line rendering

This commit is contained in:
John Alanbrook 2023-05-14 03:01:53 +00:00
parent 9a325543ae
commit 0b6566ff8b
7 changed files with 189 additions and 90 deletions

View file

@ -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;
@ -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};
// 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);
/* TODO: Should be dashed, and filled. Use a texture. */
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);
parsl_position par_v[n];
cpVect inflate_out[n];
cpVect inflate_in[n];
for (int i = 0; i < n; i++) {
par_v[i].x = points[i].x;
par_v[i].y = points[i].y;
}
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);
uint16_t spine_lens[] = {n};
shader_setfloat(rectShader, "alpha", 1.f);
parsl_context *par_ctx = parsl_create_context((parsl_config){
.thickness = thickness
});
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);
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;
parsl_position par_v[n];
cpVect buffer[2*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};
sg_range t;
t.ptr = buffer;
t.size = sizeof(cpVect)*2*n;
parsl_context *par_ctx = parsl_create_context((parsl_config){
.thickness = 1,
.flags = PARSL_FLAG_ANNOTATIONS
});
sg_append_buffer(rect_bind.vertex_buffers[0], &t);
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
});
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);
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
};
shader_setfloat(rectShader, "alpha", 0.1f);
glDrawArrays(GL_POLYGON, 0, n);
float vertices[poly_vc*mesh->num_vertices];
shader_setfloat(rectShader, "alpha", 1.f);
glDrawArrays(GL_LINE_LOOP, 0, n);
*/
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_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()

View file

@ -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,
@ -291,6 +291,8 @@ void openglRender(struct window *window) {
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();

View file

@ -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 */

View file

@ -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;

View file

@ -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;

View file

@ -0,0 +1,10 @@
#version 330 core
out vec4 fcolor;
in vec3 color;
in vec2 uv;
void main()
{
fcolor = vec4(color,1.0);
}

View file

@ -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;
}