/* Usage: Just call draw_xxx procedures anywhere in the frame when you want something to be drawn that frame. // Examples: // Verbose Draw_Quad quad; quad.bottom_left = v2(x, y); quad.top_left = v2(x, y); quad.top_right = v2(x, y); quad.bottom_right = v2(x, y); quad.color = v4(r, g, b, a); quad.image = my_image; // ZERO(Gfx_Image) To draw a plain color quad.uv = v4(0, 0, 1, 1); draw_quad(quad); // Basic rect. Bottom left at X=-0.25, Y=-0.5 with a size of W=0.5, H=0.5 draw_rect(v2(-0.25, -0.5), v2(0.5, 0.5), COLOR_GREEN); // Rotated rect. Bottom left at X=-0.25, Y=-0.5 with a size of W=0.5, H=0.5 // With a centered pivot (half size) and a rotation of 2.4 radians // If pivot is v2(0, 0), the rectangle will rotate around it's bottom left. draw_rect_rotated(v2(-0.25, -0.5), v2(0.5, 0.5), COLOR_GREEN, v2(0.25, 0.25), 2.4f); // Basic image. Bottom left at X=-0.25, Y=-0.5 with a size of W=0.5, H=0.5 draw_image(v2(-0.25, -0.5), v2(0.5, 0.5), COLOR_GREEN); // Rotated image. Bottom left at X=-0.25, Y=-0.5 with a size of W=0.5, H=0.5 // With a centered pivot (half size) and a rotation of 2.4 radians // If pivot is v2(0, 0), the rectangle will rotate around it's bottom left. draw_image_rotated(v2(-0.25, -0.5), v2(0.5, 0.5), COLOR_GREEN, v2(0.25, 0.25), 2.4f); // Loading an image (png only) Gfx_Image image = load_image_from_disk("my_image.png"); if (!image.data) { // We failed loading the image. } // 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); */ #define QUADS_PER_BLOCK 1024 typedef struct Draw_Quad { Vector2 bottom_left, top_left, top_right, bottom_right; // r, g, b, a Vector4 color; Gfx_Image *image; // x1, y1, x2, y2 Vector4 uv; u8 type; Gfx_Filter_Mode image_min_filter; Gfx_Filter_Mode image_mag_filter; } Draw_Quad; typedef struct Draw_Quad_Block { Draw_Quad quad_buffer[QUADS_PER_BLOCK]; u64 num_quads; struct Draw_Quad_Block *next; } Draw_Quad_Block; // I made these blocks part of the frame at first so they were temp allocated BUT I think // that was a mistake because these blocks are accessed a lot so we want it to just be // persistent memory that's super hot all the time. Draw_Quad_Block first_block = {0}; typedef struct Draw_Frame { Draw_Quad_Block *current; u64 num_blocks; Matrix4 projection; Matrix4 view; } Draw_Frame; // This frame is passed to the platform layer and rendered in os_update. // Resets every frame. Draw_Frame draw_frame = ZERO(Draw_Frame); void reset_draw_frame(Draw_Frame *frame) { *frame = (Draw_Frame){0}; frame->current = &first_block; frame->current->num_quads = 0; float32 aspect = (float32)window.width/(float32)window.height; frame->projection = m4_make_orthographic_projection(-aspect, aspect, -1, 1, -1, 10); frame->view = m4_scalar(1.0); } Draw_Quad *draw_quad_projected(Draw_Quad quad, Matrix4 world_to_clip) { quad.bottom_left = m4_transform(world_to_clip, v4(v2_expand(quad.bottom_left), 0, 1)).xy; 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; if (draw_frame.current == &first_block) draw_frame.num_blocks = 1; assert(draw_frame.current->num_quads <= QUADS_PER_BLOCK); if (draw_frame.current->num_quads == QUADS_PER_BLOCK) { if (!draw_frame.current->next) { draw_frame.current->next = cast(Draw_Quad_Block*)alloc(get_heap_allocator(), sizeof(Draw_Quad_Block)); *draw_frame.current->next = ZERO(Draw_Quad_Block); } draw_frame.current = draw_frame.current->next; draw_frame.current->num_quads = 0; draw_frame.num_blocks += 1; } draw_frame.current->quad_buffer[draw_frame.current->num_quads] = quad; draw_frame.current->num_quads += 1; 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_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_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); } Draw_Quad *draw_rect(Vector2 position, Vector2 size, Vector4 color) { const float32 left = position.x; const float32 right = position.x + size.x; const float32 bottom = position.y; const float32 top = position.y+size.y; Draw_Quad q; q.bottom_left = v2(left, bottom); q.top_left = v2(left, top); q.top_right = v2(right, top); q.bottom_right = v2(right, bottom); q.color = color; q.image = 0; q.type = QUAD_TYPE_REGULAR; return draw_quad(q); } Draw_Quad *draw_rect_xform(Matrix4 xform, Vector2 size, Vector4 color) { Draw_Quad q = ZERO(Draw_Quad); q.bottom_left = v2(0, 0); q.top_left = v2(0, size.y); q.top_right = v2(size.x, size.y); q.bottom_right = v2(size.x, 0); q.color = color; q.image = 0; q.type = QUAD_TYPE_REGULAR; return draw_quad_xform(q, xform); } Draw_Quad *draw_image(Gfx_Image *image, Vector2 position, Vector2 size, Vector4 color) { Draw_Quad *q = draw_rect(position, size, color); q->image = image; q->uv = v4(0, 0, 1, 1); return q; } Draw_Quad *draw_image_xform(Gfx_Image *image, Matrix4 xform, Vector2 size, Vector4 color) { Draw_Quad *q = draw_rect_xform(xform, size, color); q->image = image; q->uv = v4(0, 0, 1, 1); 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}) #define COLOR_BLUE ((Vector4){0.0, 0.0, 1.0, 1.0}) #define COLOR_WHITE ((Vector4){1.0, 1.0, 1.0, 1.0}) #define COLOR_BLACK ((Vector4){0.0, 0.0, 0.0, 1.0})