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helpless/oogabooga/drawing.c
Charlie c61f216d37 - Simple rectangle drawing
- We just add to a frame of quads which the renderer deals with in gfx_update
	- draw_quad, draw_rect, draw_rect_rotated
	- Currently just implemented with legacy opengl, so we can't do custom shading
- Added third party code from lodepng so we can load pngs without any other dependencies (no C includes)
- ALLOCATOR_REALLOCATE
- Basic Vector2, Vector3, Vector4 stuff, and some math utilities
- Added <math.h> dependency for now.
- Graphics renderer frontend layer
- Naive get_random() implementation
2024-06-29 13:27:37 +02:00

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C

/*
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);
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);
*/
#define QUADS_PER_BLOCK 1024
typedef struct Draw_Quad {
Vector2 bottom_left, top_left, top_right, bottom_right;
// r, g, b, a
Vector4 color;
} 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;
typedef struct Draw_Frame {
Draw_Quad_Block first_block;
Draw_Quad_Block *current;
} 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 draw_quad(Draw_Quad quad) {
if (!draw_frame.current) draw_frame.current = &draw_frame.first_block;
assert(draw_frame.current->num_quads <= QUADS_PER_BLOCK);
if (draw_frame.current->num_quads == QUADS_PER_BLOCK) {
draw_frame.current->next = cast(Draw_Quad_Block*)talloc(sizeof(Draw_Quad_Block));
draw_frame.current = draw_frame.current->next;
draw_frame.current->next = 0;
draw_frame.current->num_quads = 0;
}
draw_frame.current->quad_buffer[draw_frame.current->num_quads] = quad;
draw_frame.current->num_quads += 1;
}
void 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;
draw_quad(q);
}
void draw_rect_rotated(Vector2 position, Vector2 size, Vector4 color, Vector2 local_pivot, float32 rotation) {
const float32 left = position.x;
const float32 right = position.x + size.x;
const float32 bottom = position.y;
const float32 top = position.y+size.y;
Vector2 bottom_left = v2(left, bottom);
Vector2 top_left = v2(left, top);
Vector2 top_right = v2(right, top);
Vector2 bottom_right = v2(right, bottom);
Vector2 pivot = v2(position.x + local_pivot.x, position.y + local_pivot.y);
Draw_Quad q;
q.bottom_left = v2_rotate_point_around_pivot(bottom_left, pivot, rotation);
q.top_left = v2_rotate_point_around_pivot(top_left, pivot, rotation);
q.top_right = v2_rotate_point_around_pivot(top_right, pivot, rotation);
q.bottom_right = v2_rotate_point_around_pivot(bottom_right, pivot, rotation);
q.color = color;
draw_quad(q);
}
#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})