Files
levlib/draw/draw_qr/draw_qr.odin
2026-04-21 16:09:40 -07:00

171 lines
4.8 KiB
Odin

package draw_qr
import draw ".."
import "../../qrcode"
// Returns the number of bytes to_texture will write for the given encoded
// QR buffer. Equivalent to size*size*4 where size = qrcode.get_size(qrcode_buf).
texture_size :: #force_inline proc(qrcode_buf: []u8) -> int {
size := qrcode.get_size(qrcode_buf)
return size * size * 4
}
// Decodes an encoded QR buffer into tightly-packed RGBA pixel data written to
// texture_buf. No allocations, no GPU calls. Returns the Texture_Desc the
// caller should pass to draw.register_texture alongside texture_buf.
//
// Returns ok=false when:
// - qrcode_buf is invalid (qrcode.get_size returns 0).
// - texture_buf is smaller than to_texture_size(qrcode_buf).
@(require_results)
to_texture :: proc(
qrcode_buf: []u8,
texture_buf: []u8,
dark: draw.Color = draw.BLACK,
light: draw.Color = draw.WHITE,
) -> (
desc: draw.Texture_Desc,
ok: bool,
) {
size := qrcode.get_size(qrcode_buf)
if size == 0 do return {}, false
if len(texture_buf) < size * size * 4 do return {}, false
for y in 0 ..< size {
for x in 0 ..< size {
i := (y * size + x) * 4
c := dark if qrcode.get_module(qrcode_buf, x, y) else light
texture_buf[i + 0] = c[0]
texture_buf[i + 1] = c[1]
texture_buf[i + 2] = c[2]
texture_buf[i + 3] = c[3]
}
}
return draw.Texture_Desc {
width = u32(size),
height = u32(size),
depth_or_layers = 1,
type = .D2,
format = .R8G8B8A8_UNORM,
usage = {.SAMPLER},
mip_levels = 1,
kind = .Static,
},
true
}
// Allocates pixel buffer via temp_allocator, decodes qrcode_buf into it, and
// registers with the GPU. The pixel allocation is freed before return.
//
// Returns ok=false when:
// - qrcode_buf is invalid (qrcode.get_size returns 0).
// - temp_allocator fails to allocate the pixel buffer.
// - GPU texture registration fails.
@(require_results)
register_texture_from_raw :: proc(
qrcode_buf: []u8,
dark: draw.Color = draw.BLACK,
light: draw.Color = draw.WHITE,
temp_allocator := context.temp_allocator,
) -> (
texture: draw.Texture_Id,
ok: bool,
) {
tex_size := texture_size(qrcode_buf)
if tex_size == 0 do return draw.INVALID_TEXTURE, false
pixels, alloc_err := make([]u8, tex_size, temp_allocator)
if alloc_err != nil do return draw.INVALID_TEXTURE, false
defer delete(pixels, temp_allocator)
desc := to_texture(qrcode_buf, pixels, dark, light) or_return
return draw.register_texture(desc, pixels)
}
// Encodes text as a QR Code and registers the result as an RGBA texture.
//
// Returns ok=false when:
// - temp_allocator fails to allocate.
// - The text cannot fit in any version within [min_version, max_version] at the given ECL.
// - GPU texture registration fails.
@(require_results)
register_texture_from_text :: proc(
text: string,
ecl: qrcode.Ecc = .Low,
min_version: int = qrcode.VERSION_MIN,
max_version: int = qrcode.VERSION_MAX,
mask: Maybe(qrcode.Mask) = nil,
boost_ecl: bool = true,
dark: draw.Color = draw.BLACK,
light: draw.Color = draw.WHITE,
temp_allocator := context.temp_allocator,
) -> (
texture: draw.Texture_Id,
ok: bool,
) {
qrcode_buf, alloc_err := make([]u8, qrcode.buffer_len_for_version(max_version), temp_allocator)
if alloc_err != nil do return draw.INVALID_TEXTURE, false
defer delete(qrcode_buf, temp_allocator)
qrcode.encode_auto(
text,
qrcode_buf,
ecl,
min_version,
max_version,
mask,
boost_ecl,
temp_allocator,
) or_return
return register_texture_from_raw(qrcode_buf, dark, light, temp_allocator)
}
// Encodes arbitrary binary data as a QR Code and registers the result as an RGBA texture.
//
// Returns ok=false when:
// - temp_allocator fails to allocate.
// - The payload cannot fit in any version within [min_version, max_version] at the given ECL.
// - GPU texture registration fails.
@(require_results)
register_texture_from_binary :: proc(
bin_data: []u8,
ecl: qrcode.Ecc = .Low,
min_version: int = qrcode.VERSION_MIN,
max_version: int = qrcode.VERSION_MAX,
mask: Maybe(qrcode.Mask) = nil,
boost_ecl: bool = true,
dark: draw.Color = draw.BLACK,
light: draw.Color = draw.WHITE,
temp_allocator := context.temp_allocator,
) -> (
texture: draw.Texture_Id,
ok: bool,
) {
qrcode_buf, alloc_err := make([]u8, qrcode.buffer_len_for_version(max_version), temp_allocator)
if alloc_err != nil do return draw.INVALID_TEXTURE, false
defer delete(qrcode_buf, temp_allocator)
qrcode.encode_auto(
bin_data,
qrcode_buf,
ecl,
min_version,
max_version,
mask,
boost_ecl,
temp_allocator,
) or_return
return register_texture_from_raw(qrcode_buf, dark, light, temp_allocator)
}
// Default fit=.Fit preserves the QR's square aspect; override as needed.
clay_image :: #force_inline proc(
texture: draw.Texture_Id,
tint: draw.Color = draw.WHITE,
) -> draw.Clay_Image_Data {
return draw.clay_image_data(texture, fit = .Fit, tint = tint)
}