Initial commit: Odin editor client + Kotlin daemon prototype

Native SDL3 editor written in Odin with a piece-table buffer core,
backed by a Kotlin/JVM daemon speaking newline-delimited JSON over
localhost TCP for Gradle import, Kotlin/Java diagnostics, and
heuristic completion/hover/definition/references/rename.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
pavel 2026-07-03 08:37:41 +02:00
commit 4a15350860
21 changed files with 8112 additions and 0 deletions

View file

@ -0,0 +1,581 @@
package main
import "core:fmt"
import "core:mem"
import "core:os"
import stbtt "vendor:stb/truetype"
import SDL "vendor:sdl3"
GPU_Vertex :: struct {
pos: [2]f32,
color: [4]f32,
}
GPU_Text_Vertex :: struct {
pos: [2]f32,
uv: [2]f32,
color: [4]f32,
}
GPU_Uniforms :: struct {
viewport: [2]f32,
}
GPU_Renderer :: struct {
available: bool,
device: ^SDL.GPUDevice,
window: ^SDL.Window,
pipeline: ^SDL.GPUGraphicsPipeline,
text_pipeline: ^SDL.GPUGraphicsPipeline,
vertex_shader: ^SDL.GPUShader,
fragment_shader: ^SDL.GPUShader,
text_vertex_shader: ^SDL.GPUShader,
text_fragment_shader: ^SDL.GPUShader,
vertex_buffer: ^SDL.GPUBuffer,
transfer_buffer: ^SDL.GPUTransferBuffer,
text_vertex_buffer: ^SDL.GPUBuffer,
text_transfer_buffer: ^SDL.GPUTransferBuffer,
font_texture: ^SDL.GPUTexture,
font_sampler: ^SDL.GPUSampler,
font_chars: [95]stbtt.bakedchar,
font_advance: f32,
vertices: [dynamic]GPU_Vertex,
text_vertices: [dynamic]GPU_Text_Vertex,
max_vertices: int,
max_text_vertices: int,
width: int,
height: int,
}
GPU_MAX_VERTICES :: 240000
GPU_MAX_TEXT_VERTICES :: 120000
GPU_FONT_ATLAS_SIZE :: 512
GPU_FONT_PIXEL_HEIGHT :: 15.0
GPU_FONT_BASELINE_OFFSET :: 11.0
GPU_FONT_CELL_PADDING :: 1.0
GPU_FONT_PATHS := [?]string{
"client/odin/assets/fonts/EditorMono.ttf",
"client/odin/assets/fonts/NotoSansMono-Regular.ttf",
"/usr/share/fonts/google-noto/NotoSansMono-Regular.ttf",
"/usr/share/fonts/dejavu-sans-mono-fonts/DejaVuSansMono.ttf",
"/usr/share/fonts/dejavu/DejaVuSansMono.ttf",
}
gpu_renderer_make :: proc(window: ^SDL.Window) -> GPU_Renderer {
gpu: GPU_Renderer
gpu.window = window
gpu.max_vertices = GPU_MAX_VERTICES
gpu.max_text_vertices = GPU_MAX_TEXT_VERTICES
gpu.width = SDL_WINDOW_WIDTH
gpu.height = SDL_WINDOW_HEIGHT
gpu.vertices = make([dynamic]GPU_Vertex, 0, gpu.max_vertices)
gpu.text_vertices = make([dynamic]GPU_Text_Vertex, 0, gpu.max_text_vertices)
gpu.device = SDL.CreateGPUDevice(SDL.GPUShaderFormat{.SPIRV}, true, nil)
if gpu.device == nil {
fmt.println("SDL GPU device failed, falling back:", SDL.GetError())
return gpu
}
if !SDL.ClaimWindowForGPUDevice(gpu.device, window) {
fmt.println("SDL GPU window claim failed, falling back:", SDL.GetError())
gpu_renderer_destroy(&gpu)
return GPU_Renderer{}
}
gpu.vertex_shader = gpu_create_shader(gpu.device, "client/odin/shaders/compiled/rect.vert.spv", .VERTEX)
gpu.fragment_shader = gpu_create_shader(gpu.device, "client/odin/shaders/compiled/rect.frag.spv", .FRAGMENT)
gpu.text_vertex_shader = gpu_create_shader(gpu.device, "client/odin/shaders/compiled/text.vert.spv", .VERTEX)
gpu.text_fragment_shader = gpu_create_shader(gpu.device, "client/odin/shaders/compiled/text.frag.spv", .FRAGMENT)
if gpu.vertex_shader == nil || gpu.fragment_shader == nil || gpu.text_vertex_shader == nil || gpu.text_fragment_shader == nil {
fmt.println("SDL GPU shaders unavailable; run scripts/compile-shaders.sh")
gpu_renderer_destroy(&gpu)
return GPU_Renderer{}
}
color_format := SDL.GetGPUSwapchainTextureFormat(gpu.device, window)
if color_format == .INVALID {
fmt.println("SDL GPU swapchain format failed, falling back:", SDL.GetError())
gpu_renderer_destroy(&gpu)
return GPU_Renderer{}
}
vb_desc := SDL.GPUVertexBufferDescription{
slot = 0,
pitch = size_of(GPU_Vertex),
input_rate = .VERTEX,
instance_step_rate = 0,
}
attrs := [?]SDL.GPUVertexAttribute{
{location = 0, buffer_slot = 0, format = .FLOAT2, offset = u32(offset_of(GPU_Vertex, pos))},
{location = 1, buffer_slot = 0, format = .FLOAT4, offset = u32(offset_of(GPU_Vertex, color))},
}
blend := SDL.GPUColorTargetBlendState{
src_color_blendfactor = .SRC_ALPHA,
dst_color_blendfactor = .ONE_MINUS_SRC_ALPHA,
color_blend_op = .ADD,
src_alpha_blendfactor = .ONE,
dst_alpha_blendfactor = .ONE_MINUS_SRC_ALPHA,
alpha_blend_op = .ADD,
color_write_mask = SDL.GPUColorComponentFlags{.R, .G, .B, .A},
enable_blend = true,
enable_color_write_mask = true,
}
color_target := SDL.GPUColorTargetDescription{format = color_format, blend_state = blend}
pipeline_info := SDL.GPUGraphicsPipelineCreateInfo{
vertex_shader = gpu.vertex_shader,
fragment_shader = gpu.fragment_shader,
vertex_input_state = {
vertex_buffer_descriptions = &vb_desc,
num_vertex_buffers = 1,
vertex_attributes = &attrs[0],
num_vertex_attributes = len(attrs),
},
primitive_type = .TRIANGLELIST,
rasterizer_state = {fill_mode = .FILL, cull_mode = .NONE, front_face = .COUNTER_CLOCKWISE},
multisample_state = {sample_count = ._1},
depth_stencil_state = {},
target_info = {
color_target_descriptions = &color_target,
num_color_targets = 1,
has_depth_stencil_target = false,
},
}
gpu.pipeline = SDL.CreateGPUGraphicsPipeline(gpu.device, pipeline_info)
if gpu.pipeline == nil {
fmt.println("SDL GPU pipeline failed, falling back:", SDL.GetError())
gpu_renderer_destroy(&gpu)
return GPU_Renderer{}
}
text_vb_desc := SDL.GPUVertexBufferDescription{
slot = 0,
pitch = size_of(GPU_Text_Vertex),
input_rate = .VERTEX,
instance_step_rate = 0,
}
text_attrs := [?]SDL.GPUVertexAttribute{
{location = 0, buffer_slot = 0, format = .FLOAT2, offset = u32(offset_of(GPU_Text_Vertex, pos))},
{location = 1, buffer_slot = 0, format = .FLOAT2, offset = u32(offset_of(GPU_Text_Vertex, uv))},
{location = 2, buffer_slot = 0, format = .FLOAT4, offset = u32(offset_of(GPU_Text_Vertex, color))},
}
text_pipeline_info := pipeline_info
text_pipeline_info.vertex_shader = gpu.text_vertex_shader
text_pipeline_info.fragment_shader = gpu.text_fragment_shader
text_pipeline_info.vertex_input_state = {
vertex_buffer_descriptions = &text_vb_desc,
num_vertex_buffers = 1,
vertex_attributes = &text_attrs[0],
num_vertex_attributes = len(text_attrs),
}
gpu.text_pipeline = SDL.CreateGPUGraphicsPipeline(gpu.device, text_pipeline_info)
if gpu.text_pipeline == nil {
fmt.println("SDL GPU text pipeline failed, falling back:", SDL.GetError())
gpu_renderer_destroy(&gpu)
return GPU_Renderer{}
}
buffer_size := u32(gpu.max_vertices * size_of(GPU_Vertex))
gpu.vertex_buffer = SDL.CreateGPUBuffer(gpu.device, {usage = {.VERTEX}, size = buffer_size})
gpu.transfer_buffer = SDL.CreateGPUTransferBuffer(gpu.device, {usage = .UPLOAD, size = buffer_size})
text_buffer_size := u32(gpu.max_text_vertices * size_of(GPU_Text_Vertex))
gpu.text_vertex_buffer = SDL.CreateGPUBuffer(gpu.device, {usage = {.VERTEX}, size = text_buffer_size})
gpu.text_transfer_buffer = SDL.CreateGPUTransferBuffer(gpu.device, {usage = .UPLOAD, size = text_buffer_size})
if gpu.vertex_buffer == nil || gpu.transfer_buffer == nil || gpu.text_vertex_buffer == nil || gpu.text_transfer_buffer == nil {
fmt.println("SDL GPU buffers failed, falling back:", SDL.GetError())
gpu_renderer_destroy(&gpu)
return GPU_Renderer{}
}
if !gpu_create_font_atlas(&gpu) {
gpu_renderer_destroy(&gpu)
return GPU_Renderer{}
}
gpu.available = true
return gpu
}
gpu_renderer_destroy :: proc(gpu: ^GPU_Renderer) {
if gpu.device != nil {
_ = SDL.WaitForGPUIdle(gpu.device)
if gpu.window != nil {
SDL.ReleaseWindowFromGPUDevice(gpu.device, gpu.window)
}
if gpu.transfer_buffer != nil do SDL.ReleaseGPUTransferBuffer(gpu.device, gpu.transfer_buffer)
if gpu.text_transfer_buffer != nil do SDL.ReleaseGPUTransferBuffer(gpu.device, gpu.text_transfer_buffer)
if gpu.vertex_buffer != nil do SDL.ReleaseGPUBuffer(gpu.device, gpu.vertex_buffer)
if gpu.text_vertex_buffer != nil do SDL.ReleaseGPUBuffer(gpu.device, gpu.text_vertex_buffer)
if gpu.font_sampler != nil do SDL.ReleaseGPUSampler(gpu.device, gpu.font_sampler)
if gpu.font_texture != nil do SDL.ReleaseGPUTexture(gpu.device, gpu.font_texture)
if gpu.pipeline != nil do SDL.ReleaseGPUGraphicsPipeline(gpu.device, gpu.pipeline)
if gpu.text_pipeline != nil do SDL.ReleaseGPUGraphicsPipeline(gpu.device, gpu.text_pipeline)
if gpu.fragment_shader != nil do SDL.ReleaseGPUShader(gpu.device, gpu.fragment_shader)
if gpu.vertex_shader != nil do SDL.ReleaseGPUShader(gpu.device, gpu.vertex_shader)
if gpu.text_fragment_shader != nil do SDL.ReleaseGPUShader(gpu.device, gpu.text_fragment_shader)
if gpu.text_vertex_shader != nil do SDL.ReleaseGPUShader(gpu.device, gpu.text_vertex_shader)
SDL.DestroyGPUDevice(gpu.device)
}
delete(gpu.vertices)
delete(gpu.text_vertices)
gpu^ = {}
}
gpu_create_shader :: proc(device: ^SDL.GPUDevice, path: string, stage: SDL.GPUShaderStage) -> ^SDL.GPUShader {
bytes, err := os.read_entire_file(path, context.allocator)
if err != nil {
fmt.println("read shader failed:", path, err)
return nil
}
defer delete(bytes)
shader := SDL.CreateGPUShader(device, {
code_size = len(bytes),
code = raw_data(bytes),
entrypoint = "main",
format = {.SPIRV},
stage = stage,
num_uniform_buffers = 1 if stage == .VERTEX else 0,
num_samplers = 1 if stage == .FRAGMENT && strings_has_suffix(path, "text.frag.spv") else 0,
})
if shader == nil {
fmt.println("CreateGPUShader failed:", path, SDL.GetError())
}
return shader
}
gpu_begin :: proc(gpu: ^GPU_Renderer) {
clear(&gpu.vertices)
clear(&gpu.text_vertices)
w, h: i32
if SDL.GetWindowSize(gpu.window, &w, &h) {
gpu.width = int(w)
gpu.height = int(h)
}
}
gpu_rect :: proc(gpu: ^GPU_Renderer, x, y, w, h: f32, r, g, b, a: u8) {
if w <= 0 || h <= 0 do return
c := color_f32(r, g, b, a)
gpu_push_quad(gpu, x, y, x + w, y + h, c)
}
gpu_line :: proc(gpu: ^GPU_Renderer, x1, y1, x2, y2: f32, r, g, b, a: u8) {
if abs_f32(x2 - x1) < 1 {
x := min_f32(x1, x2)
y := min_f32(y1, y2)
gpu_rect(gpu, x, y, 1, abs_f32(y2 - y1), r, g, b, a)
} else if abs_f32(y2 - y1) < 1 {
x := min_f32(x1, x2)
y := min_f32(y1, y2)
gpu_rect(gpu, x, y, abs_f32(x2 - x1), 1, r, g, b, a)
} else {
gpu_rect(gpu, x1, y1, max_f32(abs_f32(x2 - x1), 1), 1, r, g, b, a)
}
}
gpu_text :: proc(gpu: ^GPU_Renderer, x, y: f32, text: string, r, g, b, a: u8) {
if len(text) == 0 do return
xpos := round_f32(x)
ypos := y + GPU_FONT_BASELINE_OFFSET
color := color_f32(r, g, b, a)
for raw_ch in transmute([]u8)text {
ch := raw_ch
if ch == '\n' {
xpos = x
ypos += SDL_LINE_HEIGHT
continue
}
if ch < 32 || ch > 126 {
ch = '?'
}
if ch == ' ' {
xpos += gpu.font_advance
continue
}
glyph := gpu.font_chars[ch - 32]
glyph_w := f32(glyph.x1 - glyph.x0)
glyph_h := f32(glyph.y1 - glyph.y0)
x0 := round_f32(xpos + glyph.xoff)
y0 := round_f32(ypos + glyph.yoff)
x1 := x0 + glyph_w
y1 := y0 + glyph_h
s0 := f32(glyph.x0) / GPU_FONT_ATLAS_SIZE
t0 := f32(glyph.y0) / GPU_FONT_ATLAS_SIZE
s1 := f32(glyph.x1) / GPU_FONT_ATLAS_SIZE
t1 := f32(glyph.y1) / GPU_FONT_ATLAS_SIZE
gpu_push_text_quad(gpu, x0, y0, x1, y1, s0, t0, s1, t1, color)
xpos += gpu.font_advance
}
}
gpu_text_limited :: proc(gpu: ^GPU_Renderer, x, y: f32, text: string, max_chars: int, r, g, b, a: u8) {
if max_chars <= 0 do return
if len(text) <= max_chars {
gpu_text(gpu, x, y, text, r, g, b, a)
} else if max_chars <= 3 {
gpu_text(gpu, x, y, text[:max_chars], r, g, b, a)
} else {
clipped := fmt.tprintf("%s...", text[:max_chars - 3])
gpu_text(gpu, x, y, clipped, r, g, b, a)
}
}
gpu_text_width :: proc(text: string) -> int {
if len(text) == 0 do return 0
width: f32 = 0
max_width: f32 = 0
for raw_ch in transmute([]u8)text {
ch := raw_ch
if ch == '\n' {
if width > max_width do max_width = width
width = 0
continue
}
if ch < 32 || ch > 126 do ch = '?'
width += gpu_global_font_advance(ch)
}
if width > max_width do max_width = width
return int(max_width + 0.5)
}
gpu_font_text_advance :: proc(gpu: ^GPU_Renderer, text: string) -> f32 {
if len(text) == 0 do return 0
start_x: f32 = 0
x: f32 = start_x
y: f32 = GPU_FONT_BASELINE_OFFSET
max_width: f32 = 0
for raw_ch in transmute([]u8)text {
ch := raw_ch
if ch == '\n' {
if x - start_x > max_width do max_width = x - start_x
x = start_x
y += SDL_LINE_HEIGHT
continue
}
if ch < 32 || ch > 126 do ch = '?'
quad: stbtt.aligned_quad
x += gpu.font_advance
}
if x - start_x > max_width do max_width = x - start_x
return max_width
}
gpu_font_text_width :: proc(gpu: ^GPU_Renderer, text: string) -> int {
return int(gpu_font_text_advance(gpu, text) + 0.5)
}
gpu_present :: proc(gpu: ^GPU_Renderer) {
if !gpu.available do return
command := SDL.AcquireGPUCommandBuffer(gpu.device)
if command == nil do return
texture: ^SDL.GPUTexture
width, height: u32
if !SDL.WaitAndAcquireGPUSwapchainTexture(command, gpu.window, &texture, &width, &height) || texture == nil {
_ = SDL.CancelGPUCommandBuffer(command)
return
}
vertex_count := len(gpu.vertices)
text_vertex_count := len(gpu.text_vertices)
if vertex_count > 0 {
size := vertex_count * size_of(GPU_Vertex)
mapped := SDL.MapGPUTransferBuffer(gpu.device, gpu.transfer_buffer, true)
if mapped != nil {
mem.copy(transmute([^]u8)mapped, raw_data(gpu.vertices[:]), size)
SDL.UnmapGPUTransferBuffer(gpu.device, gpu.transfer_buffer)
copy_pass := SDL.BeginGPUCopyPass(command)
SDL.UploadToGPUBuffer(copy_pass, {transfer_buffer = gpu.transfer_buffer}, {buffer = gpu.vertex_buffer, size = u32(size)}, true)
SDL.EndGPUCopyPass(copy_pass)
}
}
if text_vertex_count > 0 {
size := text_vertex_count * size_of(GPU_Text_Vertex)
mapped := SDL.MapGPUTransferBuffer(gpu.device, gpu.text_transfer_buffer, true)
if mapped != nil {
mem.copy(transmute([^]u8)mapped, raw_data(gpu.text_vertices[:]), size)
SDL.UnmapGPUTransferBuffer(gpu.device, gpu.text_transfer_buffer)
copy_pass := SDL.BeginGPUCopyPass(command)
SDL.UploadToGPUBuffer(copy_pass, {transfer_buffer = gpu.text_transfer_buffer}, {buffer = gpu.text_vertex_buffer, size = u32(size)}, true)
SDL.EndGPUCopyPass(copy_pass)
}
}
target := SDL.GPUColorTargetInfo{
texture = texture,
clear_color = SDL.FColor{15.0 / 255.0, 17.0 / 255.0, 22.0 / 255.0, 1},
load_op = .CLEAR,
store_op = .STORE,
}
pass := SDL.BeginGPURenderPass(command, &target, 1, nil)
if vertex_count > 0 {
uniforms := GPU_Uniforms{viewport = {f32(gpu.width), f32(gpu.height)}}
SDL.PushGPUVertexUniformData(command, 0, &uniforms, size_of(uniforms))
SDL.BindGPUGraphicsPipeline(pass, gpu.pipeline)
SDL.BindGPUVertexBuffers(pass, 0, &(SDL.GPUBufferBinding{buffer = gpu.vertex_buffer}), 1)
SDL.DrawGPUPrimitives(pass, u32(vertex_count), 1, 0, 0)
}
if text_vertex_count > 0 {
uniforms := GPU_Uniforms{viewport = {f32(gpu.width), f32(gpu.height)}}
binding := SDL.GPUTextureSamplerBinding{texture = gpu.font_texture, sampler = gpu.font_sampler}
SDL.PushGPUVertexUniformData(command, 0, &uniforms, size_of(uniforms))
SDL.BindGPUGraphicsPipeline(pass, gpu.text_pipeline)
SDL.BindGPUVertexBuffers(pass, 0, &(SDL.GPUBufferBinding{buffer = gpu.text_vertex_buffer}), 1)
SDL.BindGPUFragmentSamplers(pass, 0, &binding, 1)
SDL.DrawGPUPrimitives(pass, u32(text_vertex_count), 1, 0, 0)
}
SDL.EndGPURenderPass(pass)
_ = SDL.SubmitGPUCommandBuffer(command)
}
gpu_create_font_atlas :: proc(gpu: ^GPU_Renderer) -> bool {
font_bytes, font_path, ok := gpu_read_font_file()
if !ok {
fmt.println("read font failed: no configured monospace font found")
return false
}
defer delete(font_bytes)
atlas_size := GPU_FONT_ATLAS_SIZE * GPU_FONT_ATLAS_SIZE
atlas := make([]u8, atlas_size)
defer delete(atlas)
baked := stbtt.BakeFontBitmap(raw_data(font_bytes), 0, GPU_FONT_PIXEL_HEIGHT, raw_data(atlas), GPU_FONT_ATLAS_SIZE, GPU_FONT_ATLAS_SIZE, 32, len(gpu.font_chars), &gpu.font_chars[0])
if baked <= 0 {
fmt.println("font bake failed:", font_path)
return false
}
widest_advance: f32 = 0
for char in gpu.font_chars {
glyph_width := char.xoff + f32(char.x1 - char.x0)
widest_advance = max_f32(widest_advance, max_f32(char.xadvance, glyph_width))
}
gpu.font_advance = max_f32(ceil_f32(widest_advance + GPU_FONT_CELL_PADDING), 1)
gpu.font_texture = SDL.CreateGPUTexture(gpu.device, {
type = .D2,
format = .R8_UNORM,
usage = {.SAMPLER},
width = GPU_FONT_ATLAS_SIZE,
height = GPU_FONT_ATLAS_SIZE,
layer_count_or_depth = 1,
num_levels = 1,
sample_count = ._1,
})
gpu.font_sampler = SDL.CreateGPUSampler(gpu.device, {
min_filter = .NEAREST,
mag_filter = .NEAREST,
mipmap_mode = .NEAREST,
address_mode_u = .CLAMP_TO_EDGE,
address_mode_v = .CLAMP_TO_EDGE,
address_mode_w = .CLAMP_TO_EDGE,
})
font_transfer := SDL.CreateGPUTransferBuffer(gpu.device, {usage = .UPLOAD, size = u32(atlas_size)})
if gpu.font_texture == nil || gpu.font_sampler == nil || font_transfer == nil {
fmt.println("font GPU resources failed:", SDL.GetError())
if font_transfer != nil do SDL.ReleaseGPUTransferBuffer(gpu.device, font_transfer)
return false
}
defer SDL.ReleaseGPUTransferBuffer(gpu.device, font_transfer)
mapped := SDL.MapGPUTransferBuffer(gpu.device, font_transfer, false)
if mapped == nil {
fmt.println("font transfer map failed:", SDL.GetError())
return false
}
mem.copy(transmute([^]u8)mapped, raw_data(atlas), atlas_size)
SDL.UnmapGPUTransferBuffer(gpu.device, font_transfer)
command := SDL.AcquireGPUCommandBuffer(gpu.device)
copy_pass := SDL.BeginGPUCopyPass(command)
SDL.UploadToGPUTexture(copy_pass, {
transfer_buffer = font_transfer,
pixels_per_row = GPU_FONT_ATLAS_SIZE,
rows_per_layer = GPU_FONT_ATLAS_SIZE,
}, {
texture = gpu.font_texture,
w = GPU_FONT_ATLAS_SIZE,
h = GPU_FONT_ATLAS_SIZE,
d = 1,
}, false)
SDL.EndGPUCopyPass(copy_pass)
return SDL.SubmitGPUCommandBuffer(command)
}
gpu_read_font_file :: proc() -> ([]u8, string, bool) {
for path in GPU_FONT_PATHS {
bytes, err := os.read_entire_file(path, context.allocator)
if err == nil && len(bytes) > 0 {
return bytes, path, true
}
if err == nil {
delete(bytes)
}
}
return nil, "", false
}
gpu_push_quad :: proc(gpu: ^GPU_Renderer, x0, y0, x1, y1: f32, c: [4]f32) {
if len(gpu.vertices) + 6 > gpu.max_vertices do return
append(&gpu.vertices, GPU_Vertex{{x0, y0}, c})
append(&gpu.vertices, GPU_Vertex{{x1, y0}, c})
append(&gpu.vertices, GPU_Vertex{{x0, y1}, c})
append(&gpu.vertices, GPU_Vertex{{x0, y1}, c})
append(&gpu.vertices, GPU_Vertex{{x1, y0}, c})
append(&gpu.vertices, GPU_Vertex{{x1, y1}, c})
}
gpu_push_text_quad :: proc(gpu: ^GPU_Renderer, x0, y0, x1, y1, s0, t0, s1, t1: f32, c: [4]f32) {
if len(gpu.text_vertices) + 6 > gpu.max_text_vertices do return
append(&gpu.text_vertices, GPU_Text_Vertex{{x0, y0}, {s0, t0}, c})
append(&gpu.text_vertices, GPU_Text_Vertex{{x1, y0}, {s1, t0}, c})
append(&gpu.text_vertices, GPU_Text_Vertex{{x0, y1}, {s0, t1}, c})
append(&gpu.text_vertices, GPU_Text_Vertex{{x0, y1}, {s0, t1}, c})
append(&gpu.text_vertices, GPU_Text_Vertex{{x1, y0}, {s1, t0}, c})
append(&gpu.text_vertices, GPU_Text_Vertex{{x1, y1}, {s1, t1}, c})
}
gpu_global_font_advance :: proc(ch: u8) -> f32 {
return 8
}
strings_has_suffix :: proc(s, suffix: string) -> bool {
if len(suffix) > len(s) do return false
return s[len(s) - len(suffix):] == suffix
}
color_f32 :: proc(r, g, b, a: u8) -> [4]f32 {
return {f32(r) / 255.0, f32(g) / 255.0, f32(b) / 255.0, f32(a) / 255.0}
}
abs_f32 :: proc(v: f32) -> f32 {
if v < 0 do return -v
return v
}
min_f32 :: proc(a, b: f32) -> f32 {
if a < b do return a
return b
}
max_f32 :: proc(a, b: f32) -> f32 {
if a > b do return a
return b
}
round_f32 :: proc(v: f32) -> f32 {
if v >= 0 do return f32(int(v + 0.5))
return f32(int(v - 0.5))
}
ceil_f32 :: proc(v: f32) -> f32 {
i := int(v)
if f32(i) < v do return f32(i + 1)
return f32(i)
}