package draw import "base:runtime" import "core:c" import "core:log" import "core:math" import "core:strings" import sdl "vendor:sdl3" import sdl_ttf "vendor:sdl3/ttf" import clay "../vendor/clay" // --------------------------------------------------------------------------------------------------------------------- // ----- Shader format ------------ // --------------------------------------------------------------------------------------------------------------------- //INTERNAL (each constant in the when-block below) when ODIN_OS == .Darwin { PLATFORM_SHADER_FORMAT_FLAG :: sdl.GPUShaderFormatFlag.MSL SHADER_ENTRY :: cstring("main0") BASE_VERT_2D_RAW :: #load("shaders/generated/base_2d.vert.metal") BASE_FRAG_2D_RAW :: #load("shaders/generated/base_2d.frag.metal") BACKDROP_FULLSCREEN_VERT_RAW :: #load("shaders/generated/backdrop_fullscreen.vert.metal") BACKDROP_DOWNSAMPLE_FRAG_RAW :: #load("shaders/generated/backdrop_downsample.frag.metal") BACKDROP_BLUR_VERT_RAW :: #load("shaders/generated/backdrop_blur.vert.metal") BACKDROP_BLUR_FRAG_RAW :: #load("shaders/generated/backdrop_blur.frag.metal") } else { PLATFORM_SHADER_FORMAT_FLAG :: sdl.GPUShaderFormatFlag.SPIRV SHADER_ENTRY :: cstring("main") BASE_VERT_2D_RAW :: #load("shaders/generated/base_2d.vert.spv") BASE_FRAG_2D_RAW :: #load("shaders/generated/base_2d.frag.spv") BACKDROP_FULLSCREEN_VERT_RAW :: #load("shaders/generated/backdrop_fullscreen.vert.spv") BACKDROP_DOWNSAMPLE_FRAG_RAW :: #load("shaders/generated/backdrop_downsample.frag.spv") BACKDROP_BLUR_VERT_RAW :: #load("shaders/generated/backdrop_blur.vert.spv") BACKDROP_BLUR_FRAG_RAW :: #load("shaders/generated/backdrop_blur.frag.spv") } PLATFORM_SHADER_FORMAT :: sdl.GPUShaderFormat{PLATFORM_SHADER_FORMAT_FLAG} // --------------------------------------------------------------------------------------------------------------------- // ----- Defaults and config ------------ // --------------------------------------------------------------------------------------------------------------------- //INTERNAL BUFFER_INIT_SIZE :: 256 //INTERNAL INITIAL_LAYER_SIZE :: 5 //INTERNAL INITIAL_SCISSOR_SIZE :: 10 // ----- Default parameter values ----- // Named constants for non-zero default procedure parameters. Centralizes magic numbers // so they can be tuned in one place and referenced by name in proc signatures. DFT_FEATHER_PX :: 1 // Total AA feather width in physical pixels (half on each side of boundary). DFT_STROKE_THICKNESS :: 1 // Default line/stroke thickness in logical pixels. DFT_FONT_SIZE :: 44 // Default font size in points for text rendering. DFT_CIRC_END_ANGLE :: 360 // Full-circle end angle in degrees (ring/arc). DFT_UV_RECT :: Rectangle{0, 0, 1, 1} // Full-texture UV rect (Texture_Fill default). DFT_TINT :: WHITE // Default texture tint (Texture_Fill, clay_image). DFT_TEXT_COLOR :: BLACK // Default text color. DFT_CLEAR_COLOR :: BLACK // Default clear color for end(). DFT_SAMPLER :: Sampler_Preset.Linear_Clamp // Default texture sampler preset. // --------------------------------------------------------------------------------------------------------------------- // ----- Global state ------------ // --------------------------------------------------------------------------------------------------------------------- //INTERNAL GLOB: Global //INTERNAL Global :: struct { // -- Per-frame staging (hottest — touched by every prepare/upload/clear cycle) -- tmp_shape_verts: [dynamic]Vertex_2D, // Tessellated shape vertices staged for GPU upload. tmp_text_verts: [dynamic]Vertex_2D, // Text vertices staged for GPU upload. tmp_text_indices: [dynamic]c.int, // Text index buffer staged for GPU upload. tmp_text_batches: [dynamic]Text_Batch, // Text atlas batch metadata for indexed drawing. tmp_primitives: [dynamic]Core_2D_Primitive, // SDF primitives staged for GPU storage buffer upload (core 2D subsystem). tmp_sub_batches: [dynamic]Sub_Batch, // Sub-batch records that drive draw call dispatch. tmp_uncached_text: [dynamic]^sdl_ttf.Text, // Uncached TTF_Text objects destroyed after end() submits. tmp_gaussian_blur_primitives: [dynamic]Gaussian_Blur_Primitive, // Gaussian blur primitives staged for GPU storage buffer upload. layers: [dynamic]Layer, // Draw layers, each with its own scissor stack. scissors: [dynamic]Scissor, // Scissor rects that clip drawing within each layer. // -- Per-frame scalars (accessed during prepare and draw_layer) -- curr_layer_index: uint, // Index of the currently active layer. dpi_scaling: f32, // Window DPI scale factor applied to all pixel coordinates. clay_z_index: i16, // Tracks z-index for layer splitting during Clay batch processing. cleared: bool, // Whether the render target has been cleared this frame. // Per-frame: which layer (if any) currently has an open begin_backdrop scope. // Reset to nil at frame start. end() panics if non-nil at frame end. open_backdrop_layer: ^Layer, // -- Subsystems (accessed every draw_layer call) -- core_2d: Core_2D, // The unified 2D GPU pipeline (shaders, buffers, samplers). backdrop: Backdrop, // Frosted-glass backdrop blur subsystem (downsample + blur PSOs, working textures). device: ^sdl.GPUDevice, // GPU device handle, stored at init. samplers: [SAMPLER_PRESET_COUNT]^sdl.GPUSampler, // Lazily-created sampler objects, one per Sampler_Preset. // -- Deferred release (processed once per frame at frame boundary) -- pending_texture_releases: [dynamic]Texture_Id, // Deferred GPU texture releases, processed next frame. pending_text_releases: [dynamic]^sdl_ttf.Text, // Deferred TTF_Text destroys, processed next frame. // -- Textures (registration is occasional, binding is per draw call) -- texture_slots: [dynamic]Texture_Slot, // Registered texture slots indexed by Texture_Id. texture_free_list: [dynamic]u32, // Recycled slot indices available for reuse. // -- Clay (once per frame in prepare_clay_batch) -- clay_memory: [^]u8, // Raw memory block backing Clay's internal arena. // -- Text (occasional — font registration and text cache lookups) -- text_cache: Text_Cache, // Font registry, SDL_ttf engine, and cached TTF_Text objects. // -- Resize tracking (cold — checked once per frame in resize_global) -- max_layers: int, // High-water marks for dynamic array shrink heuristic. max_scissors: int, max_shape_verts: int, max_text_verts: int, max_text_indices: int, max_text_batches: int, max_primitives: int, max_sub_batches: int, max_gaussian_blur_primitives: int, // -- Init-only (coldest — set once at init, never written again) -- odin_context: runtime.Context, // Odin context captured at init for use in callbacks. } // --------------------------------------------------------------------------------------------------------------------- // ----- Core types ------------ // --------------------------------------------------------------------------------------------------------------------- // A 2D position in world space. Non-distinct alias for [2]f32 — bare literals like {100, 200} // work at non-ambiguous call sites. // // Coordinate system: origin is the top-left corner of the window/layer. X increases rightward, // Y increases downward. This matches SDL, HTML Canvas, and most 2D UI coordinate conventions. // All position parameters in the draw API (center, origin, start_position, end_position, etc.) // use this coordinate system. // // Units are logical pixels (pre-DPI-scaling). The renderer multiplies by dpi_scaling internally // before uploading to the GPU. A Vec2{100, 50} refers to the same visual location regardless of // display DPI. Vec2 :: [2]f32 // An RGBA color with 8 bits per channel. Distinct type over [4]u8 so that proc-group // overloads can disambiguate Color from other 4-byte structs. // // Channel order: R, G, B, A (indices 0, 1, 2, 3). Alpha 255 is fully opaque, 0 is fully // transparent. This matches the GPU-side layout: the shader unpacks via unpackUnorm4x8 which // reads the bytes in memory order as R, G, B, A and normalizes each to [0, 1]. // // When used in the Core_2D_Primitive or Gaussian_Blur_Primitive structs (e.g. .color), the 4 bytes // are stored as a u32 in native byte order and unpacked by the shader. Color :: [4]u8 BLACK :: Color{0, 0, 0, 255} WHITE :: Color{255, 255, 255, 255} RED :: Color{255, 0, 0, 255} GREEN :: Color{0, 255, 0, 255} BLUE :: Color{0, 0, 255, 255} BLANK :: Color{0, 0, 0, 0} Rectangle :: struct { x: f32, y: f32, width: f32, height: f32, } // Per-corner rounding radii for rectangles, specified clockwise from top-left. // All values are in logical pixels (pre-DPI-scaling). Rectangle_Radii :: struct { top_left: f32, top_right: f32, bottom_right: f32, bottom_left: f32, } // A linear gradient between two colors along an arbitrary angle. // `angle` is in degrees: 0 = left-to-right, 90 = top-to-bottom. Linear_Gradient :: struct { start_color: Color, end_color: Color, angle: f32, } // A radial gradient between two colors from center to edge. Radial_Gradient :: struct { inner_color: Color, outer_color: Color, } // Sample a registered texture as the shape's fill source. // `tint` modulates the sampled texels per-pixel (constant multiply); WHITE passes through // unchanged. Translucent tints fade the texture; non-white tints recolor it. // Zero-initialized fields are treated as defaults by the shape procs: // tint == Color{} → WHITE // uv_rect == Rectangle{} → {0, 0, 1, 1} (full texture) // sampler == .Linear_Clamp (enum value 0) Texture_Fill :: struct { id: Texture_Id, tint: Color, uv_rect: Rectangle, sampler: Sampler_Preset, } // Mutually exclusive fill sources for shape procs. Each shape proc accepts a Brush // as its third positional parameter. Texture and gradient are mutually exclusive at // the GPU level (they share the worst-case register path); outline is orthogonal and // composes with any Brush variant. Brush :: union { Color, Linear_Gradient, Radial_Gradient, Texture_Fill, } // Convert clay.Color ([4]c.float in 0–255 range) to Color. color_from_clay :: #force_inline proc(clay_color: clay.Color) -> Color { return Color{u8(clay_color[0]), u8(clay_color[1]), u8(clay_color[2]), u8(clay_color[3])} } // Convert Color to [4]f32 in 0.0–1.0 range. Useful for SDL interop (e.g. clear color). color_to_f32 :: proc(color: Color) -> [4]f32 { INV :: 1.0 / 255.0 return {f32(color[0]) * INV, f32(color[1]) * INV, f32(color[2]) * INV, f32(color[3]) * INV} } // Pre-multiply RGB channels by alpha. The tessellated vertex path and text path require // premultiplied colors because the blend state is ONE, ONE_MINUS_SRC_ALPHA and the // tessellated fragment shader passes vertex color through without further modification. // Users who construct Vertex_2D structs manually for prepare_shape must premultiply their colors. premultiply_color :: #force_inline proc(color: Color) -> Color { a := u32(color[3]) return Color { u8((u32(color[0]) * a + 127) / 255), u8((u32(color[1]) * a + 127) / 255), u8((u32(color[2]) * a + 127) / 255), color[3], } } // --------------------------------------------------------------------------------------------------------------------- // ----- Frame layout types ------------ // --------------------------------------------------------------------------------------------------------------------- //INTERNAL Sub_Batch_Kind :: enum u8 { Tessellated, // non-indexed, white texture or user texture, Core_2D_Mode.Tessellated Text, // indexed, atlas texture, Core_2D_Mode.Tessellated SDF, // instanced unit quad, Core_2D_Mode.SDF // instanced unit quad, backdrop subsystem V-composite (indexes Gaussian_Blur_Primitive). // Bracket-scheduled per layer; see README.md § "Backdrop pipeline" for ordering semantics. Backdrop, } //INTERNAL Sub_Batch :: struct { kind: Sub_Batch_Kind, offset: u32, // Tessellated: vertex offset; Text: text_batch index; SDF/Backdrop: primitive index count: u32, // Tessellated: vertex count; Text: always 1; SDF/Backdrop: primitive count texture_id: Texture_Id, sampler: Sampler_Preset, // Backdrop only — Gaussian std-dev in logical pixels. Named with the // distribution prefix because future kinds may want different sigma // shapes (e.g. drop-shadow penumbra) without overloading this field. gaussian_sigma: f32, } Layer :: struct { bounds: Rectangle, sub_batch_start: u32, sub_batch_len: u32, scissor_start: u32, scissor_len: u32, } //INTERNAL Scissor :: struct { bounds: sdl.Rect, sub_batch_start: u32, sub_batch_len: u32, } // --------------------------------------------------------------------------------------------------------------------- // ----- Lifecycle ------------ // --------------------------------------------------------------------------------------------------------------------- // Initialize the renderer. Returns false if GPU pipeline or text engine creation fails. // // MSAA is intentionally NOT supported. SDF text and shapes compute coverage analytically via // `smoothstep`, so they don't benefit from multisampling. Tessellated user geometry submitted // via `prepare_shape` is not anti-aliased — if you need AA on tessellated content, render it // to your own offscreen target and submit it as a texture. RAD Debugger and the SBC target // (Mali Valhall, where MSAA's per-tile bandwidth multiplier is expensive) drove this decision. @(require_results) init :: proc( device: ^sdl.GPUDevice, window: ^sdl.Window, allocator := context.allocator, odin_context := context, ) -> ( ok: bool, ) { min_memory_size: c.size_t = cast(c.size_t)clay.MinMemorySize() core, core_ok := create_core_2d(device, window) if !core_ok { return false } backdrop, backdrop_ok := create_backdrop(device, window) if !backdrop_ok { destroy_core_2d(device, &core) return false } text_cache, text_ok := init_text_cache(device, allocator) if !text_ok { destroy_backdrop(device, &backdrop) destroy_core_2d(device, &core) return false } GLOB = Global { layers = make([dynamic]Layer, 0, INITIAL_LAYER_SIZE, allocator = allocator), scissors = make([dynamic]Scissor, 0, INITIAL_SCISSOR_SIZE, allocator = allocator), tmp_shape_verts = make([dynamic]Vertex_2D, 0, BUFFER_INIT_SIZE, allocator = allocator), tmp_text_verts = make([dynamic]Vertex_2D, 0, BUFFER_INIT_SIZE, allocator = allocator), tmp_text_indices = make([dynamic]c.int, 0, BUFFER_INIT_SIZE, allocator = allocator), tmp_text_batches = make([dynamic]Text_Batch, 0, BUFFER_INIT_SIZE, allocator = allocator), tmp_primitives = make( [dynamic]Core_2D_Primitive, 0, BUFFER_INIT_SIZE, allocator = allocator, ), tmp_sub_batches = make([dynamic]Sub_Batch, 0, BUFFER_INIT_SIZE, allocator = allocator), tmp_uncached_text = make([dynamic]^sdl_ttf.Text, 0, 16, allocator = allocator), tmp_gaussian_blur_primitives = make( [dynamic]Gaussian_Blur_Primitive, 0, BUFFER_INIT_SIZE, allocator = allocator, ), device = device, texture_slots = make([dynamic]Texture_Slot, 0, 16, allocator = allocator), texture_free_list = make([dynamic]u32, 0, 16, allocator = allocator), pending_texture_releases = make([dynamic]Texture_Id, 0, 16, allocator = allocator), pending_text_releases = make([dynamic]^sdl_ttf.Text, 0, 16, allocator = allocator), odin_context = odin_context, dpi_scaling = sdl.GetWindowDisplayScale(window), clay_memory = make([^]u8, min_memory_size, allocator = allocator), core_2d = core, backdrop = backdrop, text_cache = text_cache, } // Reserve slot 0 for INVALID_TEXTURE append(&GLOB.texture_slots, Texture_Slot{}) log.debug("Window DPI scaling:", GLOB.dpi_scaling) arena := clay.CreateArenaWithCapacityAndMemory(min_memory_size, GLOB.clay_memory) window_width, window_height: c.int sdl.GetWindowSize(window, &window_width, &window_height) clay.Initialize(arena, {f32(window_width), f32(window_height)}, {handler = clay_error_handler}) clay.SetMeasureTextFunction(measure_text_clay, nil) return true } // TODO Either every x frames nuke max values in case of edge cases where max gets set very high // or leave to application code to decide the right time for resize resize_global :: proc() { if len(GLOB.layers) > GLOB.max_layers do GLOB.max_layers = len(GLOB.layers) shrink(&GLOB.layers, GLOB.max_layers) if len(GLOB.scissors) > GLOB.max_scissors do GLOB.max_scissors = len(GLOB.scissors) shrink(&GLOB.scissors, GLOB.max_scissors) if len(GLOB.tmp_shape_verts) > GLOB.max_shape_verts do GLOB.max_shape_verts = len(GLOB.tmp_shape_verts) shrink(&GLOB.tmp_shape_verts, GLOB.max_shape_verts) if len(GLOB.tmp_text_verts) > GLOB.max_text_verts do GLOB.max_text_verts = len(GLOB.tmp_text_verts) shrink(&GLOB.tmp_text_verts, GLOB.max_text_verts) if len(GLOB.tmp_text_indices) > GLOB.max_text_indices do GLOB.max_text_indices = len(GLOB.tmp_text_indices) shrink(&GLOB.tmp_text_indices, GLOB.max_text_indices) if len(GLOB.tmp_text_batches) > GLOB.max_text_batches do GLOB.max_text_batches = len(GLOB.tmp_text_batches) shrink(&GLOB.tmp_text_batches, GLOB.max_text_batches) if len(GLOB.tmp_primitives) > GLOB.max_primitives do GLOB.max_primitives = len(GLOB.tmp_primitives) shrink(&GLOB.tmp_primitives, GLOB.max_primitives) if len(GLOB.tmp_sub_batches) > GLOB.max_sub_batches do GLOB.max_sub_batches = len(GLOB.tmp_sub_batches) shrink(&GLOB.tmp_sub_batches, GLOB.max_sub_batches) if len(GLOB.tmp_gaussian_blur_primitives) > GLOB.max_gaussian_blur_primitives do GLOB.max_gaussian_blur_primitives = len(GLOB.tmp_gaussian_blur_primitives) shrink(&GLOB.tmp_gaussian_blur_primitives, GLOB.max_gaussian_blur_primitives) } destroy :: proc(device: ^sdl.GPUDevice, allocator := context.allocator) { delete(GLOB.layers) delete(GLOB.scissors) delete(GLOB.tmp_shape_verts) delete(GLOB.tmp_text_verts) delete(GLOB.tmp_text_indices) delete(GLOB.tmp_text_batches) delete(GLOB.tmp_primitives) delete(GLOB.tmp_sub_batches) delete(GLOB.tmp_gaussian_blur_primitives) for ttf_text in GLOB.tmp_uncached_text do sdl_ttf.DestroyText(ttf_text) delete(GLOB.tmp_uncached_text) free(GLOB.clay_memory, allocator) process_pending_texture_releases() destroy_all_textures() destroy_sampler_pool() for ttf_text in GLOB.pending_text_releases do sdl_ttf.DestroyText(ttf_text) delete(GLOB.pending_text_releases) destroy_backdrop(device, &GLOB.backdrop) destroy_core_2d(device, &GLOB.core_2d) destroy_text_cache() } //INTERNAL clear_global :: proc() { // Process deferred texture releases from the previous frame process_pending_texture_releases() // Process deferred text releases from the previous frame for ttf_text in GLOB.pending_text_releases do sdl_ttf.DestroyText(ttf_text) clear(&GLOB.pending_text_releases) GLOB.curr_layer_index = 0 GLOB.clay_z_index = 0 GLOB.cleared = false GLOB.open_backdrop_layer = nil // Destroy uncached TTF_Text objects from the previous frame (after end() has submitted draw data) for ttf_text in GLOB.tmp_uncached_text do sdl_ttf.DestroyText(ttf_text) clear(&GLOB.tmp_uncached_text) clear(&GLOB.layers) clear(&GLOB.scissors) clear(&GLOB.tmp_shape_verts) clear(&GLOB.tmp_text_verts) clear(&GLOB.tmp_text_indices) clear(&GLOB.tmp_text_batches) clear(&GLOB.tmp_primitives) clear(&GLOB.tmp_sub_batches) clear(&GLOB.tmp_gaussian_blur_primitives) } // --------------------------------------------------------------------------------------------------------------------- // ----- Frame ------------ // --------------------------------------------------------------------------------------------------------------------- // Sets up renderer to begin upload to the GPU. Returns starting `Layer` to begin processing primitives for. begin :: proc(bounds: Rectangle) -> ^Layer { // Cleanup clear_global() // Begin new layer + start a new scissor scissor := Scissor { bounds = sdl.Rect { x = i32(bounds.x * GLOB.dpi_scaling), y = i32(bounds.y * GLOB.dpi_scaling), w = i32(bounds.width * GLOB.dpi_scaling), h = i32(bounds.height * GLOB.dpi_scaling), }, } append(&GLOB.scissors, scissor) layer := Layer { bounds = bounds, scissor_len = 1, } append(&GLOB.layers, layer) return &GLOB.layers[GLOB.curr_layer_index] } // Creates a new layer new_layer :: proc(prev_layer: ^Layer, bounds: Rectangle) -> ^Layer { if GLOB.open_backdrop_layer != nil { log.panicf("new_layer called while backdrop scope is open on layer %p", GLOB.open_backdrop_layer) } layer := Layer { bounds = bounds, sub_batch_start = prev_layer.sub_batch_start + prev_layer.sub_batch_len, scissor_start = prev_layer.scissor_start + prev_layer.scissor_len, scissor_len = 1, } append(&GLOB.layers, layer) GLOB.curr_layer_index += 1 log.debug("Added new layer; curr index", GLOB.curr_layer_index) scissor := Scissor { sub_batch_start = u32(len(GLOB.tmp_sub_batches)), bounds = sdl.Rect { x = i32(bounds.x * GLOB.dpi_scaling), y = i32(bounds.y * GLOB.dpi_scaling), w = i32(bounds.width * GLOB.dpi_scaling), h = i32(bounds.height * GLOB.dpi_scaling), }, } append(&GLOB.scissors, scissor) return &GLOB.layers[GLOB.curr_layer_index] } // Open a backdrop scope on `layer`. All subsequent draws on `layer` until the matching // `end_backdrop` must be backdrop primitives (currently only `backdrop_blur`). Non-backdrop // draws inside a scope, or backdrop draws outside one, panic. // // Bracket scheduling: each scope produces one bracket at render time. Within the scope, // per-sigma sub-batch coalescing still applies (two contiguous backdrop_blur calls with // the same sigma share an instanced composite draw and a single H+V blur pass pair). // // Multiple begin/end pairs per layer are allowed: each pair is its own bracket, and // non-backdrop draws between pairs render in their submission position relative to the // brackets. Use this for layered frost effects. begin_backdrop :: proc(layer: ^Layer) { if GLOB.open_backdrop_layer != nil { log.panicf("begin_backdrop called while a scope is already open on layer %p", GLOB.open_backdrop_layer) } GLOB.open_backdrop_layer = layer } // Close the backdrop scope opened by `begin_backdrop`. Must be called on the same layer that // the scope was opened on; the layer pointer mismatch is a hard error rather than a silent // recovery to surface integration bugs early. end_backdrop :: proc(layer: ^Layer) { if GLOB.open_backdrop_layer != layer { log.panicf("end_backdrop on wrong layer (open=%p, ended=%p)", GLOB.open_backdrop_layer, layer) } GLOB.open_backdrop_layer = nil } // Convenience wrapper for the common case of a backdrop scope tied to a block. Use with // defer-style block scoping: // // { // draw.backdrop_scope(layer) // draw.backdrop_blur(layer, ...) // } // end_backdrop fires automatically @(deferred_in = end_backdrop) backdrop_scope :: #force_inline proc(layer: ^Layer) { begin_backdrop(layer) } // Render primitives. clear_color is the background fill before any layers are drawn. end :: proc(device: ^sdl.GPUDevice, window: ^sdl.Window, clear_color: Color = DFT_CLEAR_COLOR) { cmd_buffer := sdl.AcquireGPUCommandBuffer(device) if cmd_buffer == nil { log.panicf("Failed to acquire GPU command buffer: %s", sdl.GetError()) } if GLOB.open_backdrop_layer != nil { log.panicf( "end() called with open backdrop scope on layer %p; missing end_backdrop", GLOB.open_backdrop_layer, ) } // Pre-scan: if any layer this frame has a backdrop sub-batch, route the entire frame to // source_texture so the bracket can sample the pre-bracket framebuffer without a mid- // frame texture copy. Frames without any backdrop hit the existing fast path and never // touch the backdrop pipeline's working textures. has_backdrop := frame_has_backdrop() // Upload primitives to GPU (vertices, indices, SDF prims, and backdrop prims share one // copy pass so we pay the BeginGPUCopyPass / EndGPUCopyPass cost once per frame). copy_pass := sdl.BeginGPUCopyPass(cmd_buffer) upload(device, copy_pass) if has_backdrop { upload_backdrop_primitives(device, copy_pass) } sdl.EndGPUCopyPass(copy_pass) swapchain_texture: ^sdl.GPUTexture width, height: u32 if !sdl.WaitAndAcquireGPUSwapchainTexture(cmd_buffer, window, &swapchain_texture, &width, &height) { log.panicf("Failed to acquire swapchain texture: %s", sdl.GetError()) } if swapchain_texture == nil { // Window is minimized or not visible — submit and skip this frame if !sdl.SubmitGPUCommandBuffer(cmd_buffer) { log.panicf("Failed to submit GPU command buffer (minimized window): %s", sdl.GetError()) } return } render_texture := swapchain_texture if has_backdrop { ensure_backdrop_textures(device, sdl.GetGPUSwapchainTextureFormat(device, window), width, height) render_texture = GLOB.backdrop.source_texture } // Premultiply clear color: the blend state is ONE, ONE_MINUS_SRC_ALPHA (premultiplied), // so the clear color must also be premultiplied for correct background compositing. clear_color_straight := color_to_f32(clear_color) clear_alpha := clear_color_straight[3] clear_color_f32 := [4]f32 { clear_color_straight[0] * clear_alpha, clear_color_straight[1] * clear_alpha, clear_color_straight[2] * clear_alpha, clear_alpha, } // Draw layers. One render pass per layer; sub-batches draw in submission order within each scissor. for &layer, index in GLOB.layers { draw_layer(device, window, cmd_buffer, render_texture, width, height, clear_color_f32, &layer) } // When we rendered into source_texture, copy it to the swapchain. Single // CopyGPUTextureToTexture call per frame, only when backdrop content was present. if has_backdrop { copy_pass := sdl.BeginGPUCopyPass(cmd_buffer) sdl.CopyGPUTextureToTexture( copy_pass, sdl.GPUTextureLocation{texture = GLOB.backdrop.source_texture}, sdl.GPUTextureLocation{texture = swapchain_texture}, width, height, 1, false, ) sdl.EndGPUCopyPass(copy_pass) } if !sdl.SubmitGPUCommandBuffer(cmd_buffer) { log.panicf("Failed to submit GPU command buffer: %s", sdl.GetError()) } } // --------------------------------------------------------------------------------------------------------------------- // ----- Sub-batch dispatch ------------ // --------------------------------------------------------------------------------------------------------------------- // Append a new sub-batch or extend the last one if same kind and contiguous. // // `gaussian_sigma` is only consulted for kind == .Backdrop; two .Backdrop sub-batches with // different sigmas cannot coalesce because they require separate H+V blur passes in the // bracket scheduler. Float equality is intentional — user-supplied literal sigmas (e.g. // `sigma = 12`) produce bit-identical floats, and the worst case for two sigmas that differ // only by a ulp is one extra pass pair (correct, just slightly suboptimal). //INTERNAL append_or_extend_sub_batch :: proc( scissor: ^Scissor, layer: ^Layer, kind: Sub_Batch_Kind, offset: u32, count: u32, texture_id: Texture_Id = INVALID_TEXTURE, sampler: Sampler_Preset = DFT_SAMPLER, gaussian_sigma: f32 = 0, ) { // Scope contract: backdrops only inside a scope, non-backdrops only outside. in_scope := GLOB.open_backdrop_layer == layer if kind == .Backdrop && !in_scope { log.panic("backdrop draw outside begin_backdrop / end_backdrop scope") } if kind != .Backdrop && in_scope { log.panicf("non-backdrop draw of kind %v inside backdrop scope on layer %p", kind, layer) } if scissor.sub_batch_len > 0 { last := &GLOB.tmp_sub_batches[scissor.sub_batch_start + scissor.sub_batch_len - 1] if last.kind == kind && kind != .Text && last.offset + last.count == offset && last.texture_id == texture_id && last.sampler == sampler && (kind != .Backdrop || last.gaussian_sigma == gaussian_sigma) { last.count += count return } } append( &GLOB.tmp_sub_batches, Sub_Batch { kind = kind, offset = offset, count = count, texture_id = texture_id, sampler = sampler, gaussian_sigma = gaussian_sigma, }, ) scissor.sub_batch_len += 1 layer.sub_batch_len += 1 } // --------------------------------------------------------------------------------------------------------------------- // ----- Clay ------------ // --------------------------------------------------------------------------------------------------------------------- @(private = "file") clay_error_handler :: proc "c" (errorData: clay.ErrorData) { context = GLOB.odin_context log.error("Clay error:", errorData.errorType, errorData.errorText) } @(private = "file") measure_text_clay :: proc "c" ( text: clay.StringSlice, config: ^clay.TextElementConfig, user_data: rawptr, ) -> clay.Dimensions { context = GLOB.odin_context text := string(text.chars[:text.length]) c_text := strings.clone_to_cstring(text, context.temp_allocator) defer delete(c_text, context.temp_allocator) width, height: c.int if !sdl_ttf.GetStringSize(get_font(config.fontId, config.fontSize), c_text, 0, &width, &height) { log.panicf("Failed to measure text: %s", sdl.GetError()) } return clay.Dimensions{width = f32(width) / GLOB.dpi_scaling, height = f32(height) / GLOB.dpi_scaling} } // Called for each Clay `RenderCommandType.Custom` render command that // `prepare_clay_batch` encounters. // // - `layer` is the layer the command belongs to (post-z-index promotion). // - `bounds` is already translated into the active layer's coordinate system // and pre-DPI, matching what the built-in shape procs expect. // - `render_data` is Clay's `CustomRenderData` for the element, exposing // `backgroundColor`, `cornerRadius`, and the `customData` pointer the caller // attached to `clay.CustomElementConfig.customData`. // // The callback must not call `new_layer` or `prepare_clay_batch`. Custom_Draw :: #type proc(layer: ^Layer, bounds: Rectangle, render_data: clay.CustomRenderData) ClayBatch :: struct { bounds: Rectangle, cmds: clay.ClayArray(clay.RenderCommand), } // Magic-number-tagged struct that user app data points at via Clay's customData field. // `prepare_clay_batch` recognizes these and routes them through a backdrop scope automatically. // The user populates a `Backdrop_Marker`, points `clay.CustomElementConfig.customData` at it, // and the integration walks the command stream, opening/closing scopes around contiguous // backdrop runs. Magic-number sentinel chosen over a separate userData flag so the marker // type stays self-describing in core dumps and in any non-Odin debugger view of the heap. Backdrop_Marker :: struct { magic: u32, sigma: f32, tint: Color, radii: Rectangle_Radii, feather_px: f32, } // 'BDPT' in big-endian ASCII. Picked for greppability and to be obviously non-zero in // uninitialized memory; user code that forgets to set the magic field gets routed through // the regular custom_draw path and surfaces as "my custom draw never fired," not as a // silent backdrop schedule. BACKDROP_MARKER_MAGIC :: u32(0x42445054) // Returns true if this Clay render command represents a backdrop primitive. // Identified by a magic-number sentinel in the first 4 bytes of customData. is_clay_backdrop :: proc(cmd: ^clay.RenderCommand) -> bool { if cmd.commandType != .Custom do return false p := cmd.renderData.custom.customData if p == nil do return false return (^Backdrop_Marker)(p).magic == BACKDROP_MARKER_MAGIC } // Dispatch a single non-backdrop Clay render command to the appropriate `draw` primitive. // Extracted from the main `prepare_clay_batch` walk so that the deferred-buffer flush path // can replay commands accumulated during an open backdrop scope without duplicating the // per-command lowering code. //INTERNAL dispatch_clay_command :: proc( layer: ^Layer, render_command: ^clay.RenderCommand, custom_draw: Custom_Draw, temp_allocator: runtime.Allocator, ) { // Translate bounding box of the primitive by the layer position bounds := Rectangle { x = render_command.boundingBox.x + layer.bounds.x, y = render_command.boundingBox.y + layer.bounds.y, width = render_command.boundingBox.width, height = render_command.boundingBox.height, } switch render_command.commandType { case clay.RenderCommandType.None: log.errorf( "Received render command with type None. This generally means we're in some kind of fucked up state.", ) case clay.RenderCommandType.Text: render_data := render_command.renderData.text txt := string(render_data.stringContents.chars[:render_data.stringContents.length]) c_text := strings.clone_to_cstring(txt, temp_allocator) defer delete(c_text, temp_allocator) // Clay render-command IDs are derived via Clay's internal HashNumber (Jenkins-family) // and namespaced with .Clay so they can never collide with user-provided custom text IDs. sdl_text := cache_get_or_update( Cache_Key{render_command.id, .Clay}, c_text, get_font(render_data.fontId, render_data.fontSize), ) prepare_text(layer, Text{sdl_text, {bounds.x, bounds.y}, color_from_clay(render_data.textColor)}) case clay.RenderCommandType.Image: // Any texture render_data := render_command.renderData.image if render_data.imageData == nil do return img_data := (^Clay_Image_Data)(render_data.imageData)^ cr := render_data.cornerRadius radii := Rectangle_Radii { top_left = cr.topLeft, top_right = cr.topRight, bottom_right = cr.bottomRight, bottom_left = cr.bottomLeft, } // Background color behind the image (Clay allows it) bg := color_from_clay(render_data.backgroundColor) if bg.a > 0 { rectangle(layer, bounds, bg, radii = radii) } // Compute fit UVs uv, sampler, inner := fit_params(img_data.fit, bounds, img_data.texture_id) // Draw the image rectangle( layer, inner, Texture_Fill{id = img_data.texture_id, tint = img_data.tint, uv_rect = uv, sampler = sampler}, radii = radii, ) case clay.RenderCommandType.ScissorStart: if bounds.width == 0 || bounds.height == 0 do return curr_scissor := &GLOB.scissors[layer.scissor_start + layer.scissor_len - 1] if curr_scissor.sub_batch_len != 0 { // Scissor has some content, need to make a new scissor new := Scissor { sub_batch_start = curr_scissor.sub_batch_start + curr_scissor.sub_batch_len, bounds = sdl.Rect { c.int(bounds.x * GLOB.dpi_scaling), c.int(bounds.y * GLOB.dpi_scaling), c.int(bounds.width * GLOB.dpi_scaling), c.int(bounds.height * GLOB.dpi_scaling), }, } append(&GLOB.scissors, new) layer.scissor_len += 1 } else { curr_scissor.bounds = sdl.Rect { c.int(bounds.x * GLOB.dpi_scaling), c.int(bounds.y * GLOB.dpi_scaling), c.int(bounds.width * GLOB.dpi_scaling), c.int(bounds.height * GLOB.dpi_scaling), } } case clay.RenderCommandType.ScissorEnd: case clay.RenderCommandType.Rectangle: render_data := render_command.renderData.rectangle cr := render_data.cornerRadius color := color_from_clay(render_data.backgroundColor) radii := Rectangle_Radii { top_left = cr.topLeft, top_right = cr.topRight, bottom_right = cr.bottomRight, bottom_left = cr.bottomLeft, } rectangle(layer, bounds, color, radii = radii) case clay.RenderCommandType.Border: render_data := render_command.renderData.border cr := render_data.cornerRadius color := color_from_clay(render_data.color) thickness := f32(render_data.width.top) radii := Rectangle_Radii { top_left = cr.topLeft, top_right = cr.topRight, bottom_right = cr.bottomRight, bottom_left = cr.bottomLeft, } rectangle(layer, bounds, BLANK, outline_color = color, outline_width = thickness, radii = radii) case clay.RenderCommandType.Custom: if is_clay_backdrop(render_command) { // The walker pre-filters backdrops into `dispatch_clay_backdrop` and never feeds // them here; reaching this branch means either the walker logic is broken or the // `customData` pointee mutated between the walker's `is_clay_backdrop` check and // this re-check (heap corruption / lifetime bug in user-managed customData // memory). Both are renderer-level bugs that warrant a hard failure rather than a // silently-dropped panel. log.panicf( "backdrop marker reached dispatch_clay_command; either the prepare_clay_batch walker is misrouting commands or the customData pointee at %p was mutated mid-frame", render_command.renderData.custom.customData, ) } else if custom_draw != nil { custom_draw(layer, bounds, render_command.renderData.custom) } else { log.panicf("Received clay render command of type custom but no custom_draw proc provided.") } } } // Dispatch a single backdrop Clay render command to `backdrop_blur` on the active layer. // Caller guarantees a backdrop scope is open on `layer` so the underlying // `append_or_extend_sub_batch` contract assertion is satisfied. //INTERNAL dispatch_clay_backdrop :: proc(layer: ^Layer, cmd: ^clay.RenderCommand) { bounds := Rectangle { x = cmd.boundingBox.x + layer.bounds.x, y = cmd.boundingBox.y + layer.bounds.y, width = cmd.boundingBox.width, height = cmd.boundingBox.height, } marker := (^Backdrop_Marker)(cmd.renderData.custom.customData) backdrop_blur( layer, bounds, gaussian_sigma = marker.sigma, tint = marker.tint, radii = marker.radii, feather_px = marker.feather_px, ) } // Close the in-flight backdrop scope (if open) and replay every command accumulated in the // deferred index buffer. Ordering: end_backdrop first so deferred non-backdrop draws land // at submission position relative to the bracket they followed (the bracket is now closed, // so these draws render after it). Used at every zIndex transition and at end of stream. //INTERNAL flush_deferred_and_close_backdrop_scope :: proc( layer: ^Layer, batch: ^ClayBatch, deferred_indices: ^[dynamic]i32, backdrop_scope_open: ^bool, custom_draw: Custom_Draw, temp_allocator: runtime.Allocator, ) { if backdrop_scope_open^ { end_backdrop(layer) backdrop_scope_open^ = false } for index in deferred_indices^ { cmd := clay.RenderCommandArray_Get(&batch.cmds, index) dispatch_clay_command(layer, cmd, custom_draw, temp_allocator) } clear(deferred_indices) } // Process Clay render commands into shape, text, and backdrop primitives. // // Single-walk dispatcher with a deferred buffer. The walk does three things per command: // 1. zIndex transitions: close the in-flight scope, flush any deferred non-backdrop // commands into the current layer, then open a new layer seeded with `base_layer.bounds` // (NOT the bumping element's bounds — Clay's floating elements with `clipTo = .None` // should not be over-clipped, and `clipTo = .AttachedParent` floating elements get a // Clay-emitted ScissorStart immediately afterward that narrows correctly). // 2. Backdrop commands: open a scope on first encounter (extending it on subsequent ones), // then dispatch the backdrop_blur call. // 3. Non-backdrop commands during an open scope: append to the deferred buffer for replay // after the scope closes. The buffer holds command indices, not pointers, so it stays // valid even if the underlying ClayArray reallocates. // At end of stream, flush whatever remains. prepare_clay_batch :: proc( base_layer: ^Layer, batch: ^ClayBatch, mouse_wheel_delta: [2]f32, frame_time: f32 = 0, custom_draw: Custom_Draw = nil, temp_allocator := context.temp_allocator, ) { mouse_pos: [2]f32 mouse_flags := sdl.GetMouseState(&mouse_pos.x, &mouse_pos.y) // Update clay internals clay.SetPointerState( clay.Vector2{mouse_pos.x - base_layer.bounds.x, mouse_pos.y - base_layer.bounds.y}, .LEFT in mouse_flags, ) clay.UpdateScrollContainers(true, mouse_wheel_delta, frame_time) layer := base_layer command_count := int(batch.cmds.length) deferred_indices := make([dynamic]i32, 0, 16, temp_allocator) backdrop_scope_open := false // Seed from GLOB.clay_z_index so multi-batch frames preserve the original semantics: a // later call to `prepare_clay_batch` doesn't re-trigger layer splits for zIndex values // the previous batch already saw. previous_z_index := GLOB.clay_z_index for i in 0 ..< command_count { cmd := clay.RenderCommandArray_Get(&batch.cmds, i32(i)) // zIndex transition: close out current stratum, create new layer, continue. if cmd.zIndex > previous_z_index { log.debug("Higher zIndex found, creating new layer & setting z_index to", cmd.zIndex) flush_deferred_and_close_backdrop_scope( layer, batch, &deferred_indices, &backdrop_scope_open, custom_draw, temp_allocator, ) layer = new_layer(layer, base_layer.bounds) previous_z_index = cmd.zIndex // Keep GLOB.clay_z_index in sync for any external readers (debug tooling, etc.). GLOB.clay_z_index = cmd.zIndex } if is_clay_backdrop(cmd) { if !backdrop_scope_open { begin_backdrop(layer) backdrop_scope_open = true } dispatch_clay_backdrop(layer, cmd) } else if backdrop_scope_open { append(&deferred_indices, i32(i)) } else { dispatch_clay_command(layer, cmd, custom_draw, temp_allocator) } } // End-of-stream: flush whatever remains. flush_deferred_and_close_backdrop_scope( layer, batch, &deferred_indices, &backdrop_scope_open, custom_draw, temp_allocator, ) } // --------------------------------------------------------------------------------------------------------------------- // ----- Buffer ------------ // --------------------------------------------------------------------------------------------------------------------- //INTERNAL Buffer :: struct { gpu: ^sdl.GPUBuffer, transfer: ^sdl.GPUTransferBuffer, size: u32, } //INTERNAL @(require_results) create_buffer :: proc( device: ^sdl.GPUDevice, size: u32, gpu_usage: sdl.GPUBufferUsageFlags, ) -> ( buffer: Buffer, ok: bool, ) { gpu := sdl.CreateGPUBuffer(device, sdl.GPUBufferCreateInfo{usage = gpu_usage, size = size}) if gpu == nil { log.errorf("Failed to create GPU buffer (size=%d): %s", size, sdl.GetError()) return buffer, false } transfer := sdl.CreateGPUTransferBuffer( device, sdl.GPUTransferBufferCreateInfo{usage = .UPLOAD, size = size}, ) if transfer == nil { sdl.ReleaseGPUBuffer(device, gpu) log.errorf("Failed to create GPU transfer buffer (size=%d): %s", size, sdl.GetError()) return buffer, false } return Buffer{gpu, transfer, size}, true } //INTERNAL grow_buffer_if_needed :: proc( device: ^sdl.GPUDevice, buffer: ^Buffer, new_size: u32, gpu_usage: sdl.GPUBufferUsageFlags, ) { if new_size > buffer.size { log.debug("Resizing buffer from", buffer.size, "to", new_size) destroy_buffer(device, buffer) buffer.gpu = sdl.CreateGPUBuffer(device, sdl.GPUBufferCreateInfo{usage = gpu_usage, size = new_size}) if buffer.gpu == nil { log.panicf("Failed to grow GPU buffer (new_size=%d): %s", new_size, sdl.GetError()) } buffer.transfer = sdl.CreateGPUTransferBuffer( device, sdl.GPUTransferBufferCreateInfo{usage = .UPLOAD, size = new_size}, ) if buffer.transfer == nil { log.panicf("Failed to grow GPU transfer buffer (new_size=%d): %s", new_size, sdl.GetError()) } buffer.size = new_size } } //INTERNAL destroy_buffer :: proc(device: ^sdl.GPUDevice, buffer: ^Buffer) { sdl.ReleaseGPUBuffer(device, buffer.gpu) sdl.ReleaseGPUTransferBuffer(device, buffer.transfer) } // --------------------------------------------------------------------------------------------------------------------- // ----- Math ------------ // --------------------------------------------------------------------------------------------------------------------- //INTERNAL ortho_rh :: proc(left: f32, right: f32, bottom: f32, top: f32, near: f32, far: f32) -> matrix[4, 4]f32 { return matrix[4, 4]f32{ 2.0 / (right - left), 0.0, 0.0, -(right + left) / (right - left), 0.0, 2.0 / (top - bottom), 0.0, -(top + bottom) / (top - bottom), 0.0, 0.0, -2.0 / (far - near), -(far + near) / (far - near), 0.0, 0.0, 0.0, 1.0, } } // 2x3 affine transform for 2D pivot-rotation. // Used internally by rotation-aware drawing procs. Transform_2D :: struct { m00, m01: f32, // row 0: rotation/scale m10, m11: f32, // row 1: rotation/scale tx, ty: f32, // translation } // Build a pivot-rotation transform. // // Semantics (raylib-style): // The point whose local coordinates equal `origin` lands at `pos` in world space. // The rest of the shape rotates around that pivot. // // Formula: p_world = pos + R(θ) · (p_local - origin) // // Parameters: // pos – world-space position where the pivot lands. // origin – pivot point in local space (measured from the shape's natural reference point). // rotation_deg – rotation in degrees, counter-clockwise. // build_pivot_rotation :: proc(position: Vec2, origin: Vec2, rotation_deg: f32) -> Transform_2D { radians := math.to_radians(rotation_deg) cos_angle := math.cos(radians) sin_angle := math.sin(radians) return build_pivot_rotation_sc(position, origin, cos_angle, sin_angle) } // Variant of build_pivot_rotation that accepts pre-computed cos/sin values, // avoiding redundant trigonometry when the caller has already computed them. build_pivot_rotation_sc :: #force_inline proc( position: Vec2, origin: Vec2, cos_angle, sin_angle: f32, ) -> Transform_2D { return Transform_2D { m00 = cos_angle, m01 = -sin_angle, m10 = sin_angle, m11 = cos_angle, tx = position.x - (cos_angle * origin.x - sin_angle * origin.y), ty = position.y - (sin_angle * origin.x + cos_angle * origin.y), } } // Apply the transform to a local-space point, producing a world-space point. apply_transform :: #force_inline proc(transform: Transform_2D, point: Vec2) -> Vec2 { return { transform.m00 * point.x + transform.m01 * point.y + transform.tx, transform.m10 * point.x + transform.m11 * point.y + transform.ty, } } // Fast-path check callers use BEFORE building a transform. // Returns true if either the origin is non-zero or rotation is non-zero, // meaning a transform actually needs to be computed. needs_transform :: #force_inline proc(origin: Vec2, rotation: f32) -> bool { return origin != {0, 0} || rotation != 0 } // --------------------------------------------------------------------------------------------------------------------- // ----- Anchors ------------ // --------------------------------------------------------------------------------------------------------------------- // 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). // 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} } //----- 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 } //----- Procedure groups ---------------------------------- center_of :: proc { center_of_rectangle, center_of_triangle, center_of_text, } top_left_of :: proc { top_left_of_rectangle, top_left_of_triangle, top_left_of_text, } top_of :: proc { top_of_rectangle, top_of_triangle, top_of_text, } top_right_of :: proc { top_right_of_rectangle, top_right_of_triangle, top_right_of_text, } left_of :: proc { left_of_rectangle, left_of_triangle, left_of_text, } right_of :: proc { right_of_rectangle, right_of_triangle, right_of_text, } bottom_left_of :: proc { bottom_left_of_rectangle, bottom_left_of_triangle, bottom_left_of_text, } bottom_of :: proc { bottom_of_rectangle, bottom_of_triangle, bottom_of_text, } bottom_right_of :: proc { bottom_right_of_rectangle, bottom_right_of_triangle, bottom_right_of_text, }