Initial commit

This commit is contained in:
shan
2025-04-27 19:51:48 -07:00
commit 1691845199
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*.bin
/renderer/res/shaders/compiled/
/run.sh
/examples.bin.dSYM/
/bin/

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package main
import "../renderer"
import "core:c"
import "core:fmt"
import "core:log"
import "core:mem"
import "core:os"
import clay "library:clay"
import sdl "vendor:sdl3"
WINDOW_WIDTH :: 1024
WINDOW_HEIGHT :: 728
WINDOW_FLAGS :: sdl.WindowFlags{.RESIZABLE, .HIGH_PIXEL_DENSITY}
window: ^sdl.Window
device: ^sdl.GPUDevice
debug_enabled := false
body_text := clay.TextElementConfig {
fontId = renderer.JETBRAINS_MONO_REGULAR,
fontSize = 44,
textColor = { 1.0, 1.0, 1.0, 1.0 },
}
main :: proc() {
defer destroy()
when ODIN_DEBUG == true {
context.logger = log.create_console_logger(lowest = .Debug)
//----- Tracking allocator ----------------------------------
// Temp
track_temp: mem.Tracking_Allocator
mem.tracking_allocator_init(&track_temp, context.temp_allocator)
context.temp_allocator = mem.tracking_allocator(&track_temp)
// Default
track: mem.Tracking_Allocator
mem.tracking_allocator_init(&track, context.allocator)
context.allocator = mem.tracking_allocator(&track)
// Log a warning about any memory that was not freed by the end of the program.
// This could be fine for some global state or it could be a memory leak.
defer {
// Temp allocator
if len(track_temp.allocation_map) > 0 {
fmt.eprintf(
"=== %v allocations not freed - temp allocator: ===\n",
len(track_temp.allocation_map),
)
for _, entry in track_temp.allocation_map {
fmt.eprintf("- %v bytes @ %v\n", entry.size, entry.location)
}
}
if len(track_temp.bad_free_array) > 0 {
fmt.eprintf(
"=== %v incorrect frees - temp allocator: ===\n",
len(track_temp.bad_free_array),
)
for entry in track_temp.bad_free_array {
fmt.eprintf("- %p @ %v\n", entry.memory, entry.location)
}
}
mem.tracking_allocator_destroy(&track_temp)
// Default allocator
if len(track.allocation_map) > 0 {
fmt.eprintf(
"=== %v allocations not freed - main allocator: ===\n",
len(track.allocation_map),
)
for _, entry in track.allocation_map {
fmt.eprintf("- %v bytes @ %v\n", entry.size, entry.location)
}
}
if len(track.bad_free_array) > 0 {
fmt.eprintf(
"=== %v incorrect frees - main allocator: ===\n",
len(track.bad_free_array),
)
for entry in track.bad_free_array {
fmt.eprintf("- %p @ %v\n", entry.memory, entry.location)
}
}
mem.tracking_allocator_destroy(&track)
}
}
if !sdl.Init(sdl.InitFlags{.VIDEO}) {
log.error("Failed to initialize SDL:", sdl.GetError())
}
window = sdl.CreateWindow("System Controller", WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_FLAGS)
if window == nil {
log.error("Failed to create window:", sdl.GetError())
os.exit(1)
}
device = sdl.CreateGPUDevice(renderer.SHADER_TYPE, true, nil)
if device == nil {
log.error("Failed to create GPU device:", sdl.GetError())
os.exit(1)
}
driver := sdl.GetGPUDeviceDriver(device)
log.info("Created GPU device:", driver)
if !sdl.ClaimWindowForGPUDevice(device, window) {
log.error("Failed to claim GPU device for window:", sdl.GetError())
os.exit(1)
}
renderer.init(device, window, WINDOW_WIDTH, WINDOW_HEIGHT, context)
// debug
FPS_REFRESH_INTERVAL :: 1000.0 // 1 second
fps_time := sdl.GetTicks()
frame_count: int
fps: f32
last_frame_time := sdl.GetTicks()
program: for {
defer free_all(context.temp_allocator)
// Update debug FPS
frame_time := sdl.GetTicks()
when ODIN_DEBUG == true {
frame_count += 1
if frame_time - fps_time >= FPS_REFRESH_INTERVAL {
new_fps := f32(frame_count)
if new_fps != fps {
log.info("FPS:", new_fps)
}
fps = new_fps
frame_count = 0
fps_time = frame_time
}
}
cmd_buffer := sdl.AcquireGPUCommandBuffer(device)
if cmd_buffer == nil {
log.error("Failed to acquire command buffer")
os.exit(1)
}
if update(cmd_buffer, frame_time - last_frame_time) {
log.debug("User command to quit")
break program
}
draw(cmd_buffer)
last_frame_time = frame_time
}
}
destroy :: proc() {
renderer.destroy(device)
sdl.ReleaseWindowFromGPUDevice(device, window)
sdl.DestroyWindow(window)
sdl.DestroyGPUDevice(device)
}
update :: proc(cmd_buffer: ^sdl.GPUCommandBuffer, delta_time: u64) -> bool {
frame_time := f32(delta_time) / 1000.0
input := input()
render_cmds: clay.ClayArray(clay.RenderCommand) = layout()
renderer.prepare(device, window, cmd_buffer, &render_cmds, input.mouse_delta, frame_time)
return input.should_quit
}
Input :: struct {
mouse_delta: [2]f32,
should_quit: bool,
}
input :: proc() -> Input {
result := Input{}
event: sdl.Event
for sdl.PollEvent(&event) == true {
#partial switch event.type {
case .KEY_DOWN:
switch event.key.key {
case sdl.K_ESCAPE:
result.should_quit = true
case sdl.K_D:
if .LSHIFT in event.key.mod {
debug_enabled = !debug_enabled
clay.SetDebugModeEnabled(debug_enabled)
}
}
case .QUIT:
result.should_quit = true
case .MOUSE_WHEEL:
result.mouse_delta[0] = event.wheel.x
result.mouse_delta[1] = event.wheel.y
}
}
return result
}
draw :: proc(cmd_buffer: ^sdl.GPUCommandBuffer) {
renderer.draw(device, window, cmd_buffer)
submit_ok := sdl.SubmitGPUCommandBuffer(cmd_buffer)
if !submit_ok {
log.debug("Failed to submit command buffer:", sdl.GetError())
}
}
layout :: proc() -> clay.ClayArray(clay.RenderCommand) {
clay.BeginLayout()
if clay.UI()(
{
id = clay.ID("OuterContainer"),
layout = {
layoutDirection = .TopToBottom,
sizing = {clay.SizingGrow({}), clay.SizingGrow({})},
childAlignment = {x = .Center, y = .Center},
childGap = 16,
},
backgroundColor = {0.2, 0.2, 0.2, 1.0},
},
) {
clay.Text("3D SCENE", &body_text)
}
return clay.EndLayout()
}

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package clay
import "core:c"
when ODIN_OS == .Windows {
foreign import Clay "windows/clay.lib"
} else when ODIN_OS == .Linux {
foreign import Clay "linux/clay.a"
} else when ODIN_OS == .Darwin {
when ODIN_ARCH == .arm64 {
foreign import Clay "macos-arm64/clay.a"
} else {
foreign import Clay "macos/clay.a"
}
} else when ODIN_ARCH == .wasm32 || ODIN_ARCH == .wasm64p32 {
foreign import Clay "wasm/clay.o"
}
String :: struct {
isStaticallyAllocated: c.bool,
length: c.int32_t,
chars: [^]c.char,
}
StringSlice :: struct {
length: c.int32_t,
chars: [^]c.char,
baseChars: [^]c.char,
}
Vector2 :: [2]c.float
Dimensions :: struct {
width: c.float,
height: c.float,
}
Arena :: struct {
nextAllocation: uintptr,
capacity: c.size_t,
memory: [^]c.char,
}
BoundingBox :: struct {
x: c.float,
y: c.float,
width: c.float,
height: c.float,
}
Color :: [4]c.float
CornerRadius :: struct {
topLeft: c.float,
topRight: c.float,
bottomLeft: c.float,
bottomRight: c.float,
}
BorderData :: struct {
width: u32,
color: Color,
}
ElementId :: struct {
id: u32,
offset: u32,
baseId: u32,
stringId: String,
}
when ODIN_OS == .Windows {
EnumBackingType :: u32
} else {
EnumBackingType :: u8
}
RenderCommandType :: enum EnumBackingType {
None,
Rectangle,
Border,
Text,
Image,
ScissorStart,
ScissorEnd,
Custom,
}
RectangleElementConfig :: struct {
color: Color,
}
TextWrapMode :: enum EnumBackingType {
Words,
Newlines,
None,
}
TextAlignment :: enum EnumBackingType {
Left,
Center,
Right,
}
TextElementConfig :: struct {
userData: rawptr,
textColor: Color,
fontId: u16,
fontSize: u16,
letterSpacing: u16,
lineHeight: u16,
wrapMode: TextWrapMode,
textAlignment: TextAlignment,
}
ImageElementConfig :: struct {
imageData: rawptr,
sourceDimensions: Dimensions,
}
CustomElementConfig :: struct {
customData: rawptr,
}
BorderWidth :: struct {
left: u16,
right: u16,
top: u16,
bottom: u16,
betweenChildren: u16,
}
BorderElementConfig :: struct {
color: Color,
width: BorderWidth,
}
ScrollElementConfig :: struct {
horizontal: bool,
vertical: bool,
}
FloatingAttachPointType :: enum EnumBackingType {
LeftTop,
LeftCenter,
LeftBottom,
CenterTop,
CenterCenter,
CenterBottom,
RightTop,
RightCenter,
RightBottom,
}
FloatingAttachPoints :: struct {
element: FloatingAttachPointType,
parent: FloatingAttachPointType,
}
PointerCaptureMode :: enum EnumBackingType {
Capture,
Passthrough,
}
FloatingAttachToElement :: enum EnumBackingType {
None,
Parent,
ElementWithId,
Root,
}
FloatingElementConfig :: struct {
offset: Vector2,
expand: Dimensions,
parentId: u32,
zIndex: i16,
attachment: FloatingAttachPoints,
pointerCaptureMode: PointerCaptureMode,
attachTo: FloatingAttachToElement,
}
TextRenderData :: struct {
stringContents: StringSlice,
textColor: Color,
fontId: u16,
fontSize: u16,
letterSpacing: u16,
lineHeight: u16,
}
RectangleRenderData :: struct {
backgroundColor: Color,
cornerRadius: CornerRadius,
}
ImageRenderData :: struct {
backgroundColor: Color,
cornerRadius: CornerRadius,
sourceDimensions: Dimensions,
imageData: rawptr,
}
CustomRenderData :: struct {
backgroundColor: Color,
cornerRadius: CornerRadius,
customData: rawptr,
}
BorderRenderData :: struct {
color: Color,
cornerRadius: CornerRadius,
width: BorderWidth,
}
RenderCommandData :: struct #raw_union {
rectangle: RectangleRenderData,
text: TextRenderData,
image: ImageRenderData,
custom: CustomRenderData,
border: BorderRenderData,
}
RenderCommand :: struct {
boundingBox: BoundingBox,
renderData: RenderCommandData,
userData: rawptr,
id: u32,
zIndex: i16,
commandType: RenderCommandType,
}
ScrollContainerData :: struct {
// Note: This is a pointer to the real internal scroll position, mutating it may cause a change in final layout.
// Intended for use with external functionality that modifies scroll position, such as scroll bars or auto scrolling.
scrollPosition: ^Vector2,
scrollContainerDimensions: Dimensions,
contentDimensions: Dimensions,
config: ScrollElementConfig,
// Indicates whether an actual scroll container matched the provided ID or if the default struct was returned.
found: bool,
}
ElementData :: struct {
boundingBox: BoundingBox,
found: bool,
}
PointerDataInteractionState :: enum EnumBackingType {
PressedThisFrame,
Pressed,
ReleasedThisFrame,
Released,
}
PointerData :: struct {
position: Vector2,
state: PointerDataInteractionState,
}
SizingType :: enum EnumBackingType {
Fit,
Grow,
Percent,
Fixed,
}
SizingConstraintsMinMax :: struct {
min: c.float,
max: c.float,
}
SizingConstraints :: struct #raw_union {
sizeMinMax: SizingConstraintsMinMax,
sizePercent: c.float,
}
SizingAxis :: struct {
// Note: `min` is used for CLAY_SIZING_PERCENT, slightly different to clay.h due to lack of C anonymous unions
constraints: SizingConstraints,
type: SizingType,
}
Sizing :: struct {
width: SizingAxis,
height: SizingAxis,
}
Padding :: struct {
left: u16,
right: u16,
top: u16,
bottom: u16,
}
LayoutDirection :: enum EnumBackingType {
LeftToRight,
TopToBottom,
}
LayoutAlignmentX :: enum EnumBackingType {
Left,
Right,
Center,
}
LayoutAlignmentY :: enum EnumBackingType {
Top,
Bottom,
Center,
}
ChildAlignment :: struct {
x: LayoutAlignmentX,
y: LayoutAlignmentY,
}
LayoutConfig :: struct {
sizing: Sizing,
padding: Padding,
childGap: u16,
childAlignment: ChildAlignment,
layoutDirection: LayoutDirection,
}
ClayArray :: struct($type: typeid) {
capacity: i32,
length: i32,
internalArray: [^]type,
}
ElementDeclaration :: struct {
id: ElementId,
layout: LayoutConfig,
backgroundColor: Color,
cornerRadius: CornerRadius,
image: ImageElementConfig,
floating: FloatingElementConfig,
custom: CustomElementConfig,
scroll: ScrollElementConfig,
border: BorderElementConfig,
userData: rawptr,
}
ErrorType :: enum EnumBackingType {
TextMeasurementFunctionNotProvided,
ArenaCapacityExceeded,
ElementsCapacityExceeded,
TextMeasurementCapacityExceeded,
DuplicateId,
FloatingContainerParentNotFound,
PercentageOver1,
InternalError,
}
ErrorData :: struct {
errorType: ErrorType,
errorText: String,
userData: rawptr,
}
ErrorHandler :: struct {
handler: proc "c" (errorData: ErrorData),
userData: rawptr,
}
Context :: struct {} // opaque structure, only use as a pointer
@(link_prefix = "Clay_", default_calling_convention = "c")
foreign Clay {
_OpenElement :: proc() ---
_CloseElement :: proc() ---
MinMemorySize :: proc() -> u32 ---
CreateArenaWithCapacityAndMemory :: proc(capacity: c.size_t, offset: [^]u8) -> Arena ---
SetPointerState :: proc(position: Vector2, pointerDown: bool) ---
Initialize :: proc(arena: Arena, layoutDimensions: Dimensions, errorHandler: ErrorHandler) -> ^Context ---
GetCurrentContext :: proc() -> ^Context ---
SetCurrentContext :: proc(ctx: ^Context) ---
UpdateScrollContainers :: proc(enableDragScrolling: bool, scrollDelta: Vector2, deltaTime: c.float) ---
SetLayoutDimensions :: proc(dimensions: Dimensions) ---
BeginLayout :: proc() ---
EndLayout :: proc() -> ClayArray(RenderCommand) ---
GetElementId :: proc(id: String) -> ElementId ---
GetElementIdWithIndex :: proc(id: String, index: u32) -> ElementId ---
GetElementData :: proc(id: ElementId) -> ElementData ---
Hovered :: proc() -> bool ---
OnHover :: proc(onHoverFunction: proc "c" (id: ElementId, pointerData: PointerData, userData: rawptr), userData: rawptr) ---
PointerOver :: proc(id: ElementId) -> bool ---
GetScrollContainerData :: proc(id: ElementId) -> ScrollContainerData ---
SetMeasureTextFunction :: proc(measureTextFunction: proc "c" (text: StringSlice, config: ^TextElementConfig, userData: rawptr) -> Dimensions, userData: rawptr) ---
SetQueryScrollOffsetFunction :: proc(queryScrollOffsetFunction: proc "c" (elementId: u32, userData: rawptr) -> Vector2, userData: rawptr) ---
RenderCommandArray_Get :: proc(array: ^ClayArray(RenderCommand), index: i32) -> ^RenderCommand ---
SetDebugModeEnabled :: proc(enabled: bool) ---
IsDebugModeEnabled :: proc() -> bool ---
SetCullingEnabled :: proc(enabled: bool) ---
GetMaxElementCount :: proc() -> i32 ---
SetMaxElementCount :: proc(maxElementCount: i32) ---
GetMaxMeasureTextCacheWordCount :: proc() -> i32 ---
SetMaxMeasureTextCacheWordCount :: proc(maxMeasureTextCacheWordCount: i32) ---
ResetMeasureTextCache :: proc() ---
}
@(link_prefix = "Clay_", default_calling_convention = "c", private)
foreign Clay {
_ConfigureOpenElement :: proc(config: ElementDeclaration) ---
_HashString :: proc(key: String, offset: u32, seed: u32) -> ElementId ---
_OpenTextElement :: proc(text: String, textConfig: ^TextElementConfig) ---
_StoreTextElementConfig :: proc(config: TextElementConfig) -> ^TextElementConfig ---
_GetParentElementId :: proc() -> u32 ---
}
ConfigureOpenElement :: proc(config: ElementDeclaration) -> bool {
_ConfigureOpenElement(config)
return true
}
@(deferred_none = _CloseElement)
UI :: proc() -> proc (config: ElementDeclaration) -> bool {
_OpenElement()
return ConfigureOpenElement
}
Text :: proc($text: string, config: ^TextElementConfig) {
wrapped := MakeString(text)
wrapped.isStaticallyAllocated = true
_OpenTextElement(wrapped, config)
}
TextDynamic :: proc(text: string, config: ^TextElementConfig) {
_OpenTextElement(MakeString(text), config)
}
TextConfig :: proc(config: TextElementConfig) -> ^TextElementConfig {
return _StoreTextElementConfig(config)
}
PaddingAll :: proc(allPadding: u16) -> Padding {
return { left = allPadding, right = allPadding, top = allPadding, bottom = allPadding }
}
CornerRadiusAll :: proc(radius: f32) -> CornerRadius {
return CornerRadius{radius, radius, radius, radius}
}
SizingFit :: proc(sizeMinMax: SizingConstraintsMinMax) -> SizingAxis {
return SizingAxis{type = SizingType.Fit, constraints = {sizeMinMax = sizeMinMax}}
}
SizingGrow :: proc(sizeMinMax: SizingConstraintsMinMax) -> SizingAxis {
return SizingAxis{type = SizingType.Grow, constraints = {sizeMinMax = sizeMinMax}}
}
SizingFixed :: proc(size: c.float) -> SizingAxis {
return SizingAxis{type = SizingType.Fixed, constraints = {sizeMinMax = {size, size}}}
}
SizingPercent :: proc(sizePercent: c.float) -> SizingAxis {
return SizingAxis{type = SizingType.Percent, constraints = {sizePercent = sizePercent}}
}
MakeString :: proc(label: string) -> String {
return String{chars = raw_data(label), length = cast(c.int)len(label)}
}
ID :: proc(label: string, index: u32 = 0) -> ElementId {
return _HashString(MakeString(label), index, 0)
}
ID_LOCAL :: proc(label: string, index: u32 = 0) -> ElementId {
return _HashString(MakeString(label), index, _GetParentElementId())
}

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package sdl3_ttf
import sdl "vendor:sdl3"
import "core:c"
foreign import lib "system:SDL3_ttf"
Font :: struct {}
Text :: struct {
text: cstring,
num_lines: c.int,
refcount: c.int,
internal: rawptr,
}
TextEngine :: struct {}
Direction :: enum c.int {
LTR = 0,
RTL,
TTB,
BTT,
}
// Normal == empty
FontStyleFlag :: enum u32 {
BOLD = 0,
ITALIC = 1,
UNDERLINE = 2,
STRIKETHROUGH = 3,
}
FontStyleFlags :: bit_set[FontStyleFlag;u32]
FONT_STYLE_NORMAL :: FontStyleFlags{}
FONT_STYLE_BOLD :: FontStyleFlags{.BOLD}
FONT_STYLE_ITALIC :: FontStyleFlags{.ITALIC}
FONT_STYLE_UNDERLINE :: FontStyleFlags{.UNDERLINE}
FONT_STYLE_STRIKETHROUGH :: FontStyleFlags{.STRIKETHROUGH}
HintingFlags :: enum c.int {
NORMAL = 0,
LIGHT,
MONO,
NONE,
LIGHT_SUBPIXEL,
}
TTF_PROP_FONT_OUTLINE_LINE_CAP_NUMBER :: "SDL_ttf.font.outline.line_cap"
TTF_PROP_FONT_OUTLINE_LINE_JOIN_NUMBER :: "SDL_ttf.font.outline.line_join"
TTF_PROP_FONT_OUTLINE_MITER_LIMIT_NUMBER :: "SDL_ttf.font.outline.miter_limit"
HorizontalAlignment :: enum c.int {
INVALID = -1,
LEFT,
CENTER,
RIGHT,
}
GPUAtlasDrawSequence :: struct {
atlas_texture: ^sdl.GPUTexture,
vertex_positions: [^]sdl.FPoint,
uvs: [^]sdl.FPoint, // Normalized
num_verticies: c.int,
indices: [^]c.int,
num_indices: c.int,
next: ^GPUAtlasDrawSequence, // If nil, this is the last text in the sequence
}
GPUTextEngineWinding :: enum c.int {
INVALID = -1,
CLOCKWISE,
COUNTERCLOCKWISE,
}
SubStringFlag :: enum u32 {
TEXT_START,
LINE_START,
LINE_END,
TEXT_END,
}
SubString :: struct {
flags: SubStringFlag,
offset: c.int,
length: c.int,
line_index: c.int,
cluster_index: c.int,
rect: sdl.Rect,
}
/// General
@(default_calling_convention = "c", link_prefix = "TTF_")
foreign lib {
Init :: proc() -> bool ---
CreateGPUTextEngine :: proc(device: ^sdl.GPUDevice) -> ^TextEngine ---
DestroyGPUTextEngine :: proc(engine: ^TextEngine) ---
Quit :: proc() ---
}
/// Fonts
@(default_calling_convention = "c", link_prefix = "TTF_")
foreign lib {
CloseFont :: proc(font: ^Font) ---
FontHasGlyph :: proc(font: ^Font, glyph: u32) -> bool ---
FontIsFixedWidth :: proc(font: ^Font) -> bool ---
GetFontAscent :: proc(font: ^Font) -> c.int ---
GetFontDescent :: proc(font: ^Font) -> c.int ---
GetFontDirection :: proc(font: ^Font) -> Direction ---
GetFontDPI :: proc(font: ^Font, hdpi: ^c.int, vdpi: ^c.int) -> bool ---
GetFontFamilyName :: proc(font: ^Font) -> cstring ---
GetFontGeneration :: proc(font: ^Font) -> u32 ---
GetFontHeight :: proc(font: ^Font) -> c.int ---
GetFontHinting :: proc(font: ^Font) -> HintingFlags ---
GetFontKerning :: proc(font: ^Font) -> bool ---
/// Returns the font's recommended spacing
GetFontLineSkip :: proc(font: ^Font) -> c.int ---
GetFontOutline :: proc(font: ^Font) -> c.int ---
GetFontProperties :: proc(font: ^Font) -> sdl.PropertiesID ---
GetFontSize :: proc(font: ^Font) -> f32 ---
GetFontStyle :: proc(font: ^Font) -> FontStyleFlags ---
GetFontStyleName :: proc(font: ^Font) -> cstring ---
GetFontWrapAlignment :: proc(font: ^Font) -> HorizontalAlignment ---
GetFreeTypeVersion :: proc(major: ^c.int, minor: ^c.int, patch: ^c.int) ---
GetGlyphMetrics :: proc(font: ^Font, glyph: u32, min_x: ^c.int, max_x: ^c.int, min_y: ^c.int, max_y: ^c.int, advance: ^c.int) -> bool ---
GetGlyphScript :: proc(glyph: u32, script: ^c.char, script_size: c.size_t) -> bool ---
/// `stream`: A `sdl.IOStream` to provide a font's file data
/// `close_io`: Close src when the font is closed, false to leave it open
/// `point_size`: Font point size to use for the newly-opened font
OpenFontIO :: proc(stream: ^sdl.IOStream, close_io: bool, point_size: f32) -> ^Font ---
OpenFont :: proc(file: cstring, point_size: f32) -> ^Font ---
SetFontDirection :: proc(font: ^Font, direction: Direction) -> bool ---
SetFontHinting :: proc(font: ^Font, hinting_flags: HintingFlags) ---
SetFontKerning :: proc(font: ^Font, enabled: bool) ---
SetFontLineSkip :: proc(font: ^Font, lineskip: c.int) ---
SetFontOutline :: proc(font: ^Font, outline: c.int) -> bool ---
SetFontScript :: proc(font: ^Font, script: cstring) -> bool ---
SetFontSize :: proc(font: ^Font, pt_size: f32) -> bool ---
SetFontSizeDPI :: proc(font: ^Font, pt_size: f32, hdpi: c.int, vdpi: c.int) -> bool ---
SetFontStyle :: proc(font: ^Font, style: FontStyleFlags) ---
SetFontWrapAlignment :: proc(font: ^Font, horizontal_alignment: HorizontalAlignment) ---
SetGPUTextEngineWinding :: proc(engine: ^TextEngine, winding: GPUTextEngineWinding) ---
}
/// Text
@(default_calling_convention = "c", link_prefix = "TTF_")
foreign lib {
AppendTextString :: proc(text: ^Text, str: cstring, length: c.size_t) -> bool ---
CreateText :: proc(engine: ^TextEngine, font: ^Font, text: cstring, length: c.size_t) -> ^Text ---
DeleteTextString :: proc(text: ^Text, offset: c.int, length: c.int) -> bool ---
DestroyText :: proc(text: ^Text) ---
GetGPUTextDrawData :: proc(text: ^Text) -> ^GPUAtlasDrawSequence ---
GetGPUTextEngineWinding :: proc(engine: ^TextEngine) -> GPUTextEngineWinding ---
GetNextTextSubString :: proc(text: ^Text, substring: ^SubString, next: ^SubString) -> bool ---
GetPreviousTextSubString :: proc(text: ^Text, substring: ^SubString, previous: ^SubString) -> bool ---
/// Calculate the dimensions of a rendered string of UTF-8 text.
GetStringSize :: proc(font: ^Font, text: cstring, length: c.size_t, w: ^c.int, h: ^c.int) -> bool ---
GetStringSizeWrapped :: proc(font: ^Font, text: cstring, length: c.size_t, wrap_width: c.int, w: ^c.int, h: ^c.int) -> bool ---
GetTextColor :: proc(text: ^Text, r: ^u8, g: ^u8, b: ^u8, a: ^u8) -> bool ---
GetTextColorFloat :: proc(text: ^Text, r: ^f32, g: ^f32, b: ^f32, a: ^f32) -> bool ---
GetTextEngine :: proc(text: ^Text) -> ^TextEngine ---
GetTextFont :: proc(text: ^Text) -> ^Font ---
GetTextPosition :: proc(text: ^Text, x: ^c.int, y: ^c.int) -> bool ---
GetTextProperties :: proc(text: ^Text) -> sdl.PropertiesID ---
GetTextSize :: proc(text: ^Text, width: ^c.int, height: ^c.int) -> bool ---
GetTextSubString :: proc(text: ^Text, offset: c.int, substring: ^SubString) -> bool ---
GetTextSubStringForLine :: proc(text: ^Text, line: c.int, substring: ^SubString) -> bool ---
GetTextSubStringForPoint :: proc(text: ^Text, x: c.int, y: c.int, substring: ^SubString) -> bool ---
GetTextSubStringsForRange :: proc(text: ^Text, offset: c.int, length: c.int, count: ^c.int) -> [^]^SubString ---
GetTextWrapping :: proc(text: ^Text, wrap_length: ^c.int) -> bool ---
GetTextWrapWidth :: proc(text: ^Text, wrap_width: ^c.int) -> bool ---
InsertTextString :: proc(text: ^Text, offset: c.int, str: cstring, length: c.size_t) -> bool ---
// Calculate how much of a UTF-8 string will fit in a given width.
MeasureString :: proc(font: ^Font, text: cstring, length: c.size_t, max_width: c.int, measured_width: ^c.int, measured_length: ^c.size_t) -> bool ---
SetTextColor :: proc(text: ^Text, r: u8, g: u8, b: u8, a: u8) -> bool ---
SetTextColorFloat :: proc(text: ^Text, r: f32, g: f32, b: f32, a: f32) -> bool ---
SetTextEngine :: proc(text: ^Text, engine: ^TextEngine) -> bool ---
SetTextFont :: proc(text: ^Text, font: ^Font) -> bool ---
SetTextPosition :: proc(text: ^Text, x: c.int, y: c.int) -> bool ---
SetTextString :: proc(text: ^Text, str: cstring, length: c.size_t) -> bool ---
SetTextWrapping :: proc(text: ^Text, wrap_length: c.int) -> bool ---
SetTextWrapWhitespaceVisible :: proc(text: ^Text, visible: bool) -> bool ---
SetTextWrapWidth :: proc(text: ^Text, wrap_width: c.int) -> bool ---
}

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package renderer
import "core:log"
import sdl "vendor:sdl3"
Buffer :: struct {
gpu: ^sdl.GPUBuffer,
transfer: ^sdl.GPUTransferBuffer,
size: u32,
}
create_buffer :: proc(
device: ^sdl.GPUDevice,
size: u32,
gpu_usage: sdl.GPUBufferUsageFlags,
) -> Buffer {
return Buffer {
gpu = sdl.CreateGPUBuffer(device, sdl.GPUBufferCreateInfo{usage = gpu_usage, size = size}),
transfer = sdl.CreateGPUTransferBuffer(
device,
sdl.GPUTransferBufferCreateInfo{usage = .UPLOAD, size = size},
),
size = size,
}
}
resize_buffer :: proc(
device: ^sdl.GPUDevice,
buffer: ^Buffer,
new_size: u32,
gpu_usage: sdl.GPUBufferUsageFlags,
) {
if new_size > buffer.size {
log.debug("Resizing buffer from", buffer.size, "to", new_size)
destroy_buffer(device, buffer)
buffer.gpu = sdl.CreateGPUBuffer(
device,
sdl.GPUBufferCreateInfo{usage = gpu_usage, size = new_size},
)
buffer.transfer = sdl.CreateGPUTransferBuffer(
device,
sdl.GPUTransferBufferCreateInfo{usage = .UPLOAD, size = new_size},
)
buffer.size = new_size
}
}
destroy_buffer :: proc(device: ^sdl.GPUDevice, buffer: ^Buffer) {
sdl.ReleaseGPUBuffer(device, buffer.gpu)
sdl.ReleaseGPUTransferBuffer(device, buffer.transfer)
}

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#!/bin/sh
if ! command -v glslangValidator 2>&1 > /dev/null
then
echo "glslangValidator not found"
exit 1
fi
if ! command -v spirv-cross 2>&1 > /dev/null
then
echo "spirv-cross not found"
exit 1
fi
# Convert GLSL to SPIRV
echo "Converting GLSL shaders to SPIRV..."
mkdir -p renderer/res/shaders/compiled
cd renderer/res/shaders/raw || exit
glslangValidator -V quad.vert -o ../compiled/quad.vert.spv
glslangValidator -V quad.frag -o ../compiled/quad.frag.spv
glslangValidator -V text.vert -o ../compiled/text.vert.spv
glslangValidator -V text.frag -o ../compiled/text.frag.spv
glslangValidator -V scene.vert -o ../compiled/scene.vert.spv
glslangValidator -V scene.frag -o ../compiled/scene.frag.spv
# Convert SPIRV to MSL
echo "Done converting GLSL to SPIRV. Converting SPIRV to MSL..."
cd ../compiled || exit
spirv-cross --msl quad.vert.spv --output quad.vert.metal
spirv-cross --msl quad.frag.spv --output quad.frag.metal
spirv-cross --msl text.vert.spv --output text.vert.metal
spirv-cross --msl text.frag.spv --output text.frag.metal
spirv-cross --msl scene.vert.spv --output scene.vert.metal
spirv-cross --msl scene.frag.spv --output scene.frag.metal
echo "Done processing shaders."

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package renderer
import "core:log"
import "core:mem"
import "core:os"
import sdl "vendor:sdl3"
tmp_quads: [dynamic]Quad
QuadPipeline :: struct {
instance_buffer: Buffer,
num_instances: u32,
sdl_pipeline: ^sdl.GPUGraphicsPipeline,
}
Quad :: struct {
position_scale: [4]f32,
corner_radii: [4]f32,
color: [4]f32,
border_color: [4]f32,
border_width: f32,
_: [3]f32,
}
@(private)
create_quad_pipeline :: proc(device: ^sdl.GPUDevice, window: ^sdl.Window) -> QuadPipeline {
log.debug("Creating quad pipeline")
when ODIN_OS == .Darwin {
vert_raw := #load("res/shaders/compiled/quad.vert.metal")
frag_raw := #load("res/shaders/compiled/quad.frag.metal")
} else {
vert_raw := #load("res/shaders/compiled/quad.vert.spv")
frag_raw := #load("res/shaders/compiled/quad.frag.spv")
}
log.debug("Loaded", len(vert_raw), "vert bytes")
log.debug("Loaded", len(frag_raw), "frag bytes")
log.debug("ShaderType:", SHADER_TYPE)
vert_info := sdl.GPUShaderCreateInfo {
code_size = len(vert_raw),
code = raw_data(vert_raw),
entrypoint = ENTRY_POINT,
format = SHADER_TYPE,
stage = sdl.GPUShaderStage.VERTEX,
num_uniform_buffers = 1,
}
frag_info := sdl.GPUShaderCreateInfo {
code_size = len(frag_raw),
code = raw_data(frag_raw),
entrypoint = ENTRY_POINT,
format = SHADER_TYPE,
stage = sdl.GPUShaderStage.FRAGMENT,
}
vert_shader := sdl.CreateGPUShader(device, vert_info)
if vert_shader == nil {
log.error("Could not create vertex shader:", sdl.GetError())
os.exit(1)
}
frag_shader := sdl.CreateGPUShader(device, frag_info)
if frag_shader == nil {
log.error("Could not create fragment shader:", sdl.GetError())
os.exit(1)
}
vertex_attributes: [5]sdl.GPUVertexAttribute = {
// position and scale
sdl.GPUVertexAttribute {
buffer_slot = 0,
location = 0,
format = sdl.GPUVertexElementFormat.FLOAT4,
offset = 0,
},
// corner radii
sdl.GPUVertexAttribute {
buffer_slot = 0,
location = 1,
format = sdl.GPUVertexElementFormat.FLOAT4,
offset = size_of(f32) * 4,
},
// color
sdl.GPUVertexAttribute {
buffer_slot = 0,
location = 2,
format = sdl.GPUVertexElementFormat.FLOAT4,
offset = size_of(f32) * 8,
},
// border color
sdl.GPUVertexAttribute {
buffer_slot = 0,
location = 3,
format = sdl.GPUVertexElementFormat.FLOAT4,
offset = size_of(f32) * 12,
},
// border width
sdl.GPUVertexAttribute {
buffer_slot = 0,
location = 4,
format = sdl.GPUVertexElementFormat.FLOAT,
offset = size_of(f32) * 16,
},
}
pipeline_info := sdl.GPUGraphicsPipelineCreateInfo {
vertex_shader = vert_shader,
fragment_shader = frag_shader,
primitive_type = .TRIANGLELIST,
target_info = sdl.GPUGraphicsPipelineTargetInfo {
color_target_descriptions = &sdl.GPUColorTargetDescription {
format = sdl.GetGPUSwapchainTextureFormat(device, window),
blend_state = sdl.GPUColorTargetBlendState {
src_color_blendfactor = .SRC_ALPHA,
dst_color_blendfactor = .ONE_MINUS_SRC_ALPHA,
color_blend_op = .ADD,
src_alpha_blendfactor = .ONE,
dst_alpha_blendfactor = .ONE_MINUS_SRC_ALPHA,
alpha_blend_op = .ADD,
color_write_mask = sdl.GPUColorComponentFlags{.R, .G, .B, .A},
enable_blend = true,
enable_color_write_mask = true,
},
},
num_color_targets = 1,
},
vertex_input_state = sdl.GPUVertexInputState {
vertex_buffer_descriptions = &sdl.GPUVertexBufferDescription {
slot = 0,
input_rate = sdl.GPUVertexInputRate.INSTANCE,
instance_step_rate = 1,
pitch = size_of(Quad),
},
num_vertex_buffers = 1,
vertex_attributes = raw_data(vertex_attributes[:]),
num_vertex_attributes = 5,
},
}
sdl_pipeline := sdl.CreateGPUGraphicsPipeline(device, pipeline_info)
if sdl_pipeline == nil {
log.error("Failed to create quad graphics pipeline:", sdl.GetError())
os.exit(1)
}
sdl.ReleaseGPUShader(device, vert_shader)
sdl.ReleaseGPUShader(device, frag_shader)
// Create buffers
instance_buffer := create_buffer(
device,
size_of(Quad) * BUFFER_INIT_SIZE,
sdl.GPUBufferUsageFlags { .VERTEX },
)
pipeline := QuadPipeline{instance_buffer, BUFFER_INIT_SIZE, sdl_pipeline}
log.debug("Done creating quad pipeline")
return pipeline
}
@(private)
upload_quads :: proc(device: ^sdl.GPUDevice, pass: ^sdl.GPUCopyPass) {
num_quads := u32(len(tmp_quads))
size := num_quads * size_of(Quad)
resize_buffer(device, &quad_pipeline.instance_buffer, size, sdl.GPUBufferUsageFlags { .VERTEX })
// Write data
i_array := sdl.MapGPUTransferBuffer(device, quad_pipeline.instance_buffer.transfer, false)
mem.copy(i_array, raw_data(tmp_quads), int(size))
sdl.UnmapGPUTransferBuffer(device, quad_pipeline.instance_buffer.transfer)
// Upload
sdl.UploadToGPUBuffer(
pass,
sdl.GPUTransferBufferLocation{transfer_buffer = quad_pipeline.instance_buffer.transfer},
sdl.GPUBufferRegion{buffer = quad_pipeline.instance_buffer.gpu, offset = 0, size = size},
false, // TODO figure out what cycling actually does
)
}
@(private)
draw_quads :: proc(
device: ^sdl.GPUDevice,
window: ^sdl.Window,
cmd_buffer: ^sdl.GPUCommandBuffer,
swapchain_texture: ^sdl.GPUTexture,
swapchain_w: u32,
swapchain_h: u32,
layer: ^Layer,
load_op: sdl.GPULoadOp,
) {
if layer.quad_len == 0 {
return
}
render_pass := sdl.BeginGPURenderPass(
cmd_buffer,
&sdl.GPUColorTargetInfo {
texture = swapchain_texture,
clear_color = sdl.FColor{1.0, 1.0, 1.0, 1.0},
load_op = load_op,
store_op = sdl.GPUStoreOp.STORE,
},
1,
nil,
)
sdl.BindGPUGraphicsPipeline(render_pass, quad_pipeline.sdl_pipeline)
sdl.BindGPUVertexBuffers(
render_pass,
0,
&sdl.GPUBufferBinding{buffer = quad_pipeline.instance_buffer.gpu, offset = 0},
1,
)
push_globals(cmd_buffer, f32(swapchain_w), f32(swapchain_h))
quad_offset := layer.quad_instance_start
for &scissor, index in layer.scissors {
if scissor.quad_len == 0 {
continue
}
if scissor.bounds.w == 0 || scissor.bounds.h == 0 {
sdl.SetGPUScissor(render_pass, sdl.Rect{0, 0, i32(swapchain_w), i32(swapchain_h)})
} else {
sdl.SetGPUScissor(render_pass, scissor.bounds)
}
sdl.DrawGPUPrimitives(render_pass, 6, scissor.quad_len, 0, quad_offset)
quad_offset += scissor.quad_len
}
sdl.EndGPURenderPass(render_pass)
}
destroy_quad_pipeline :: proc(device: ^sdl.GPUDevice) {
destroy_buffer(device, &quad_pipeline.instance_buffer)
sdl.ReleaseGPUGraphicsPipeline(device, quad_pipeline.sdl_pipeline)
}

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package renderer
import "base:runtime"
import "core:c"
import "core:log"
import "core:os"
import "core:strings"
import clay "library:clay"
import sdl_ttf "library:sdl3_ttf"
import sdl "vendor:sdl3"
when ODIN_OS == .Darwin {
SHADER_TYPE :: sdl.GPUShaderFormat{.MSL}
ENTRY_POINT :: "main0"
} else {
SHADER_TYPE :: sdl.GPUShaderFormat{.SPIRV}
ENTRY_POINT :: "main"
}
BUFFER_INIT_SIZE: u32 : 256
dpi_scaling: f32 = 1.0
layers: [dynamic]Layer
quad_pipeline: QuadPipeline
text_pipeline: TextPipeline
odin_context: runtime.Context
// TODO New layer for each z-index/batch
Layer :: struct {
quad_instance_start: u32,
quad_len: u32,
text_instance_start: u32,
text_instance_len: u32,
text_vertex_start: u32,
text_vertex_len: u32,
text_index_start: u32,
text_index_len: u32,
scissors: [dynamic]Scissor,
}
Scissor :: struct {
bounds: sdl.Rect,
quad_start: u32,
quad_len: u32,
text_start: u32,
text_len: u32,
}
/// Initialize the renderer.
init :: proc(
device: ^sdl.GPUDevice,
window: ^sdl.Window,
window_width: f32,
window_height: f32,
ctx: runtime.Context,
) {
odin_context = ctx
dpi_scaling = sdl.GetWindowDisplayScale(window)
log.debug("Window DPI scaling:", dpi_scaling)
min_memory_size: c.size_t = cast(c.size_t)clay.MinMemorySize()
memory := make([^]u8, min_memory_size)
arena := clay.CreateArenaWithCapacityAndMemory(min_memory_size, memory)
clay.Initialize(arena, {window_width, window_height}, {handler = clay_error_handler})
clay.SetMeasureTextFunction(measure_text, nil)
quad_pipeline = create_quad_pipeline(device, window)
text_pipeline = create_text_pipeline(device, window)
}
clay_error_handler :: proc "c" (errorData: clay.ErrorData) {
context = odin_context
log.error("Clay error:", errorData.errorType, errorData.errorText)
}
@(private = "file")
measure_text :: proc "c" (
text: clay.StringSlice,
config: ^clay.TextElementConfig,
user_data: rawptr,
) -> clay.Dimensions {
context = odin_context
text := string(text.chars[:text.length])
c_text := strings.clone_to_cstring(text, context.temp_allocator)
w, h: c.int
if !sdl_ttf.GetStringSize(get_font(config.fontId, config.fontSize), c_text, 0, &w, &h) {
log.error("Failed to measure text", sdl.GetError())
}
return clay.Dimensions{width = f32(w) / dpi_scaling, height = f32(h) / dpi_scaling}
}
destroy :: proc(device: ^sdl.GPUDevice) {
destroy_quad_pipeline(device)
destroy_text_pipeline(device)
}
/// Upload data to the GPU
prepare :: proc(
device: ^sdl.GPUDevice,
window: ^sdl.Window,
cmd_buffer: ^sdl.GPUCommandBuffer,
render_commands: ^clay.ClayArray(clay.RenderCommand),
mouse_delta: [2]f32,
frame_time: f32,
) {
mouse_x, mouse_y: f32
mouse_flags := sdl.GetMouseState(&mouse_x, &mouse_y)
// Currently MacOS blocks main thread when resizing, this will be fixed with next SDL3 release
window_w, window_h: c.int
window_size := sdl.GetWindowSize(window, &window_w, &window_h)
// Update clay internals
clay.SetPointerState(clay.Vector2{mouse_x, mouse_y}, .LEFT in mouse_flags)
clay.UpdateScrollContainers(true, transmute(clay.Vector2)mouse_delta, frame_time)
clay.SetLayoutDimensions({f32(window_w), f32(window_h)})
clear(&layers)
clear(&tmp_quads)
clear(&tmp_text)
tmp_quads = make([dynamic]Quad, 0, quad_pipeline.num_instances, context.temp_allocator)
tmp_text = make([dynamic]Text, 0, 20, context.temp_allocator)
layer := Layer {
scissors = make([dynamic]Scissor, 0, 10, context.temp_allocator),
}
scissor := Scissor{}
// Parse render commands
for i in 0 ..< int(render_commands.length) {
render_command := clay.RenderCommandArray_Get(render_commands, cast(i32)i)
bounds := render_command.boundingBox
switch (render_command.commandType) {
case clay.RenderCommandType.None:
case clay.RenderCommandType.Text:
render_data := render_command.renderData.text
text := string(render_data.stringContents.chars[:render_data.stringContents.length])
c_text := strings.clone_to_cstring(text, context.temp_allocator)
sdl_text := text_pipeline.cache[render_command.id]
if sdl_text == nil {
// Cache a SDL text object
sdl_text = sdl_ttf.CreateText(
text_pipeline.engine,
get_font(render_data.fontId, render_data.fontSize),
c_text,
0,
)
text_pipeline.cache[render_command.id] = sdl_text
} else {
// Update text with c_string
sdl_ttf.SetTextString(sdl_text, c_text, 0)
}
data := sdl_ttf.GetGPUTextDrawData(sdl_text)
if sdl_text == nil {
log.error("Could not create SDL text:", sdl.GetError())
} else {
append(
&tmp_text,
Text{sdl_text, {bounds.x, bounds.y}, f32_color(render_data.textColor)},
)
layer.text_instance_len += 1
layer.text_vertex_len += u32(data.num_verticies)
layer.text_index_len += u32(data.num_indices)
scissor.text_len += 1
}
case clay.RenderCommandType.Image:
case clay.RenderCommandType.ScissorStart:
bounds := sdl.Rect {
c.int(bounds.x * dpi_scaling),
c.int(bounds.y * dpi_scaling),
c.int(bounds.width * dpi_scaling),
c.int(bounds.height * dpi_scaling),
}
new := new_scissor(&scissor)
if scissor.quad_len != 0 || scissor.text_len != 0 {
append(&layer.scissors, scissor)
}
scissor = new
scissor.bounds = bounds
case clay.RenderCommandType.ScissorEnd:
new := new_scissor(&scissor)
if scissor.quad_len != 0 || scissor.text_len != 0 {
append(&layer.scissors, scissor)
}
scissor = new
case clay.RenderCommandType.Rectangle:
render_data := render_command.renderData.rectangle
color := f32_color(render_data.backgroundColor)
cr := render_data.cornerRadius
quad := Quad {
position_scale = {bounds.x, bounds.y, bounds.width, bounds.height},
corner_radii = {cr.topLeft, cr.topRight, cr.bottomRight, cr.bottomLeft},
color = color,
}
append(&tmp_quads, quad)
layer.quad_len += 1
scissor.quad_len += 1
case clay.RenderCommandType.Border:
render_data := render_command.renderData.border
cr := render_data.cornerRadius
quad := Quad {
position_scale = {bounds.x, bounds.y, bounds.width, bounds.height},
corner_radii = {cr.topLeft, cr.topRight, cr.bottomRight, cr.bottomLeft},
//TODO: I was using a hack here to get the underlying color of the quad in the layout and then pass it into the
// right border color, but Clay got rid of multi color support for borders so I need to just make a dedicated border pipeline
color = f32_color(
clay.Color{render_data.color.r, render_data.color.g, render_data.color.b, 0.0},
),
border_color = f32_color(render_data.color),
// We only support one border width at the moment
border_width = f32(render_data.width.top),
}
// Technically these should be drawn on top of everything else including children, but
// for our use case we can just chuck these in with the quad pipeline
append(&tmp_quads, quad)
layer.quad_len += 1
scissor.quad_len += 1
case clay.RenderCommandType.Custom:
}
}
//TODO start new layers with z-index changes
append(&layer.scissors, scissor)
append(&layers, layer)
// Upload primitives to GPU
copy_pass := sdl.BeginGPUCopyPass(cmd_buffer)
upload_quads(device, copy_pass)
upload_text(device, copy_pass)
sdl.EndGPUCopyPass(copy_pass)
}
/// Render primitives
draw :: proc(device: ^sdl.GPUDevice, window: ^sdl.Window, cmd_buffer: ^sdl.GPUCommandBuffer) {
swapchain_texture: ^sdl.GPUTexture
w, h: u32
if !sdl.WaitAndAcquireGPUSwapchainTexture(cmd_buffer, window, &swapchain_texture, &w, &h) {
log.error("Failed to acquire swapchain texture:", sdl.GetError())
os.exit(1)
}
if swapchain_texture == nil {
log.error("Failed to acquire swapchain texture:", sdl.GetError())
os.exit(1)
}
for &layer, index in layers {
draw_quads(
device,
window,
cmd_buffer,
swapchain_texture,
w,
h,
&layer,
index == 0 ? sdl.GPULoadOp.CLEAR : sdl.GPULoadOp.LOAD,
)
draw_text(device, window, cmd_buffer, swapchain_texture, w, h, &layer)
//TODO draw other primitives in layer
}
}
ortho_rh :: proc(
left: f32,
right: f32,
bottom: f32,
top: f32,
near: f32,
far: f32,
) -> matrix[4, 4]f32 {
return matrix[4, 4]f32{
2.0 / (right - left), 0.0, 0.0, -(right + left) / (right - left),
0.0, 2.0 / (top - bottom), 0.0, -(top + bottom) / (top - bottom),
0.0, 0.0, -2.0 / (far - near), -(far + near) / (far - near),
0.0, 0.0, 0.0, 1.0,
}
}
f32_color :: proc(color: clay.Color) -> [4]f32 {
return [4]f32{color.x / 255.0, color.y / 255.0, color.z / 255.0, color.w / 255.0}
}
Globals :: struct {
projection: matrix[4, 4]f32,
scale: f32,
}
push_globals :: proc(cmd_buffer: ^sdl.GPUCommandBuffer, w: f32, h: f32) {
globals := Globals {
ortho_rh(left = 0.0, top = 0.0, right = f32(w), bottom = f32(h), near = -1.0, far = 1.0),
dpi_scaling,
}
sdl.PushGPUVertexUniformData(cmd_buffer, 0, &globals, size_of(Globals))
}
new_scissor :: proc(old: ^Scissor) -> Scissor {
return Scissor {
quad_start = old.quad_start + old.quad_len,
text_start = old.text_start + old.text_len,
}
}

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#version 450 core
layout(location = 0) in vec4 color;
layout(location = 1) in vec4 corners;
layout(location = 2) in vec4 center_scale;
layout(location = 3) in vec4 border_color;
layout(location = 4) in float border_width;
layout(location = 0) out vec4 out_color;
const float AA_THRESHOLD = 1.0;
float rounded_box(vec2 p, vec2 b, in vec4 r) {
r.xy = (p.x > 0.0) ? r.xy : r.zw;
r.x = (p.y > 0.0) ? r.x : r.y;
vec2 q = abs(p) - b + r.x;
return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r.x;
}
void main() {
if (corners == vec4(0.0) && border_width == 0.0) {
out_color = color;
} else {
float d = rounded_box(gl_FragCoord.xy - center_scale.xy, center_scale.zw, corners);
if (d > AA_THRESHOLD) {
discard;
}
float alpha = 1.0 - smoothstep(-AA_THRESHOLD, AA_THRESHOLD, d);
vec4 border_mixed = mix(color, border_color, 1.0 - smoothstep(0.0, AA_THRESHOLD * 2.0, abs(d) - border_width - AA_THRESHOLD));
out_color = vec4(border_mixed.rgb, border_mixed.a * alpha);
}
}

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#version 450 core
layout(location = 0) in vec4 v_pos_scale;
layout(location = 1) in vec4 v_corners;
layout(location = 2) in vec4 v_color;
layout(location = 3) in vec4 v_border_color;
layout(location = 4) in float v_border_width;
layout(location = 0) out vec4 color;
layout(location = 1) out vec4 corners;
layout(location = 2) out vec4 center_scale;
layout(location = 3) out vec4 border_color;
layout(location = 4) out float border_width;
layout(set = 1, binding = 0) uniform Uniforms {
mat4 projection;
float dpi_scale;
};
const vec2 positions[6] = vec2[](
vec2(1.0, 1.0), // top left
vec2(1.0, 0.0), // top right
vec2(0.0, 0.0), // bottom right
vec2(0.0, 0.0), // bottom right
vec2(0.0, 1.0), // bottom left
vec2(1.0, 1.0) // top left
);
void main() {
float min_corner_radius = min(v_pos_scale.z, v_pos_scale.w) * 0.5;
vec4 corner_radii = vec4(
min(v_corners.x, min_corner_radius),
min(v_corners.y, min_corner_radius),
min(v_corners.z, min_corner_radius),
min(v_corners.w, min_corner_radius)
);
// Extract position and scale from position_scale
vec2 position = v_pos_scale.xy * dpi_scale;
vec2 scale = v_pos_scale.zw * dpi_scale;
vec2 local_pos = positions[gl_VertexIndex];
local_pos *= scale;
local_pos += position;
// Pass values to fragment shader
color = v_color;
corners = corner_radii * dpi_scale;
center_scale = vec4(position + scale * 0.5, v_pos_scale.zw);
border_color = v_border_color;
border_width = v_border_width * dpi_scale;
gl_Position = projection * vec4(local_pos, 0.0, 1.0);
}

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#version 450 core
layout(location = 0) in vec4 color;
layout(location = 1) in vec4 roughness_metallic_uv;
layout(location = 0) out vec4 out_color;
void main() {
out_color = color;
}

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#version 450
layout (location = 0) in vec4 v_pos;
layout (location = 1) in vec4 v_normal;
layout (location = 2) in vec2 v_uv;
layout(location = 0) out vec4 color;
layout(location = 1) out vec4 roughness_metallic_uv;
struct Material {
vec4 base_color;
float roughness;
float metallic;
};
layout(binding = 0) uniform UniformBlock {
mat4 projection;
float dpi_scale;
Material material;
};
void main() {
vec3 local_pos = v_pos.xyz;
gl_Position = projection * vec4(local_pos, 1.0);
color = material.base_color;
roughness_metallic_uv = vec4(material.roughness, material.metallic, v_uv);
}

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#version 450
layout (location = 0) in vec4 color;
layout (location = 1) in vec2 uv;
layout (location = 0) out vec4 out_color;
layout (set = 2, binding = 0) uniform sampler2D atlas;
void main() {
out_color = color * texture(atlas, uv);
}

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#version 450
layout (location = 0) in vec4 v_pos_uv;
layout (location = 1) in vec4 v_color;
layout (location = 2) in vec2 text_pos;
layout (location = 0) out vec4 color;
layout (location = 1) out vec2 uv;
layout(set = 1, binding = 0) uniform Uniforms {
mat4 projection;
float dpi_scale;
};
void main() {
color = v_color;
uv = v_pos_uv.zw;
vec2 local_pos = v_pos_uv.xy;
local_pos += text_pos * dpi_scale;
gl_Position = projection * vec4(local_pos, 0.0, 1.0);
}

440
renderer/text.odin Normal file
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package renderer
import "core:c"
import "core:log"
import "core:mem"
import "core:os"
import sdl_ttf "library:sdl3_ttf"
import sdl "vendor:sdl3"
JETBRAINS_MONO_REGULAR: u16 : 0
JETBRAINS_MONO_BOLD: u16 : 1
NUM_FONTS :: 2
MAX_FONT_SIZE :: 120
tmp_text: [dynamic]Text
@(private = "file")
jetbrains_mono_regular := #load("res/fonts/JetBrainsMono-Regular.ttf")
@(private = "file")
jetbrains_mono_bold := #load("res/fonts/JetBrainsMono-Bold.ttf")
TextPipeline :: struct {
engine: ^sdl_ttf.TextEngine,
fonts: [NUM_FONTS][MAX_FONT_SIZE]^sdl_ttf.Font,
sdl_pipeline: ^sdl.GPUGraphicsPipeline,
vertex_buffer: Buffer,
index_buffer: Buffer,
instance_buffer: Buffer,
sampler: ^sdl.GPUSampler,
cache: map[u32]^sdl_ttf.Text,
}
get_font :: proc(id: u16, size: u16) -> ^sdl_ttf.Font {
font := text_pipeline.fonts[id > 1 ? 0 : id][size > 0 ? size : 16]
if font == nil {
log.debug("Font not found for size", size, "+ adding")
jb_mono_reg_rwops := sdl.IOFromConstMem(
raw_data(jetbrains_mono_regular[:]),
len(jetbrains_mono_regular),
)
f := sdl_ttf.OpenFontIO(jb_mono_reg_rwops, true, f32(size))
if f == nil {
log.error("Failed to font with size:", size, sdl.GetError())
os.exit(1)
}
font = f
sdl_ttf.SetFontSizeDPI(f, f32(size), 72 * i32(dpi_scaling), 72 * i32(dpi_scaling))
text_pipeline.fonts[id][size] = f
}
return font
}
Text :: struct {
ref: ^sdl_ttf.Text,
position: [2]f32,
color: [4]f32,
}
// For upload
TextVert :: struct {
pos_uv: [4]f32,
color: [4]f32,
}
@(private)
create_text_pipeline :: proc(device: ^sdl.GPUDevice, window: ^sdl.Window) -> TextPipeline {
log.debug("Creating text pipeline")
if !sdl_ttf.Init() {
log.error("Failed to initialize TTF", sdl.GetError())
os.exit(1)
}
when ODIN_OS == .Darwin {
vert_raw := #load("res/shaders/compiled/text.vert.metal")
frag_raw := #load("res/shaders/compiled/text.frag.metal")
} else {
vert_raw := #load("res/shaders/compiled/text.vert.spv")
frag_raw := #load("res/shaders/compiled/text.frag.spv")
}
log.debug("Loaded", len(vert_raw), "vert bytes")
log.debug("Loaded", len(frag_raw), "frag bytes")
vert_info := sdl.GPUShaderCreateInfo {
code_size = len(vert_raw),
code = raw_data(vert_raw),
entrypoint = ENTRY_POINT,
format = SHADER_TYPE,
stage = sdl.GPUShaderStage.VERTEX,
num_uniform_buffers = 1,
}
frag_info := sdl.GPUShaderCreateInfo {
code_size = len(frag_raw),
code = raw_data(frag_raw),
entrypoint = ENTRY_POINT,
format = SHADER_TYPE,
stage = sdl.GPUShaderStage.FRAGMENT,
num_samplers = 1,
}
vert_shader := sdl.CreateGPUShader(device, vert_info)
if vert_shader == nil {
log.error("Could not create vertex shader:", sdl.GetError())
os.exit(1)
}
frag_shader := sdl.CreateGPUShader(device, frag_info)
if frag_shader == nil {
log.error("Could not create fragment shader:", sdl.GetError())
os.exit(1)
}
vertex_attributes: [3]sdl.GPUVertexAttribute = {
// vertex position & uv
sdl.GPUVertexAttribute {
buffer_slot = 0,
location = 0,
format = sdl.GPUVertexElementFormat.FLOAT4,
offset = 0,
},
// color
sdl.GPUVertexAttribute {
buffer_slot = 0,
location = 1,
format = sdl.GPUVertexElementFormat.FLOAT4,
offset = size_of(f32) * 4,
},
// Instance position data
sdl.GPUVertexAttribute {
buffer_slot = 1,
location = 2,
format = sdl.GPUVertexElementFormat.FLOAT2,
offset = 0,
},
}
buffer_descriptions: [2]sdl.GPUVertexBufferDescription = {
sdl.GPUVertexBufferDescription{slot = 0, input_rate = .VERTEX, pitch = size_of(TextVert)},
sdl.GPUVertexBufferDescription {
slot = 1,
input_rate = .INSTANCE,
pitch = size_of([2]f32),
instance_step_rate = 1,
},
}
sampler_info := sdl.GPUSamplerCreateInfo {
min_filter = .LINEAR,
mag_filter = .LINEAR,
mipmap_mode = .LINEAR,
address_mode_u = .CLAMP_TO_EDGE,
address_mode_v = .CLAMP_TO_EDGE,
address_mode_w = .CLAMP_TO_EDGE,
}
sampler := sdl.CreateGPUSampler(device, sampler_info)
if sampler == nil {
log.error("Could not create GPU sampler:", sdl.GetError())
os.exit(1)
}
pipeline_info := sdl.GPUGraphicsPipelineCreateInfo {
vertex_shader = vert_shader,
fragment_shader = frag_shader,
primitive_type = .TRIANGLELIST,
target_info = sdl.GPUGraphicsPipelineTargetInfo {
color_target_descriptions = &sdl.GPUColorTargetDescription {
format = sdl.GetGPUSwapchainTextureFormat(device, window),
blend_state = sdl.GPUColorTargetBlendState {
enable_blend = true,
color_write_mask = sdl.GPUColorComponentFlags{.R, .G, .B, .A},
alpha_blend_op = sdl.GPUBlendOp.ADD,
src_alpha_blendfactor = sdl.GPUBlendFactor.SRC_ALPHA,
dst_alpha_blendfactor = sdl.GPUBlendFactor.ONE_MINUS_SRC_ALPHA,
color_blend_op = sdl.GPUBlendOp.ADD,
src_color_blendfactor = sdl.GPUBlendFactor.SRC_ALPHA,
dst_color_blendfactor = sdl.GPUBlendFactor.ONE_MINUS_SRC_ALPHA,
},
},
num_color_targets = 1,
},
vertex_input_state = sdl.GPUVertexInputState {
vertex_buffer_descriptions = raw_data(buffer_descriptions[:]),
num_vertex_buffers = 2,
vertex_attributes = raw_data(vertex_attributes[:]),
num_vertex_attributes = 3,
},
}
sdl_pipeline := sdl.CreateGPUGraphicsPipeline(device, pipeline_info)
if sdl_pipeline == nil {
log.error("Failed to create quad graphics pipeline:", sdl.GetError())
os.exit(1)
}
sdl.ReleaseGPUShader(device, vert_shader)
sdl.ReleaseGPUShader(device, frag_shader)
// Create engine
engine := sdl_ttf.CreateGPUTextEngine(device)
if engine == nil {
log.error("Could not create text engine")
os.exit(1)
}
sdl_ttf.SetGPUTextEngineWinding(engine, .COUNTERCLOCKWISE)
// Create buffers
vertex_buffer := create_buffer(
device,
size_of(TextVert) * BUFFER_INIT_SIZE,
sdl.GPUBufferUsageFlags{.VERTEX},
)
index_buffer := create_buffer(
device,
size_of(c.int) * BUFFER_INIT_SIZE,
sdl.GPUBufferUsageFlags{.INDEX},
)
instance_buffer := create_buffer(
device,
size_of([2]f32) * BUFFER_INIT_SIZE,
sdl.GPUBufferUsageFlags{.VERTEX},
)
pipeline := TextPipeline {
engine,
[NUM_FONTS][MAX_FONT_SIZE]^sdl_ttf.Font{},
sdl_pipeline,
vertex_buffer,
index_buffer,
instance_buffer,
sampler,
make(map[u32]^sdl_ttf.Text),
}
log.debug("Done creating text pipeline")
return pipeline
}
@(private)
upload_text :: proc(device: ^sdl.GPUDevice, pass: ^sdl.GPUCopyPass) {
vertices := make([dynamic]TextVert, 0, BUFFER_INIT_SIZE, context.temp_allocator)
indices := make([dynamic]c.int, 0, BUFFER_INIT_SIZE, context.temp_allocator)
instances := make([dynamic][2]f32, 0, BUFFER_INIT_SIZE, context.temp_allocator)
for &text, index in tmp_text {
append(&instances, text.position)
data := sdl_ttf.GetGPUTextDrawData(text.ref)
for data != nil {
for i in 0 ..< data.num_verticies {
pos := data.vertex_positions[i]
uv := data.uvs[i]
color := text.color
append(&vertices, TextVert{{pos.x, -pos.y, uv.x, uv.y}, color})
}
append(&indices, ..data.indices[:data.num_indices])
data = data.next
}
}
// Resize buffers if needed
vertices_size := u32(len(vertices) * size_of(TextVert))
indices_size := u32(len(indices) * size_of(c.int))
instances_size := u32(len(instances) * size_of([2]f32))
resize_buffer(
device,
&text_pipeline.vertex_buffer,
vertices_size,
sdl.GPUBufferUsageFlags{.VERTEX},
)
resize_buffer(
device,
&text_pipeline.index_buffer,
indices_size,
sdl.GPUBufferUsageFlags{.INDEX},
)
resize_buffer(
device,
&text_pipeline.instance_buffer,
instances_size,
sdl.GPUBufferUsageFlags{.VERTEX},
)
vertex_array := sdl.MapGPUTransferBuffer(device, text_pipeline.vertex_buffer.transfer, true)
mem.copy(vertex_array, raw_data(vertices), int(vertices_size))
sdl.UnmapGPUTransferBuffer(device, text_pipeline.vertex_buffer.transfer)
index_array := sdl.MapGPUTransferBuffer(device, text_pipeline.index_buffer.transfer, true)
mem.copy(index_array, raw_data(indices), int(indices_size))
sdl.UnmapGPUTransferBuffer(device, text_pipeline.index_buffer.transfer)
instance_array := sdl.MapGPUTransferBuffer(
device,
text_pipeline.instance_buffer.transfer,
true,
)
mem.copy(instance_array, raw_data(instances), int(instances_size))
sdl.UnmapGPUTransferBuffer(device, text_pipeline.instance_buffer.transfer)
sdl.UploadToGPUBuffer(
pass,
sdl.GPUTransferBufferLocation{transfer_buffer = text_pipeline.vertex_buffer.transfer},
sdl.GPUBufferRegion {
buffer = text_pipeline.vertex_buffer.gpu,
offset = 0,
size = vertices_size,
},
true,
)
sdl.UploadToGPUBuffer(
pass,
sdl.GPUTransferBufferLocation{transfer_buffer = text_pipeline.index_buffer.transfer},
sdl.GPUBufferRegion {
buffer = text_pipeline.index_buffer.gpu,
offset = 0,
size = indices_size,
},
true,
)
sdl.UploadToGPUBuffer(
pass,
sdl.GPUTransferBufferLocation{transfer_buffer = text_pipeline.instance_buffer.transfer},
sdl.GPUBufferRegion {
buffer = text_pipeline.instance_buffer.gpu,
offset = 0,
size = instances_size,
},
true,
)
}
@(private)
draw_text :: proc(
device: ^sdl.GPUDevice,
window: ^sdl.Window,
cmd_buffer: ^sdl.GPUCommandBuffer,
swapchain_texture: ^sdl.GPUTexture,
swapchain_w: u32,
swapchain_h: u32,
layer: ^Layer,
) {
if layer.text_instance_len == 0 {
return
}
render_pass := sdl.BeginGPURenderPass(
cmd_buffer,
&sdl.GPUColorTargetInfo {
texture = swapchain_texture,
load_op = sdl.GPULoadOp.LOAD,
store_op = sdl.GPUStoreOp.STORE,
},
1,
nil,
)
sdl.BindGPUGraphicsPipeline(render_pass, text_pipeline.sdl_pipeline)
v_bindings: [2]sdl.GPUBufferBinding = {
sdl.GPUBufferBinding{buffer = text_pipeline.vertex_buffer.gpu, offset = 0},
sdl.GPUBufferBinding{buffer = text_pipeline.instance_buffer.gpu, offset = 0},
}
sdl.BindGPUVertexBuffers(render_pass, 0, raw_data(v_bindings[:]), 2)
sdl.BindGPUIndexBuffer(
render_pass,
sdl.GPUBufferBinding{buffer = text_pipeline.index_buffer.gpu, offset = 0},
._32BIT,
)
push_globals(cmd_buffer, f32(swapchain_w), f32(swapchain_h))
atlas: ^sdl.GPUTexture
layer_text := tmp_text[layer.text_instance_start:layer.text_instance_start +
layer.text_instance_len]
index_offset: u32 = layer.text_instance_start
vertex_offset: i32 = i32(layer.text_vertex_start)
instance_offset: u32 = layer.text_instance_start
for &scissor, index in layer.scissors {
if scissor.text_len == 0 {
continue
}
if scissor.bounds.w == 0 || scissor.bounds.h == 0 {
sdl.SetGPUScissor(render_pass, sdl.Rect{0, 0, i32(swapchain_w), i32(swapchain_h)})
} else {
sdl.SetGPUScissor(render_pass, scissor.bounds)
}
for &text in layer_text[scissor.text_start:scissor.text_start + scissor.text_len] {
data := sdl_ttf.GetGPUTextDrawData(text.ref)
for data != nil {
if data.atlas_texture != atlas {
sdl.BindGPUFragmentSamplers(
render_pass,
0,
&sdl.GPUTextureSamplerBinding {
texture = data.atlas_texture,
sampler = text_pipeline.sampler,
},
1,
)
atlas = data.atlas_texture
}
sdl.DrawGPUIndexedPrimitives(
render_pass,
u32(data.num_indices),
1,
index_offset,
vertex_offset,
instance_offset,
)
index_offset += u32(data.num_indices)
vertex_offset += data.num_verticies
data = data.next
}
instance_offset += 1
}
}
sdl.EndGPURenderPass(render_pass)
}
destroy_text_pipeline :: proc(device: ^sdl.GPUDevice) {
destroy_buffer(device, &text_pipeline.vertex_buffer)
destroy_buffer(device, &text_pipeline.index_buffer)
sdl.ReleaseGPUGraphicsPipeline(device, text_pipeline.sdl_pipeline)
}