The Update(TM), Part 2
This commit is contained in:
283
src/canvas.cpp
283
src/canvas.cpp
@@ -2,10 +2,19 @@
|
||||
|
||||
#include "canvas.h"
|
||||
|
||||
void canvas_init(Canvas* self, vec2 size)
|
||||
static void _canvas_texture_free(Canvas* self)
|
||||
{
|
||||
self->size = size;
|
||||
if (self->fbo != 0) glDeleteFramebuffers(1, &self->fbo);
|
||||
if (self->rbo != 0) glDeleteRenderbuffers(1, &self->rbo);
|
||||
if (self->texture != 0) glDeleteTextures(1, &self->texture);
|
||||
}
|
||||
|
||||
static void _canvas_texture_init(Canvas* self, vec2& size)
|
||||
{
|
||||
_canvas_texture_free(self);
|
||||
|
||||
self->size = size;
|
||||
|
||||
glGenFramebuffers(1, &self->fbo);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, self->fbo);
|
||||
@@ -24,6 +33,43 @@ void canvas_init(Canvas* self, vec2 size)
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, self->rbo);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
void canvas_init(Canvas* self)
|
||||
{
|
||||
// Axis
|
||||
glGenVertexArrays(1, &self->axisVAO);
|
||||
glGenBuffers(1, &self->axisVBO);
|
||||
|
||||
glBindVertexArray(self->axisVAO);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, self->axisVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(CANVAS_AXIS_VERTICES), CANVAS_AXIS_VERTICES, GL_STATIC_DRAW);
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(f32), (void*)0);
|
||||
|
||||
// Grid
|
||||
glGenVertexArrays(1, &self->gridVAO);
|
||||
glGenBuffers(1, &self->gridVBO);
|
||||
|
||||
glBindVertexArray(self->gridVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, self->gridVBO);
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(f32), (void*)0);
|
||||
|
||||
// Rect
|
||||
glGenVertexArrays(1, &self->rectVAO);
|
||||
glGenBuffers(1, &self->rectVBO);
|
||||
|
||||
glBindVertexArray(self->rectVAO);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, self->rectVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(GL_VERTICES), GL_VERTICES, GL_STATIC_DRAW);
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(f32), (void*)0);
|
||||
|
||||
// Texture
|
||||
glGenVertexArrays(1, &self->textureVAO);
|
||||
@@ -36,15 +82,240 @@ void canvas_init(Canvas* self, vec2 size)
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(f32) * 4 * 4, nullptr, GL_DYNAMIC_DRAW);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self->textureEBO);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GL_TEXTURE_INDICES), GL_TEXTURE_INDICES, GL_STATIC_DRAW);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GL_TEXTURE_INDICES), GL_TEXTURE_INDICES, GL_DYNAMIC_DRAW);
|
||||
|
||||
// Position attribute
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(f32), (void*)0);
|
||||
|
||||
// UV attribute
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(f32), (void*)(2 * sizeof(f32)));
|
||||
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
mat4 canvas_transform_get(Canvas* self, vec2& pan, f32& zoom, OriginType origin)
|
||||
{
|
||||
f32 zoomFactor = PERCENT_TO_UNIT(zoom);
|
||||
mat4 projection = glm::ortho(0.0f, self->size.x, 0.0f, self->size.y, -1.0f, 1.0f);
|
||||
mat4 view = mat4{1.0f};
|
||||
|
||||
switch (origin)
|
||||
{
|
||||
case ORIGIN_TOP_LEFT:
|
||||
view = glm::translate(view, vec3(pan, 0.0f));
|
||||
break;
|
||||
default:
|
||||
view = glm::translate(view, vec3((self->size * 0.5f) + pan, 0.0f));
|
||||
break;
|
||||
}
|
||||
|
||||
view = glm::scale(view, vec3(zoomFactor, zoomFactor, 1.0f));
|
||||
|
||||
return projection * view;
|
||||
}
|
||||
|
||||
void canvas_clear(vec4& color)
|
||||
{
|
||||
glClearColor(color.r, color.g, color.b, color.a);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
}
|
||||
|
||||
void canvas_viewport_set(Canvas* self)
|
||||
{
|
||||
glViewport(0, 0, (s32)self->size.x, (s32)self->size.y);
|
||||
}
|
||||
|
||||
void canvas_texture_set(Canvas* self)
|
||||
{
|
||||
static vec2 previousSize = {-1, -1};
|
||||
|
||||
if (previousSize != self->size)
|
||||
{
|
||||
_canvas_texture_init(self, self->size);
|
||||
previousSize = self->size;
|
||||
}
|
||||
}
|
||||
|
||||
void canvas_grid_draw(Canvas* self, GLuint& shader, mat4& transform, f32& zoom, ivec2& size, ivec2& offset, vec4& color)
|
||||
{
|
||||
if (size.x <= 0 || size.y <= 0)
|
||||
return; // avoid div-by-zero
|
||||
|
||||
std::vector<f32> vertices;
|
||||
|
||||
vec2 gridSize = self->size * (PERCENT_TO_UNIT(CANVAS_ZOOM_MAX - zoom));
|
||||
|
||||
// First visible vertical line <= 0
|
||||
s32 startX = -(offset.x % size.x);
|
||||
if (startX > 0) startX -= size.x;
|
||||
|
||||
for (s32 x = startX; x <= gridSize.x; x += size.x)
|
||||
{
|
||||
vertices.push_back((f32)x);
|
||||
vertices.push_back(0.0f);
|
||||
vertices.push_back((f32)x);
|
||||
vertices.push_back((f32)gridSize.y);
|
||||
}
|
||||
|
||||
// First visible horizontal line <= 0
|
||||
s32 startY = -(offset.y % size.y);
|
||||
if (startY > 0) startY -= size.y;
|
||||
|
||||
for (s32 y = startY; y <= gridSize.y; y += size.y)
|
||||
{
|
||||
vertices.push_back(0.0f);
|
||||
vertices.push_back((f32)y);
|
||||
vertices.push_back((f32)gridSize.x);
|
||||
vertices.push_back((f32)y);
|
||||
}
|
||||
|
||||
s32 vertexCount = (s32)vertices.size() / 2;
|
||||
|
||||
if (vertexCount == 0)
|
||||
return;
|
||||
|
||||
glBindVertexArray(self->gridVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, self->gridVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(f32), vertices.data(), GL_DYNAMIC_DRAW);
|
||||
|
||||
glUseProgram(shader);
|
||||
glBindVertexArray(self->gridVAO);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader, SHADER_UNIFORM_TRANSFORM), 1, GL_FALSE, value_ptr(transform));
|
||||
glUniform4f(glGetUniformLocation(shader, SHADER_UNIFORM_COLOR), color.r, color.g, color.b, color.a);
|
||||
glDrawArrays(GL_LINES, 0, vertexCount);
|
||||
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
void canvas_texture_draw(Canvas* self, GLuint& shader, GLuint& texture, mat4& transform, const f32* vertices, vec4 tint, vec3 colorOffset)
|
||||
{
|
||||
glUseProgram(shader);
|
||||
|
||||
glBindVertexArray(self->textureVAO);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, self->textureVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(GL_UV_VERTICES), vertices, GL_DYNAMIC_DRAW);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
|
||||
glUniform1i(glGetUniformLocation(shader, SHADER_UNIFORM_TEXTURE), 0);
|
||||
glUniform3fv(glGetUniformLocation(shader, SHADER_UNIFORM_COLOR_OFFSET), 1, value_ptr(colorOffset));
|
||||
glUniform4fv(glGetUniformLocation(shader, SHADER_UNIFORM_TINT), 1, value_ptr(tint));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader, SHADER_UNIFORM_TRANSFORM), 1, GL_FALSE, value_ptr(transform));
|
||||
|
||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||
|
||||
glBindVertexArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
void canvas_rect_draw(Canvas* self, const GLuint& shader, const mat4& transform, const vec4& color)
|
||||
{
|
||||
glUseProgram(shader);
|
||||
|
||||
glBindVertexArray(self->rectVAO);
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader, SHADER_UNIFORM_TRANSFORM), 1, GL_FALSE, value_ptr(transform));
|
||||
glUniform4fv(glGetUniformLocation(shader, SHADER_UNIFORM_COLOR), 1, value_ptr(color));
|
||||
|
||||
glDrawArrays(GL_LINE_LOOP, 0, 4);
|
||||
|
||||
glBindVertexArray(0);
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
void canvas_rect_dotted_draw(Canvas* self, const GLuint& shader, const mat4& transform, const vec4& color)
|
||||
{
|
||||
glUseProgram(shader);
|
||||
|
||||
glBindVertexArray(self->rectVAO);
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader, SHADER_UNIFORM_TRANSFORM), 1, GL_FALSE, value_ptr(transform));
|
||||
glUniform4fv(glGetUniformLocation(shader, SHADER_UNIFORM_COLOR), 1, value_ptr(color));
|
||||
|
||||
glDrawArrays(GL_LINE_LOOP, 0, 4);
|
||||
|
||||
glBindVertexArray(0);
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
void canvas_axes_draw(Canvas* self, GLuint& shader, mat4& transform, vec4& color)
|
||||
{
|
||||
glUseProgram(shader);
|
||||
glBindVertexArray(self->axisVAO);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader, SHADER_UNIFORM_TRANSFORM), 1, GL_FALSE, value_ptr(transform));
|
||||
glUniform4f(glGetUniformLocation(shader, SHADER_UNIFORM_COLOR), color.r, color.g, color.b, color.a);
|
||||
glDrawArrays(GL_LINES, 0, 4);
|
||||
glBindVertexArray(0);
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
void canvas_bind(Canvas* self)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, self->fbo);
|
||||
}
|
||||
|
||||
void canvas_unbind(void)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
void canvas_free(Canvas* self)
|
||||
{
|
||||
_canvas_texture_free(self);
|
||||
}
|
||||
|
||||
mat4 canvas_mvp_get(mat4& transform, vec2 size, vec2 position, vec2 pivot, f32 rotation, vec2 scale, vec2 pivotAlt, f32 rotationAlt)
|
||||
{
|
||||
vec2 scaleAbsolute = glm::abs(scale);
|
||||
vec2 scaleSign = glm::sign(scale);
|
||||
f32 usedSign = (scaleSign.x * scaleSign.y) < 0.0f ? -1.0f : 1.0f;
|
||||
|
||||
vec2 sizeScaled = size * scaleAbsolute;
|
||||
vec2 pivotScaled = pivot * scaleAbsolute;
|
||||
vec2 pivotAltScaled = pivotAlt * scaleAbsolute;
|
||||
|
||||
vec2 pivotAltMirrored = pivotScaled + (pivotAltScaled - pivotScaled) * scaleSign;
|
||||
|
||||
mat4 model = glm::translate(mat4(1.0f), vec3(position - pivotScaled, 0.0f));
|
||||
model = glm::translate(model, vec3(pivotScaled, 0.0f));
|
||||
model = glm::scale(model, vec3(scaleSign, 1.0f));
|
||||
model = glm::rotate(model, glm::radians(rotation) * usedSign, vec3(0,0,1));
|
||||
model = glm::translate(model, vec3(-pivotScaled, 0.0f));
|
||||
model = glm::translate(model, vec3(pivotAltMirrored, 0.0f));
|
||||
model = glm::rotate(model, glm::radians(rotationAlt) * usedSign, vec3(0,0,1));
|
||||
model = glm::translate(model, vec3(-pivotAltMirrored, 0.0f));
|
||||
model = glm::scale(model, vec3(sizeScaled, 1.0f));
|
||||
|
||||
return transform * model;
|
||||
}
|
||||
|
||||
/*
|
||||
mat4 canvas_mvp_get(mat4& transform, vec2 size, vec2 position, vec2 pivot, f32 rotation, vec2 scale, vec2 pivotAlt, f32 rotationAlt)
|
||||
{
|
||||
vec2 scaleAbsolute = abs(scale);
|
||||
vec2 signScale = glm::sign(scale);
|
||||
vec2 pivotScaled = pivot * scaleAbsolute;
|
||||
vec2 pivotAltScaled = pivotAlt * scaleAbsolute;
|
||||
vec2 sizeScaled = size * scaleAbsolute;
|
||||
|
||||
mat4 model = glm::translate(mat4(1.0f), vec3(position - pivotScaled, 0.0f));
|
||||
|
||||
model = glm::translate(model, vec3(pivotScaled, 0.0f));
|
||||
model = glm::scale(model, vec3(signScale, 1.0f)); // Flip
|
||||
model = glm::rotate(model, radians(rotation), vec3(0,0,1));
|
||||
model = glm::translate(model, vec3(-pivotScaled, 0.0f));
|
||||
|
||||
model = glm::translate(model, vec3(pivotAltScaled, 0.0f));
|
||||
model = glm::rotate(model, radians(rotationAlt), vec3(0,0,1));
|
||||
model = glm::translate(model, vec3(-pivotAltScaled, 0.0f));
|
||||
|
||||
model = glm::scale(model, vec3(sizeScaled, 1.0f));
|
||||
|
||||
return transform * model;
|
||||
}
|
||||
*/
|
Reference in New Issue
Block a user