#include "draw.h" #include "renderer.h" #include "math.h" #include "font.h" #include "scratch.h" #include "sprite.h" GLOBAL struct { struct renderer_handle solid_white; } G = { 0 }, DEBUG_ALIAS(G, G_draw); /* ========================== * * Startup * ========================== */ struct draw_startup_receipt draw_startup(struct renderer_startup_receipt *renderer_sr, struct font_startup_receipt *font_sr) { (UNUSED)renderer_sr; (UNUSED)font_sr; u32 pixel_white = 0xFFFFFFFF; G.solid_white = renderer_texture_alloc((struct image_rgba) { .width = 1, .height = 1, .pixels = &pixel_white } ); return (struct draw_startup_receipt) { 0 }; } /* ========================== * * Texture * ========================== */ INTERNAL void draw_sprite_quad_internal(struct renderer_canvas *canvas, struct clip_rect clip, u32 tint, struct quad quad) { struct texture_shader_vertex *vertices = NULL; vidx *indices = NULL; u32 offset = renderer_canvas_push_vertices(canvas, (u8 **)&vertices, &indices, 4, 6); /* Top left */ vertices[0] = (struct texture_shader_vertex) { .pos = quad.p1, .uv = { clip.p1.x, clip.p1.y }, .color = tint }; /* Top right */ vertices[1] = (struct texture_shader_vertex) { .pos = quad.p2, .uv = { clip.p2.x, clip.p1.y }, .color = tint }; /* Bottom right */ vertices[2] = (struct texture_shader_vertex) { .pos = quad.p3, .uv = { clip.p2.x, clip.p2.y }, .color = tint }; /* Bottom left */ vertices[3] = (struct texture_shader_vertex) { .pos = quad.p4, .uv = { clip.p1.x, clip.p2.y }, .color = tint }; /* Top / right triangle */ indices[0] = offset + 0; indices[1] = offset + 1; indices[2] = offset + 2; /* Bottom / left triangle */ indices[3] = offset + 0; indices[4] = offset + 2; indices[5] = offset + 3; } void draw_sprite_quad(struct renderer_canvas *canvas, struct draw_sprite_params params, struct quad quad) { renderer_canvas_ensure_texture_cmd(canvas, (struct texture_shader_parameters) { .sprite = params.sprite }); draw_sprite_quad_internal(canvas, params.clip, params.tint, quad); } void draw_sprite_rect(struct renderer_canvas *canvas, struct draw_sprite_params params, struct rect rect) { struct quad quad = quad_from_rect(rect); draw_sprite_quad(canvas, params, quad); } /* ========================== * * Solid fill shapes * ========================== */ INTERNAL void draw_solid_poly_internal(struct renderer_canvas *canvas, struct v2_array array, u32 color) { u32 num_tris = array.count - 2; u32 num_indices = num_tris * 3; struct texture_shader_vertex *vertices = NULL; vidx *indices = NULL; u32 idx_offset = renderer_canvas_push_vertices(canvas, (u8 **)&vertices, &indices, array.count, num_indices); /* Fill vertices */ for (u32 i = 0; i < array.count; ++i) { vertices[i] = (struct texture_shader_vertex) { .pos = array.points[i], .color = color }; } /* Fill indices */ for (u32 i = 0; i < num_tris; ++i) { u32 tri_offset = i * 3; indices[tri_offset + 0] = idx_offset + 0; indices[tri_offset + 1] = idx_offset + (i + 1); indices[tri_offset + 2] = idx_offset + (i + 2); } } void draw_solid_poly(struct renderer_canvas *canvas, struct v2_array array, u32 color) { if (array.count < 3) { return; } renderer_canvas_ensure_texture_cmd(canvas, (struct texture_shader_parameters) { .texture_handle = G.solid_white }); draw_solid_poly_internal(canvas, array, color); } void draw_solid_circle(struct renderer_canvas *canvas, struct v2 pos, f32 radius, u32 color, u32 detail) { struct temp_arena scratch = scratch_begin_no_conflict(); struct v2 *points = arena_push_array(scratch.arena, struct v2, detail); for(u32 i = 0; i < detail; ++i) { struct v2 p = V2( radius * math_cos(i * (PI * 2.f) / detail), radius * math_sin(i * (PI * 2.f) / detail) ); points[i] = v2_add(pos, p); } struct v2_array a = { .points = points, .count = detail }; draw_solid_poly(canvas, a, color); scratch_end(scratch); } void draw_solid_quad(struct renderer_canvas *canvas, struct quad quad, u32 color) { renderer_canvas_ensure_texture_cmd(canvas, (struct texture_shader_parameters) { .texture_handle = G.solid_white }); draw_sprite_quad_internal(canvas, CLIP_ALL, color, quad); } void draw_solid_rect(struct renderer_canvas *canvas, struct rect rect, u32 color) { renderer_canvas_ensure_texture_cmd(canvas, (struct texture_shader_parameters) { .texture_handle = G.solid_white }); struct quad quad = quad_from_rect(rect); draw_sprite_quad_internal(canvas, CLIP_ALL, color, quad); } /* ========================== * * Solid line shapes * ========================== */ void draw_solid_line(struct renderer_canvas *canvas, struct v2 start, struct v2 end, f32 thickness, u32 color) { renderer_canvas_ensure_texture_cmd(canvas, (struct texture_shader_parameters) { .texture_handle = G.solid_white }); struct quad quad = quad_from_line(start, end, thickness); draw_sprite_quad_internal(canvas, CLIP_ALL, color, quad); } void draw_solid_ray(struct renderer_canvas *canvas, struct v2 pos, struct v2 rel, f32 thickness, u32 color) { renderer_canvas_ensure_texture_cmd(canvas, (struct texture_shader_parameters) { .texture_handle = G.solid_white }); struct quad quad = quad_from_ray(pos, rel, thickness); draw_sprite_quad_internal(canvas, CLIP_ALL, color, quad); } void draw_solid_poly_line(struct renderer_canvas *canvas, struct v2_array array, b32 loop, f32 thickness, u32 color) { if (array.count < 2) { return; } renderer_canvas_ensure_texture_cmd(canvas, (struct texture_shader_parameters) { .texture_handle = G.solid_white }); for (u64 i = 1; i < array.count; ++i) { struct v2 p1 = array.points[i - 1]; struct v2 p2 = array.points[i]; struct quad q = quad_from_line(p1, p2, thickness); draw_sprite_quad_internal(canvas, CLIP_ALL, color, q); } if (loop && array.count > 2) { struct v2 p1 = array.points[array.count - 1]; struct v2 p2 = array.points[0]; struct quad q = quad_from_line(p1, p2, thickness); draw_sprite_quad_internal(canvas, CLIP_ALL, color, q); } } void draw_solid_circle_line(struct renderer_canvas *canvas, struct v2 pos, f32 radius, f32 thickness, u32 color, u32 detail) { struct temp_arena scratch = scratch_begin_no_conflict(); struct v2 *points = arena_push_array(scratch.arena, struct v2, detail); for (u32 i = 0; i < detail; ++i) { struct v2 p = V2( radius * math_cos(i * (PI * 2.f) / detail), radius * math_sin(i * (PI * 2.f) / detail) ); points[i] = v2_add(pos, p); } struct v2_array a = { .points = points, .count = detail }; draw_solid_poly_line(canvas, a, true, thickness, color); scratch_end(scratch); } void draw_solid_quad_line(struct renderer_canvas *canvas, struct quad quad, f32 thickness, u32 color) { struct v2 points[] = { quad.p1, quad.p2, quad.p3, quad.p4 }; struct v2_array a = { .points = points, .count = ARRAY_COUNT(points) }; draw_solid_poly_line(canvas, a, true, thickness, color); } void draw_solid_rect_line(struct renderer_canvas *canvas, struct rect rect, f32 thickness, u32 color) { struct quad q = quad_from_rect(rect); draw_solid_quad_line(canvas, q, thickness, color); } void draw_solid_arrow_line(struct renderer_canvas *canvas, struct v2 start, struct v2 end, f32 thickness, f32 arrowhead_height, u32 color) { renderer_canvas_ensure_texture_cmd(canvas, (struct texture_shader_parameters) { .texture_handle = G.solid_white }); const f32 head_width_ratio = 0.5f; /* Width of arrowhead relative to its length */ const f32 max_height_to_line_ratio = 0.9f; /* Maximum length of arrowhead relative to total line length */ arrowhead_height = min_f32(arrowhead_height, v2_len(v2_sub(end, start)) * max_height_to_line_ratio); struct v2 head_start_dir = v2_sub(start, end); head_start_dir = v2_norm(head_start_dir); head_start_dir = v2_mul(head_start_dir, arrowhead_height); struct v2 head_start = v2_add(end, head_start_dir); struct v2 head_p1_dir = v2_mul(v2_perp_cw(head_start_dir), head_width_ratio); struct v2 head_p2_dir = v2_neg(head_p1_dir); struct v2 head_p1 = v2_add(head_start, head_p1_dir); struct v2 head_p2 = v2_add(head_start, head_p2_dir); struct v2 head_points[] = { end, head_p1, head_p2 }; struct v2_array head_points_v2_array = { .points = head_points, .count = ARRAY_COUNT(head_points) }; draw_solid_poly_internal(canvas, head_points_v2_array, color); struct quad line_quad = quad_from_line(start, head_start, thickness); draw_sprite_quad_internal(canvas, CLIP_ALL, color, line_quad); } void draw_solid_arrow_ray(struct renderer_canvas *canvas, struct v2 pos, struct v2 rel, f32 thickness, f32 arrowhead_height, u32 color) { struct v2 end = v2_add(pos, rel); draw_solid_arrow_line(canvas, pos, end, thickness, arrowhead_height, color); } /* ========================== * * Text * ========================== */ void draw_text(struct renderer_canvas *canvas, struct font *font, struct v2 pos, struct string str) { draw_text_ex(canvas, font, pos, 1.0, str); } void draw_text_ex(struct renderer_canvas *canvas, struct font *font, struct v2 pos, f32 scale, struct string str) { renderer_canvas_ensure_texture_cmd(canvas, (struct texture_shader_parameters) { .texture_handle = font->image_renderer_handle }); struct v2 draw_pos = pos; draw_pos.y += font->point_size * scale; struct string_codepoint_iter iter = string_codepoint_iter_begin(str); while (string_codepoint_iter_next(&iter)) { u32 codepoint = iter.codepoint; /* TODO: Remove this (placeholder \n) */ if (codepoint == '\n') { draw_pos.x = pos.x; draw_pos.y += (font->point_size * 1.5f) * scale; continue; } struct font_glyph *glyph = font_get_glyph(font, codepoint); f32 x = draw_pos.x + glyph->off_x * scale; f32 y = draw_pos.y + glyph->off_y * scale; f32 width = glyph->width * scale; f32 height = glyph->height * scale; struct clip_rect clip = { { glyph->atlas_rect.x / (f32)font->image_width, glyph->atlas_rect.y / (f32)font->image_height }, { (glyph->atlas_rect.x + glyph->atlas_rect.width) / (f32)font->image_width, (glyph->atlas_rect.y + glyph->atlas_rect.height) / (f32)font->image_height } }; struct quad quad = quad_from_rect(RECT(x, y, width, height)); draw_sprite_quad_internal(canvas, clip, 0xFFFFFFFF, quad); draw_pos.x += glyph->advance * scale; } string_codepoint_iter_end(&iter); }