power_play/src/draw.c

324 lines
11 KiB
C

#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(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);
}