cr, cr, cr, cr}, color, soft_px) } // Draw a stroked rectangle with uniform corner rounding via SDF. rectangle_rounded_lines :: proc( layer: ^Layer, rect: Rectangle, roundness: f32, color: Color, thick: f32 = 1, soft_px: f32 = 1.0, ) { cr := min(rect.w, rect.h) * clamp(roundness, 0, 1) * 0.5 if cr < 1 { rectangle_lines(layer, rect, color, thick) return } rectangle_corners_lines(layer, rect, {cr, cr, cr, cr}, color, thick, soft_px) } // Draw a filled circle via SDF. circle :: proc(layer: ^Layer, center: [2]f32, radius: f32, color: Color, soft_px: f32 = 1.0) { pad := soft_px / GLOB.dpi_scaling dpi := GLOB.dpi_scaling prim := Primitive { bounds = { center.x - radius - pad, center.y - radius - pad, center.x + radius + pad, center.y + radius + pad, }, color = color, kind_flags = pack_kind_flags(.Circle, {}), } prim.params.circle = Circle_Params { radius = radius * dpi, soft_px = soft_px, } prepare_sdf_primitive(layer, prim) } // Draw a stroked circle via SDF. circle_lines :: proc( layer: ^Layer, center: [2]f32, radius: f32, color: Color, thick: f32 = 1, soft_px: f32 = 1.0, ) { pad := (thick * 0.5 + soft_px) / GLOB.dpi_scaling dpi := GLOB.dpi_scaling prim := Primitive { bounds = { center.x - radius - pad, center.y - radius - pad, center.x + radius + pad, center.y + radius + pad, }, color = color, kind_flags = pack_kind_flags(.Circle, {.Stroke}), } prim.params.circle = Circle_Params { radius = radius * dpi, soft_px = soft_px, stroke_px = thick * dpi, } prepare_sdf_primitive(layer, prim) } // Draw a filled ellipse via SDF. ellipse :: proc(layer: ^Layer, center: [2]f32, radius_h, radius_v: f32, color: Color, soft_px: f32 = 1.0) { pad := soft_px / GLOB.dpi_scaling dpi := GLOB.dpi_scaling prim := Primitive { bounds = { center.x - radius_h - pad, center.y - radius_v - pad, center.x + radius_h + pad, center.y + radius_v + pad, }, color = color, kind_flags = pack_kind_flags(.Ellipse, {}), } prim.params.ellipse = Ellipse_Params { radii = {radius_h * dpi, radius_v * dpi}, soft_px = soft_px, } prepare_sdf_primitive(layer, prim) } // Draw a stroked ellipse via SDF. ellipse_lines :: proc( layer: ^Layer, center: [2]f32, radius_h, radius_v: f32, color: Color, thick: f32 = 1, soft_px: f32 = 1.0, ) { // Extra 10% padding: iq's sdEllipse has precision degradation near the tips of highly // eccentric ellipses, so the quad needs additional breathing room beyond the stroke width. pad := (max(radius_h, radius_v) * 0.1 + thick * 0.5 + soft_px) / GLOB.dpi_scaling dpi := GLOB.dpi_scaling prim := Primitive { bounds = { center.x - radius_h - pad, center.y - radius_v - pad, center.x + radius_h + pad, center.y + radius_v + pad, }, color = color, kind_flags = pack_kind_flags(.Ellipse, {.Stroke}), } prim.params.ellipse = Ellipse_Params { radii = {radius_h * dpi, radius_v * dpi}, soft_px = soft_px, stroke_px = thick * dpi, } prepare_sdf_primitive(layer, prim) } // Draw a filled ring arc via SDF. ring :: proc( layer: ^Layer, center: [2]f32, inner_radius, outer_radius: f32, start_angle, end_angle: f32, color: Color, soft_px: f32 = 1.0, ) { pad := soft_px / GLOB.dpi_scaling dpi := GLOB.dpi_scaling prim := Primitive { bounds = { center.x - outer_radius - pad, center.y - outer_radius - pad, center.x + outer_radius + pad, center.y + outer_radius + pad, }, color = color, kind_flags = pack_kind_flags(.Ring_Arc, {}), } prim.params.ring_arc = Ring_Arc_Params { inner_radius = inner_radius * dpi, outer_radius = outer_radius * dpi, start_rad = math.to_radians(start_angle), end_rad = math.to_radians(end_angle), soft_px = soft_px, } prepare_sdf_primitive(layer, prim) } // Draw stroked ring arc outlines via SDF. ring_lines :: proc( layer: ^Layer, center: [2]f32, inner_radius, outer_radius: f32, start_angle, end_angle: f32, color: Color, thick: f32 = 1, soft_px: f32 = 1.0, ) { // Inner arc outline ring( layer, center, max(0, inner_radius - thick * 0.5), inner_radius + thick * 0.5, start_angle, end_angle, color, soft_px, ) // Outer arc outline ring( layer, center, max(0, outer_radius - thick * 0.5), outer_radius + thick * 0.5, start_angle, end_angle, color, soft_px, ) // Start cap start_rad := math.to_radians(start_angle) end_rad := math.to_radians(end_angle) inner_start := center + {math.cos(start_rad) * inner_radius, math.sin(start_rad) * inner_radius} outer_start := center + {math.cos(start_rad) * outer_radius, math.sin(start_rad) * outer_radius} line(layer, inner_start, outer_start, color, thick, soft_px) // End cap inner_end := center + {math.cos(end_rad) * inner_radius, math.sin(end_rad) * inner_radius} outer_end := center + {math.cos(end_rad) * outer_radius, math.sin(end_rad) * outer_radius} line(layer, inner_end, outer_end, color, thick, soft_px) } // Draw a line segment via SDF. line :: proc(layer: ^Layer, start, end_pos: [2]f32, color: Color, thick: f32 = 1, soft_px: f32 = 1.0) { cap := thick * 0.5 + soft_px / GLOB.dpi_scaling min_x := min(start.x, end_pos.x) - cap max_x := max(start.x, end_pos.x) + cap min_y := min(start.y, end_pos.y) - cap max_y := max(start.y, end_pos.y) + cap dpi := GLOB.dpi_scaling center := [2]f32{(min_x + max_x) * 0.5, (min_y + max_y) * 0.5} local_a := (start - center) * dpi local_b := (end_pos - center) * dpi prim := Primitive { bounds = {min_x, min_y, max_x, max_y}, color = color, kind_flags = pack_kind_flags(.Segment, {}), } prim.params.segment = Segment_Params { a = local_a, b = local_b, width = thick * dpi, soft_px = soft_px, } prepare_sdf_primitive(layer, prim) } // Draw a line strip via decomposed SDF segments. line_strip :: proc(layer: ^Layer, points: [][2]f32, color: Color, thick: f32 = 1, soft_px: f32 = 1.0) { if len(points) < 2 do return for i in 0 ..< len(points) - 1 { line(layer, points[i], points[i + 1], color, thick, soft_px) } } // Draw a filled regular polygon via SDF. poly :: proc( layer: ^Layer, center: [2]f32, sides: int, radius: f32, color: Color, rotation: f32 = 0, soft_px: f32 = 1.0, ) { if sides < 3 do return pad := soft_px / GLOB.dpi_scaling dpi := GLOB.dpi_scaling prim := Primitive { bounds = { center.x - radius - pad, center.y - radius - pad, center.x + radius + pad, center.y + radius + pad, }, color = color, kind_flags = pack_kind_flags(.NGon, {}), } prim.params.ngon = NGon_Params { radius = radius * math.cos(math.PI / f32(sides)) * dpi, rotation = math.to_radians(rotation), sides = f32(sides), soft_px = soft_px, } prepare_sdf_primitive(layer, prim) } // Draw a stroked regular polygon via SDF. poly_lines :: proc( layer: ^Layer, center: [2]f32, sides: int, radius: f32, color: Color, rotation: f32 = 0, thick: f32 = 1, soft_px: f32 = 1.0, ) { if sides < 3 do return pad := (thick * 0.5 + soft_px) / GLOB.dpi_scaling dpi := GLOB.dpi_scaling prim := Primitive { bounds = { center.x - radius - pad, center.y - radius - pad, center.x + radius + pad, center.y + radius + pad, }, color = color, kind_flags = pack_kind_flags(.NGon, {.Stroke}), } prim.params.ngon = NGon_Params { radius = radius * math.cos(math.PI / f32(sides)) * dpi, rotation = math.to_radians(rotation), sides = f32(sides), soft_px = soft_px, stroke_px = thick * dpi, } prepare_sdf_primitive(layer, prim) }