diff --git a/source/engine/debug/debugdraw.c b/source/engine/debug/debugdraw.c index 73ee8da..968514d 100644 --- a/source/engine/debug/debugdraw.c +++ b/source/engine/debug/debugdraw.c @@ -26,6 +26,13 @@ static sg_bindings rect_bind; static sg_shader rect_shader; static int rect_c = 0; +static sg_pipeline poly_pipe; +static sg_bindings poly_bind; +static sg_shader poly_shader; +static int poly_c = 0; +static int poly_v = 0; +static int poly_vc = 7; + static sg_pipeline circle_pipe; static sg_bindings circle_bind; static sg_shader csg; @@ -37,7 +44,7 @@ void debug_flush() sg_apply_pipeline(circle_pipe); sg_apply_bindings(&circle_bind); sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(projection)); - + sg_draw(0,4,circle_count); circle_count = 0; @@ -46,6 +53,13 @@ void debug_flush() sg_apply_uniforms(SG_SHADERSTAGE_VS,0,SG_RANGE_REF(projection)); sg_draw(0,rect_c*2,1); rect_c = 0; + + sg_apply_pipeline(poly_pipe); + sg_apply_bindings(&poly_bind); + sg_apply_uniforms(SG_SHADERSTAGE_VS,0,SG_RANGE_REF(projection)); + sg_draw(0,poly_c,1); + poly_c = 0; + poly_v = 0; } static sg_shader_uniform_block_desc projection_ubo = { @@ -165,6 +179,41 @@ void debugdraw_init() .size = sizeof(float)*2*10000, .usage = SG_USAGE_STREAM }); + + poly_shader = sg_make_shader(&(sg_shader_desc){ + .vs.source = slurp_text("shaders/poly_v.glsl"), + .fs.source = slurp_text("shaders/poly_f.glsl"), + .vs.uniform_blocks[0] = projection_ubo, + }); + + poly_pipe = sg_make_pipeline(&(sg_pipeline_desc){ + .shader = poly_shader, + .layout = { + .attrs = { [0].format = SG_VERTEXFORMAT_FLOAT2, + [1].format = SG_VERTEXFORMAT_FLOAT2, + [2].format = SG_VERTEXFORMAT_FLOAT3 + } + }, + .index_type = SG_INDEXTYPE_UINT32 + }); + + poly_bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){ + .size = sizeof(float)*poly_vc*1000, + .usage = SG_USAGE_STREAM, + .type = SG_BUFFERTYPE_VERTEXBUFFER, + }); + +/* poly_bind.vertex_buffers[1] = sg_make_buffer(&(sg_buffer_desc){ + .size = sizeof(float)*1000, + .usage = SG_USAGE_STREAM, + }); +*/ + + poly_bind.index_buffer = sg_make_buffer(&(sg_buffer_desc){ + .size = sizeof(uint32_t)*6*1000, + .usage = SG_USAGE_STREAM, + .type = SG_BUFFERTYPE_INDEXBUFFER + }); } void draw_line(cpVect s, cpVect e, float *color) @@ -240,57 +289,66 @@ void inflatepoints(cpVect *r, cpVect *p, float d, int n) void draw_edge(cpVect *points, int n, struct color color, int thickness) { + return; static_assert(sizeof(cpVect) == 2*sizeof(float)); - float col[3] = {(float)color.r/255, (float)color.g/255, (float)color.b/255}; + float col[3] = {(float)color.r/255, (float)color.g/255, (float)color.b/255}; + + /* TODO: Should be dashed, and filled. Use a texture. */ + + parsl_position par_v[n]; + + for (int i = 0; i < n; i++) { + par_v[i].x = points[i].x; + par_v[i].y = points[i].y; + } -// shader_use(rectShader); -// shader_setvec3(rectShader, "linecolor", col); -/* - if (thickness <= 1) { -// glLineStipple(1, 0x00FF); -// glEnable(GL_LINE_STIPPLE); - shader_setfloat(rectShader, "alpha", 1.f); - glBindBuffer(GL_ARRAY_BUFFER, rectVBO); - glBufferData(GL_ARRAY_BUFFER, sizeof(float) * n * 2, points, GL_DYNAMIC_DRAW); - glBindVertexArray(rectVAO); - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL); - - shader_setfloat(rectShader, "alpha", 1.f); - glDrawArrays(GL_LINE_STRIP, 0, n); - } else { - shader_setfloat(rectShader, "alpha", 0.1f); - thickness /= 2; - glBindBuffer(GL_ARRAY_BUFFER, rectVBO); - glBindVertexArray(rectVAO); - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL); - - cpVect inflate_out[n]; - cpVect inflate_in[n]; - - inflatepoints(inflate_out, points, thickness, n); - inflatepoints(inflate_in, points, -thickness, n); - cpVect interleaved[n*2]; - for (int i = 0; i < n; i++) { - interleaved[i*2] = inflate_in[i]; - interleaved[i*2+1] = inflate_out[i]; - } - glBufferData(GL_ARRAY_BUFFER, sizeof(interleaved), interleaved, GL_DYNAMIC_DRAW); - glDrawArrays(GL_TRIANGLE_STRIP, 0, n*2); - - shader_setfloat(rectShader, "alpha", 1.f); - - cpVect inlined[n*2]; - for (int i = 0; i < n; i++) - inlined[i] = inflate_out[n-1-i]; - memcpy(inlined+n,inflate_in,sizeof(inflate_in)); - glBufferData(GL_ARRAY_BUFFER,sizeof(inlined),inlined,GL_DYNAMIC_DRAW); - glDrawArrays(GL_LINE_LOOP,0,n*2); + uint16_t spine_lens[] = {n}; + + parsl_context *par_ctx = parsl_create_context((parsl_config){ + .thickness = thickness + }); + + parsl_mesh *mesh = parsl_mesh_from_lines(par_ctx, (parsl_spine_list){ + .num_vertices = n, + .num_spines = 1, + .vertices = points, + .spine_lengths = spine_lens, + }); + + sg_range pt = { + .ptr = mesh->positions, + .size = sizeof(float)*2*mesh->num_vertices + }; + + for (int i = 0; i < mesh->num_triangles*3; i++) + mesh->triangle_indices[i] += poly_v; + + float mesh_colors[3*mesh->num_vertices]; + + for (int i = 0; i < 3*mesh->num_vertices; i+=3) + for (int j = 0; j < 3; j++) + mesh_colors[i+j] = col[j]; - } -*/ + + sg_range it = { + .ptr = mesh->triangle_indices, + .size = sizeof(uint32_t)*mesh->num_triangles*3 + }; + + sg_range ct = { + .ptr = mesh_colors, + .size = sizeof(float)*mesh->num_vertices*3 + }; + + sg_append_buffer(poly_bind.vertex_buffers[0], &pt); + sg_append_buffer(poly_bind.index_buffer, &it); + sg_append_buffer(poly_bind.vertex_buffers[1], &ct); + + poly_c += mesh->num_triangles*3; + poly_v += mesh->num_vertices; + + parsl_destroy_context(par_ctx); } void draw_circle(int x, int y, float radius, int pixels, float *color, int fill) @@ -379,46 +437,62 @@ void draw_points(struct cpVect *points, int n, float size, float *color) void draw_poly(cpVect *points, int n, float *color) { - if (n == 2) { - sg_range t; - t.ptr = points; - t.size = sizeof(cpVect)*2; - sg_append_buffer(rect_bind.vertex_buffers[0], &t); - rect_c += 1; - return; - } else if (n <= 1) return; - - - cpVect buffer[2*n]; + parsl_position par_v[n]; + for (int i = 0; i < n; i++) { - buffer[i*2] = points[i]; - buffer[i*2+1] = points[i+1]; + par_v[i].x = points[i].x; + par_v[i].y = points[i].y; } - buffer[2*n-1] = points[0]; + uint16_t spine_lens[] = {n}; + + parsl_context *par_ctx = parsl_create_context((parsl_config){ + .thickness = 1, + .flags = PARSL_FLAG_ANNOTATIONS + }); + + parsl_mesh *mesh = parsl_mesh_from_lines(par_ctx, (parsl_spine_list){ + .num_vertices = n, + .num_spines = 1, + .vertices = par_v, + .spine_lengths = spine_lens, + .closed = true + }); + + for (int i = 0; i < mesh->num_triangles*3; i++) + mesh->triangle_indices[i] += poly_v; + + sg_range it = { + .ptr = mesh->triangle_indices, + .size = sizeof(uint32_t)*mesh->num_triangles*3 + }; + + float vertices[poly_vc*mesh->num_vertices]; + + for (int i = 0, vert = 0; i < mesh->num_vertices; i++, vert+=poly_vc) { + vertices[vert] = mesh->positions[i].x; + vertices[vert+1] = mesh->positions[i].y; + vertices[vert+2] = mesh->annotations[i].u_along_curve; + vertices[vert+3] = mesh->annotations[i].v_across_curve; + vertices[vert+4] = color[0]; + vertices[vert+5] = color[1]; + vertices[vert+6] = color[2]; + } + + sg_range vvt = { + .ptr = vertices, + .size = sizeof(float)*poly_vc*mesh->num_vertices + }; - sg_range t; - t.ptr = buffer; - t.size = sizeof(cpVect)*2*n; - - sg_append_buffer(rect_bind.vertex_buffers[0], &t); - - rect_c += n; -/* shader_use(rectShader); - shader_setvec3(rectShader, "linecolor", color); - glBindBuffer(GL_ARRAY_BUFFER, rectVBO); - glBufferData(GL_ARRAY_BUFFER, sizeof(float) * n * 2, points, GL_DYNAMIC_DRAW); - glBindVertexArray(rectVAO); - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL); - - - shader_setfloat(rectShader, "alpha", 0.1f); - glDrawArrays(GL_POLYGON, 0, n); - - shader_setfloat(rectShader, "alpha", 1.f); - glDrawArrays(GL_LINE_LOOP, 0, n); -*/ + sg_append_buffer(poly_bind.vertex_buffers[0], &vvt); + sg_append_buffer(poly_bind.index_buffer, &it); + + poly_c += mesh->num_triangles*3; + poly_v += mesh->num_vertices; + + parsl_destroy_context(par_ctx); + + return; } void debugdraw_flush() diff --git a/source/engine/openglrender.c b/source/engine/openglrender.c index 3fcab53..052b757 100644 --- a/source/engine/openglrender.c +++ b/source/engine/openglrender.c @@ -176,7 +176,7 @@ void openglInit() { shadow_desc.pixel_format = SG_PIXELFORMAT_DEPTH; ddimg = sg_make_image(&shadow_desc); - duck = MakeModel("sponza.glb"); +// duck = MakeModel("sponza.glb"); sg_shadow.pass = sg_make_pass(&(sg_pass_desc){ .color_attachments[0].image = depth_img, @@ -290,7 +290,9 @@ void openglRender(struct window *window) { //// DEBUG if (debugDrawPhysics) gameobject_draw_debugs(); - + + float c[3] = {0.3,0.5,0.7}; + draw_circle(100,100,40,2,c,0); call_debugs(); debug_flush(); diff --git a/source/engine/texture.c b/source/engine/texture.c index df3bb93..61ac82a 100644 --- a/source/engine/texture.c +++ b/source/engine/texture.c @@ -35,7 +35,6 @@ int mip_levels(int width, int height) levels++; } return levels; - } /* If an empty string or null is put for path, loads default texture */ diff --git a/source/shaders/circlefrag.glsl b/source/shaders/circlefrag.glsl index 17a6f39..3619794 100644 --- a/source/shaders/circlefrag.glsl +++ b/source/shaders/circlefrag.glsl @@ -3,9 +3,7 @@ in vec2 coords; out vec4 color; -//in int thickness; in float radius; -//in bool fill; in vec3 fcolor; in vec2 pos; diff --git a/source/shaders/circlevert.glsl b/source/shaders/circlevert.glsl index 264c0b6..ab82619 100644 --- a/source/shaders/circlevert.glsl +++ b/source/shaders/circlevert.glsl @@ -3,7 +3,7 @@ layout (location = 0) in vec2 vertex; layout (location = 1) in vec3 acolor; layout (location = 2) in vec2 apos; layout (location = 3) in float aradius; -layout (location = 4) in float afill; +//layout (location = 4) in float afill; out vec2 coords; diff --git a/source/shaders/poly_f.glsl b/source/shaders/poly_f.glsl new file mode 100644 index 0000000..7f5abce --- /dev/null +++ b/source/shaders/poly_f.glsl @@ -0,0 +1,10 @@ +#version 330 core + +out vec4 fcolor; +in vec3 color; +in vec2 uv; + +void main() +{ + fcolor = vec4(color,1.0); +} diff --git a/source/shaders/poly_v.glsl b/source/shaders/poly_v.glsl new file mode 100644 index 0000000..4eb4b20 --- /dev/null +++ b/source/shaders/poly_v.glsl @@ -0,0 +1,16 @@ +#version 330 core +in vec2 apos; +in vec2 auv; +in vec3 acolor; + +out vec3 color; +out vec2 uv; + +uniform mat4 proj; + +void main() +{ + gl_Position = proj * vec4(apos, 0.0, 1.0); + color = acolor; + uv = auv; +}