670 lines
18 KiB
Odin
670 lines
18 KiB
Odin
package draw
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import "core:math"
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SMOOTH_CIRCLE_ERROR_RATE :: 0.1
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// ----- Adaptive tessellation ----
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auto_segments :: proc(radius: f32, arc_degrees: f32) -> int {
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if radius <= 0 do return 4
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phys_radius := radius * GLOB.dpi_scaling
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acos_arg := clamp(2 * math.pow(1 - SMOOTH_CIRCLE_ERROR_RATE / phys_radius, 2) - 1, -1, 1)
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th := math.acos(acos_arg)
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if th <= 0 do return 4
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full_circle_segs := int(math.ceil(2 * math.PI / th))
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segs := int(f32(full_circle_segs) * arc_degrees / 360.0)
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min_segs := max(int(math.ceil(f64(arc_degrees / 90.0))), 4)
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return max(segs, min_segs)
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}
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// ----- Internal helpers ----
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@(private = "file")
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extrude_line :: proc(
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start, end_pos: [2]f32,
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thick: f32,
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color: Color,
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vertices: []Vertex,
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offset: int,
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) -> int {
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direction := end_pos - start
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dx := direction[0]
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dy := direction[1]
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length := math.sqrt(dx * dx + dy * dy)
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if length < 0.0001 do return 0
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scale := thick / (2 * length)
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perpendicular := [2]f32{-dy * scale, dx * scale}
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p0 := start + perpendicular
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p1 := start - perpendicular
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p2 := end_pos - perpendicular
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p3 := end_pos + perpendicular
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vertices[offset + 0] = sv(p0, color)
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vertices[offset + 1] = sv(p1, color)
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vertices[offset + 2] = sv(p2, color)
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vertices[offset + 3] = sv(p0, color)
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vertices[offset + 4] = sv(p2, color)
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vertices[offset + 5] = sv(p3, color)
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return 6
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}
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// Create a vertex for solid-color shape drawing (no texture, UV defaults to zero).
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@(private = "file")
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sv :: proc(pos: [2]f32, color: Color) -> Vertex {
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return Vertex{position = pos, color = color}
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}
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@(private = "file")
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emit_rect :: proc(x, y, w, h: f32, color: Color, vertices: []Vertex, offset: int) {
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vertices[offset + 0] = sv({x, y}, color)
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vertices[offset + 1] = sv({x + w, y}, color)
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vertices[offset + 2] = sv({x + w, y + h}, color)
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vertices[offset + 3] = sv({x, y}, color)
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vertices[offset + 4] = sv({x + w, y + h}, color)
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vertices[offset + 5] = sv({x, y + h}, color)
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}
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// ----- Drawing functions ----
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pixel :: proc(layer: ^Layer, pos: [2]f32, color: Color) {
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vertices: [6]Vertex
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emit_rect(pos[0], pos[1], 1, 1, color, vertices[:], 0)
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prepare_shape(layer, vertices[:])
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}
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rectangle :: proc(
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layer: ^Layer,
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rect: Rectangle,
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color: Color,
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origin: [2]f32 = {0, 0},
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rotation: f32 = 0,
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temp_allocator := context.temp_allocator,
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) {
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vertices := make([]Vertex, 6, temp_allocator)
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if rotation == 0 {
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emit_rect(rect.x, rect.y, rect.w, rect.h, color, vertices, 0)
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} else {
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rad := math.to_radians(rotation)
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cos_rotation := math.cos(rad)
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sin_rotation := math.sin(rad)
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// Corners relative to origin
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top_left := [2]f32{-origin[0], -origin[1]}
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top_right := [2]f32{rect.w - origin[0], -origin[1]}
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bottom_right := [2]f32{rect.w - origin[0], rect.h - origin[1]}
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bottom_left := [2]f32{-origin[0], rect.h - origin[1]}
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// Translation to final position
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translate := [2]f32{rect.x + origin[0], rect.y + origin[1]}
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// Rotate and translate each corner
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tl :=
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[2]f32 {
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cos_rotation * top_left[0] - sin_rotation * top_left[1],
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sin_rotation * top_left[0] + cos_rotation * top_left[1],
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} +
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translate
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tr :=
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[2]f32 {
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cos_rotation * top_right[0] - sin_rotation * top_right[1],
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sin_rotation * top_right[0] + cos_rotation * top_right[1],
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} +
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translate
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br :=
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[2]f32 {
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cos_rotation * bottom_right[0] - sin_rotation * bottom_right[1],
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sin_rotation * bottom_right[0] + cos_rotation * bottom_right[1],
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} +
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translate
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bl :=
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[2]f32 {
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cos_rotation * bottom_left[0] - sin_rotation * bottom_left[1],
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sin_rotation * bottom_left[0] + cos_rotation * bottom_left[1],
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} +
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translate
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vertices[0] = sv(tl, color)
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vertices[1] = sv(tr, color)
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vertices[2] = sv(br, color)
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vertices[3] = sv(tl, color)
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vertices[4] = sv(br, color)
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vertices[5] = sv(bl, color)
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}
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prepare_shape(layer, vertices)
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}
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rectangle_lines :: proc(
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layer: ^Layer,
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rect: Rectangle,
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color: Color,
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thick: f32 = 1,
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temp_allocator := context.temp_allocator,
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) {
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vertices := make([]Vertex, 24, temp_allocator)
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// Top edge
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emit_rect(rect.x, rect.y, rect.w, thick, color, vertices, 0)
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// Bottom edge
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emit_rect(rect.x, rect.y + rect.h - thick, rect.w, thick, color, vertices, 6)
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// Left edge
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emit_rect(rect.x, rect.y + thick, thick, rect.h - thick * 2, color, vertices, 12)
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// Right edge
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emit_rect(rect.x + rect.w - thick, rect.y + thick, thick, rect.h - thick * 2, color, vertices, 18)
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prepare_shape(layer, vertices)
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}
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rectangle_gradient :: proc(
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layer: ^Layer,
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rect: Rectangle,
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top_left, top_right, bottom_left, bottom_right: Color,
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temp_allocator := context.temp_allocator,
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) {
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vertices := make([]Vertex, 6, temp_allocator)
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tl := [2]f32{rect.x, rect.y}
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tr := [2]f32{rect.x + rect.w, rect.y}
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br := [2]f32{rect.x + rect.w, rect.y + rect.h}
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bl := [2]f32{rect.x, rect.y + rect.h}
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vertices[0] = sv(tl, top_left)
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vertices[1] = sv(tr, top_right)
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vertices[2] = sv(br, bottom_right)
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vertices[3] = sv(tl, top_left)
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vertices[4] = sv(br, bottom_right)
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vertices[5] = sv(bl, bottom_left)
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prepare_shape(layer, vertices)
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}
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circle_sector :: proc(
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layer: ^Layer,
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center: [2]f32,
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radius: f32,
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start_angle, end_angle: f32,
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color: Color,
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segments: int = 0,
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temp_allocator := context.temp_allocator,
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) {
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arc_length := abs(end_angle - start_angle)
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segs := segments > 0 ? segments : auto_segments(radius, arc_length)
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vertex_count := segs * 3
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vertices := make([]Vertex, vertex_count, temp_allocator)
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start_rad := math.to_radians(start_angle)
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end_rad := math.to_radians(end_angle)
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step_angle := (end_rad - start_rad) / f32(segs)
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for i in 0 ..< segs {
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current_angle := start_rad + step_angle * f32(i)
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next_angle := start_rad + step_angle * f32(i + 1)
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edge_current := center + [2]f32{math.cos(current_angle) * radius, math.sin(current_angle) * radius}
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edge_next := center + [2]f32{math.cos(next_angle) * radius, math.sin(next_angle) * radius}
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idx := i * 3
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vertices[idx + 0] = sv(center, color)
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vertices[idx + 1] = sv(edge_next, color)
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vertices[idx + 2] = sv(edge_current, color)
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}
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prepare_shape(layer, vertices)
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}
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circle_gradient :: proc(
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layer: ^Layer,
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center: [2]f32,
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radius: f32,
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inner, outer: Color,
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segments: int = 0,
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temp_allocator := context.temp_allocator,
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) {
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segs := segments > 0 ? segments : auto_segments(radius, 360)
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vertex_count := segs * 3
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vertices := make([]Vertex, vertex_count, temp_allocator)
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step_angle := math.TAU / f32(segs)
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for i in 0 ..< segs {
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current_angle := step_angle * f32(i)
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next_angle := step_angle * f32(i + 1)
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edge_current := center + [2]f32{math.cos(current_angle) * radius, math.sin(current_angle) * radius}
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edge_next := center + [2]f32{math.cos(next_angle) * radius, math.sin(next_angle) * radius}
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idx := i * 3
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vertices[idx + 0] = sv(center, inner)
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vertices[idx + 1] = sv(edge_next, outer)
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vertices[idx + 2] = sv(edge_current, outer)
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}
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prepare_shape(layer, vertices)
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}
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triangle :: proc(layer: ^Layer, v1, v2, v3: [2]f32, color: Color) {
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vertices := [3]Vertex{sv(v1, color), sv(v2, color), sv(v3, color)}
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prepare_shape(layer, vertices[:])
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}
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triangle_lines :: proc(
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layer: ^Layer,
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v1, v2, v3: [2]f32,
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color: Color,
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thick: f32 = 1,
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temp_allocator := context.temp_allocator,
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) {
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vertices := make([]Vertex, 18, temp_allocator)
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write_offset := 0
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write_offset += extrude_line(v1, v2, thick, color, vertices, write_offset)
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write_offset += extrude_line(v2, v3, thick, color, vertices, write_offset)
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write_offset += extrude_line(v3, v1, thick, color, vertices, write_offset)
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if write_offset > 0 {
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prepare_shape(layer, vertices[:write_offset])
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}
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}
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triangle_fan :: proc(
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layer: ^Layer,
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points: [][2]f32,
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color: Color,
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temp_allocator := context.temp_allocator,
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) {
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if len(points) < 3 do return
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triangle_count := len(points) - 2
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vertex_count := triangle_count * 3
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vertices := make([]Vertex, vertex_count, temp_allocator)
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for i in 1 ..< len(points) - 1 {
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idx := (i - 1) * 3
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vertices[idx + 0] = sv(points[0], color)
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vertices[idx + 1] = sv(points[i], color)
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vertices[idx + 2] = sv(points[i + 1], color)
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}
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prepare_shape(layer, vertices)
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}
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triangle_strip :: proc(
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layer: ^Layer,
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points: [][2]f32,
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color: Color,
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temp_allocator := context.temp_allocator,
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) {
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if len(points) < 3 do return
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triangle_count := len(points) - 2
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vertex_count := triangle_count * 3
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vertices := make([]Vertex, vertex_count, temp_allocator)
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for i in 0 ..< triangle_count {
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idx := i * 3
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if i % 2 == 0 {
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vertices[idx + 0] = sv(points[i], color)
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vertices[idx + 1] = sv(points[i + 1], color)
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vertices[idx + 2] = sv(points[i + 2], color)
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} else {
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vertices[idx + 0] = sv(points[i + 1], color)
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vertices[idx + 1] = sv(points[i], color)
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vertices[idx + 2] = sv(points[i + 2], color)
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}
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}
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prepare_shape(layer, vertices)
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}
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// ----- SDF drawing functions ----
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// Draw a rectangle with per-corner rounding radii via SDF.
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rectangle_corners :: proc(
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layer: ^Layer,
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rect: Rectangle,
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radii: [4]f32,
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color: Color,
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soft_px: f32 = 1.0,
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) {
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max_radius := min(rect.w, rect.h) * 0.5
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tl := clamp(radii[0], 0, max_radius)
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tr := clamp(radii[1], 0, max_radius)
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br := clamp(radii[2], 0, max_radius)
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bl := clamp(radii[3], 0, max_radius)
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pad := soft_px / GLOB.dpi_scaling
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dpi := GLOB.dpi_scaling
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prim := Primitive {
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bounds = {rect.x - pad, rect.y - pad, rect.x + rect.w + pad, rect.y + rect.h + pad},
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color = color,
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kind_flags = pack_kind_flags(.RRect, {}),
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}
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prim.params.rrect = RRect_Params {
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half_size = {rect.w * 0.5 * dpi, rect.h * 0.5 * dpi},
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radii = {tr * dpi, br * dpi, tl * dpi, bl * dpi},
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soft_px = soft_px,
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stroke_px = 0,
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}
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prepare_sdf_primitive(layer, prim)
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}
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// Draw a stroked rectangle with per-corner rounding radii via SDF.
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rectangle_corners_lines :: proc(
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layer: ^Layer,
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rect: Rectangle,
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radii: [4]f32,
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color: Color,
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thick: f32 = 1,
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soft_px: f32 = 1.0,
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) {
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max_radius := min(rect.w, rect.h) * 0.5
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tl := clamp(radii[0], 0, max_radius)
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tr := clamp(radii[1], 0, max_radius)
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br := clamp(radii[2], 0, max_radius)
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bl := clamp(radii[3], 0, max_radius)
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pad := (thick * 0.5 + soft_px) / GLOB.dpi_scaling
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dpi := GLOB.dpi_scaling
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prim := Primitive {
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bounds = {rect.x - pad, rect.y - pad, rect.x + rect.w + pad, rect.y + rect.h + pad},
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color = color,
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kind_flags = pack_kind_flags(.RRect, {.Stroke}),
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}
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prim.params.rrect = RRect_Params {
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half_size = {rect.w * 0.5 * dpi, rect.h * 0.5 * dpi},
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radii = {tr * dpi, br * dpi, tl * dpi, bl * dpi},
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soft_px = soft_px,
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stroke_px = thick * dpi,
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}
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prepare_sdf_primitive(layer, prim)
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}
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// Draw a rectangle with uniform corner rounding via SDF.
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rectangle_rounded :: proc(
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layer: ^Layer,
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rect: Rectangle,
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roundness: f32,
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color: Color,
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soft_px: f32 = 1.0,
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) {
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cr := min(rect.w, rect.h) * clamp(roundness, 0, 1) * 0.5
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if cr < 1 {
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rectangle(layer, rect, color)
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return
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}
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rectangle_corners(layer, rect, {cr, cr, cr, cr}, color, soft_px)
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}
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// Draw a stroked rectangle with uniform corner rounding via SDF.
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rectangle_rounded_lines :: proc(
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layer: ^Layer,
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rect: Rectangle,
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roundness: f32,
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color: Color,
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thick: f32 = 1,
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soft_px: f32 = 1.0,
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) {
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cr := min(rect.w, rect.h) * clamp(roundness, 0, 1) * 0.5
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if cr < 1 {
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rectangle_lines(layer, rect, color, thick)
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return
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}
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rectangle_corners_lines(layer, rect, {cr, cr, cr, cr}, color, thick, soft_px)
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}
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// Draw a filled circle via SDF.
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circle :: proc(layer: ^Layer, center: [2]f32, radius: f32, color: Color, soft_px: f32 = 1.0) {
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pad := soft_px / GLOB.dpi_scaling
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dpi := GLOB.dpi_scaling
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prim := Primitive {
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bounds = {center.x - radius - pad, center.y - radius - pad,
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center.x + radius + pad, center.y + radius + pad},
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color = color,
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kind_flags = pack_kind_flags(.Circle, {}),
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}
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prim.params.circle = Circle_Params{radius = radius * dpi, soft_px = soft_px}
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prepare_sdf_primitive(layer, prim)
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}
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// Draw a stroked circle via SDF.
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circle_lines :: proc(
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layer: ^Layer,
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center: [2]f32,
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radius: f32,
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color: Color,
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thick: f32 = 1,
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soft_px: f32 = 1.0,
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) {
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pad := (thick * 0.5 + soft_px) / GLOB.dpi_scaling
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dpi := GLOB.dpi_scaling
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prim := Primitive {
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bounds = {center.x - radius - pad, center.y - radius - pad,
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center.x + radius + pad, center.y + radius + pad},
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color = color,
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kind_flags = pack_kind_flags(.Circle, {.Stroke}),
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}
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prim.params.circle = Circle_Params{
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radius = radius * dpi, soft_px = soft_px, stroke_px = thick * dpi,
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}
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prepare_sdf_primitive(layer, prim)
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}
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// Draw a filled ellipse via SDF.
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ellipse :: proc(
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layer: ^Layer,
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center: [2]f32,
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radius_h, radius_v: f32,
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color: Color,
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soft_px: f32 = 1.0,
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) {
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pad := soft_px / GLOB.dpi_scaling
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dpi := GLOB.dpi_scaling
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prim := Primitive {
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bounds = {center.x - radius_h - pad, center.y - radius_v - pad,
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center.x + radius_h + pad, center.y + radius_v + pad},
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color = color,
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kind_flags = pack_kind_flags(.Ellipse, {}),
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}
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prim.params.ellipse = Ellipse_Params{radii = {radius_h * dpi, radius_v * dpi}, soft_px = soft_px}
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prepare_sdf_primitive(layer, prim)
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}
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|
|
|
// 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)
|
|
}
|