From c081f624ebf24c3f752b3833690cf29aa7cb2259 Mon Sep 17 00:00:00 2001 From: Connor Thomson Date: Fri, 11 Sep 2026 17:50:59 -0700 Subject: Add 2D shapes --- src/gpu.c | 214 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 214 insertions(+) (limited to 'src/gpu.c') diff --git a/src/gpu.c b/src/gpu.c index 4cba190..8bc5721 100644 --- a/src/gpu.c +++ b/src/gpu.c @@ -17,6 +17,8 @@ */ #include +#include +#include #include "ta_sdl.h" #include "window.h" #include "files.h" @@ -26,6 +28,32 @@ #define SPIRV_ENTRY_POINT "main" +typedef enum ta_gpu_shape_type { + TA_GPU_SHAPE_FILLED_RECTANGLE, + TA_GPU_SHAPE_RECTANGLE, + TA_GPU_SHAPE_LINE, + TA_GPU_SHAPE_FILLED_CIRCLE, + TA_GPU_SHAPE_CIRCLE, + TA_GPU_SHAPE_FILLED_TRIANGLE, + TA_GPU_SHAPE_TRIANGLE, +} ta_gpu_shape_type; + +typedef struct ta_gpu_shape { + ta_gpu_shape_type type; + float bounds[4]; + float points[3][2]; + float color[4]; + float thickness; +} ta_gpu_shape; + +typedef struct ta_gpu_shape_uniforms { + float bounds[4]; + float points[3][4]; + float viewport[4]; + float color[4]; + float params[4]; +} ta_gpu_shape_uniforms; + // NOTE: Does this formatting look good? SDL_GPUDevice *ta_gpu_device; SDL_GPUGraphicsPipeline *ta_gpu_text_pipeline; @@ -33,6 +61,7 @@ SDL_GPUSampler *ta_gpu_text_sampler; Uint32 ta_gpu_text_texture_width; Uint32 ta_gpu_text_texture_height; +static SDL_GPUGraphicsPipeline *ta_gpu_shape_pipeline; static SDL_GPUTexture *ta_gpu_msaa_texture; static SDL_GPUTexture *ta_gpu_depth_texture; SDL_GPUSampleCount ta_gpu_sample_count = SDL_GPU_SAMPLECOUNT_8; @@ -41,6 +70,9 @@ static Uint32 ta_gpu_msaa_texture_width; static Uint32 ta_gpu_msaa_texture_height; static SDL_GPUCommandBuffer *ta_gpu_command_buffer; static SDL_GPUTexture *ta_gpu_swapchain_texture; +static ta_gpu_shape *ta_gpu_shapes; +static size_t ta_gpu_shape_count; +static size_t ta_gpu_shape_capacity; static void ta_gpu_resize_msaa_texture(SDL_GPUTextureFormat format) { if (ta_gpu_msaa_texture_width == (Uint32)ta_window_width && @@ -140,6 +172,30 @@ void ta_gpu_init(void) { SDL_ReleaseGPUShader(ta_gpu_device, vertex_shader); SDL_ReleaseGPUShader(ta_gpu_device, fragment_shader); + vertex_shader = ta_gpu_load_shader( + ta_gpu_device, + file_shape_vert_slang_spv_start, + file_shape_vert_slang_spv_size, + SDL_GPU_SHADERSTAGE_VERTEX, + 0, + 1 + ); + fragment_shader = ta_gpu_load_shader( + ta_gpu_device, + file_shape_frag_slang_spv_start, + file_shape_frag_slang_spv_size, + SDL_GPU_SHADERSTAGE_FRAGMENT, + 0, + 1 + ); + pipeline_info.vertex_shader = vertex_shader; + pipeline_info.fragment_shader = fragment_shader; + pipeline_info.rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE; + pipeline_info.depth_stencil_state = (SDL_GPUDepthStencilState){ 0 }; + ta_gpu_shape_pipeline = ta_sdl_create_gpu_graphics_pipeline(ta_gpu_device, &pipeline_info); + SDL_ReleaseGPUShader(ta_gpu_device, vertex_shader); + SDL_ReleaseGPUShader(ta_gpu_device, fragment_shader); + SDL_GPUSamplerCreateInfo sampler_info = { .min_filter = SDL_GPU_FILTER_LINEAR, .mag_filter = SDL_GPU_FILTER_LINEAR, @@ -152,6 +208,7 @@ void ta_gpu_init(void) { } void ta_gpu_start_frame(void) { + ta_gpu_shape_count = 0; ta_gpu_command_buffer = ta_sdl_acquire_gpu_command_buffer(ta_gpu_device); ta_gpu_swapchain_texture = NULL; ta_gpu_swapchain_format = SDL_GetGPUSwapchainTextureFormat(ta_gpu_device, ta_window); @@ -162,6 +219,142 @@ void ta_gpu_start_frame(void) { } } +static void ta_gpu_queue_shape(const ta_gpu_shape *shape) { + if (ta_gpu_shape_count == ta_gpu_shape_capacity) { + size_t next_capacity = ta_gpu_shape_capacity == 0 ? 64 : ta_gpu_shape_capacity * 2; + ta_gpu_shape *shapes = realloc(ta_gpu_shapes, next_capacity * sizeof(*shapes)); + if (!shapes) { + return; + } + ta_gpu_shapes = shapes; + ta_gpu_shape_capacity = next_capacity; + } + + ta_gpu_shapes[ta_gpu_shape_count++] = *shape; +} + +static void ta_gpu_set_shape_color(float output[4], ta_color color) { + output[0] = (float)color.red / 255.0f; + output[1] = (float)color.green / 255.0f; + output[2] = (float)color.blue / 255.0f; + output[3] = (float)color.alpha / 255.0f; +} + +void ta_gpu_draw_filled_rectangle(ta_color color, int x, int y, int width, int height) { + if (width <= 0 || height <= 0) { + return; + } + + ta_gpu_shape shape = { + .type = TA_GPU_SHAPE_FILLED_RECTANGLE + }; + shape.bounds[0] = (float)x; + shape.bounds[1] = (float)y; + shape.bounds[2] = (float)width; + shape.bounds[3] = (float)height; + ta_gpu_set_shape_color(shape.color, color); + ta_gpu_queue_shape(&shape); +} + +void ta_gpu_draw_rectangle(ta_color color, int x, int y, int width, int height, int thickness) { + if (width <= 0 || height <= 0 || thickness <= 0) { + return; + } + + ta_gpu_shape shape = { + .type = TA_GPU_SHAPE_RECTANGLE + }; + shape.bounds[0] = (float)x; + shape.bounds[1] = (float)y; + shape.bounds[2] = (float)width; + shape.bounds[3] = (float)height; + shape.thickness = (float)thickness; + ta_gpu_set_shape_color(shape.color, color); + ta_gpu_queue_shape(&shape); +} + +void ta_gpu_draw_line(ta_color color, int x1, int y1, int x2, int y2, int thickness) { + if (thickness <= 0 || (x1 == x2 && y1 == y2)) { + return; + } + + ta_gpu_shape shape = { + .type = TA_GPU_SHAPE_LINE + }; + shape.points[0][0] = (float)x1; + shape.points[0][1] = (float)y1; + shape.points[1][0] = (float)x2; + shape.points[1][1] = (float)y2; + shape.thickness = (float)thickness; + ta_gpu_set_shape_color(shape.color, color); + ta_gpu_queue_shape(&shape); +} + +void ta_gpu_draw_filled_circle(ta_color color, int x, int y, int radius) { + if (radius <= 0) { + return; + } + + ta_gpu_shape shape = { + .type = TA_GPU_SHAPE_FILLED_CIRCLE + }; + shape.bounds[0] = (float)(x - radius); + shape.bounds[1] = (float)(y - radius); + shape.bounds[2] = (float)(radius * 2); + shape.bounds[3] = (float)(radius * 2); + ta_gpu_set_shape_color(shape.color, color); + ta_gpu_queue_shape(&shape); +} + +void ta_gpu_draw_circle(ta_color color, int x, int y, int radius, int thickness) { + if (radius <= 0 || thickness <= 0) { + return; + } + + ta_gpu_shape shape = { + .type = TA_GPU_SHAPE_CIRCLE + }; + shape.bounds[0] = (float)(x - radius); + shape.bounds[1] = (float)(y - radius); + shape.bounds[2] = (float)(radius * 2); + shape.bounds[3] = (float)(radius * 2); + shape.thickness = (float)thickness; + ta_gpu_set_shape_color(shape.color, color); + ta_gpu_queue_shape(&shape); +} + +static void ta_gpu_set_triangle_points(ta_gpu_shape *shape, int x1, int y1, int x2, int y2, int x3, int y3) { + shape->points[0][0] = (float)x1; + shape->points[0][1] = (float)y1; + shape->points[1][0] = (float)x2; + shape->points[1][1] = (float)y2; + shape->points[2][0] = (float)x3; + shape->points[2][1] = (float)y3; +} + +void ta_gpu_draw_filled_triangle(ta_color color, int x1, int y1, int x2, int y2, int x3, int y3) { + ta_gpu_shape shape = { + .type = TA_GPU_SHAPE_FILLED_TRIANGLE + }; + ta_gpu_set_triangle_points(&shape, x1, y1, x2, y2, x3, y3); + ta_gpu_set_shape_color(shape.color, color); + ta_gpu_queue_shape(&shape); +} + +void ta_gpu_draw_triangle(ta_color color, int x1, int y1, int x2, int y2, int x3, int y3, int thickness) { + if (thickness <= 0) { + return; + } + + ta_gpu_shape shape = { + .type = TA_GPU_SHAPE_TRIANGLE + }; + ta_gpu_set_triangle_points(&shape, x1, y1, x2, y2, x3, y3); + shape.thickness = (float)thickness; + ta_gpu_set_shape_color(shape.color, color); + ta_gpu_queue_shape(&shape); +} + void ta_gpu_end_frame(void) { if (ta_gpu_swapchain_texture) { ta_gpu_upload_text(ta_gpu_command_buffer); @@ -197,6 +390,27 @@ void ta_gpu_end_frame(void) { ta_text_render(ta_gpu_command_buffer, render_pass); ta_screen_render(ta_gpu_command_buffer, render_pass); + SDL_BindGPUGraphicsPipeline(render_pass, ta_gpu_shape_pipeline); + for (size_t index = 0; index < ta_gpu_shape_count; index++) { + ta_gpu_shape *shape = &ta_gpu_shapes[index]; + ta_gpu_shape_uniforms uniforms = { + 0 + }; + memcpy(uniforms.bounds, shape->bounds, sizeof(uniforms.bounds)); + for (int point = 0; point < 3; point++) { + uniforms.points[point][0] = shape->points[point][0]; + uniforms.points[point][1] = shape->points[point][1]; + } + uniforms.viewport[0] = (float)ta_window_width; + uniforms.viewport[1] = (float)ta_window_height; + memcpy(uniforms.color, shape->color, sizeof(uniforms.color)); + uniforms.params[0] = (float)shape->type; + uniforms.params[1] = shape->thickness; + SDL_PushGPUVertexUniformData(ta_gpu_command_buffer, 0, &uniforms, sizeof(uniforms)); + SDL_PushGPUFragmentUniformData(ta_gpu_command_buffer, 0, &uniforms, sizeof(uniforms)); + Uint32 vertex_count = shape->type == TA_GPU_SHAPE_FILLED_TRIANGLE ? 3 : shape->type == TA_GPU_SHAPE_TRIANGLE ? 18 : 6; + SDL_DrawGPUPrimitives(render_pass, vertex_count, 1, 0, 0); + } SDL_EndGPURenderPass(render_pass); } -- cgit v1.2.3