Files
levlib/draw/examples/textures.odin
T
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

411 lines
9.7 KiB
Odin

package examples
import "core:os"
import sdl "vendor:sdl3"
import "../../draw"
import "../../draw/draw_qr"
import cyber "../cybersteel"
textures :: proc() {
if !sdl.Init({.VIDEO}) do os.exit(1)
window := sdl.CreateWindow("Textures", 800, 750, {.HIGH_PIXEL_DENSITY})
gpu := sdl.CreateGPUDevice(draw.PLATFORM_SHADER_FORMAT, true, nil)
if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1)
if !draw.init(gpu, window) do os.exit(1)
PLEX_SANS_REGULAR = draw.register_font(cyber.SANS_REGULAR_RAW)
FONT_SIZE :: u16(14)
LABEL_OFFSET :: f32(8) // gap between item and its label
//----- Texture registration ----------------------------------
checker_size :: 8
checker_pixels: [checker_size * checker_size * 4]u8
for y in 0 ..< checker_size {
for x in 0 ..< checker_size {
i := (y * checker_size + x) * 4
is_dark := ((x + y) % 2) == 0
val: u8 = 40 if is_dark else 220
checker_pixels[i + 0] = val // R
checker_pixels[i + 1] = val / 2 // G — slight color tint
checker_pixels[i + 2] = val // B
checker_pixels[i + 3] = 255 // A
}
}
checker_texture, _ := draw.register_texture(
draw.Texture_Desc {
width = checker_size,
height = checker_size,
depth_or_layers = 1,
type = .D2,
format = .R8G8B8A8_UNORM,
usage = {.SAMPLER},
mip_levels = 1,
},
checker_pixels[:],
)
defer draw.unregister_texture(checker_texture)
stripe_w :: 16
stripe_h :: 8
stripe_pixels: [stripe_w * stripe_h * 4]u8
for y in 0 ..< stripe_h {
for x in 0 ..< stripe_w {
i := (y * stripe_w + x) * 4
stripe_pixels[i + 0] = u8(x * 255 / (stripe_w - 1)) // R gradient left→right
stripe_pixels[i + 1] = u8(y * 255 / (stripe_h - 1)) // G gradient top→bottom
stripe_pixels[i + 2] = 128 // B constant
stripe_pixels[i + 3] = 255 // A
}
}
stripe_texture, _ := draw.register_texture(
draw.Texture_Desc {
width = stripe_w,
height = stripe_h,
depth_or_layers = 1,
type = .D2,
format = .R8G8B8A8_UNORM,
usage = {.SAMPLER},
mip_levels = 1,
},
stripe_pixels[:],
)
defer draw.unregister_texture(stripe_texture)
qr_texture, _ := draw_qr.register_texture_from("https://x.com/miiilato/status/1880241066471051443")
defer draw.unregister_texture(qr_texture)
spin_angle: f32 = 0
//----- Draw loop ----------------------------------
for {
defer free_all(context.temp_allocator)
ev: sdl.Event
for sdl.PollEvent(&ev) {
if ev.type == .QUIT do return
}
spin_angle += 1
base_layer := draw.begin({width = 800, height = 750})
// Background
draw.rectangle(base_layer, {0, 0, 800, 750}, draw.Color{30, 30, 30, 255})
//----- Row 1: Sampler presets (y=30) ----------------------------------
ROW1_Y :: f32(30)
ITEM_SIZE :: f32(120)
COL1 :: f32(30)
COL2 :: f32(180)
COL3 :: f32(330)
COL4 :: f32(480)
// Nearest (sharp pixel edges)
draw.rectangle(
base_layer,
{COL1, ROW1_Y, ITEM_SIZE, ITEM_SIZE},
draw.Texture_Fill {
id = checker_texture,
tint = draw.WHITE,
uv_rect = {0, 0, 1, 1},
sampler = .Nearest_Clamp,
},
)
draw.text(
base_layer,
"Nearest",
{COL1, ROW1_Y + ITEM_SIZE + LABEL_OFFSET},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Linear (bilinear blur)
draw.rectangle(
base_layer,
{COL2, ROW1_Y, ITEM_SIZE, ITEM_SIZE},
draw.Texture_Fill {
id = checker_texture,
tint = draw.WHITE,
uv_rect = {0, 0, 1, 1},
sampler = .Linear_Clamp,
},
)
draw.text(
base_layer,
"Linear",
{COL2, ROW1_Y + ITEM_SIZE + LABEL_OFFSET},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Tiled (4x repeat)
draw.rectangle(
base_layer,
{COL3, ROW1_Y, ITEM_SIZE, ITEM_SIZE},
draw.Texture_Fill {
id = checker_texture,
tint = draw.WHITE,
uv_rect = {0, 0, 4, 4},
sampler = .Nearest_Repeat,
},
)
draw.text(
base_layer,
"Tiled 4x",
{COL3, ROW1_Y + ITEM_SIZE + LABEL_OFFSET},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
//----- Row 2: Sampler presets (y=190) ----------------------------------
ROW2_Y :: f32(190)
// QR code (RGBA texture with baked colors, nearest sampling)
draw.rectangle(base_layer, {COL1, ROW2_Y, ITEM_SIZE, ITEM_SIZE}, draw.Color{255, 255, 255, 255}) // white bg
draw.rectangle(
base_layer,
{COL1, ROW2_Y, ITEM_SIZE, ITEM_SIZE},
draw.Texture_Fill{id = qr_texture, tint = draw.WHITE, uv_rect = {0, 0, 1, 1}, sampler = .Nearest_Clamp},
)
draw.text(
base_layer,
"QR Code",
{COL1, ROW2_Y + ITEM_SIZE + LABEL_OFFSET},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Rounded corners
draw.rectangle(
base_layer,
{COL2, ROW2_Y, ITEM_SIZE, ITEM_SIZE},
draw.Texture_Fill {
id = checker_texture,
tint = draw.WHITE,
uv_rect = {0, 0, 1, 1},
sampler = .Nearest_Clamp,
},
radii = draw.uniform_radii({COL2, ROW2_Y, ITEM_SIZE, ITEM_SIZE}, 0.3),
)
draw.text(
base_layer,
"Rounded",
{COL2, ROW2_Y + ITEM_SIZE + LABEL_OFFSET},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Rotating
rot_rect := draw.Rectangle{COL3, ROW2_Y, ITEM_SIZE, ITEM_SIZE}
draw.rectangle(
base_layer,
rot_rect,
draw.Texture_Fill {
id = checker_texture,
tint = draw.WHITE,
uv_rect = {0, 0, 1, 1},
sampler = .Nearest_Clamp,
},
origin = draw.center_of(rot_rect),
rotation = spin_angle,
)
draw.text(
base_layer,
"Rotating",
{COL3, ROW2_Y + ITEM_SIZE + LABEL_OFFSET},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
//----- Row 3: Fit modes + Per-corner radii (y=360) ----------------------------------
ROW3_Y :: f32(360)
FIT_SIZE :: f32(120) // square target rect
// Stretch
uv_s, sampler_s, inner_s := draw.fit_params(.Stretch, {COL1, ROW3_Y, FIT_SIZE, FIT_SIZE}, stripe_texture)
draw.rectangle(base_layer, {COL1, ROW3_Y, FIT_SIZE, FIT_SIZE}, draw.Color{60, 60, 60, 255}) // bg
draw.rectangle(
base_layer,
inner_s,
draw.Texture_Fill{id = stripe_texture, tint = draw.WHITE, uv_rect = uv_s, sampler = sampler_s},
)
draw.text(
base_layer,
"Stretch",
{COL1, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Fill (center-crop)
uv_f, sampler_f, inner_f := draw.fit_params(.Fill, {COL2, ROW3_Y, FIT_SIZE, FIT_SIZE}, stripe_texture)
draw.rectangle(base_layer, {COL2, ROW3_Y, FIT_SIZE, FIT_SIZE}, draw.Color{60, 60, 60, 255})
draw.rectangle(
base_layer,
inner_f,
draw.Texture_Fill{id = stripe_texture, tint = draw.WHITE, uv_rect = uv_f, sampler = sampler_f},
)
draw.text(
base_layer,
"Fill",
{COL2, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Fit (letterbox)
uv_ft, sampler_ft, inner_ft := draw.fit_params(.Fit, {COL3, ROW3_Y, FIT_SIZE, FIT_SIZE}, stripe_texture)
draw.rectangle(base_layer, {COL3, ROW3_Y, FIT_SIZE, FIT_SIZE}, draw.Color{60, 60, 60, 255}) // visible margin bg
draw.rectangle(
base_layer,
inner_ft,
draw.Texture_Fill{id = stripe_texture, tint = draw.WHITE, uv_rect = uv_ft, sampler = sampler_ft},
)
draw.text(
base_layer,
"Fit",
{COL3, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Per-corner radii
draw.rectangle(
base_layer,
{COL4, ROW3_Y, FIT_SIZE, FIT_SIZE},
draw.Texture_Fill {
id = checker_texture,
tint = draw.WHITE,
uv_rect = {0, 0, 1, 1},
sampler = .Nearest_Clamp,
},
radii = {20, 0, 20, 0},
)
draw.text(
base_layer,
"Per-corner",
{COL4, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
//----- Row 4: Textured shapes (y=520) ----------------------------------
ROW4_Y :: f32(520)
SHAPE_SIZE :: f32(80)
SHAPE_GAP :: f32(30)
SHAPE_COL1 :: f32(30)
SHAPE_COL2 :: SHAPE_COL1 + SHAPE_SIZE + SHAPE_GAP
SHAPE_COL3 :: SHAPE_COL2 + SHAPE_SIZE + SHAPE_GAP
SHAPE_COL4 :: SHAPE_COL3 + SHAPE_SIZE + SHAPE_GAP
SHAPE_COL5 :: SHAPE_COL4 + SHAPE_SIZE + SHAPE_GAP
checker_fill := draw.Texture_Fill {
id = checker_texture,
tint = draw.WHITE,
uv_rect = {0, 0, 1, 1},
sampler = .Nearest_Clamp,
}
// Textured circle
draw.circle(
base_layer,
{SHAPE_COL1 + SHAPE_SIZE / 2, ROW4_Y + SHAPE_SIZE / 2},
SHAPE_SIZE / 2,
checker_fill,
)
draw.text(
base_layer,
"Circle",
{SHAPE_COL1, ROW4_Y + SHAPE_SIZE + LABEL_OFFSET},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Textured ellipse
draw.ellipse(
base_layer,
{SHAPE_COL2 + SHAPE_SIZE / 2, ROW4_Y + SHAPE_SIZE / 2},
SHAPE_SIZE / 2,
SHAPE_SIZE / 3,
checker_fill,
)
draw.text(
base_layer,
"Ellipse",
{SHAPE_COL2, ROW4_Y + SHAPE_SIZE + LABEL_OFFSET},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Textured polygon (hexagon)
draw.polygon(
base_layer,
{SHAPE_COL3 + SHAPE_SIZE / 2, ROW4_Y + SHAPE_SIZE / 2},
6,
SHAPE_SIZE / 2,
checker_fill,
)
draw.text(
base_layer,
"Polygon",
{SHAPE_COL3, ROW4_Y + SHAPE_SIZE + LABEL_OFFSET},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Textured ring
draw.ring(
base_layer,
{SHAPE_COL4 + SHAPE_SIZE / 2, ROW4_Y + SHAPE_SIZE / 2},
SHAPE_SIZE / 4,
SHAPE_SIZE / 2,
checker_fill,
)
draw.text(
base_layer,
"Ring",
{SHAPE_COL4, ROW4_Y + SHAPE_SIZE + LABEL_OFFSET},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Textured line (capsule)
draw.line(
base_layer,
{SHAPE_COL5, ROW4_Y + SHAPE_SIZE / 2},
{SHAPE_COL5 + SHAPE_SIZE, ROW4_Y + SHAPE_SIZE / 2},
checker_fill,
thickness = 20,
)
draw.text(
base_layer,
"Line",
{SHAPE_COL5, ROW4_Y + SHAPE_SIZE + LABEL_OFFSET},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
draw.end(gpu, window)
}
}