Files
levlib/draw/examples/backdrop.odin
T
2026-04-30 17:24:20 -07:00

383 lines
13 KiB
Odin

package examples
import "core:fmt"
import "core:math"
import "core:os"
import sdl "vendor:sdl3"
import "../../draw"
import cyber "../cybersteel"
// Backdrop example.
//
// Exercises the bracket scheduler end-to-end. The demo is structured as three zones in one
// window so we can stress-test the cases that matter:
//
// Zone 1 (top, base layer): animated colorful background + two side-by-side frosted panels
// with DIFFERENT sigmas and DIFFERENT tints. Tests sigma grouping
// and per-primitive tint.
//
// Zone 2 (bottom-left, second layer): a small frosted panel in a NEW layer; its bracket sees
// Zone 1's full content (base layer's bracket output is
// carried forward via source_texture). Tests multi-layer
// backdrop sampling.
//
// Zone 3 (bottom-right, base layer): edge cases. A sigma=0 "mirror" panel (no blur), two
// same-sigma panels stacked (tests sub-batch coalescing
// via append_or_extend_sub_batch), and text drawn ON TOP
// of a backdrop (tests Pass B post-bracket rendering).
//
// Animation: an orbiting gradient stripe plus a few orbiting circles in Zone 1. Motion is the
// only way to visually confirm the blur is Gaussian; a static panel can't tell you whether the
// kernel coefficients are right.
gaussian_blur :: proc() {
if !sdl.Init({.VIDEO}) do os.exit(1)
window := sdl.CreateWindow("Backdrop blur", 800, 600, {.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)
WINDOW_W :: f32(800)
WINDOW_H :: f32(600)
FONT_SIZE :: u16(14)
t: f32 = 0
for {
defer free_all(context.temp_allocator)
ev: sdl.Event
for sdl.PollEvent(&ev) {
if ev.type == .QUIT do return
}
t += 1
base_layer := draw.begin({width = WINDOW_W, height = WINDOW_H})
//----- Background fill ----------------------------------
draw.rectangle(base_layer, {0, 0, WINDOW_W, WINDOW_H}, draw.Color{20, 20, 28, 255})
//----- Zone 1: animated background for the top frosted panels ----------------------------------
// A wide rotating gradient stripe sweeps left-to-right across Zone 1. The angle changes
// over time so the gradient itself shifts visibly.
stripe_angle := t * 0.4
draw.rectangle(
base_layer,
{20, 20, WINDOW_W - 40, 240},
draw.Linear_Gradient {
start_color = {255, 80, 60, 255},
end_color = {60, 120, 255, 255},
angle = stripe_angle,
},
)
// Five orbiting circles inside Zone 1's strip. The blur should smooth their hard edges
// and the gradient behind them into a continuous wash.
for i in 0 ..< 5 {
phase := f32(i) * 1.2 + t * 0.04
cx := 100 + f32(i) * 140 + math.cos(phase) * 30
cy := 140 + math.sin(phase) * 50
circle_color := draw.Color {
u8(clamp(120 + math.cos(phase) * 100, 0, 255)),
u8(clamp(180 + math.sin(phase * 1.3) * 60, 0, 255)),
u8(clamp(220 - math.sin(phase) * 80, 0, 255)),
255,
}
draw.circle(base_layer, {cx, cy}, 22, circle_color)
}
// Bright accent rectangles to give the blur some sharp edges to munch on.
draw.rectangle(base_layer, {200, 60, 60, 12}, draw.Color{255, 255, 200, 255})
draw.rectangle(base_layer, {500, 200, 80, 16}, draw.Color{200, 255, 200, 255})
//----- Zone 1 frosted panels: different sigmas, different tints --------------------------------
// Panel A: heavy blur, cool blue-grey tint. sigma=14 in logical px.
// Both panels share rounded corners.
panel_radii := draw.Rectangle_Radii{16, 16, 16, 16}
draw.gaussian_blur(
base_layer,
{60, 80, 320, 140},
gaussian_sigma = 30,
tint = draw.Color{170, 200, 240, 200}, // cool blue, strong mix
radii = panel_radii,
)
draw.text(
base_layer,
"sigma = 20, cool tint",
{72, 90},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.Color{30, 35, 50, 255},
)
// Panel B: lighter blur, warm amber tint. sigma=6.
draw.gaussian_blur(
base_layer,
{420, 80, 320, 140},
gaussian_sigma = 6,
tint = draw.Color{255, 220, 160, 200}, // warm amber, strong mix
radii = panel_radii,
)
draw.text(
base_layer,
"sigma = 6, warm tint",
{432, 90},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.Color{60, 40, 20, 255},
)
// Pass-B verification: a rectangle drawn AFTER the backdrops in the same layer
// Per the bracket scheduling model, this should render ON TOP of both panels above.
// If you see this stripe behind the panels instead of in front, something is wrong with
// the Pass B post-bracket path.
draw.rectangle(base_layer, {WINDOW_W * 0.5 - 4, 70, 8, 160}, draw.Color{255, 255, 255, 230})
//----- Zone 2: second layer with its own backdrop --------------------------------
// Zone 2's panel is in a NEW layer. Its bracket samples source_texture as it stands
// after the base layer fully finished (including the base layer's bracket V-composite
// output). So this panel sees Zone 1's frosted panels through its own blur.
zone2 := draw.new_layer(base_layer, {0, 280, WINDOW_W * 0.55, WINDOW_H - 280})
// Pass A content for zone2: a translucent darker overlay to make the panel pop.
draw.rectangle(zone2, {20, 300, WINDOW_W * 0.55 - 40, WINDOW_H - 320}, draw.Color{0, 0, 0, 80})
// Animated diagonal stripe in Zone 2 so the blur in this layer's panel has motion to
// smooth, not just the static base-layer content.
stripe_y := 320 + (math.sin(t * 0.05) * 0.5 + 0.5) * 200
draw.rectangle(zone2, {30, stripe_y, WINDOW_W * 0.55 - 60, 18}, draw.Color{255, 100, 200, 200})
// Zone 2's frosted panel.
draw.gaussian_blur(
zone2,
{60, 360, WINDOW_W * 0.55 - 120, 160},
gaussian_sigma = 10,
tint = draw.WHITE, // pure blur (white tint with any alpha is a no-op)
radii = draw.Rectangle_Radii{24, 24, 24, 24},
)
draw.text(
zone2,
"Layer 2 backdrop",
{72, 372},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.Color{30, 30, 30, 255},
)
draw.text(
zone2,
"sigma = 10",
{72, 392},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.Color{60, 60, 60, 255},
)
//----- Zone 3: edge cases (back in base layer would also work, but we use zone2 to keep --------
// the demo's two-layer structure simple). Zone 3 lives in a third layer so it gets
// a fresh source snapshot too.
zone3 := draw.new_layer(zone2, {WINDOW_W * 0.55, 280, WINDOW_W * 0.45, WINDOW_H - 280})
// Animated background patch for Zone 3 so its mirror panel has something to reflect.
for i in 0 ..< 4 {
phase := f32(i) * 1.5 + t * 0.06
y := 310 + f32(i) * 60 + math.sin(phase) * 8
draw.rectangle(
zone3,
{WINDOW_W * 0.55 + 20, y, WINDOW_W * 0.45 - 40, 14},
draw.Color {
u8(clamp(200 + math.cos(phase) * 50, 0, 255)),
u8(clamp(150 + math.sin(phase) * 80, 0, 255)),
u8(clamp(220 - math.cos(phase * 1.7) * 60, 0, 255)),
255,
},
)
}
// Edge case 1: sigma = 0 "mirror" — sharp framebuffer sample, no blur. Should reproduce
// the underlying pixels exactly through the SDF mask. Tinted slightly so it's visible.
draw.gaussian_blur(
zone3,
{WINDOW_W * 0.55 + 30, 310, 150, 70},
gaussian_sigma = 0,
tint = draw.WHITE, // pure mirror (no blur, no tint)
radii = draw.Rectangle_Radii{12, 12, 12, 12},
)
draw.text(
zone3,
"sigma=0 (mirror)",
{WINDOW_W * 0.55 + 38, 318},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.Color{20, 20, 20, 255},
)
// Edge case 2: two same-sigma panels submitted contiguously. The sub-batch coalescer
// should merge these into a single instanced V-composite draw. Visually, both should
// look identical (modulo position) — same blur radius, same tint.
draw.gaussian_blur(
zone3,
{WINDOW_W * 0.55 + 30, 400, 150, 70},
gaussian_sigma = 8,
tint = draw.Color{160, 255, 160, 200}, // green tint, strong mix
radii = draw.Rectangle_Radii{12, 12, 12, 12},
)
draw.gaussian_blur(
zone3,
{WINDOW_W * 0.55 + 200, 400, 150, 70},
gaussian_sigma = 8,
tint = draw.Color{160, 255, 160, 200}, // identical: tests sub-batch coalescing
radii = draw.Rectangle_Radii{12, 12, 12, 12},
)
draw.text(
zone3,
"sigma=8 (coalesced pair)",
{WINDOW_W * 0.55 + 38, 408},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.Color{20, 40, 20, 255},
)
// Edge case 3: text drawn AFTER a backdrop in the same layer. Tests Pass B over a fresh
// V-composite output. The text should appear sharply on top of the green panels above.
draw.text(
zone3,
"Pass B text overlay",
{WINDOW_W * 0.55 + 38, 480},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
draw.end(gpu, window, draw.Color{15, 15, 22, 255})
}
}
// Backdrop diagnostic example.
//
// Minimal isolation harness for debugging the blur. ONE panel, ONE sigma, NO animation. The
// fixed background gives the eye a stable reference: the blur should smooth a *known* set of
// hard edges, and any artifacts (crisp circles, ghost mirrors, no apparent change with sigma)
// stand out clearly.
//
// Controls:
// UP / DOWN arrow : adjust sigma by ±1
// LEFT / RIGHT arrow : adjust sigma by ±5
// SPACE : reset to sigma=10
// T : toggle the test rectangle on top of the panel
//
// Sigma is printed to the title bar so you can correlate visual behavior with the numeric
// value as you adjust it.
gaussian_blur_debug :: proc() {
if !sdl.Init({.VIDEO}) do os.exit(1)
window := sdl.CreateWindow("Backdrop debug", 800, 600, {.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)
defer draw.destroy(gpu)
PLEX_SANS_REGULAR = draw.register_font(cyber.SANS_REGULAR_RAW)
WINDOW_W :: f32(800)
WINDOW_H :: f32(600)
FONT_SIZE :: u16(14)
sigma: f32 = 10
show_test_rect := true
for {
defer free_all(context.temp_allocator)
ev: sdl.Event
for sdl.PollEvent(&ev) {
if ev.type == .QUIT do return
if ev.type == .KEY_DOWN {
#partial switch ev.key.scancode {
case .UP: sigma += 1
case .DOWN: sigma = max(sigma - 1, 0)
case .RIGHT: sigma += 5
case .LEFT: sigma = max(sigma - 5, 0)
case .SPACE: sigma = 10
case .T: show_test_rect = !show_test_rect
}
}
}
// Update title with current sigma so we can correlate visuals to numbers.
title := fmt.ctprintf("Backdrop debug | sigma = %.1f", sigma)
sdl.SetWindowTitle(window, title)
base_layer := draw.begin({width = WINDOW_W, height = WINDOW_H})
// Background: deliberately high-contrast static content. The eye can verify whether
// hard edges (the black grid lines, the crisp circles, the fine vertical bars) get
// smoothed by the panel. NOTHING animates here — every difference between frames is
// caused by user input (sigma change), not by the demo itself.
draw.rectangle(base_layer, {0, 0, WINDOW_W, WINDOW_H}, draw.Color{255, 255, 255, 255})
// Black grid: 8x6 cells with thin lines. Each grid cell is 100x100 logical px.
for x: f32 = 0; x <= WINDOW_W; x += 100 {
draw.rectangle(base_layer, {x - 1, 0, 2, WINDOW_H}, draw.BLACK)
}
for y: f32 = 0; y <= WINDOW_H; y += 100 {
draw.rectangle(base_layer, {0, y - 1, WINDOW_W, 2}, draw.BLACK)
}
// A row of small bright circles across the middle. Their crisp edges are the most
// sensitive blur indicator.
for i in 0 ..< 8 {
cx := f32(i) * 100 + 50
color := draw.Color{u8((i * 32) & 0xff), u8((i * 64) & 0xff), u8(255 - (i * 32) & 0xff), 255}
draw.circle(base_layer, {cx, 350}, 25, color)
}
// Vertical fine-detail stripes on the left edge. At any meaningful sigma these should
// merge into a flat color through the panel.
for i in 0 ..< 20 {
x := 30 + f32(i) * 6
color := draw.RED if i % 2 == 0 else draw.BLUE
draw.rectangle(base_layer, {x, 200, 4, 200}, color)
}
// THE PANEL UNDER TEST. Square, centered, large enough to cover multiple grid cells and
// the circle row. Square shape makes any horizontal-vs-vertical asymmetry purely
// renderer-driven (geometry can't introduce it).
panel := draw.Rectangle{250, 150, 300, 300}
draw.gaussian_blur(
base_layer,
panel,
gaussian_sigma = sigma,
tint = draw.WHITE,
radii = draw.Rectangle_Radii{20, 20, 20, 20},
)
// Pass B test: a bright rectangle drawn AFTER the backdrop in the same layer. Should
// always render on top of the panel. If the panel ever shows a "ghost" of this rect
// inside its blur, the V-composite is sampling the wrong texture state.
if show_test_rect {
draw.rectangle(base_layer, {380, 280, 40, 40}, draw.Color{0, 200, 0, 255})
}
// Sigma label at the bottom in giant text so you can read it from across the room.
draw.text(
base_layer,
fmt.tprintf("sigma = %.1f", sigma),
{20, WINDOW_H - 40},
PLEX_SANS_REGULAR,
28,
color = draw.BLACK,
)
draw.text(
base_layer,
"UP/DOWN ±1 LEFT/RIGHT ±5 SPACE reset T toggle test rect",
{20, WINDOW_H - 70},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.Color{60, 60, 60, 255},
)
draw.end(gpu, window, draw.Color{255, 255, 255, 255})
}
}