diff --git a/build.c b/build.c index 30ad9e9..830c262 100644 --- a/build.c +++ b/build.c @@ -3,17 +3,6 @@ /// // Build config stuff -#define RUN_TESTS 0 - -// This is only for people developing oogabooga! -#define OOGABOOGA_DEV 1 - -#define ENABLE_PROFILING 0 - -// ENABLE_SIMD Requires CPU to support at least SSE1 but I will be very surprised if you find a system today which doesn't -#define ENABLE_SIMD 1 - - #define INITIAL_PROGRAM_MEMORY_SIZE MB(5) typedef struct Context_Extra { @@ -37,13 +26,15 @@ typedef struct Context_Extra { // // this is a minimal starting point for new projects. Copy & rename to get started -// #include "oogabooga/examples/minimal_game_loop.c" +#include "oogabooga/examples/minimal_game_loop.c" + +// #include "oogabooga/examples/text_rendering.c" // An engine dev stress test for rendering // #include "oogabooga/examples/renderer_stress_test.c" // Randy's example game that he's building out as a tutorial for using the engine -#include "entry_randygame.c" +// #include "entry_randygame.c" // This is where you swap in your own project! // #include "entry_yourepicgamename.c" diff --git a/changelog.txt b/changelog.txt new file mode 100644 index 0000000..56287f5 --- /dev/null +++ b/changelog.txt @@ -0,0 +1,40 @@ +## v0.00.002 - Text rendering, image manipulation, hash tables + +Renderer: + - Pass 8-bit integers "type" and "sampler_index" to shader + - Sample texture differently depending on "type" (text or regular quad) + - Sample with nearest/linear min/mag depending on sampler_index + - Set min/mag filtering in Draw_Quad + - Images are now created and deleted directly with gfx calls rather than deferring it for gfx_update. + - We can now set image sub data with gfx_set_image_data() + - Images are no longer hard coded to 4 channels + +Text/Fonts: + - Added font loading with lazy initialization/rasterization when it's needed + - Load & rasterize any fonts with load_font_from_disk() + - Fonts automatically rasterize glyphs into atlases and generate metrics on the fly + - Measure text for very_useful metrics with measure_text() + - Walk over glyphs and their metrics with walk_glyphs() + - Implemented simple but powerful text rendering + - Draw text with draw_text() or draw_text_xform() + - See oogabooga/examples/text_rendering.c for more + +Other: + - Added 3 simple hash functions: + - 64-bit xx_hash(): Very fast hash for 64-bit values + - 64-bit city_hash(): Very fast hash for short strings + - 64-bit djb2_hash(): Fast hash for strings longer than 32 bytes + - Made a generic get_hash() macro to detect the type you are trying to hash and call the approriate procedure + - Introduced a simple (kinda slow) hash table with following procedures: + - hash_table_add + - hash_table_find + - hash_table_contains + - hash_table_set + See hash_table.c for more information. + - Utf8 utility: + - utf8_to_utf32(): convert utf8 bytes to a single u32 codepoint + - next_utf8(): Convert first utf8 character in a string to a u32 codepoint and advance the passed string to the next unicode + - Renamed m4_multiply -> m4_mul for consistency + - Refactored os window to be DPI aware + - Window now has scaled_width, scaled_height which is the DPI-scaled size. Previous window.width & window.height are now aliased as window.pixel_height and window.pixel_width for clarity + - in minimal example, renamed hammer_xform -> rect_xform \ No newline at end of file diff --git a/oogabooga/base.c b/oogabooga/base.c index 712c1a8..294a5d0 100644 --- a/oogabooga/base.c +++ b/oogabooga/base.c @@ -118,3 +118,19 @@ void pop_context() { } + +u64 get_next_power_of_two(u64 x) { + if (x == 0) { + return 1; + } + + x--; + x |= x >> 1; + x |= x >> 2; + x |= x >> 4; + x |= x >> 8; + x |= x >> 16; + x |= x >> 32; + + return x + 1; +} \ No newline at end of file diff --git a/oogabooga/d3d11_image_shader_bytecode.c b/oogabooga/d3d11_image_shader_bytecode.c index cab4cee..9a56d5e 100644 --- a/oogabooga/d3d11_image_shader_bytecode.c +++ b/oogabooga/d3d11_image_shader_bytecode.c @@ -6,7 +6,11 @@ struct VS_INPUT float4 position : POSITION; float2 uv : TEXCOORD; float4 color : COLOR; - int texture_index: TEXTURE_INDEX; + int data1: DATA1_; + // s8 texture_index + // u8 type + // u8 sampler_index + // u8 }; struct PS_INPUT @@ -15,6 +19,8 @@ struct PS_INPUT float2 uv : TEXCOORD0; float4 color : COLOR; int texture_index: TEXTURE_INDEX; + int type: TYPE; + int sampler_index: SAMPLER_INDEX; }; PS_INPUT vs_main(VS_INPUT input) @@ -23,73 +29,195 @@ PS_INPUT vs_main(VS_INPUT input) output.position = input.position; output.uv = input.uv; output.color = input.color; - output.texture_index = input.texture_index; + output.texture_index = (input.data1) & 0xFF; + output.type = (input.data1 >> 8) & 0xFF; + output.sampler_index = (input.data1 >> 16) & 0xFF; return output; } // #Magicvalue Texture2D textures[32] : register(t0); -SamplerState image_sampler : register(s0); +SamplerState image_sampler_0 : register(s0); +SamplerState image_sampler_1 : register(s1); +SamplerState image_sampler_2 : register(s2); +SamplerState image_sampler_3 : register(s3); -float4 sample_texture(int texture_index, float2 uv) { - // #Portability sigh - if (texture_index == 0) return textures[0].Sample(image_sampler, uv); - else if (texture_index == 1) return textures[1].Sample(image_sampler, uv); - else if (texture_index == 2) return textures[2].Sample(image_sampler, uv); - else if (texture_index == 3) return textures[3].Sample(image_sampler, uv); - else if (texture_index == 4) return textures[4].Sample(image_sampler, uv); - else if (texture_index == 5) return textures[5].Sample(image_sampler, uv); - else if (texture_index == 6) return textures[6].Sample(image_sampler, uv); - else if (texture_index == 7) return textures[7].Sample(image_sampler, uv); - else if (texture_index == 8) return textures[8].Sample(image_sampler, uv); - else if (texture_index == 9) return textures[9].Sample(image_sampler, uv); - else if (texture_index == 10) return textures[10].Sample(image_sampler, uv); - else if (texture_index == 11) return textures[11].Sample(image_sampler, uv); - else if (texture_index == 12) return textures[12].Sample(image_sampler, uv); - else if (texture_index == 13) return textures[13].Sample(image_sampler, uv); - else if (texture_index == 14) return textures[14].Sample(image_sampler, uv); - else if (texture_index == 15) return textures[15].Sample(image_sampler, uv); - else if (texture_index == 16) return textures[16].Sample(image_sampler, uv); - else if (texture_index == 17) return textures[17].Sample(image_sampler, uv); - else if (texture_index == 18) return textures[18].Sample(image_sampler, uv); - else if (texture_index == 19) return textures[19].Sample(image_sampler, uv); - else if (texture_index == 20) return textures[20].Sample(image_sampler, uv); - else if (texture_index == 21) return textures[21].Sample(image_sampler, uv); - else if (texture_index == 22) return textures[22].Sample(image_sampler, uv); - else if (texture_index == 23) return textures[23].Sample(image_sampler, uv); - else if (texture_index == 24) return textures[24].Sample(image_sampler, uv); - else if (texture_index == 25) return textures[25].Sample(image_sampler, uv); - else if (texture_index == 26) return textures[26].Sample(image_sampler, uv); - else if (texture_index == 27) return textures[27].Sample(image_sampler, uv); - else if (texture_index == 28) return textures[28].Sample(image_sampler, uv); - else if (texture_index == 29) return textures[29].Sample(image_sampler, uv); - else if (texture_index == 30) return textures[30].Sample(image_sampler, uv); - else if (texture_index == 31) return textures[31].Sample(image_sampler, uv); +float4 sample_texture(int texture_index, int sampler_index, float2 uv) { + // I love hlsl + if (sampler_index == 0) { + if (texture_index == 0) return textures[0].Sample(image_sampler_0, uv); + else if (texture_index == 1) return textures[1].Sample(image_sampler_0, uv); + else if (texture_index == 2) return textures[2].Sample(image_sampler_0, uv); + else if (texture_index == 3) return textures[3].Sample(image_sampler_0, uv); + else if (texture_index == 4) return textures[4].Sample(image_sampler_0, uv); + else if (texture_index == 5) return textures[5].Sample(image_sampler_0, uv); + else if (texture_index == 6) return textures[6].Sample(image_sampler_0, uv); + else if (texture_index == 7) return textures[7].Sample(image_sampler_0, uv); + else if (texture_index == 8) return textures[8].Sample(image_sampler_0, uv); + else if (texture_index == 9) return textures[9].Sample(image_sampler_0, uv); + else if (texture_index == 10) return textures[10].Sample(image_sampler_0, uv); + else if (texture_index == 11) return textures[11].Sample(image_sampler_0, uv); + else if (texture_index == 12) return textures[12].Sample(image_sampler_0, uv); + else if (texture_index == 13) return textures[13].Sample(image_sampler_0, uv); + else if (texture_index == 14) return textures[14].Sample(image_sampler_0, uv); + else if (texture_index == 15) return textures[15].Sample(image_sampler_0, uv); + else if (texture_index == 16) return textures[16].Sample(image_sampler_0, uv); + else if (texture_index == 17) return textures[17].Sample(image_sampler_0, uv); + else if (texture_index == 18) return textures[18].Sample(image_sampler_0, uv); + else if (texture_index == 19) return textures[19].Sample(image_sampler_0, uv); + else if (texture_index == 20) return textures[20].Sample(image_sampler_0, uv); + else if (texture_index == 21) return textures[21].Sample(image_sampler_0, uv); + else if (texture_index == 22) return textures[22].Sample(image_sampler_0, uv); + else if (texture_index == 23) return textures[23].Sample(image_sampler_0, uv); + else if (texture_index == 24) return textures[24].Sample(image_sampler_0, uv); + else if (texture_index == 25) return textures[25].Sample(image_sampler_0, uv); + else if (texture_index == 26) return textures[26].Sample(image_sampler_0, uv); + else if (texture_index == 27) return textures[27].Sample(image_sampler_0, uv); + else if (texture_index == 28) return textures[28].Sample(image_sampler_0, uv); + else if (texture_index == 29) return textures[29].Sample(image_sampler_0, uv); + else if (texture_index == 30) return textures[30].Sample(image_sampler_0, uv); + else if (texture_index == 31) return textures[31].Sample(image_sampler_0, uv); + } else if (sampler_index == 1) { + if (texture_index == 0) return textures[0].Sample(image_sampler_1, uv); + else if (texture_index == 1) return textures[1].Sample(image_sampler_1, uv); + else if (texture_index == 2) return textures[2].Sample(image_sampler_1, uv); + else if (texture_index == 3) return textures[3].Sample(image_sampler_1, uv); + else if (texture_index == 4) return textures[4].Sample(image_sampler_1, uv); + else if (texture_index == 5) return textures[5].Sample(image_sampler_1, uv); + else if (texture_index == 6) return textures[6].Sample(image_sampler_1, uv); + else if (texture_index == 7) return textures[7].Sample(image_sampler_1, uv); + else if (texture_index == 8) return textures[8].Sample(image_sampler_1, uv); + else if (texture_index == 9) return textures[9].Sample(image_sampler_1, uv); + else if (texture_index == 10) return textures[10].Sample(image_sampler_1, uv); + else if (texture_index == 11) return textures[11].Sample(image_sampler_1, uv); + else if (texture_index == 12) return textures[12].Sample(image_sampler_1, uv); + else if (texture_index == 13) return textures[13].Sample(image_sampler_1, uv); + else if (texture_index == 14) return textures[14].Sample(image_sampler_1, uv); + else if (texture_index == 15) return textures[15].Sample(image_sampler_1, uv); + else if (texture_index == 16) return textures[16].Sample(image_sampler_1, uv); + else if (texture_index == 17) return textures[17].Sample(image_sampler_1, uv); + else if (texture_index == 18) return textures[18].Sample(image_sampler_1, uv); + else if (texture_index == 19) return textures[19].Sample(image_sampler_1, uv); + else if (texture_index == 20) return textures[20].Sample(image_sampler_1, uv); + else if (texture_index == 21) return textures[21].Sample(image_sampler_1, uv); + else if (texture_index == 22) return textures[22].Sample(image_sampler_1, uv); + else if (texture_index == 23) return textures[23].Sample(image_sampler_1, uv); + else if (texture_index == 24) return textures[24].Sample(image_sampler_1, uv); + else if (texture_index == 25) return textures[25].Sample(image_sampler_1, uv); + else if (texture_index == 26) return textures[26].Sample(image_sampler_1, uv); + else if (texture_index == 27) return textures[27].Sample(image_sampler_1, uv); + else if (texture_index == 28) return textures[28].Sample(image_sampler_1, uv); + else if (texture_index == 29) return textures[29].Sample(image_sampler_1, uv); + else if (texture_index == 30) return textures[30].Sample(image_sampler_1, uv); + else if (texture_index == 31) return textures[31].Sample(image_sampler_1, uv); + } else if (sampler_index == 2) { + if (texture_index == 0) return textures[0].Sample(image_sampler_2, uv); + else if (texture_index == 1) return textures[1].Sample(image_sampler_2, uv); + else if (texture_index == 2) return textures[2].Sample(image_sampler_2, uv); + else if (texture_index == 3) return textures[3].Sample(image_sampler_2, uv); + else if (texture_index == 4) return textures[4].Sample(image_sampler_2, uv); + else if (texture_index == 5) return textures[5].Sample(image_sampler_2, uv); + else if (texture_index == 6) return textures[6].Sample(image_sampler_2, uv); + else if (texture_index == 7) return textures[7].Sample(image_sampler_2, uv); + else if (texture_index == 8) return textures[8].Sample(image_sampler_2, uv); + else if (texture_index == 9) return textures[9].Sample(image_sampler_2, uv); + else if (texture_index == 10) return textures[10].Sample(image_sampler_2, uv); + else if (texture_index == 11) return textures[11].Sample(image_sampler_2, uv); + else if (texture_index == 12) return textures[12].Sample(image_sampler_2, uv); + else if (texture_index == 13) return textures[13].Sample(image_sampler_2, uv); + else if (texture_index == 14) return textures[14].Sample(image_sampler_2, uv); + else if (texture_index == 15) return textures[15].Sample(image_sampler_2, uv); + else if (texture_index == 16) return textures[16].Sample(image_sampler_2, uv); + else if (texture_index == 17) return textures[17].Sample(image_sampler_2, uv); + else if (texture_index == 18) return textures[18].Sample(image_sampler_2, uv); + else if (texture_index == 19) return textures[19].Sample(image_sampler_2, uv); + else if (texture_index == 20) return textures[20].Sample(image_sampler_2, uv); + else if (texture_index == 21) return textures[21].Sample(image_sampler_2, uv); + else if (texture_index == 22) return textures[22].Sample(image_sampler_2, uv); + else if (texture_index == 23) return textures[23].Sample(image_sampler_2, uv); + else if (texture_index == 24) return textures[24].Sample(image_sampler_2, uv); + else if (texture_index == 25) return textures[25].Sample(image_sampler_2, uv); + else if (texture_index == 26) return textures[26].Sample(image_sampler_2, uv); + else if (texture_index == 27) return textures[27].Sample(image_sampler_2, uv); + else if (texture_index == 28) return textures[28].Sample(image_sampler_2, uv); + else if (texture_index == 29) return textures[29].Sample(image_sampler_2, uv); + else if (texture_index == 30) return textures[30].Sample(image_sampler_2, uv); + else if (texture_index == 31) return textures[31].Sample(image_sampler_2, uv); + } else if (sampler_index == 3) { + if (texture_index == 0) return textures[0].Sample(image_sampler_3, uv); + else if (texture_index == 1) return textures[1].Sample(image_sampler_3, uv); + else if (texture_index == 2) return textures[2].Sample(image_sampler_3, uv); + else if (texture_index == 3) return textures[3].Sample(image_sampler_3, uv); + else if (texture_index == 4) return textures[4].Sample(image_sampler_3, uv); + else if (texture_index == 5) return textures[5].Sample(image_sampler_3, uv); + else if (texture_index == 6) return textures[6].Sample(image_sampler_3, uv); + else if (texture_index == 7) return textures[7].Sample(image_sampler_3, uv); + else if (texture_index == 8) return textures[8].Sample(image_sampler_3, uv); + else if (texture_index == 9) return textures[9].Sample(image_sampler_3, uv); + else if (texture_index == 10) return textures[10].Sample(image_sampler_3, uv); + else if (texture_index == 11) return textures[11].Sample(image_sampler_3, uv); + else if (texture_index == 12) return textures[12].Sample(image_sampler_3, uv); + else if (texture_index == 13) return textures[13].Sample(image_sampler_3, uv); + else if (texture_index == 14) return textures[14].Sample(image_sampler_3, uv); + else if (texture_index == 15) return textures[15].Sample(image_sampler_3, uv); + else if (texture_index == 16) return textures[16].Sample(image_sampler_3, uv); + else if (texture_index == 17) return textures[17].Sample(image_sampler_3, uv); + else if (texture_index == 18) return textures[18].Sample(image_sampler_3, uv); + else if (texture_index == 19) return textures[19].Sample(image_sampler_3, uv); + else if (texture_index == 20) return textures[20].Sample(image_sampler_3, uv); + else if (texture_index == 21) return textures[21].Sample(image_sampler_3, uv); + else if (texture_index == 22) return textures[22].Sample(image_sampler_3, uv); + else if (texture_index == 23) return textures[23].Sample(image_sampler_3, uv); + else if (texture_index == 24) return textures[24].Sample(image_sampler_3, uv); + else if (texture_index == 25) return textures[25].Sample(image_sampler_3, uv); + else if (texture_index == 26) return textures[26].Sample(image_sampler_3, uv); + else if (texture_index == 27) return textures[27].Sample(image_sampler_3, uv); + else if (texture_index == 28) return textures[28].Sample(image_sampler_3, uv); + else if (texture_index == 29) return textures[29].Sample(image_sampler_3, uv); + else if (texture_index == 30) return textures[30].Sample(image_sampler_3, uv); + else if (texture_index == 31) return textures[31].Sample(image_sampler_3, uv); + } + return float4(1.0, 0.0, 0.0, 1.0); } + + +#define QUAD_TYPE_REGULAR 0 +#define QUAD_TYPE_TEXT 1 + float4 ps_main(PS_INPUT input) : SV_TARGET { - if (input.texture_index >= 0) { - return sample_texture(input.texture_index, input.uv); - } else { - return input.color; + if (input.type == QUAD_TYPE_REGULAR) { + if (input.texture_index >= 0) { + return sample_texture(input.texture_index, input.sampler_index, input.uv)*input.color; + } else { + return input.color; + } + } else if (input.type == QUAD_TYPE_TEXT) { + if (input.texture_index >= 0) { + float alpha = sample_texture(input.texture_index, input.sampler_index, input.uv).x; + return float4(1.0, 1.0, 1.0, alpha)*input.color; + } else { + return input.color; + } } + return float4(0.0, 1.0, 0.0, 1.0); } */ const u8 IMAGE_SHADER_VERTEX_BLOB_BYTES[]= { -0x44, 0x58, 0x42, 0x43, 0xf4, 0xea, 0x50, 0x9f, 0xcf, 0xeb, 0x01, 0x7b, 0x78, 0x58, 0xd5, 0x6b, -0x4f, 0x9f, 0xc1, 0xe2, 0x01, 0x00, 0x00, 0x00, 0x3c, 0x03, 0x00, 0x00, 0x05, 0x00, 0x00, -0x00, 0x34, 0x00, 0x00, 0x00, 0xa0, 0x00, 0x00, 0x00, 0x38, 0x01, 0x00, 0x00, 0xd4, 0x01, -0x00, 0x00, 0xa0, 0x02, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0x64, 0x00, 0x00, 0x00, 0x00, +0x44, 0x58, 0x42, 0x43, 0xd2, 0xac, 0xdf, 0x4b, 0xa1, 0xc2, 0x52, 0x69, 0x40, 0xd6, 0x72, 0x45, +0xd0, 0xb6, 0xe4, 0xbb, 0x01, 0x00, 0x00, 0x00, 0xec, 0x03, 0x00, 0x00, 0x05, 0x00, 0x00, +0x00, 0x34, 0x00, 0x00, 0x00, 0xa0, 0x00, 0x00, 0x00, 0x30, 0x01, 0x00, 0x00, 0x0c, 0x02, +0x00, 0x00, 0x50, 0x03, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0x64, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00, 0x00, 0x05, 0xfe, 0xff, 0x00, 0x01, 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00, 0x52, 0x44, 0x31, 0x31, 0x3c, 0x00, 0x00, 0x00, 0x18, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x24, 0x00, 0x00, 0x00, 0x0c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, -0x6c, 0x65, 0x72, 0x20, 0x31, 0x30, 0x2e, 0x31, 0x00, 0x49, 0x53, 0x47, 0x4e, 0x90, 0x00, +0x6c, 0x65, 0x72, 0x20, 0x31, 0x30, 0x2e, 0x31, 0x00, 0x49, 0x53, 0x47, 0x4e, 0x88, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, 0x00, 0x71, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, @@ -98,438 +226,945 @@ const u8 IMAGE_SHADER_VERTEX_BLOB_BYTES[]= { 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x01, 0x00, 0x00, 0x50, 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, 0x00, 0x54, 0x45, 0x58, 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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 }; diff --git a/oogabooga/dev/d3d11_image_shader.hlsl b/oogabooga/dev/d3d11_image_shader.hlsl index 73bc570..fbaf26c 100644 --- a/oogabooga/dev/d3d11_image_shader.hlsl +++ b/oogabooga/dev/d3d11_image_shader.hlsl @@ -3,7 +3,11 @@ struct VS_INPUT float4 position : POSITION; float2 uv : TEXCOORD; float4 color : COLOR; - int texture_index: TEXTURE_INDEX; + int data1: DATA1_; + // s8 texture_index + // u8 type + // u8 sampler_index + // u8 }; struct PS_INPUT @@ -12,6 +16,8 @@ struct PS_INPUT float2 uv : TEXCOORD0; float4 color : COLOR; int texture_index: TEXTURE_INDEX; + int type: TYPE; + int sampler_index: SAMPLER_INDEX; }; PS_INPUT vs_main(VS_INPUT input) @@ -20,56 +26,178 @@ PS_INPUT vs_main(VS_INPUT input) output.position = input.position; output.uv = input.uv; output.color = input.color; - output.texture_index = input.texture_index; + output.texture_index = (input.data1) & 0xFF; + output.type = (input.data1 >> 8) & 0xFF; + output.sampler_index = (input.data1 >> 16) & 0xFF; return output; } // #Magicvalue Texture2D textures[32] : register(t0); -SamplerState image_sampler : register(s0); +SamplerState image_sampler_0 : register(s0); +SamplerState image_sampler_1 : register(s1); +SamplerState image_sampler_2 : register(s2); +SamplerState image_sampler_3 : register(s3); -float4 sample_texture(int texture_index, float2 uv) { - // #Portability sigh - if (texture_index == 0) return textures[0].Sample(image_sampler, uv); - else if (texture_index == 1) return textures[1].Sample(image_sampler, uv); - else if (texture_index == 2) return textures[2].Sample(image_sampler, uv); - else if (texture_index == 3) return textures[3].Sample(image_sampler, uv); - else if (texture_index == 4) return textures[4].Sample(image_sampler, uv); - else if (texture_index == 5) return textures[5].Sample(image_sampler, uv); - else if (texture_index == 6) return textures[6].Sample(image_sampler, uv); - else if (texture_index == 7) return textures[7].Sample(image_sampler, uv); - else if (texture_index == 8) return textures[8].Sample(image_sampler, uv); - else if (texture_index == 9) return textures[9].Sample(image_sampler, uv); - else if (texture_index == 10) return textures[10].Sample(image_sampler, uv); - else if (texture_index == 11) return textures[11].Sample(image_sampler, uv); - else if (texture_index == 12) return textures[12].Sample(image_sampler, uv); - else if (texture_index == 13) return textures[13].Sample(image_sampler, uv); - else if (texture_index == 14) return textures[14].Sample(image_sampler, uv); - else if (texture_index == 15) return textures[15].Sample(image_sampler, uv); - else if (texture_index == 16) return textures[16].Sample(image_sampler, uv); - else if (texture_index == 17) return textures[17].Sample(image_sampler, uv); - else if (texture_index == 18) return textures[18].Sample(image_sampler, uv); - else if (texture_index == 19) return textures[19].Sample(image_sampler, uv); - else if (texture_index == 20) return textures[20].Sample(image_sampler, uv); - else if (texture_index == 21) return textures[21].Sample(image_sampler, uv); - else if (texture_index == 22) return textures[22].Sample(image_sampler, uv); - else if (texture_index == 23) return textures[23].Sample(image_sampler, uv); - else if (texture_index == 24) return textures[24].Sample(image_sampler, uv); - else if (texture_index == 25) return textures[25].Sample(image_sampler, uv); - else if (texture_index == 26) return textures[26].Sample(image_sampler, uv); - else if (texture_index == 27) return textures[27].Sample(image_sampler, uv); - else if (texture_index == 28) return textures[28].Sample(image_sampler, uv); - else if (texture_index == 29) return textures[29].Sample(image_sampler, uv); - else if (texture_index == 30) return textures[30].Sample(image_sampler, uv); - else if (texture_index == 31) return textures[31].Sample(image_sampler, uv); +float4 sample_texture(int texture_index, int sampler_index, float2 uv) { + // I love hlsl + if (sampler_index == 0) { + if (texture_index == 0) return textures[0].Sample(image_sampler_0, uv); + else if (texture_index == 1) return textures[1].Sample(image_sampler_0, uv); + else if (texture_index == 2) return textures[2].Sample(image_sampler_0, uv); + else if (texture_index == 3) return textures[3].Sample(image_sampler_0, uv); + else if (texture_index == 4) return textures[4].Sample(image_sampler_0, uv); + else if (texture_index == 5) return textures[5].Sample(image_sampler_0, uv); + else if (texture_index == 6) return textures[6].Sample(image_sampler_0, uv); + else if (texture_index == 7) return textures[7].Sample(image_sampler_0, uv); + else if (texture_index == 8) return textures[8].Sample(image_sampler_0, uv); + else if (texture_index == 9) return textures[9].Sample(image_sampler_0, uv); + else if (texture_index == 10) return textures[10].Sample(image_sampler_0, uv); + else if (texture_index == 11) return textures[11].Sample(image_sampler_0, uv); + else if (texture_index == 12) return textures[12].Sample(image_sampler_0, uv); + else if (texture_index == 13) return textures[13].Sample(image_sampler_0, uv); + else if (texture_index == 14) return textures[14].Sample(image_sampler_0, uv); + else if (texture_index == 15) return textures[15].Sample(image_sampler_0, uv); + else if (texture_index == 16) return textures[16].Sample(image_sampler_0, uv); + else if (texture_index == 17) return textures[17].Sample(image_sampler_0, uv); + else if (texture_index == 18) return textures[18].Sample(image_sampler_0, uv); + else if (texture_index == 19) return textures[19].Sample(image_sampler_0, uv); + else if (texture_index == 20) return textures[20].Sample(image_sampler_0, uv); + else if (texture_index == 21) return textures[21].Sample(image_sampler_0, uv); + else if (texture_index == 22) return textures[22].Sample(image_sampler_0, uv); + else if (texture_index == 23) return textures[23].Sample(image_sampler_0, uv); + else if (texture_index == 24) return textures[24].Sample(image_sampler_0, uv); + else if (texture_index == 25) return textures[25].Sample(image_sampler_0, uv); + else if (texture_index == 26) return textures[26].Sample(image_sampler_0, uv); + else if (texture_index == 27) return textures[27].Sample(image_sampler_0, uv); + else if (texture_index == 28) return textures[28].Sample(image_sampler_0, uv); + else if (texture_index == 29) return textures[29].Sample(image_sampler_0, uv); + else if (texture_index == 30) return textures[30].Sample(image_sampler_0, uv); + else if (texture_index == 31) return textures[31].Sample(image_sampler_0, uv); + } else if (sampler_index == 1) { + if (texture_index == 0) return textures[0].Sample(image_sampler_1, uv); + else if (texture_index == 1) return textures[1].Sample(image_sampler_1, uv); + else if (texture_index == 2) return textures[2].Sample(image_sampler_1, uv); + else if (texture_index == 3) return textures[3].Sample(image_sampler_1, uv); + else if (texture_index == 4) return textures[4].Sample(image_sampler_1, uv); + else if (texture_index == 5) return textures[5].Sample(image_sampler_1, uv); + else if (texture_index == 6) return textures[6].Sample(image_sampler_1, uv); + else if (texture_index == 7) return textures[7].Sample(image_sampler_1, uv); + else if (texture_index == 8) return textures[8].Sample(image_sampler_1, uv); + else if (texture_index == 9) return textures[9].Sample(image_sampler_1, uv); + else if (texture_index == 10) return textures[10].Sample(image_sampler_1, uv); + else if (texture_index == 11) return textures[11].Sample(image_sampler_1, uv); + else if (texture_index == 12) return textures[12].Sample(image_sampler_1, uv); + else if (texture_index == 13) return textures[13].Sample(image_sampler_1, uv); + else if (texture_index == 14) return textures[14].Sample(image_sampler_1, uv); + else if (texture_index == 15) return textures[15].Sample(image_sampler_1, uv); + else if (texture_index == 16) return textures[16].Sample(image_sampler_1, uv); + else if (texture_index == 17) return textures[17].Sample(image_sampler_1, uv); + else if (texture_index == 18) return textures[18].Sample(image_sampler_1, uv); + else if (texture_index == 19) return textures[19].Sample(image_sampler_1, uv); + else if (texture_index == 20) return textures[20].Sample(image_sampler_1, uv); + else if (texture_index == 21) return textures[21].Sample(image_sampler_1, uv); + else if (texture_index == 22) return textures[22].Sample(image_sampler_1, uv); + else if (texture_index == 23) return textures[23].Sample(image_sampler_1, uv); + else if (texture_index == 24) return textures[24].Sample(image_sampler_1, uv); + else if (texture_index == 25) return textures[25].Sample(image_sampler_1, uv); + else if (texture_index == 26) return textures[26].Sample(image_sampler_1, uv); + else if (texture_index == 27) return textures[27].Sample(image_sampler_1, uv); + else if (texture_index == 28) return textures[28].Sample(image_sampler_1, uv); + else if (texture_index == 29) return textures[29].Sample(image_sampler_1, uv); + else if (texture_index == 30) return textures[30].Sample(image_sampler_1, uv); + else if (texture_index == 31) return textures[31].Sample(image_sampler_1, uv); + } else if (sampler_index == 2) { + if (texture_index == 0) return textures[0].Sample(image_sampler_2, uv); + else if (texture_index == 1) return textures[1].Sample(image_sampler_2, uv); + else if (texture_index == 2) return textures[2].Sample(image_sampler_2, uv); + else if (texture_index == 3) return textures[3].Sample(image_sampler_2, uv); + else if (texture_index == 4) return textures[4].Sample(image_sampler_2, uv); + else if (texture_index == 5) return textures[5].Sample(image_sampler_2, uv); + else if (texture_index == 6) return textures[6].Sample(image_sampler_2, uv); + else if (texture_index == 7) return textures[7].Sample(image_sampler_2, uv); + else if (texture_index == 8) return textures[8].Sample(image_sampler_2, uv); + else if (texture_index == 9) return textures[9].Sample(image_sampler_2, uv); + else if (texture_index == 10) return textures[10].Sample(image_sampler_2, uv); + else if (texture_index == 11) return textures[11].Sample(image_sampler_2, uv); + else if (texture_index == 12) return textures[12].Sample(image_sampler_2, uv); + else if (texture_index == 13) return textures[13].Sample(image_sampler_2, uv); + else if (texture_index == 14) return textures[14].Sample(image_sampler_2, uv); + else if (texture_index == 15) return textures[15].Sample(image_sampler_2, uv); + else if (texture_index == 16) return textures[16].Sample(image_sampler_2, uv); + else if (texture_index == 17) return textures[17].Sample(image_sampler_2, uv); + else if (texture_index == 18) return textures[18].Sample(image_sampler_2, uv); + else if (texture_index == 19) return textures[19].Sample(image_sampler_2, uv); + else if (texture_index == 20) return textures[20].Sample(image_sampler_2, uv); + else if (texture_index == 21) return textures[21].Sample(image_sampler_2, uv); + else if (texture_index == 22) return textures[22].Sample(image_sampler_2, uv); + else if (texture_index == 23) return textures[23].Sample(image_sampler_2, uv); + else if (texture_index == 24) return textures[24].Sample(image_sampler_2, uv); + else if (texture_index == 25) return textures[25].Sample(image_sampler_2, uv); + else if (texture_index == 26) return textures[26].Sample(image_sampler_2, uv); + else if (texture_index == 27) return textures[27].Sample(image_sampler_2, uv); + else if (texture_index == 28) return textures[28].Sample(image_sampler_2, uv); + else if (texture_index == 29) return textures[29].Sample(image_sampler_2, uv); + else if (texture_index == 30) return textures[30].Sample(image_sampler_2, uv); + else if (texture_index == 31) return textures[31].Sample(image_sampler_2, uv); + } else if (sampler_index == 3) { + if (texture_index == 0) return textures[0].Sample(image_sampler_3, uv); + else if (texture_index == 1) return textures[1].Sample(image_sampler_3, uv); + else if (texture_index == 2) return textures[2].Sample(image_sampler_3, uv); + else if (texture_index == 3) return textures[3].Sample(image_sampler_3, uv); + else if (texture_index == 4) return textures[4].Sample(image_sampler_3, uv); + else if (texture_index == 5) return textures[5].Sample(image_sampler_3, uv); + else if (texture_index == 6) return textures[6].Sample(image_sampler_3, uv); + else if (texture_index == 7) return textures[7].Sample(image_sampler_3, uv); + else if (texture_index == 8) return textures[8].Sample(image_sampler_3, uv); + else if (texture_index == 9) return textures[9].Sample(image_sampler_3, uv); + else if (texture_index == 10) return textures[10].Sample(image_sampler_3, uv); + else if (texture_index == 11) return textures[11].Sample(image_sampler_3, uv); + else if (texture_index == 12) return textures[12].Sample(image_sampler_3, uv); + else if (texture_index == 13) return textures[13].Sample(image_sampler_3, uv); + else if (texture_index == 14) return textures[14].Sample(image_sampler_3, uv); + else if (texture_index == 15) return textures[15].Sample(image_sampler_3, uv); + else if (texture_index == 16) return textures[16].Sample(image_sampler_3, uv); + else if (texture_index == 17) return textures[17].Sample(image_sampler_3, uv); + else if (texture_index == 18) return textures[18].Sample(image_sampler_3, uv); + else if (texture_index == 19) return textures[19].Sample(image_sampler_3, uv); + else if (texture_index == 20) return textures[20].Sample(image_sampler_3, uv); + else if (texture_index == 21) return textures[21].Sample(image_sampler_3, uv); + else if (texture_index == 22) return textures[22].Sample(image_sampler_3, uv); + else if (texture_index == 23) return textures[23].Sample(image_sampler_3, uv); + else if (texture_index == 24) return textures[24].Sample(image_sampler_3, uv); + else if (texture_index == 25) return textures[25].Sample(image_sampler_3, uv); + else if (texture_index == 26) return textures[26].Sample(image_sampler_3, uv); + else if (texture_index == 27) return textures[27].Sample(image_sampler_3, uv); + else if (texture_index == 28) return textures[28].Sample(image_sampler_3, uv); + else if (texture_index == 29) return textures[29].Sample(image_sampler_3, uv); + else if (texture_index == 30) return textures[30].Sample(image_sampler_3, uv); + else if (texture_index == 31) return textures[31].Sample(image_sampler_3, uv); + } + return float4(1.0, 0.0, 0.0, 1.0); } + + +#define QUAD_TYPE_REGULAR 0 +#define QUAD_TYPE_TEXT 1 + float4 ps_main(PS_INPUT input) : SV_TARGET { - if (input.texture_index >= 0) { - return sample_texture(input.texture_index, input.uv); - } else { - return input.color; + if (input.type == QUAD_TYPE_REGULAR) { + if (input.texture_index >= 0) { + return sample_texture(input.texture_index, input.sampler_index, input.uv)*input.color; + } else { + return input.color; + } + } else if (input.type == QUAD_TYPE_TEXT) { + if (input.texture_index >= 0) { + float alpha = sample_texture(input.texture_index, input.sampler_index, input.uv).x; + return float4(1.0, 1.0, 1.0, alpha)*input.color; + } else { + return input.color; + } } + return float4(0.0, 1.0, 0.0, 1.0); } \ No newline at end of file diff --git a/oogabooga/drawing.c b/oogabooga/drawing.c index bd6f1bf..291d299 100644 --- a/oogabooga/drawing.c +++ b/oogabooga/drawing.c @@ -44,6 +44,22 @@ Usage: // If you ever need to free the image: delete_image(image); + + + API: + + Draw_Quad *draw_quad_projected(Draw_Quad quad, Matrix4 world_to_clip); + Draw_Quad *draw_quad(Draw_Quad quad); + Draw_Quad *draw_quad_xform(Draw_Quad quad, Matrix4 xform); + Draw_Quad *draw_rect(Vector2 position, Vector2 size, Vector4 color); + Draw_Quad *draw_rect_xform(Matrix4 xform, Vector2 size, Vector4 color); + Draw_Quad *draw_image(Gfx_Image *image, Vector2 position, Vector2 size, Vector4 color); + Draw_Quad *draw_image_xform(Gfx_Image *image, Matrix4 xform, Vector2 size, Vector4 color); + // raster_height is the pixel height that the text will be rasterized at. If text is blurry, + // you can try to increase raster_height and lower scale. + void draw_text(Gfx_Font *font, string text, u32 raster_height, Vector2 position, Vector2 scale, Vector4 color); + void draw_text_xform(Gfx_Font *font, string text, u32 raster_height, Matrix4 xform, Vector4 color); + */ @@ -52,7 +68,6 @@ Usage: - #define QUADS_PER_BLOCK 1024 typedef struct Draw_Quad { Vector2 bottom_left, top_left, top_right, bottom_right; @@ -62,6 +77,11 @@ typedef struct Draw_Quad { // x1, y1, x2, y2 Vector4 uv; + u8 type; + + Gfx_Filter_Mode image_min_filter; + Gfx_Filter_Mode image_mag_filter; + } Draw_Quad; @@ -83,9 +103,6 @@ typedef struct Draw_Frame { Matrix4 projection; Matrix4 view; - - Gfx_Handle garbage_stack[4096]; - u64 garbage_stack_count; } Draw_Frame; // This frame is passed to the platform layer and rendered in os_update. // Resets every frame. @@ -108,6 +125,9 @@ Draw_Quad *draw_quad_projected(Draw_Quad quad, Matrix4 world_to_clip) { quad.top_left = m4_transform(world_to_clip, v4(v2_expand(quad.top_left), 0, 1)).xy; quad.top_right = m4_transform(world_to_clip, v4(v2_expand(quad.top_right), 0, 1)).xy; quad.bottom_right = m4_transform(world_to_clip, v4(v2_expand(quad.bottom_right), 0, 1)).xy; + + quad.image_min_filter = GFX_FILTER_MODE_NEAREST; + quad.image_min_filter = GFX_FILTER_MODE_NEAREST; if (!draw_frame.current) draw_frame.current = &first_block; @@ -134,14 +154,14 @@ Draw_Quad *draw_quad_projected(Draw_Quad quad, Matrix4 world_to_clip) { return &draw_frame.current->quad_buffer[draw_frame.current->num_quads-1]; } Draw_Quad *draw_quad(Draw_Quad quad) { - return draw_quad_projected(quad, m4_multiply(draw_frame.projection, m4_inverse(draw_frame.view))); + return draw_quad_projected(quad, m4_mul(draw_frame.projection, m4_inverse(draw_frame.view))); } Draw_Quad *draw_quad_xform(Draw_Quad quad, Matrix4 xform) { Matrix4 world_to_clip = m4_scalar(1.0); - world_to_clip = m4_multiply(world_to_clip, draw_frame.projection); - world_to_clip = m4_multiply(world_to_clip, m4_inverse(draw_frame.view)); - world_to_clip = m4_multiply(world_to_clip, xform); + world_to_clip = m4_mul(world_to_clip, draw_frame.projection); + world_to_clip = m4_mul(world_to_clip, m4_inverse(draw_frame.view)); + world_to_clip = m4_mul(world_to_clip, xform); return draw_quad_projected(quad, world_to_clip); } @@ -158,6 +178,7 @@ Draw_Quad *draw_rect(Vector2 position, Vector2 size, Vector4 color) { q.bottom_right = v2(right, bottom); q.color = color; q.image = 0; + q.type = QUAD_TYPE_REGULAR; return draw_quad(q); } @@ -169,6 +190,7 @@ Draw_Quad *draw_rect_xform(Matrix4 xform, Vector2 size, Vector4 color) { q.bottom_right = v2(size.x, 0); q.color = color; q.image = 0; + q.type = QUAD_TYPE_REGULAR; return draw_quad_xform(q, xform); } @@ -189,6 +211,52 @@ Draw_Quad *draw_image_xform(Gfx_Image *image, Matrix4 xform, Vector2 size, Vecto return q; } +typedef struct { + Gfx_Font *font; + string text; + u32 raster_height; + Matrix4 xform; + Vector2 scale; + Vector4 color; +} Draw_Text_Callback_Params; +bool draw_text_callback(Gfx_Glyph glyph, Gfx_Font_Atlas *atlas, float glyph_x, float glyph_y, void *ud) { + + u32 codepoint = glyph.codepoint; + + Draw_Text_Callback_Params *params = (Draw_Text_Callback_Params*)ud; + + Vector2 size = v2(glyph.width*params->scale.x, glyph.height*params->scale.y); + + Matrix4 glyph_xform = m4_translate(params->xform, v3(glyph_x, glyph_y, 0)); + + Draw_Quad *q = draw_image_xform(atlas->image, glyph_xform, size, params->color); + q->uv = glyph.uv; + q->type = QUAD_TYPE_TEXT; + q->image_min_filter = GFX_FILTER_MODE_LINEAR; + q->image_mag_filter = GFX_FILTER_MODE_LINEAR; + + return true; +} + +void draw_text_xform(Gfx_Font *font, string text, u32 raster_height, Matrix4 xform, Vector2 scale, Vector4 color) { + + Draw_Text_Callback_Params p; + p.font = font; + p.text = text; + p.raster_height = raster_height; + p.xform = xform; + p.scale = scale; + p.color = color; + + walk_glyphs((Walk_Glyphs_Spec){font, text, raster_height, scale, true, &p}, draw_text_callback); +} +void draw_text(Gfx_Font *font, string text, u32 raster_height, Vector2 position, Vector2 scale, Vector4 color) { + Matrix4 xform = m4_scalar(1.0); + xform = m4_translate(xform, v3(position.x, position.y, 0)); + + draw_text_xform(font, text, raster_height, xform, scale, color); +} + #define COLOR_RED ((Vector4){1.0, 0.0, 0.0, 1.0}) #define COLOR_GREEN ((Vector4){0.0, 1.0, 0.0, 1.0}) @@ -196,40 +264,3 @@ Draw_Quad *draw_image_xform(Gfx_Image *image, Matrix4 xform, Vector2 size, Vecto #define COLOR_WHITE ((Vector4){1.0, 1.0, 1.0, 1.0}) #define COLOR_BLACK ((Vector4){0.0, 0.0, 0.0, 1.0}) -Gfx_Image *load_image_from_disk(string path, Allocator allocator) { - string png; - bool ok = os_read_entire_file(path, &png, allocator); - if (!ok) return 0; - - Gfx_Image *image = alloc(allocator, sizeof(Gfx_Image)); - - // Use stb_image to load and decode the PNG - int width, height, channels; - stbi_set_flip_vertically_on_load(1); // stb_image can flip the image on load - unsigned char* stb_data = stbi_load_from_memory(png.data, png.count, &width, &height, &channels, STBI_rgb_alpha); - - if (!stb_data) { - dealloc(allocator, image); - dealloc_string(allocator, png); - return 0; - } - - image->data = stb_data; - image->width = width; - image->height = height; - image->gfx_handle = GFX_INVALID_HANDLE; // This is handled in gfx - image->allocator = allocator; - - dealloc_string(allocator, png); - - return image; -} - -void delete_image(Gfx_Image *image) { - stbi_image_free(image->data); // Free the image data allocated by stb_image - image->width = 0; - image->height = 0; - draw_frame.garbage_stack[draw_frame.garbage_stack_count] = image->gfx_handle; - draw_frame.garbage_stack_count += 1; - dealloc(image->allocator, image); -} \ No newline at end of file diff --git a/oogabooga/examples/minimal_game_loop.c b/oogabooga/examples/minimal_game_loop.c index b79fb05..82ec633 100644 --- a/oogabooga/examples/minimal_game_loop.c +++ b/oogabooga/examples/minimal_game_loop.c @@ -2,8 +2,8 @@ int entry(int argc, char **argv) { window.title = STR("Minimal Game Example"); - window.width = 1280; - window.height = 720; + window.scaled_width = 1280; // We need to set the scaled size if we want to handle system scaling (DPI) + window.scaled_height = 720; window.x = 200; window.y = 200; window.clear_color = hex_to_rgba(0x6495EDff); @@ -14,10 +14,10 @@ int entry(int argc, char **argv) { os_update(); float64 now = os_get_current_time_in_seconds(); - Matrix4 hammer_xform = m4_scalar(1.0); - hammer_xform = m4_rotate_z(hammer_xform, (f32)now); - hammer_xform = m4_translate(hammer_xform, v3(-.25f, -.25f, 0)); - draw_rect_xform(hammer_xform, v2(.5f, .5f), COLOR_RED); + Matrix4 rect_xform = m4_scalar(1.0); + rect_xform = m4_rotate_z(rect_xform, (f32)now); + rect_xform = m4_translate(rect_xform, v3(-.25f, -.25f, 0)); + draw_rect_xform(rect_xform, v2(.5f, .5f), COLOR_RED); gfx_update(); } diff --git a/oogabooga/examples/renderer_stress_test.c b/oogabooga/examples/renderer_stress_test.c index f98e217..0300d64 100644 --- a/oogabooga/examples/renderer_stress_test.c +++ b/oogabooga/examples/renderer_stress_test.c @@ -15,6 +15,19 @@ int entry(int argc, char **argv) { Gfx_Image *hammer_image = load_image_from_disk(STR("oogabooga/examples/hammer.png"), get_heap_allocator()); assert(hammer_image, "Failed loading hammer.png"); + void *my_data = alloc(get_heap_allocator(), 32*32*4); + memset(my_data, 0xffffffff, 32*32*4); + Gfx_Image *my_image = make_image(32, 32, 4, my_data, get_heap_allocator()); + for (int *c = (int*)my_data; c < (int*)my_data+16*16; c += 1) { + *c = 0xff0000ff; + } + gfx_set_image_data(my_image, 0, 0, 16, 16, my_data); + + Gfx_Font *font = load_font_from_disk(STR("C:/windows/fonts/arial.ttf"), get_heap_allocator()); + assert(font, "Failed loading arial.ttf, %d", GetLastError()); + + render_atlas_if_not_yet_rendered(font, 32, 'A'); + seed_for_random = os_get_current_cycle_count(); const float64 fps_limit = 69000; @@ -76,7 +89,7 @@ int entry(int argc, char **argv) { draw_frame.view = camera_view; seed_for_random = 69; - for (u64 i = 0; i < 100000; i++) { + for (u64 i = 0; i < 10000; i++) { float32 aspect = (float32)window.width/(float32)window.height; float min_x = -aspect; float max_x = aspect; @@ -102,11 +115,23 @@ int entry(int argc, char **argv) { draw_image(bush_image, v2(0.65, 0.65), v2(0.2*sin(now), 0.2*sin(now)), COLOR_WHITE); + u32 atlas_index = 0; + Gfx_Font_Atlas *atlas = (Gfx_Font_Atlas*)hash_table_find(&font->variations[32].atlases, atlas_index); + + draw_text(font, STR("I am text"), 128, v2(sin(now), -0.61), v2(0.001, 0.001), COLOR_BLACK); + draw_text(font, STR("I am text"), 128, v2(sin(now)-0.01, -0.6), v2(0.001, 0.001), COLOR_WHITE); + + draw_text(font, STR("Hello jje\nnew line"), 128, v2(-1, 0.5), v2(0.001, 0.001), COLOR_WHITE); + + local_persist bool show = false; + if (is_key_just_pressed('T')) show = !show; + + if (show) draw_image(atlas->image, v2(-1.6, -1), v2(4, 4), COLOR_WHITE); + tm_scope_cycles("gfx_update") { gfx_update(); } - if (is_key_just_released('E')) { log("FPS: %.2f", 1.0 / delta); log("ms: %.2f", delta*1000.0); diff --git a/oogabooga/examples/text_rendering.c b/oogabooga/examples/text_rendering.c new file mode 100644 index 0000000..95e835d --- /dev/null +++ b/oogabooga/examples/text_rendering.c @@ -0,0 +1,74 @@ + + +int entry(int argc, char **argv) { + + window.title = STR("OGB Text Rendering Example"); + window.scaled_width = 1280; + window.scaled_height = 720; + window.x = 200; + window.y = 200; + window.clear_color = hex_to_rgba(0x6495EDff); + + Gfx_Font *font = load_font_from_disk(STR("C:/windows/fonts/arial.ttf"), get_heap_allocator()); + assert(font, "Failed loading arial.ttf, %d", GetLastError()); + + const u32 font_height = 48; + + while (!window.should_close) tm_scope_cycles("Frame") { + reset_temporary_storage(); + + // Text is easiest to deal with if our projection matches window pixel size, because + // then the rasterization height will match the screen pixel height (unless scaling). + // The best way to make the text look good is to draw it at the exact same pixel height + // as it was rasterized at with no down- or up-scaling. + // It's fairly common in video games to render the UI with a separate projection for this + // very reason. + draw_frame.projection = m4_make_orthographic_projection(window.pixel_width * -0.5, window.pixel_width * 0.5, window.height * -0.5, window.height * 0.5, -1, 10); + + // Easy drop shadow: Just draw the same text underneath with a slight offset + draw_text(font, STR("I am text"), font_height, v2(-2, 2), v2(1, 1), COLOR_BLACK); + draw_text(font, STR("I am text"), font_height, v2(0, 0), v2(1, 1), COLOR_WHITE); + + float now = (float)os_get_current_time_in_seconds(); + float animated_x = sin(now*0.1)*(window.width*0.5); + + draw_text(font, STR("I am text"), font_height, v2(animated_x-2, 2), v2(1, 1), COLOR_BLACK); + draw_text(font, STR("I am text"), font_height, v2(animated_x, 0), v2(1, 1), COLOR_WHITE); + + // New lines are handled when drawing text + string hello_str = STR("Hello,\nTTTT New line\nAnother line"); + + // To align/justify text we need to measure it. + Gfx_Text_Metrics hello_metrics = measure_text(font, hello_str, font_height, v2(1, 1)); + + // This is where we want the bottom left of the text to be... + Vector2 bottom_left = v2(-window.width/2+20, -window.height/2+20); + + // ... So we have to justify that bottom_left according to text metrics + Vector2 justified = v2_sub(bottom_left, hello_metrics.functional_pos_min); + + draw_text(font, hello_str, font_height, justified, v2(1, 1), COLOR_WHITE); + + // If for example we wanted to center the text, we would do the same but then add + // the text size divided by two: + // justified = v2_add(justified, v2_subf(hello_metrics.functional_size, 2.0)); + + local_persist bool show_bounds = false; + if (is_key_just_pressed('E')) show_bounds = !show_bounds; + + string long_text = STR("Jaunty jackrabbits juggle quaint TTT quilts and quirky quinces, \nquickly queuing up for a jubilant, jazzy jamboree in the jungle.\nLorem ipsilum "); + if (show_bounds) { + // Visualize the bounds we get from metrics + Gfx_Text_Metrics m = measure_text(font, long_text, font_height, v2(1, 1)); + draw_rect(v2_add(v2(-600, -200), m.visual_pos_min), m.visual_size, v4(.1, .1, .1, .2)); + draw_rect(v2_add(v2(-600, -200), m.functional_pos_min), m.functional_size, v4(1, .1, .1, .2)); + } + draw_text(font, long_text, font_height, v2(-600, -200), v2(1, 1), COLOR_WHITE); + + os_update(); + gfx_update(); + + } + + return 0; +} \ No newline at end of file diff --git a/oogabooga/font.c b/oogabooga/font.c new file mode 100644 index 0000000..688b2ef --- /dev/null +++ b/oogabooga/font.c @@ -0,0 +1,361 @@ + +// See oogabooga/examples/text_rendering.c for usage + + + +/* +TODO: + - Justify rows in walk_glyphs +*/ + + +// #Memory #Speed +// This is terruble and huge waste of video memory. We should have a constant codepoint range +// with arbitrary atlas sizes instead. +#define FONT_ATLAS_WIDTH 2048 +#define FONT_ATLAS_HEIGHT 2048 +#define MAX_FONT_HEIGHT 512 + +typedef struct Gfx_Font Gfx_Font; +typedef struct Gfx_Text_Metrics { + + // "functional" is what you would use for example for text editing for constistent + // placements. + // To draw text with it's origin at the bottom left, you need to sub this from the bottom + // left. I.e: + // Vector2 justified_pos = v2_sub(bottom_left, metrics.functional_pos_min); + // If you want to center, you have to first justify to bottom left and then add half of + // metrics.functional_size (or visual_size if you want perfect alignment and the text + // is static). + Vector2 functional_pos_min; + Vector2 functional_pos_max; + Vector2 functional_size; + + // The visual bounds for the text. + Vector2 visual_pos_min; + Vector2 visual_pos_max; + Vector2 visual_size; + +} Gfx_Text_Metrics; +typedef struct Gfx_Font_Metrics { + float latin_ascent; + float latin_descent; + + float max_ascent; + float max_descent; + + float line_spacing; + +} Gfx_Font_Metrics; +typedef struct Gfx_Glyph { + u32 codepoint; + float xoffset, yoffset; + float advance; + float width, height; + Vector4 uv; +} Gfx_Glyph; +typedef struct Gfx_Font_Atlas { + Gfx_Image *image; + u32 first_codepoint; + Gfx_Glyph *glyphs; // first_codepoint + index == the codepoint +} Gfx_Font_Atlas; +typedef struct Gfx_Font_Variation { + Gfx_Font *font; + u32 height; + Gfx_Font_Metrics metrics; + float scale; + u32 codepoint_range_per_atlas; + Hash_Table atlases; // u32 atlas_index, Gfx_Font_Atlas + bool initted; +} Gfx_Font_Variation; +typedef struct Gfx_Font { + stbtt_fontinfo stbtt_handle; + string raw_font_data; + Gfx_Font_Variation variations[MAX_FONT_HEIGHT]; // Variation per font height + Allocator allocator; +} Gfx_Font; + +Gfx_Font *load_font_from_disk(string path, Allocator allocator) { + + string font_data; + bool read_ok = os_read_entire_file(path, &font_data, allocator); + + if (!read_ok) return 0; + + + stbtt_fontinfo stbtt_handle; + int result = stbtt_InitFont(&stbtt_handle, font_data.data, stbtt_GetFontOffsetForIndex(font_data.data, 0)); + + if (result == 0) return 0; + + Gfx_Font *font = alloc(allocator, sizeof(Gfx_Font)); + memset(font, 0, sizeof(Gfx_Font)); + font->stbtt_handle = stbtt_handle; + font->raw_font_data = font_data; + font->allocator = allocator; + + return font; +} +void destroy_font(Gfx_Font *font) { + + for (u64 i = 0; i < MAX_FONT_HEIGHT; i++) { + Gfx_Font_Variation *variation = &font->variations[i]; + if (!variation->initted) continue; + + for (u64 j = 0; j < variation->atlases.count; j++) { + Gfx_Font_Atlas *atlas = (Gfx_Font_Atlas*)hash_table_get_nth_value(&variation->atlases, j); + delete_image(atlas->image); + dealloc(font->allocator, atlas->glyphs); + } + + hash_table_destroy(&variation->atlases); + + } + + dealloc_string(font->allocator, font->raw_font_data); + dealloc(font->allocator, font); +} + +void font_variation_init(Gfx_Font_Variation *variation, Gfx_Font *font, u32 font_height) { + + variation->font = font; + variation->height = font_height; + + u32 x_range = FONT_ATLAS_WIDTH / font_height; + u32 y_range = FONT_ATLAS_HEIGHT / font_height; + + variation->codepoint_range_per_atlas = x_range*y_range; + + variation->atlases = make_hash_table(u32, Gfx_Font_Atlas, font->allocator); + + variation->scale = stbtt_ScaleForPixelHeight(&font->stbtt_handle, (float)font_height); + + // Unscaled ! + int ascent, descent, line_gap; + stbtt_GetFontVMetrics(&font->stbtt_handle, &ascent, &descent, &line_gap); + + variation->metrics.max_ascent = ((float)ascent*variation->scale); + variation->metrics.max_descent = ((float)descent*variation->scale); + variation->metrics.line_spacing = ((float)line_gap*variation->scale); + + variation->metrics.latin_descent = 9999999; + + for (u32 c = 'a'; c <= 'z'; c++) { + // This one is bottom-top as opposed to normally in stbtt where it's top-bottom + int x0, y0, x1, y1; + stbtt_GetCodepointBitmapBox(&font->stbtt_handle, (int)c, variation->scale, variation->scale, &x0, &y0, &x1, &y1); + + float c_descent = -(float)y1; + if (c_descent < variation->metrics.latin_descent) { + variation->metrics.latin_descent = c_descent; + } + } + for (u32 c = 'A'; c <= 'Z'; c++) { + // This one is bottom-top as opposed to normally in stbtt where it's top-bottom + int x0, y0, x1, y1; + stbtt_GetCodepointBitmapBox(&font->stbtt_handle, (int)c, variation->scale, variation->scale, &x0, &y0, &x1, &y1); + float c_ascent = (float)(y1-y0); // #Bugprone #Cleanup I am not at all sure about this! + + if (c_ascent > variation->metrics.latin_ascent) + variation->metrics.latin_ascent = c_ascent; + } + + variation->initted = true; +} + +void font_atlas_init(Gfx_Font_Atlas *atlas, Gfx_Font_Variation *variation, u32 first_codepoint) { + stbtt_fontinfo stbtt_handle = variation->font->stbtt_handle; + atlas->first_codepoint = first_codepoint; + + atlas->image = make_image(FONT_ATLAS_WIDTH, FONT_ATLAS_HEIGHT, 1, 0, variation->font->allocator); + atlas->glyphs = alloc(variation->font->allocator, variation->codepoint_range_per_atlas*sizeof(Gfx_Glyph)); + + u32 cursor_x = 0; + u32 cursor_y = 0; + + + // Used for flipping bitmaps + u8 *temp_row = (u8 *)talloc(variation->height); + for (u32 c = first_codepoint; c < first_codepoint + variation->codepoint_range_per_atlas; c++) { + u32 i = c-first_codepoint; + Gfx_Glyph *glyph = &atlas->glyphs[i]; + glyph->codepoint = c; + + int w, h, x, y; + void *bitmap = stbtt_GetCodepointBitmap(&stbtt_handle, variation->scale, variation->scale, (int)c, &w, &h, &x, &y); + + if (cursor_x+w > FONT_ATLAS_WIDTH) { + cursor_x = 0; + cursor_y += variation->height; + } + + if (bitmap) { + // #Speed #Loadtimes + for (int row = 0; row < h; ++row) { + gfx_set_image_data(atlas->image, cursor_x, cursor_y + (h - 1 - row), w, 1, bitmap + (row * w)); + } + stbtt_FreeBitmap(bitmap, 0); + } + + glyph->xoffset = (float)x; + glyph->yoffset = variation->height - (float)y - (float)h - variation->metrics.max_ascent+variation->metrics.max_descent; // Adjusted yoffset for bottom-up rendering + glyph->width = (float)w; + glyph->height = (float)h; + + int advance, left_side_bearing; + stbtt_GetCodepointHMetrics(&stbtt_handle, c, &advance, &left_side_bearing); + + glyph->advance = (float)advance*variation->scale; + //glyph->xoffset += (float)left_side_bearing*variation->scale; + + glyph->uv.x1 = (float)cursor_x/(float)FONT_ATLAS_WIDTH; + glyph->uv.y1 = (float)cursor_y/(float)FONT_ATLAS_HEIGHT; + glyph->uv.x2 = ((float)cursor_x+glyph->width)/(float)FONT_ATLAS_WIDTH; + glyph->uv.y2 = ((float)cursor_y+glyph->height)/(float)FONT_ATLAS_HEIGHT; + + cursor_x += w; + } +} + +void render_atlas_if_not_yet_rendered(Gfx_Font *font, u32 font_height, u32 codepoint) { + assert(font_height <= MAX_FONT_HEIGHT, "Font height too large; maximum of %d is allowed.", MAX_FONT_HEIGHT); + Gfx_Font_Variation *variation = &font->variations[font_height]; + + if (!variation->initted) { + font_variation_init(variation, font, font_height); + } + + u32 atlas_index = codepoint / variation->codepoint_range_per_atlas; + + if (!hash_table_contains(&variation->atlases, atlas_index)) { + Gfx_Font_Atlas atlas = ZERO(Gfx_Font_Atlas); + font_atlas_init(&atlas, variation, atlas_index*variation->codepoint_range_per_atlas); + hash_table_add(&variation->atlases, atlas_index, atlas); + } +} + +typedef bool(*Walk_Glyphs_Callback_Proc)(Gfx_Glyph glyph, Gfx_Font_Atlas *atlas, float glyph_x, float glyph_y, void *ud); + +typedef struct { + Gfx_Font *font; + string text; + u32 raster_height; + Vector2 scale; + bool ignore_control_codes; + void *ud; +} Walk_Glyphs_Spec; +void walk_glyphs(Walk_Glyphs_Spec spec, Walk_Glyphs_Callback_Proc proc) { + + Gfx_Font_Variation *variation = &spec.font->variations[spec.raster_height]; + + float x = 0; + float y = 0; + + u32 last_c = 0; + u32 c = next_utf8(&spec.text); + while (c != 0) { + + render_atlas_if_not_yet_rendered(spec.font, spec.raster_height, c); + + if (c == '\n') { + x = 0; + y -= (variation->metrics.latin_ascent-variation->metrics.latin_descent+variation->metrics.line_spacing)*spec.scale.y; + last_c = 0; + } + + if (c < 32 && spec.ignore_control_codes) { + c = next_utf8(&spec.text); + continue; + } + + u32 atlas_index = c/variation->codepoint_range_per_atlas; + + Gfx_Font_Atlas *atlas = (Gfx_Font_Atlas*)hash_table_find(&variation->atlases, atlas_index); + Gfx_Glyph glyph = atlas->glyphs[c-atlas->first_codepoint]; + + float glyph_x = x+glyph.xoffset*spec.scale.x; + float glyph_y = y+(glyph.yoffset)*spec.scale.y; + bool should_continue = proc(glyph, atlas, glyph_x, glyph_y, spec.ud); + + if (!should_continue) break; + + // #Incomplete kerning + x += glyph.advance*spec.scale.x; + if (last_c != 0) { + int kerning_unscaled = stbtt_GetCodepointKernAdvance(&spec.font->stbtt_handle, last_c, c); + float kerning_scaled_to_font_height = kerning_unscaled * variation->scale; + x += kerning_scaled_to_font_height*spec.scale.x; + } + + last_c = c; + c = next_utf8(&spec.text); + } +} + +Gfx_Font_Metrics get_font_metrics(Gfx_Font *font, u32 raster_height) { + Gfx_Font_Variation *variation = &font->variations[raster_height]; + + if (!variation->initted) { + font_variation_init(variation, font, raster_height); + } + + return variation->metrics; +} + +Gfx_Font_Metrics get_font_metrics_scaled(Gfx_Font *font, u32 raster_height, Vector2 scale) { + Gfx_Font_Metrics metrics = get_font_metrics(font, raster_height); + + metrics.latin_ascent *= scale.x; + metrics.latin_descent *= scale.x; + metrics.max_ascent *= scale.x; + metrics.max_descent *= scale.x; + metrics.line_spacing *= scale.x; + + return metrics; +} + +typedef struct { + Gfx_Text_Metrics m; + + Vector2 scale; +} Measure_Text_Walk_Glyphs_Context; + +bool measure_text_glyph_callback(Gfx_Glyph glyph, Gfx_Font_Atlas *atlas, float glyph_x, float glyph_y, void *ud) { + + Measure_Text_Walk_Glyphs_Context *c = (Measure_Text_Walk_Glyphs_Context*)ud; + + float functional_left = glyph_x-glyph.xoffset*c->scale.x; + float functional_bottom = glyph_y-glyph.yoffset*c->scale.y; + float functional_right = functional_left + glyph.width*c->scale.x; + float functional_top = functional_bottom + glyph.height*c->scale.y; + + c->m.functional_pos_min.x = min(c->m.functional_pos_min.x, functional_left); + c->m.functional_pos_min.y = min(c->m.functional_pos_min.y, functional_bottom); + c->m.functional_pos_max.x = max(c->m.functional_pos_max.x, functional_right); + c->m.functional_pos_max.y = max(c->m.functional_pos_max.y, functional_top); + + float visual_left = glyph_x; + float visual_bottom = glyph_y; + float visual_right = visual_left + glyph.width*c->scale.x; + float visual_top = visual_bottom + glyph.height*c->scale.y; + + c->m.visual_pos_min.x = min(c->m.visual_pos_min.x, visual_left); + c->m.visual_pos_min.y = min(c->m.visual_pos_min.y, visual_bottom); + c->m.visual_pos_max.x = max(c->m.visual_pos_max.x, visual_right); + c->m.visual_pos_max.y = max(c->m.visual_pos_max.y, visual_top); + + return true; +} +Gfx_Text_Metrics measure_text(Gfx_Font *font, string text, u32 raster_height, Vector2 scale) { + Measure_Text_Walk_Glyphs_Context c = ZERO(Measure_Text_Walk_Glyphs_Context); + + c.scale = scale; + + walk_glyphs((Walk_Glyphs_Spec){font, text, raster_height, scale, true, &c}, measure_text_glyph_callback); + + c.m.functional_size = v2_sub(c.m.functional_pos_max, c.m.functional_pos_min); + c.m.visual_size = v2_sub(c.m.visual_pos_max, c.m.visual_pos_min); + + return c.m; +} + diff --git a/oogabooga/gfx_impl_d3d11.c b/oogabooga/gfx_impl_d3d11.c index 40ce967..6e2447d 100644 --- a/oogabooga/gfx_impl_d3d11.c +++ b/oogabooga/gfx_impl_d3d11.c @@ -13,17 +13,27 @@ const Gfx_Handle GFX_INVALID_HANDLE = 0; string temp_win32_null_terminated_wide_to_fixed_utf8(const u16 *utf16); -typedef struct alignat(16) D3D11_Vertex { +typedef struct alignat(16) D3D11_Vertex { + + Vector4 color; Vector4 position; Vector2 uv; - int texture_index; + union { + s32 data1; + struct { + s8 texture_index; + u8 type; + u8 sampler; + u8 padding; + }; + }; } D3D11_Vertex; ID3D11Debug *d3d11_debug = 0; -ID3D11Device* d3d11_device = 0; -ID3D11DeviceContext* d3d11_context = 0; +ID3D11Device *d3d11_device = 0; +ID3D11DeviceContext *d3d11_context = 0; ID3D11RenderTargetView *d3d11_window_render_target_view = 0; ID3D11Texture2D *d3d11_back_buffer = 0; D3D_DRIVER_TYPE d3d11_driver_type = 0; @@ -36,7 +46,10 @@ u32 d3d11_swap_chain_height = 0; ID3D11BlendState *d3d11_blend_state = 0; ID3D11RasterizerState *d3d11_rasterizer = 0; -ID3D11SamplerState *d3d11_image_sampler = 0; +ID3D11SamplerState *d3d11_image_sampler_np_fp = 0; +ID3D11SamplerState *d3d11_image_sampler_nl_fl = 0; +ID3D11SamplerState *d3d11_image_sampler_np_fl = 0; +ID3D11SamplerState *d3d11_image_sampler_nl_fp = 0; ID3D11VertexShader *d3d11_image_vertex_shader = 0; ID3D11PixelShader *d3d11_image_pixel_shader = 0; @@ -358,7 +371,21 @@ void gfx_init() { sd.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; sd.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; sd.ComparisonFunc = D3D11_COMPARISON_NEVER; - hr = VTABLE(CreateSamplerState, d3d11_device, &sd, &d3d11_image_sampler); + + sd.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; + hr = VTABLE(CreateSamplerState, d3d11_device, &sd, &d3d11_image_sampler_np_fp); + win32_check_hr(hr); + + sd.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; + hr = VTABLE(CreateSamplerState, d3d11_device, &sd, &d3d11_image_sampler_nl_fl); + win32_check_hr(hr); + + sd.Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT; + hr = VTABLE(CreateSamplerState, d3d11_device, &sd, &d3d11_image_sampler_np_fl); + win32_check_hr(hr); + + sd.Filter = D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR; + hr = VTABLE(CreateSamplerState, d3d11_device, &sd, &d3d11_image_sampler_nl_fp); win32_check_hr(hr); } @@ -461,11 +488,11 @@ void gfx_init() { layout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; layout[2].InstanceDataStepRate = 0; - layout[3].SemanticName = "TEXTURE_INDEX"; + layout[3].SemanticName = "DATA1_"; layout[3].SemanticIndex = 0; layout[3].Format = DXGI_FORMAT_R32_SINT; layout[3].InputSlot = 0; - layout[3].AlignedByteOffset = offsetof(D3D11_Vertex, texture_index); + layout[3].AlignedByteOffset = offsetof(D3D11_Vertex, data1); layout[3].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; layout[3].InstanceDataStepRate = 0; @@ -501,7 +528,10 @@ void d3d11_draw_call(int number_of_rendered_quads, ID3D11ShaderResourceView **te VTABLE(VSSetShader, d3d11_context, d3d11_image_vertex_shader, NULL, 0); VTABLE(PSSetShader, d3d11_context, d3d11_image_pixel_shader, NULL, 0); - VTABLE(PSSetSamplers, d3d11_context, 0, 1, &d3d11_image_sampler); + VTABLE(PSSetSamplers, d3d11_context, 0, 1, &d3d11_image_sampler_np_fp); + VTABLE(PSSetSamplers, d3d11_context, 1, 1, &d3d11_image_sampler_nl_fl); + VTABLE(PSSetSamplers, d3d11_context, 2, 1, &d3d11_image_sampler_np_fl); + VTABLE(PSSetSamplers, d3d11_context, 3, 1, &d3d11_image_sampler_nl_fp); VTABLE(PSSetShaderResources, d3d11_context, 0, num_textures, textures); VTABLE(ClearRenderTargetView, d3d11_context, d3d11_window_render_target_view, (float*)&window.clear_color); @@ -518,23 +548,6 @@ void gfx_update() { HRESULT hr; tm_scope_cycles("Frame setup") { - /// - // purge garbage - for (u64 i = 0; i < draw_frame.garbage_stack_count; i++) { - ID3D11ShaderResourceView *view = draw_frame.garbage_stack[i]; - ID3D11Resource *resource = 0; - VTABLE(GetResource, view, &resource); - - ID3D11Texture2D *texture = 0; - hr = VTABLE(QueryInterface, resource, &IID_ID3D11Texture2D, (void**)&texture); - if (SUCCEEDED(hr)) { - D3D11Release(view); - D3D11Release(texture); - log("Destroyed an image"); - } else { - panic("Unhandled D3D11 resource deletion"); - } - } /// // Maybe resize swap chain @@ -592,44 +605,17 @@ void gfx_update() { Draw_Quad *q = &block->quad_buffer[i]; - int texture_index = -1; + s8 texture_index = -1; if (q->image) { - if (!q->image->gfx_handle) { - D3D11_TEXTURE2D_DESC desc = ZERO(D3D11_TEXTURE2D_DESC); - desc.Width = q->image->width; - desc.Height = q->image->height; - desc.MipLevels = 1; - desc.ArraySize = 1; - desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - desc.SampleDesc.Count = 1; - desc.SampleDesc.Quality = 0; - desc.Usage = D3D11_USAGE_DEFAULT; - desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; - desc.CPUAccessFlags = 0; - desc.MiscFlags = 0; - - D3D11_SUBRESOURCE_DATA data = ZERO(D3D11_SUBRESOURCE_DATA); - data.pSysMem = q->image->data; - data.SysMemPitch = q->image->width * 4; // #Magicvalue assuming 4 channels - - ID3D11Texture2D* texture = 0; - HRESULT hr = VTABLE(CreateTexture2D, d3d11_device, &desc, &data, &texture); - win32_check_hr(hr); - - hr = VTABLE(CreateShaderResourceView, d3d11_device, (ID3D11Resource*)texture, 0, &q->image->gfx_handle); - win32_check_hr(hr); - - log_verbose("Created an image of width %d and height %d.", q->image->width, q->image->height); - } if (last_texture == q->image->gfx_handle) { - texture_index = (int)(num_textures-1); + texture_index = (s8)(num_textures-1); } else { // First look if texture is already bound for (u64 j = 0; j < num_textures; j++) { if (textures[j] == q->image->gfx_handle) { - texture_index = (int)j; + texture_index = (s8)j; break; } } @@ -648,7 +634,7 @@ void gfx_update() { number_of_rendered_quads = 0; pointer = head; } else { - texture_index = (int)num_textures; + texture_index = (s8)num_textures; num_textures += 1; } } @@ -657,6 +643,20 @@ void gfx_update() { last_texture = q->image->gfx_handle; } + if (q->type == QUAD_TYPE_TEXT) { + float pixel_width = 2.0/(float)window.width; + float pixel_height = 2.0/(float)window.height; + + q->bottom_left.x = round(q->bottom_left.x / pixel_width) * pixel_width; + q->bottom_left.y = round(q->bottom_left.y / pixel_height) * pixel_height; + q->top_left.x = round(q->top_left.x / pixel_width) * pixel_width; + q->top_left.y = round(q->top_left.y / pixel_height) * pixel_height; + q->top_right.x = round(q->top_right.x / pixel_width) * pixel_width; + q->top_right.y = round(q->top_right.y / pixel_height) * pixel_height; + q->bottom_right.x = round(q->bottom_right.x / pixel_width) * pixel_width; + q->bottom_right.y = round(q->bottom_right.y / pixel_height) * pixel_height; + } + // We will write to 6 vertices for the one quad (two tris) { @@ -681,6 +681,24 @@ void gfx_update() { BL->color = TL->color = TR->color = BR->color = q->color; BL->texture_index=TL->texture_index=TR->texture_index=BR->texture_index = texture_index; + BL->type=TL->type=TR->type=BR->type = (u8)q->type; + + u8 sampler = 0; + if (q->image_min_filter == GFX_FILTER_MODE_NEAREST + && q->image_mag_filter == GFX_FILTER_MODE_NEAREST) + sampler = 0; + if (q->image_min_filter == GFX_FILTER_MODE_LINEAR + && q->image_mag_filter == GFX_FILTER_MODE_LINEAR) + sampler = 1; + if (q->image_min_filter == GFX_FILTER_MODE_LINEAR + && q->image_mag_filter == GFX_FILTER_MODE_NEAREST) + sampler = 2; + if (q->image_min_filter == GFX_FILTER_MODE_NEAREST + && q->image_mag_filter == GFX_FILTER_MODE_LINEAR) + sampler = 3; + + BL->type=TL->type=TR->type=BR->type = (u8)q->type; + BL->sampler=TL->sampler=TR->sampler=BR->sampler = (u8)sampler; *BL2 = *BL; *TR2 = *TR; @@ -742,3 +760,92 @@ void gfx_update() { reset_draw_frame(&draw_frame); } + + +void gfx_init_image(Gfx_Image *image, void *initial_data) { + + void *data = initial_data; + if (!initial_data){ + // #Incomplete 8 bit width assumed + data = alloc(image->allocator, image->width*image->height*image->channels); + memset(data, 0, image->width*image->height*image->channels); + } + + assert(image->channels > 0 && image->channels <= 4 && image->channels != 3, "Only 1, 2 or 4 channels allowed on images. Got %d", image->channels); + + D3D11_TEXTURE2D_DESC desc = ZERO(D3D11_TEXTURE2D_DESC); + desc.Width = image->width; + desc.Height = image->height; + desc.MipLevels = 1; + desc.ArraySize = 1; + switch (image->channels) { + case 1: desc.Format = DXGI_FORMAT_R8_UNORM; break; + case 2: desc.Format = DXGI_FORMAT_R8G8_UNORM; break; + case 4: desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; break; + default: panic("You should not be here"); + } + desc.SampleDesc.Count = 1; + desc.SampleDesc.Quality = 0; + desc.Usage = D3D11_USAGE_DEFAULT; + desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; + desc.CPUAccessFlags = 0; + desc.MiscFlags = 0; + + D3D11_SUBRESOURCE_DATA data_desc = ZERO(D3D11_SUBRESOURCE_DATA); + data_desc.pSysMem = data; + data_desc.SysMemPitch = image->width * image->channels; + + ID3D11Texture2D* texture = 0; + HRESULT hr = VTABLE(CreateTexture2D, d3d11_device, &desc, &data_desc, &texture); + win32_check_hr(hr); + + hr = VTABLE(CreateShaderResourceView, d3d11_device, (ID3D11Resource*)texture, 0, &image->gfx_handle); + win32_check_hr(hr); + + if (!initial_data) { + dealloc(image->allocator, data); + } + + log_verbose("Created a D3D11 image of width %d and height %d.", image->width, image->height); +} +void gfx_set_image_data(Gfx_Image *image, u32 x, u32 y, u32 w, u32 h, void *data) { + assert(image && data, "Bad parameters passed to gfx_set_image_data"); + + ID3D11ShaderResourceView *view = image->gfx_handle; + ID3D11Resource *resource = NULL; + VTABLE(GetResource, view, &resource); + + assert(resource, "Invalid image passed to gfx_set_image_data"); + + assert(x+w <= image->width && y+h <= image->height, "Specified subregion in image is out of bounds"); + + ID3D11Texture2D *texture = NULL; + HRESULT hr = VTABLE(QueryInterface, resource, &IID_ID3D11Texture2D, (void**)&texture); + assert(SUCCEEDED(hr), "Expected gfx resource to be a texture but it wasn't"); + + D3D11_BOX destBox; + destBox.left = x; + destBox.right = x + w; + destBox.top = y; + destBox.bottom = y + h; + destBox.front = 0; + destBox.back = 1; + + // #Incomplete bit-width 8 assumed + VTABLE(UpdateSubresource, d3d11_context, (ID3D11Resource*)texture, 0, &destBox, data, w * image->channels, 0); +} +void gfx_deinit_image(Gfx_Image *image) { + ID3D11ShaderResourceView *view = image->gfx_handle; + ID3D11Resource *resource = 0; + VTABLE(GetResource, view, &resource); + + ID3D11Texture2D *texture = 0; + HRESULT hr = VTABLE(QueryInterface, resource, &IID_ID3D11Texture2D, (void**)&texture); + if (SUCCEEDED(hr)) { + D3D11Release(view); + D3D11Release(texture); + log("Destroyed an image"); + } else { + panic("Unhandled D3D11 resource deletion"); + } +} \ No newline at end of file diff --git a/oogabooga/gfx_interface.c b/oogabooga/gfx_interface.c index fe9ec58..6bc6418 100644 --- a/oogabooga/gfx_interface.c +++ b/oogabooga/gfx_interface.c @@ -16,17 +16,82 @@ #endif forward_global const Gfx_Handle GFX_INVALID_HANDLE; +#define QUAD_TYPE_REGULAR 0 +#define QUAD_TYPE_TEXT 1 + +typedef enum Gfx_Filter_Mode { + GFX_FILTER_MODE_NEAREST, + GFX_FILTER_MODE_LINEAR, +} Gfx_Filter_Mode; typedef struct Gfx_Image { - u32 width, height; - u8 *data; + u32 width, height, channels; Gfx_Handle gfx_handle; Allocator allocator; } Gfx_Image; -typedef struct Gfx_Font { - u32 width, height; - u8 *data; - Gfx_Handle gfx_handle; - Allocator allocator; -} Gfx_Font; +Gfx_Image *make_image(u32 width, u32 height, u32 channels, void *initial_data, Allocator allocator); +Gfx_Image *load_image_from_disk(string path, Allocator allocator); +void delete_image(Gfx_Image *image); + +// Implemented per renderer +void gfx_init_image(Gfx_Image *image, void *data); +void gfx_set_image_data(Gfx_Image *image, u32 x, u32 y, u32 w, u32 h, void *data); +void gfx_deinit_image(Gfx_Image *image); + +// initial_data can be null to leave image data uninitialized +Gfx_Image *make_image(u32 width, u32 height, u32 channels, void *initial_data, Allocator allocator) { + Gfx_Image *image = alloc(allocator, sizeof(Gfx_Image) + width*height*channels); + + assert(channels > 0 && channels <= 4, "Only 1, 2, 3 or 4 channels allowed on images. Got %d", channels); + + image->width = width; + image->height = height; + image->gfx_handle = GFX_INVALID_HANDLE; // This is handled in gfx + image->allocator = allocator; + image->channels = channels; + + gfx_init_image(image, initial_data); + + return image; +} + +Gfx_Image *load_image_from_disk(string path, Allocator allocator) { + string png; + bool ok = os_read_entire_file(path, &png, allocator); + if (!ok) return 0; + + Gfx_Image *image = alloc(allocator, sizeof(Gfx_Image)); + + int width, height, channels; + stbi_set_flip_vertically_on_load(1); + unsigned char* stb_data = stbi_load_from_memory(png.data, png.count, &width, &height, &channels, STBI_rgb_alpha); + + if (!stb_data) { + dealloc(allocator, image); + dealloc_string(allocator, png); + return 0; + } + + image->width = width; + image->height = height; + image->gfx_handle = GFX_INVALID_HANDLE; // This is handled in gfx + image->allocator = allocator; + image->channels = 4; + + dealloc_string(allocator, png); + + gfx_init_image(image, stb_data); + + stbi_image_free(stb_data); + + return image; +} + +void delete_image(Gfx_Image *image) { + // Free the image data allocated by stb_image + image->width = 0; + image->height = 0; + gfx_deinit_image(image); + dealloc(image->allocator, image); +} diff --git a/oogabooga/hash.c b/oogabooga/hash.c new file mode 100644 index 0000000..bbd06eb --- /dev/null +++ b/oogabooga/hash.c @@ -0,0 +1,84 @@ + + +#define PRIME64_1 11400714785074694791ULL +#define PRIME64_2 14029467366897019727ULL +#define PRIME64_3 1609587929392839161ULL +#define PRIME64_4 9650029242287828579ULL +#define PRIME64_5 2870177450012600261ULL + +static inline u64 xx_hash(u64 x) { + u64 h64 = PRIME64_5 + 8; + h64 += x * PRIME64_3; + h64 = ((h64 << 23) | (h64 >> (64 - 23))) * PRIME64_2 + PRIME64_4; + h64 ^= h64 >> 33; + h64 *= PRIME64_2; + h64 ^= h64 >> 29; + h64 *= PRIME64_3; + h64 ^= h64 >> 32; + return h64; +} + +static inline u64 city_hash(string s) { + const u64 k = 0x9ddfea08eb382d69ULL; + u64 a = s.count; + u64 b = s.count * 5; + u64 c = 9; + u64 d = b; + + if (s.count <= 16) { + memcpy(&a, s.data, sizeof(u64)); + memcpy(&b, s.data + s.count - 8, sizeof(u64)); + } else { + memcpy(&a, s.data, sizeof(u64)); + memcpy(&b, s.data + 8, sizeof(u64)); + memcpy(&c, s.data + s.count - 8, sizeof(u64)); + memcpy(&d, s.data + s.count - 16, sizeof(u64)); + } + + a += b; + a = (a << 43) | (a >> (64 - 43)); + a += c; + a = a * 5 + 0x52dce729; + d ^= a; + d = (d << 44) | (d >> (64 - 44)); + d += b; + + return d * k; +} + +u64 djb2_hash(string s) { + u64 hash = 5381; + for (u64 i = 0; i < s.count; i++) { + hash = ((hash << 5) + hash) + s.data[i]; + } + return hash; +} + +u64 string_get_hash(string s) { + if (s.count > 32) return djb2_hash(s); + return city_hash(s); +} +u64 pointer_get_hash(void *p) { + return xx_hash((u64)p); +} +u64 float64_get_hash(float64 x) { + return xx_hash(*(u64*)&x); +} +u64 float32_get_hash(float32 x) { + return float64_get_hash((float64)x); +} + +#define get_hash(x) _Generic((x), \ + string: string_get_hash, \ + s8: xx_hash, \ + u8: xx_hash, \ + s16: xx_hash, \ + u16: xx_hash, \ + s32: xx_hash, \ + u32: xx_hash, \ + s64: xx_hash, \ + u64: xx_hash, \ + f32: float32_get_hash, \ + f64: float64_get_hash, \ + default: pointer_get_hash \ + )(x) \ No newline at end of file diff --git a/oogabooga/hash_table.c b/oogabooga/hash_table.c new file mode 100644 index 0000000..711ecd6 --- /dev/null +++ b/oogabooga/hash_table.c @@ -0,0 +1,218 @@ + +// Very naive implementation but it should be very cache efficient so it's alright +// for non-excessive use for now. + +/* + + Example Usage: + + + // Make a table with key type 'string' and value type 'int', allocated on the heap + Hash_Table table = make_hash_table(string, int, get_heap_allocator()); + + // Set key "Key string" to integer value 69. This returns whether or not key was newly added. + string key = STR("Key string"); + bool newly_added = hash_table_set(&table, key, 69); + + // Find value associated with given key. Returns pointer to that value. + string other_key = STR("Some other key"); + int* value = hash_table_find(&table, other_key); + + if (value) { + // Pointer is OK, item with key exists + } else { + // Pointer is null, item with key does NOT exist + } + + // Same as hash_table_find() != NULL + string another_key = STR("Another key"); + if (hash_table_contains(&table, another_key)) { + + } + + // Reset all entries (but keep allocated memory) + hash_table_reset(&table); + + // Free allocated entries in hash table + hash_table_destroy(&table); + + + Limitations: + - Key can only be a base type or pointer + - Key and value passed to the following function needs to be lvalues (we need to be able to take their addresses with '&'): + - hash_table_add + - hash_table_find + - hash_table_contains + - hash_table_set + + Example: + + hash_table_set(&table, my_key+5, my_value+3); // ERROR + + int key = my_key+5; + int value = my_value+3; + hash_table_set(&table, key, value); // OK + + +*/ + +typedef struct Hash_Table Hash_Table; + +// API: +#define make_hash_table_reserve(Key_Type, Value_Type, capacity_count, allocator) \ + make_hash_table_reserve(sizeof(Key_Type), sizeof(Value_Type), capacity_count, allocator) + +#define make_hash_table(Key_Type, Value_Type, allocator) \ + make_hash_table_raw(sizeof(Key_Type), sizeof(Value_Type), allocator) + +#define hash_table_add(table_ptr, key, value) \ + hash_table_add_raw((table_ptr), get_hash(key), &(key), &(value), sizeof(key), sizeof(value)) + +#define hash_table_find(table_ptr, key) \ + hash_table_find_raw((table_ptr), get_hash(key)) + +#define hash_table_contains(table_ptr, key) \ + hash_table_contains_raw((table_ptr), get_hash(key)) + +#define hash_table_set(table_ptr, key, value) \ + hash_table_set_raw((table_ptr), get_hash(key), &key, &value, sizeof(key), sizeof(value)) + +void hash_table_reserve(Hash_Table *t, u64 required_count); + + +typedef struct Hash_Table { + + // Each entry is hash-key-value + // Hash is sizeof(u64) bytes, key is _key_size bytes and value is _value_size bytes + void *entries; + + u64 count; // Number of valid entries + u64 capacity_count; // Number of allocated entries + + u64 _key_size; + u64 _value_size; + + Allocator allocator; +} Hash_Table; + +Hash_Table make_hash_table_reserve_raw(u64 key_size, u64 value_size, u64 capacity_count, Allocator allocator) { + + capacity_count = min(capacity_count, 8); + + Hash_Table t = ZERO(Hash_Table); + + t._key_size = key_size; + t._value_size = value_size; + t.allocator = allocator; + + u64 entry_size = value_size+sizeof(u64); + t.entries = alloc(t.allocator, entry_size*capacity_count); + memset(t.entries, 0, entry_size*capacity_count); + t.capacity_count = capacity_count; + + return t; +} +inline Hash_Table make_hash_table_raw(u64 key_size, u64 value_size, Allocator allocator) { + return make_hash_table_reserve_raw(key_size, value_size, 128, allocator); +} + +void hash_table_reset(Hash_Table *t) { + t->count = 0; +} +void hash_table_destroy(Hash_Table *t) { + dealloc(t->allocator, t->entries); + + t->entries = 0; + t->count = 0; + t->capacity_count = 0; +} + +void hash_table_reserve(Hash_Table *t, u64 required_count) { + u64 entry_size = t->_value_size+sizeof(u64); + + u64 required_size = required_count*entry_size; + + u64 current_size = t->capacity_count*entry_size; + + if (current_size >= required_size) return; + + u64 new_count = get_next_power_of_two(required_count); + u64 new_size = new_count*entry_size; + + void *new_entries = alloc(t->allocator, new_size); + memcpy(new_entries, t->entries, current_size); + + dealloc(t->allocator, t->entries); + + t->entries = new_entries; + t->capacity_count = new_count; +} + +// This can add multiple entries of same hash, beware! +void hash_table_add_raw(Hash_Table *t, u64 hash, void *k, void *v, u64 key_size, u64 value_size) { + + assert(t->_key_size == key_size, "Key type size does not match hash table initted key type size"); + assert(t->_value_size == value_size, "Value type size does not match hash table initted value type size"); + + hash_table_reserve(t, t->count+1); + + u64 entry_size = t->_value_size+sizeof(u64); + + u64 index = entry_size*t->count; + t->count += 1; + + u64 hash_offset = 0; + u64 value_offset = hash_offset + sizeof(u64); + + memcpy((u8*)t->entries+index+hash_offset, &hash, sizeof(u64)); + memcpy((u8*)t->entries+index+value_offset, v, value_size); +} + +void *hash_table_find_raw(Hash_Table *t, u64 hash) { + + // #Speed #Incomplete + // Do quadratic probe 'triangular numbers' + + u64 entry_size = t->_value_size+sizeof(u64); + u64 hash_offset = 0; + u64 value_offset = hash_offset + sizeof(u64); + + for (u64 i = 0; i < t->count; i += 1) { + u64 existing_hash = *(u64*)((u8*)t->entries+i*entry_size+hash_offset); + if (existing_hash == hash) { + void *value = ((u8*)t->entries+i*entry_size+value_offset); + return value; + } + } + return 0; +} + +void *hash_table_get_nth_value(Hash_Table *t, u64 n) { + assert(n < t->count, "Hash table n is out of range"); + + u64 entry_size = t->_value_size+sizeof(u64); + u64 hash_offset = 0; + u64 value_offset = hash_offset + sizeof(u64); + + return (u8*)t->entries+entry_size*n+value_offset; +} + +bool hash_table_contains_raw(Hash_Table *t, u64 hash) { + return hash_table_find_raw(t, hash) != 0; +} + +// Returns true if key was newly added or false if it already existed +bool hash_table_set_raw(Hash_Table *t, u64 hash, void *k, void *v, u64 key_size, u64 value_size) { + bool newly_added = true; + + if (hash_table_contains_raw(t, hash)) newly_added = false; + + if (newly_added) { + hash_table_add_raw(t, hash, k, v, key_size, value_size); + } else { + memcpy(hash_table_find_raw(t, hash), v, value_size); + } + + return newly_added; +} + diff --git a/oogabooga/linmath.c b/oogabooga/linmath.c index a664896..0e60501 100644 --- a/oogabooga/linmath.c +++ b/oogabooga/linmath.c @@ -219,7 +219,7 @@ Matrix4 m4_make_scale(Vector3 scale) { return m; } -Matrix4 m4_multiply(Matrix4 a, Matrix4 b) { +Matrix4 m4_mul(Matrix4 a, Matrix4 b) { Matrix4 result; for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { @@ -234,21 +234,21 @@ Matrix4 m4_multiply(Matrix4 a, Matrix4 b) { inline Matrix4 m4_translate(Matrix4 m, Vector3 translation) { Matrix4 translation_matrix = m4_make_translation(translation); - return m4_multiply(m, translation_matrix); + return m4_mul(m, translation_matrix); } inline Matrix4 m4_rotate(Matrix4 m, Vector3 axis, float32 radians) { Matrix4 rotation_matrix = m4_make_rotation(axis, radians); - return m4_multiply(m, rotation_matrix); + return m4_mul(m, rotation_matrix); } inline Matrix4 m4_rotate_z(Matrix4 m, float32 radians) { Matrix4 rotation_matrix = m4_make_rotation(v3(0, 0, 1), radians); - return m4_multiply(m, rotation_matrix); + return m4_mul(m, rotation_matrix); } inline Matrix4 m4_scale(Matrix4 m, Vector3 scale) { Matrix4 scale_matrix = m4_make_scale(scale); - return m4_multiply(m, scale_matrix); + return m4_mul(m, scale_matrix); } diff --git a/oogabooga/memory.c b/oogabooga/memory.c index 34c6037..78bd45f 100644 --- a/oogabooga/memory.c +++ b/oogabooga/memory.c @@ -197,7 +197,7 @@ Heap_Block *make_heap_block(Heap_Block *parent, u64 size) { // #Speed #Cleanup if (((u8*)block)+size >= ((u8*)program_memory)+program_memory_size) { u64 minimum_size = ((u8*)block+size) - (u8*)program_memory + 1; - u64 new_program_size = max((cast(u64)(minimum_size*2)), program_memory_size*2); + u64 new_program_size = get_next_power_of_two(minimum_size); assert(new_program_size >= minimum_size, "Bröd"); const u64 ATTEMPTS = 1000; for (u64 i = 0; i <= ATTEMPTS; i++) { diff --git a/oogabooga/oogabooga.c b/oogabooga/oogabooga.c index aa52de1..9545b82 100644 --- a/oogabooga/oogabooga.c +++ b/oogabooga/oogabooga.c @@ -105,6 +105,12 @@ */ +#define OGB_VERSION_MAJOR 0 +#define OGB_VERSION_MINOR 0 +#define OGB_VERSION_PATCH 2 + +#define OGB_VERSION (OGB_VERSION_MAJOR*1000000+OGB_VERSION_MINOR*1000+OGB_VERSION_PATCH) + #include typedef uint8_t u8; typedef uint16_t u16; @@ -253,11 +259,15 @@ typedef u8 bool; #include "string.c" #include "unicode.c" #include "string_format.c" +#include "hash.c" #include "path_utils.c" #include "linmath.c" +#include "hash_table.c" + #include "os_interface.c" #include "gfx_interface.c" +#include "font.c" #include "profiling.c" #include "random.c" @@ -291,6 +301,8 @@ typedef u8 bool; #include "tests.c" +#define malloc please_use_alloc_for_memory_allocations_instead_of_malloc +#define free please_use_dealloc_for_memory_deallocations_instead_of_free void oogabooga_init(u64 program_memory_size) { context.logger = default_logger; @@ -315,8 +327,9 @@ int ENTRY_PROC(int argc, char **argv); int main(int argc, char **argv) { - printf("Ooga booga program started\n"); + print("Ooga booga program started\n"); oogabooga_init(INITIAL_PROGRAM_MEMORY_SIZE); + log_info("Ooga booga version is %d.%02d.%03d", OGB_VERSION_MAJOR, OGB_VERSION_MINOR, OGB_VERSION_PATCH); assert(main != ENTRY_PROC, "You've ooga'd your last booga"); diff --git a/oogabooga/os_impl_windows.c b/oogabooga/os_impl_windows.c index c232796..714e294 100644 --- a/oogabooga/os_impl_windows.c +++ b/oogabooga/os_impl_windows.c @@ -141,6 +141,8 @@ void os_init(u64 program_memory_size) { #if CONFIGURATION == RELEASE SetPriorityClass(GetCurrentProcess(), REALTIME_PRIORITY_CLASS); #endif + + SetProcessDpiAwarenessContext(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2); SYSTEM_INFO si; GetSystemInfo(&si); @@ -625,7 +627,7 @@ File os_file_open_s(string path, Os_Io_Open_Flags flags) { u16 *wide = temp_win32_fixed_utf8_to_null_terminated_wide(path); - return CreateFileW(wide, access, 0, NULL, creation, FILE_ATTRIBUTE_NORMAL, NULL); + return CreateFileW(wide, access, FILE_SHARE_READ, NULL, creation, FILE_ATTRIBUTE_NORMAL, NULL); } void os_file_close(File f) { @@ -935,31 +937,40 @@ void* os_get_stack_limit() { void os_update() { + UINT dpi = GetDpiForWindow(window._os_handle); + float dpi_scale_factor = dpi / 96.0f; + local_persist Os_Window last_window; if (!strings_match(last_window.title, window.title)) { SetWindowText(window._os_handle, temp_convert_to_null_terminated_string(window.title)); } + + if (last_window.scaled_width != window.scaled_width || last_window.scaled_height != window.scaled_height) { + window.width = window.scaled_width*dpi_scale_factor; + window.height = window.scaled_height*dpi_scale_factor; + } BOOL ok; int screen_height = GetSystemMetrics(SM_CYSCREEN); DWORD style = (DWORD)GetWindowLong(window._os_handle, GWL_STYLE); DWORD ex_style = (DWORD)GetWindowLong(window._os_handle, GWL_EXSTYLE); - if (last_window.x != window.x || last_window.y != window.y || last_window.width != window.width || last_window.y != window.y) { - RECT update_rect; - update_rect.left = window.x; - update_rect.right = window.x + window.width; - update_rect.bottom = screen_height-(window.y); - update_rect.top = screen_height-(window.y+window.height); - ok = AdjustWindowRectEx(&update_rect, style, FALSE, ex_style); - assert(ok != 0, "AdjustWindowRectEx failed with error code %lu", GetLastError()); - - u32 actual_x = update_rect.left; - u32 actual_y = update_rect.top; - u32 actual_width = update_rect.right-update_rect.left; - u32 actual_height = update_rect.bottom-update_rect.top; - - SetWindowPos(window._os_handle, 0, actual_x, actual_y, actual_width, actual_height, 0); + if (last_window.x != window.x || last_window.y != window.y || last_window.width != window.width || last_window.height != window.height) { + RECT update_rect; + update_rect.left = window.x; + update_rect.right = window.x + window.width; + update_rect.top = window.y; + update_rect.bottom = window.y + window.height; + + BOOL ok = AdjustWindowRectEx(&update_rect, style, FALSE, ex_style); + assert(ok != 0, "AdjustWindowRectEx failed with error code %lu", GetLastError()); + + u32 actual_x = update_rect.left; + u32 actual_y = update_rect.top; + u32 actual_width = update_rect.right - update_rect.left; + u32 actual_height = update_rect.bottom - update_rect.top; + + SetWindowPos(window._os_handle, NULL, actual_x, actual_y, actual_width, actual_height, SWP_NOZORDER | SWP_NOACTIVATE); } RECT client_rect; @@ -983,8 +994,11 @@ void os_update() { window.x = (u32)top_left.x; window.y = (u32)(screen_height-bottom_right.y); - window.width = (u32)(client_rect.right - client_rect.left); - window.height = (u32)(client_rect.bottom - client_rect.top); + window.pixel_width = (u32)(client_rect.right - client_rect.left); + window.pixel_height = (u32)(client_rect.bottom - client_rect.top); + + window.scaled_width = (u32)((client_rect.right - client_rect.left) * dpi_scale_factor); + window.scaled_height = (u32)((client_rect.bottom - client_rect.top) * dpi_scale_factor); last_window = window; @@ -1016,8 +1030,8 @@ void os_update() { GetCursorPos(&p); ScreenToClient(window._os_handle, &p); p.y = window.height - p.y; - input_frame.mouse_x = (float32)p.x; - input_frame.mouse_y = (float32)p.y; + input_frame.mouse_x = p.x; + input_frame.mouse_y = p.y; if (window.should_close) { win32_window_proc(window._os_handle, WM_CLOSE, 0, 0); diff --git a/oogabooga/os_interface.c b/oogabooga/os_interface.c index 8272b77..0ff3447 100644 --- a/oogabooga/os_interface.c +++ b/oogabooga/os_interface.c @@ -298,10 +298,12 @@ typedef struct Os_Window { // Keep in mind that setting these in runtime is potentially slow! string title; - u32 width; - u32 height; - u32 x; - u32 y; + union { s32 width; s32 pixel_width; }; + union { s32 height; s32 pixel_height; }; + s32 scaled_width; + s32 scaled_height; + s32 x; + s32 y; Vector4 clear_color; bool enable_vsync; diff --git a/oogabooga/tests.c b/oogabooga/tests.c index 31a7b0d..be8054d 100644 --- a/oogabooga/tests.c +++ b/oogabooga/tests.c @@ -36,6 +36,8 @@ void log_heap() { void test_allocator(bool do_log_heap) { + u64 h = get_hash((string*)69); + Allocator heap = get_heap_allocator(); // Basic allocation and free @@ -881,8 +883,8 @@ void test_linmath() { // Test matrix multiplication Matrix4 m5 = m4_scalar(1.0f); m5.m[0][3] = 1.0f; m5.m[1][3] = 2.0f; m5.m[2][3] = 3.0f; - Matrix4 result_matrix = m4_multiply(m2, m5); - assert(result_matrix.m[0][3] == 2.0f && result_matrix.m[1][3] == 4.0f && result_matrix.m[2][3] == 6.0f, "m4_multiply incorrect"); + Matrix4 result_matrix = m4_mul(m2, m5); + assert(result_matrix.m[0][3] == 2.0f && result_matrix.m[1][3] == 4.0f && result_matrix.m[2][3] == 6.0f, "m4_mul incorrect"); // Test matrix inverse Matrix4 identity = m4_scalar(1.0f); @@ -1018,6 +1020,42 @@ void test_linmath() { assert(floats_roughly_match(v3_dot, 38), "Failed: v3_dot_product"); assert(floats_roughly_match(v4_dot, 30), "Failed: v4_dot_product"); } +void test_hash_table() { + Hash_Table table = make_hash_table(string, int, get_heap_allocator()); + + string key1 = STR("Key string"); + int value1 = 69; + bool newly_added = hash_table_set(&table, key1, value1); + assert(newly_added == true, "Failed: Key should be newly added"); + + int* found_value = hash_table_find(&table, key1); + assert(found_value != NULL, "Failed: Key should exist in hash table"); + assert(*found_value == 69, "Failed: Value should be 69, got %i", *found_value); + + int new_value1 = 70; + newly_added = hash_table_set(&table, key1, new_value1); + assert(newly_added == false, "Failed: Key should not be newly added"); + + found_value = hash_table_find(&table, key1); + assert(found_value != NULL, "Failed: Key should exist in hash table"); + assert(*found_value == 70, "Failed: Value should be 70, got %i", *found_value); + + bool contains = hash_table_contains(&table, key1); + assert(contains == true, "Failed: Hash table should contain key1"); + + string key2 = STR("Non-existing key"); + contains = hash_table_contains(&table, key2); + assert(contains == false, "Failed: Hash table should not contain key2"); + + hash_table_reset(&table); + found_value = hash_table_find(&table, key1); + assert(found_value == NULL, "Failed: Hash table should be empty after reset"); + + hash_table_destroy(&table); + assert(table.entries == NULL, "Failed: Hash table entries should be NULL after destroy"); + assert(table.count == 0, "Failed: Hash table count should be 0 after destroy"); + assert(table.capacity_count == 0, "Failed: Hash table capacity count should be 0 after destroy"); +} void oogabooga_run_tests() { @@ -1033,17 +1071,19 @@ void oogabooga_run_tests() { test_strings(); print("OK!\n"); - - //print("Thread bombing allocator... "); - //Thread* threads[100]; - //for (int i = 0; i < 100; i++) { - // threads[i] = os_make_thread(test_allocator_threaded, get_heap_allocator()); - // os_start_thread(threads[i]); - //} - //for (int i = 0; i < 100; i++) { - // os_join_thread(threads[i]); - //} - //print("OK!\n"); + +#if CONFIGURATION != RELEASE + print("Thread bombing allocator... "); + Thread* threads[100]; + for (int i = 0; i < 100; i++) { + threads[i] = os_make_thread(test_allocator_threaded, get_heap_allocator()); + os_start_thread(threads[i]); + } + for (int i = 0; i < 100; i++) { + os_join_thread(threads[i]); + } + print("OK!\n"); +#endif print("Testing file IO... "); test_file_io(); @@ -1057,4 +1097,8 @@ void oogabooga_run_tests() { test_simd(); print("OK!\n"); + print("Testing hash table... "); + test_hash_table(); + print("OK!\n"); + } \ No newline at end of file diff --git a/oogabooga/third_party.c b/oogabooga/third_party.c index 817e9be..4f8ec42 100644 --- a/oogabooga/third_party.c +++ b/oogabooga/third_party.c @@ -40,6 +40,9 @@ typedef signed short s16; typedef unsigned int u32; typedef signed int s32; +// #Temporary #Incomplete #Memory +// This should use the allocator we pass to the gfx font system. +// Probably just do a thread local global here void *stbtt_malloc(size_t size) { if (!size) return 0; return alloc(get_heap_allocator(), size); diff --git a/oogabooga/unicode.c b/oogabooga/unicode.c index a9af51b..06fc90d 100644 --- a/oogabooga/unicode.c +++ b/oogabooga/unicode.c @@ -35,4 +35,77 @@ int utf16_to_utf32(const u16 *utf16, u64 length, u32 *utf32) { *utf32 = first; return 1; } +} + +// Yoinked from jai Unicode.jai + +#define UNI_REPLACEMENT_CHAR 0x0000FFFD +#define UNI_MAX_UTF32 0x7FFFFFFF +#define UNI_MAX_UTF16 0x0010FFFF +#define SURROGATES_START 0xD800 +#define SURROGATES_END 0xDFFF + +typedef struct { + u32 utf32; + s64 continuation_bytes; + bool reached_end; + bool error; +} Utf8_To_Utf32_Result; + +const u8 trailing_bytes_for_utf8[] = { + 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, + 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, + 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, + 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, + 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, + 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, + 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, + 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2, 3,3,3,3,3,3,3,3,4,4,4,4,5,5,5,5 +}; +const u8 utf8_inital_byte_mask[] = { 0x7F, 0x1F, 0x0F, 0x07, 0x03, 0x01 }; + +Utf8_To_Utf32_Result utf8_to_utf32(u8 *s, s64 source_length, bool strict) { + s64 continuation_bytes = trailing_bytes_for_utf8[s[0]]; + + if (continuation_bytes + 1 > source_length) { + return (Utf8_To_Utf32_Result){UNI_REPLACEMENT_CHAR, source_length, true, true}; + } + + u32 ch = s[0] & utf8_inital_byte_mask[continuation_bytes]; + + for (u64 i = 1; i <= continuation_bytes; i++) { // Do nothing if it is 0. + ch = ch << 6; + if (strict) if ((s[i] & 0xC0) != 0x80) return (Utf8_To_Utf32_Result){UNI_REPLACEMENT_CHAR, i - 1, true, true}; + ch |= s[i] & 0x3F; + } + + if (strict) { + if (ch > UNI_MAX_UTF16 || + (SURROGATES_START <= ch && ch <= SURROGATES_END) || + (ch <= 0x0000007F && continuation_bytes != 0) || + (ch <= 0x000007FF && continuation_bytes != 1) || + (ch <= 0x0000FFFF && continuation_bytes != 2) || + continuation_bytes > 3) { + return (Utf8_To_Utf32_Result){UNI_REPLACEMENT_CHAR, continuation_bytes+1, true, true}; + } + } + + if (ch > UNI_MAX_UTF32) { + ch = UNI_REPLACEMENT_CHAR; + } + + return (Utf8_To_Utf32_Result){ ch, continuation_bytes+1, false, false }; +} + +// Returns 0 on fail +u32 next_utf8(string *s) { + Utf8_To_Utf32_Result result = utf8_to_utf32(s->data, s->count, false); + + s->data += result.continuation_bytes; + s->count -= result.continuation_bytes; + assert(s->count >= 0); + + if (result.error) return 0; + + return result.utf32; } \ No newline at end of file