feat(kotlin-compose): design system + 33 components + gallery_kt + e2e android emulator + scaffolder fixes
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
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#include "sprite_batch.h"
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#include <cstdlib>
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#include <cstring>
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namespace fn::gfx {
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namespace {
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struct Vertex {
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float x, y;
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float u, v;
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float r, g, b, a;
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};
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const char* VS =
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#if defined(__EMSCRIPTEN__)
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"#version 300 es\n"
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#else
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"#version 330 core\n"
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#endif
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"uniform mat4 u_view_proj;\n"
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"layout(location = 0) in vec2 a_pos;\n"
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"layout(location = 1) in vec2 a_uv;\n"
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"layout(location = 2) in vec4 a_color;\n"
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"out vec2 v_uv;\n"
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"out vec4 v_color;\n"
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"void main() {\n"
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" v_uv = a_uv;\n"
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" v_color = a_color;\n"
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" gl_Position = u_view_proj * vec4(a_pos, 0.0, 1.0);\n"
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"}\n";
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const char* FS =
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#if defined(__EMSCRIPTEN__)
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"#version 300 es\n"
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"precision mediump float;\n"
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#else
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"#version 330 core\n"
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#endif
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"in vec2 v_uv;\n"
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"in vec4 v_color;\n"
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"out vec4 frag;\n"
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"uniform sampler2D u_tex;\n"
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"void main() {\n"
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" frag = texture(u_tex, v_uv) * v_color;\n"
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"}\n";
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void flush(SpriteBatch& b) {
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if (b.cpu_count_quads == 0) return;
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int verts = b.cpu_count_quads * 6;
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sg_range data{ b.cpu_buffer, (size_t)verts * sizeof(Vertex) };
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sg_update_buffer(b.vbo, &data);
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sg_apply_pipeline(b.pipeline);
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sg_bindings bind{};
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bind.vertex_buffers[0] = b.vbo;
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bind.views[0] = b.current_view;
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bind.samplers[0] = b.sampler;
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sg_apply_bindings(&bind);
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sg_range proj_range{ b.proj, sizeof(b.proj) };
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sg_apply_uniforms(0, &proj_range);
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sg_draw(0, verts, 1);
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b.cpu_count_quads = 0;
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}
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} // namespace
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SpriteBatch sprite_batch_create(int cpu_capacity_quads) {
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SpriteBatch b{};
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b.cpu_capacity_quads = cpu_capacity_quads > 0 ? cpu_capacity_quads : 4096;
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b.cpu_buffer = std::malloc((size_t)b.cpu_capacity_quads * 6 * sizeof(Vertex));
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if (!b.cpu_buffer) return b;
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sg_buffer_desc bd{};
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bd.size = (size_t)b.cpu_capacity_quads * 6 * sizeof(Vertex);
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bd.usage.vertex_buffer = true;
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bd.usage.stream_update = true;
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b.vbo = sg_make_buffer(&bd);
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sg_shader_desc sd{};
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sd.vertex_func.source = VS;
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sd.fragment_func.source = FS;
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sd.attrs[0].glsl_name = "a_pos";
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sd.attrs[1].glsl_name = "a_uv";
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sd.attrs[2].glsl_name = "a_color";
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sd.uniform_blocks[0].stage = SG_SHADERSTAGE_VERTEX;
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sd.uniform_blocks[0].size = 16 * sizeof(float);
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sd.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_NATIVE;
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sd.uniform_blocks[0].glsl_uniforms[0].type = SG_UNIFORMTYPE_MAT4;
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sd.uniform_blocks[0].glsl_uniforms[0].glsl_name = "u_view_proj";
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sd.views[0].texture.stage = SG_SHADERSTAGE_FRAGMENT;
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sd.views[0].texture.image_type = SG_IMAGETYPE_2D;
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sd.views[0].texture.sample_type = SG_IMAGESAMPLETYPE_FLOAT;
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sd.samplers[0].stage = SG_SHADERSTAGE_FRAGMENT;
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sd.samplers[0].sampler_type = SG_SAMPLERTYPE_FILTERING;
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sd.texture_sampler_pairs[0].stage = SG_SHADERSTAGE_FRAGMENT;
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sd.texture_sampler_pairs[0].view_slot = 0;
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sd.texture_sampler_pairs[0].sampler_slot = 0;
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sd.texture_sampler_pairs[0].glsl_name = "u_tex";
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sg_shader shd = sg_make_shader(&sd);
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sg_pipeline_desc pd{};
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pd.shader = shd;
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pd.layout.attrs[0].format = SG_VERTEXFORMAT_FLOAT2;
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pd.layout.attrs[1].format = SG_VERTEXFORMAT_FLOAT2;
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pd.layout.attrs[2].format = SG_VERTEXFORMAT_FLOAT4;
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pd.colors[0].blend.enabled = true;
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pd.colors[0].blend.src_factor_rgb = SG_BLENDFACTOR_SRC_ALPHA;
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pd.colors[0].blend.dst_factor_rgb = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
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pd.colors[0].blend.src_factor_alpha = SG_BLENDFACTOR_ONE;
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pd.colors[0].blend.dst_factor_alpha = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
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pd.primitive_type = SG_PRIMITIVETYPE_TRIANGLES;
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b.pipeline = sg_make_pipeline(&pd);
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sg_sampler_desc smd{};
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smd.min_filter = SG_FILTER_LINEAR;
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smd.mag_filter = SG_FILTER_LINEAR;
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smd.wrap_u = SG_WRAP_CLAMP_TO_EDGE;
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smd.wrap_v = SG_WRAP_CLAMP_TO_EDGE;
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b.sampler = sg_make_sampler(&smd);
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b.ok = true;
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return b;
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}
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void sprite_batch_destroy(SpriteBatch& b) {
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if (b.cpu_buffer) { std::free(b.cpu_buffer); b.cpu_buffer = nullptr; }
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if (b.pipeline.id) sg_destroy_pipeline(b.pipeline);
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if (b.vbo.id) sg_destroy_buffer(b.vbo);
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if (b.sampler.id) sg_destroy_sampler(b.sampler);
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b = {};
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}
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void sprite_batch_begin(SpriteBatch& b, const float view_proj_col_major[16]) {
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std::memcpy(b.proj, view_proj_col_major, sizeof(b.proj));
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b.cpu_count_quads = 0;
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b.current_view = {};
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b.in_pass = true;
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}
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void sprite_batch_draw(SpriteBatch& b, sg_view view, int img_w, int img_h,
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fn::math2d::Rect src, fn::math2d::Rect dst,
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fn::math2d::Color tint) {
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if (!b.in_pass || !b.ok) return;
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if (b.current_view.id != view.id) {
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flush(b);
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b.current_view = view;
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}
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if (b.cpu_count_quads >= b.cpu_capacity_quads) flush(b);
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float u0 = src.x / (float)img_w;
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float v0 = src.y / (float)img_h;
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float u1 = (src.x + src.w) / (float)img_w;
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float v1 = (src.y + src.h) / (float)img_h;
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Vertex* base = (Vertex*)b.cpu_buffer + b.cpu_count_quads * 6;
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Vertex tl{ dst.x, dst.y, u0, v0, tint.r, tint.g, tint.b, tint.a };
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Vertex tr{ dst.x + dst.w, dst.y, u1, v0, tint.r, tint.g, tint.b, tint.a };
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Vertex bl{ dst.x, dst.y + dst.h, u0, v1, tint.r, tint.g, tint.b, tint.a };
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Vertex br{ dst.x + dst.w, dst.y + dst.h, u1, v1, tint.r, tint.g, tint.b, tint.a };
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base[0] = tl; base[1] = tr; base[2] = br;
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base[3] = tl; base[4] = br; base[5] = bl;
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b.cpu_count_quads++;
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}
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void sprite_batch_end(SpriteBatch& b) {
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if (!b.in_pass) return;
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flush(b);
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b.in_pass = false;
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}
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} // namespace fn::gfx
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