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helpless/oogabooga/drawing.c
2024-07-01 11:50:02 +02:00

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7.2 KiB
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);
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);
*/
#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;
} 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;
u64 num_blocks;
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.
Draw_Frame draw_frame = ZERO(Draw_Frame);
void reset_draw_frame(Draw_Frame *frame) {
*frame = (Draw_Frame){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;
if (!draw_frame.current) draw_frame.current = &draw_frame.first_block;
if (draw_frame.current == &draw_frame.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) {
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.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_multiply(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);
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;
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;
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;
}
#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})
// context.allocator
Gfx_Image *load_image_from_disk(string path) {
string png;
bool ok = os_read_entire_file(path, &png);
if (!ok) return 0;
Gfx_Image *image = alloc(sizeof(Gfx_Image));
// This is fucking terrible I gotta write my own decoder
LodePNGState state;
lodepng_state_init(&state);
u32 error = lodepng_inspect(&image->width, &image->height, &state, png.data, png.count);
if (error) {
return 0;
}
// 5 lines of code to say "ignore_adler32 = true" (because it's broken and gives me an error)
// I JUST WANT TO LOAD A PNG
LodePNGDecoderSettings decoder;
lodepng_decoder_settings_init(&decoder);
lodepng_decompress_settings_init(&decoder.zlibsettings);
decoder.zlibsettings.ignore_adler32 = true;
state.decoder = decoder;
error = lodepng_decode(&image->data, &image->width, &image->height, &state, png.data, png.count);
lodepng_state_cleanup(&state);
dealloc_string(png);
if (error) {
return 0;
}
// We need to flip the image
u32 row_bytes = image->width * 4; // #Magicvalue assuming 4 bytes
u8* temp_row = (u8*)alloc(row_bytes);
for (u32 i = 0; i < image->height / 2; i++) {
u8* top_row = image->data + i * row_bytes;
u8* bottom_row = image->data + (image->height - i - 1) * row_bytes;
// Swap the top row with the bottom row
memcpy(temp_row, top_row, row_bytes);
memcpy(top_row, bottom_row, row_bytes);
memcpy(bottom_row, temp_row, row_bytes);
}
dealloc(temp_row);
image->gfx_handle = GFX_INVALID_HANDLE; // This is handled in gfx
return image;
}
void delete_image(Gfx_Image *image) {
dealloc(image->data);
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);
}