192 lines
5.8 KiB
Odin
192 lines
5.8 KiB
Odin
package draw_qr
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import "core:mem"
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import "core:slice"
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import draw ".."
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import "../../qrcode"
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DFT_QR_DARK :: draw.BLACK // Default QR code dark module color.
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DFT_QR_LIGHT :: draw.WHITE // Default QR code light module color.
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DFT_QR_BOOST_ECL :: true // Default QR error correction level boost.
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DFT_QR_QUIET_ZONE :: 4 // Default light-pixel border on each side; 4 is the QR spec value.
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// Returns the number of bytes to_texture will write. Equals dim*dim*4 where
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// dim = qrcode.get_size(qrcode_buf) + 2*quiet_zone.
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texture_size :: #force_inline proc(qrcode_buf: []u8, quiet_zone: int = DFT_QR_QUIET_ZONE) -> int {
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size := qrcode.get_size(qrcode_buf)
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if size == 0 || quiet_zone < 0 do return 0
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padded_size := size + 2 * quiet_zone
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return padded_size * padded_size * 4
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}
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// Decodes an encoded QR buffer into tightly-packed RGBA pixel data written to
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// texture_buf. No allocations, no GPU calls. Returns the Texture_Desc the
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// caller should pass to draw.register_texture alongside texture_buf.
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//
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// quiet_zone adds that many `light` pixels on each side; the spec value is 4.
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// Final dimension is qrcode.get_size + 2*quiet_zone on each axis.
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//
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// Returns ok=false when:
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// - qrcode_buf is invalid (qrcode.get_size returns 0).
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// - quiet_zone is negative.
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// - texture_buf is smaller than texture_size(qrcode_buf, quiet_zone).
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@(require_results)
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to_texture :: proc(
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qrcode_buf: []u8,
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texture_buf: []u8,
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dark: draw.Color = DFT_QR_DARK,
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light: draw.Color = DFT_QR_LIGHT,
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quiet_zone: int = DFT_QR_QUIET_ZONE,
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) -> (
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desc: draw.Texture_Desc,
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ok: bool,
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) {
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size := qrcode.get_size(qrcode_buf)
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if size == 0 || quiet_zone < 0 do return
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padded_size := size + 2 * quiet_zone
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if len(texture_buf) < padded_size * padded_size * 4 do return
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// Type-pun to []Color so each store is a single 32-bit write.
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pixels := mem.slice_data_cast([]draw.Color, texture_buf[:padded_size * padded_size * 4])
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// Bulk-fill with light: handles the border and every light QR module at once.
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slice.fill(pixels, light)
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// Overwrite only the dark modules, offset by the quiet-zone border.
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for y in 0 ..< size {
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row := (y + quiet_zone) * padded_size + quiet_zone
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for x in 0 ..< size {
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if qrcode.get_module(qrcode_buf, x, y) {
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pixels[row + x] = dark
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}
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}
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}
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return draw.Texture_Desc {
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width = u32(padded_size),
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height = u32(padded_size),
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depth_or_layers = 1,
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type = .D2,
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format = .R8G8B8A8_UNORM,
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usage = {.SAMPLER},
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mip_levels = 1,
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kind = .Static,
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},
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true
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}
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// Allocates pixel buffer via temp_allocator, decodes qrcode_buf into it, and
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// registers with the GPU. The pixel allocation is freed before return.
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//
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// Returns ok=false when:
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// - qrcode_buf is invalid (qrcode.get_size returns 0).
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// - temp_allocator fails to allocate the pixel buffer.
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// - GPU texture registration fails.
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@(require_results)
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register_texture_from_raw :: proc(
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qrcode_buf: []u8,
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dark: draw.Color = DFT_QR_DARK,
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light: draw.Color = DFT_QR_LIGHT,
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quiet_zone: int = DFT_QR_QUIET_ZONE,
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temp_allocator := context.temp_allocator,
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) -> (
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texture: draw.Texture_Id,
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ok: bool,
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) {
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tex_size := texture_size(qrcode_buf, quiet_zone)
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if tex_size == 0 do return draw.INVALID_TEXTURE, false
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pixels, alloc_err := make([]u8, tex_size, temp_allocator)
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if alloc_err != nil do return draw.INVALID_TEXTURE, false
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defer delete(pixels, temp_allocator)
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desc := to_texture(qrcode_buf, pixels, dark, light, quiet_zone) or_return
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return draw.register_texture(desc, pixels)
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}
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// Encodes text as a QR Code and registers the result as an RGBA texture.
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//
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// Returns ok=false when:
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// - temp_allocator fails to allocate.
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// - The text cannot fit in any version within [min_version, max_version] at the given ECL.
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// - GPU texture registration fails.
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@(require_results)
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register_texture_from_text :: proc(
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text: string,
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ecl: qrcode.Ecc = .Low,
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min_version: int = qrcode.VERSION_MIN,
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max_version: int = qrcode.VERSION_MAX,
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mask: Maybe(qrcode.Mask) = nil,
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boost_ecl: bool = DFT_QR_BOOST_ECL,
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dark: draw.Color = DFT_QR_DARK,
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light: draw.Color = DFT_QR_LIGHT,
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quiet_zone: int = DFT_QR_QUIET_ZONE,
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temp_allocator := context.temp_allocator,
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) -> (
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texture: draw.Texture_Id,
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ok: bool,
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) {
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qrcode_buf, alloc_err := make([]u8, qrcode.buffer_len_for_version(max_version), temp_allocator)
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if alloc_err != nil do return draw.INVALID_TEXTURE, false
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defer delete(qrcode_buf, temp_allocator)
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qrcode.encode_auto(
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text,
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qrcode_buf,
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ecl,
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min_version,
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max_version,
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mask,
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boost_ecl,
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temp_allocator,
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) or_return
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return register_texture_from_raw(qrcode_buf, dark, light, quiet_zone, temp_allocator)
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}
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// Encodes arbitrary binary data as a QR Code and registers the result as an RGBA texture.
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//
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// Returns ok=false when:
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// - temp_allocator fails to allocate.
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// - The payload cannot fit in any version within [min_version, max_version] at the given ECL.
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// - GPU texture registration fails.
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@(require_results)
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register_texture_from_binary :: proc(
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bin_data: []u8,
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ecl: qrcode.Ecc = .Low,
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min_version: int = qrcode.VERSION_MIN,
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max_version: int = qrcode.VERSION_MAX,
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mask: Maybe(qrcode.Mask) = nil,
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boost_ecl: bool = DFT_QR_BOOST_ECL,
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dark: draw.Color = DFT_QR_DARK,
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light: draw.Color = DFT_QR_LIGHT,
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quiet_zone: int = DFT_QR_QUIET_ZONE,
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temp_allocator := context.temp_allocator,
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) -> (
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texture: draw.Texture_Id,
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ok: bool,
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) {
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qrcode_buf, alloc_err := make([]u8, qrcode.buffer_len_for_version(max_version), temp_allocator)
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if alloc_err != nil do return draw.INVALID_TEXTURE, false
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defer delete(qrcode_buf, temp_allocator)
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qrcode.encode_auto(
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bin_data,
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qrcode_buf,
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ecl,
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min_version,
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max_version,
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mask,
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boost_ecl,
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temp_allocator,
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) or_return
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return register_texture_from_raw(qrcode_buf, dark, light, quiet_zone, temp_allocator)
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}
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register_texture_from :: proc {
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register_texture_from_text,
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register_texture_from_binary,
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}
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