Files
anm2ed/src/canvas.cpp
2025-10-21 20:23:27 -04:00

283 lines
8.5 KiB
C++

#include "canvas.h"
#include "math.h"
#include <glm/ext/matrix_clip_space.hpp>
#include <glm/ext/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
using namespace glm;
using namespace anm2ed::shader;
namespace anm2ed::canvas
{
constexpr float AXIS_VERTICES[] = {-1.0f, 0.0f, 1.0f, 0.0f};
constexpr float GRID_VERTICES[] = {-1.f, -1.f, 0.f, 0.f, 3.f, -1.f, 2.f, 0.f, -1.f, 3.f, 0.f, 2.f};
constexpr float RECT_VERTICES[] = {0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f};
constexpr GLuint TEXTURE_INDICES[] = {0, 1, 2, 2, 3, 0};
Canvas::Canvas() = default;
Canvas::Canvas(vec2 size)
{
this->size = size;
previousSize = size;
// Axis
glGenVertexArrays(1, &axisVAO);
glGenBuffers(1, &axisVBO);
glBindVertexArray(axisVAO);
glBindBuffer(GL_ARRAY_BUFFER, axisVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(AXIS_VERTICES), AXIS_VERTICES, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
// Grid
glGenVertexArrays(1, &gridVAO);
glBindVertexArray(gridVAO);
glGenBuffers(1, &gridVBO);
glBindBuffer(GL_ARRAY_BUFFER, gridVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(GRID_VERTICES), GRID_VERTICES, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (void*)(sizeof(float) * 2));
glBindVertexArray(0);
// Rect
glGenVertexArrays(1, &rectVAO);
glGenBuffers(1, &rectVBO);
glBindVertexArray(rectVAO);
glBindBuffer(GL_ARRAY_BUFFER, rectVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(RECT_VERTICES), RECT_VERTICES, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
// Texture
glGenVertexArrays(1, &textureVAO);
glGenBuffers(1, &textureVBO);
glGenBuffers(1, &textureEBO);
glBindVertexArray(textureVAO);
glBindBuffer(GL_ARRAY_BUFFER, textureVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 4 * 4, nullptr, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, textureEBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(TEXTURE_INDICES), TEXTURE_INDICES, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
glBindVertexArray(0);
// Framebuffer
glGenTextures(1, &texture);
glGenFramebuffers(1, &fbo);
glGenRenderbuffers(1, &rbo);
framebuffer_set();
}
Canvas::~Canvas()
{
if (!is_valid()) return;
glDeleteFramebuffers(1, &fbo);
glDeleteRenderbuffers(1, &rbo);
glDeleteTextures(1, &texture);
glDeleteVertexArrays(1, &axisVAO);
glDeleteBuffers(1, &axisVBO);
glDeleteVertexArrays(1, &gridVAO);
glDeleteBuffers(1, &gridVBO);
glDeleteVertexArrays(1, &rectVAO);
glDeleteBuffers(1, &rectVBO);
}
bool Canvas::is_valid()
{
return fbo != 0;
}
void Canvas::framebuffer_set()
{
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size.x, size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, size.x, size.y);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void Canvas::framebuffer_resize_check()
{
if (previousSize != size)
{
framebuffer_set();
previousSize = size;
}
}
void Canvas::size_set(vec2 size)
{
this->size = size;
framebuffer_resize_check();
}
mat4 Canvas::transform_get(float zoom, vec2 pan)
{
auto zoomFactor = math::percent_to_unit(zoom);
auto projection = glm::ortho(0.0f, (float)size.x, 0.0f, (float)size.y, -1.0f, 1.0f);
auto view = mat4{1.0f};
view = glm::translate(view, vec3((size * 0.5f) + pan, 0.0f));
view = glm::scale(view, vec3(zoomFactor, zoomFactor, 1.0f));
return projection * view;
}
void Canvas::axes_render(Shader& shader, float zoom, vec2 pan, vec4 color)
{
auto originNDC = transform_get(zoom, pan) * vec4(0.0f, 0.0f, 0.0f, 1.0f);
originNDC /= originNDC.w;
glUseProgram(shader.id);
glUniform4fv(glGetUniformLocation(shader.id, shader::UNIFORM_COLOR), 1, value_ptr(color));
glUniform2f(glGetUniformLocation(shader.id, shader::UNIFORM_ORIGIN_NDC), originNDC.x, originNDC.y);
glBindVertexArray(axisVAO);
glUniform1i(glGetUniformLocation(shader.id, shader::UNIFORM_AXIS), 0);
glDrawArrays(GL_LINES, 0, 2);
glUniform1i(glGetUniformLocation(shader.id, shader::UNIFORM_AXIS), 1);
glDrawArrays(GL_LINES, 0, 2);
glBindVertexArray(0);
glUseProgram(0);
}
void Canvas::grid_render(Shader& shader, float zoom, vec2 pan, ivec2 size, ivec2 offset, vec4 color)
{
auto zoomFactor = math::percent_to_unit(zoom);
glUseProgram(shader.id);
glUniform2f(glGetUniformLocation(shader.id, shader::UNIFORM_VIEW_SIZE), this->size.x, this->size.y);
glUniform2f(glGetUniformLocation(shader.id, shader::UNIFORM_PAN), pan.x, pan.y);
glUniform1f(glGetUniformLocation(shader.id, shader::UNIFORM_ZOOM), zoomFactor);
glUniform2f(glGetUniformLocation(shader.id, shader::UNIFORM_SIZE), (float)size.x, (float)size.y);
glUniform2f(glGetUniformLocation(shader.id, shader::UNIFORM_OFFSET), (float)offset.x, (float)offset.y);
glUniform4f(glGetUniformLocation(shader.id, shader::UNIFORM_COLOR), color.r, color.g, color.b, color.a);
glBindVertexArray(gridVAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glUseProgram(0);
}
void Canvas::texture_render(Shader& shader, GLuint& texture, mat4& transform, vec4 tint, vec3 colorOffset,
float* vertices)
{
glUseProgram(shader.id);
glUniform1i(glGetUniformLocation(shader.id, shader::UNIFORM_TEXTURE), 0);
glUniform3fv(glGetUniformLocation(shader.id, shader::UNIFORM_COLOR_OFFSET), 1, value_ptr(colorOffset));
glUniform4fv(glGetUniformLocation(shader.id, shader::UNIFORM_TINT), 1, value_ptr(tint));
glUniformMatrix4fv(glGetUniformLocation(shader.id, shader::UNIFORM_TRANSFORM), 1, GL_FALSE, value_ptr(transform));
glBindVertexArray(textureVAO);
glBindBuffer(GL_ARRAY_BUFFER, textureVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(TEXTURE_VERTICES), vertices, GL_DYNAMIC_DRAW);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
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_render(Shader& shader, mat4& transform, vec4 color)
{
glUseProgram(shader.id);
glUniformMatrix4fv(glGetUniformLocation(shader.id, shader::UNIFORM_TRANSFORM), 1, GL_FALSE, value_ptr(transform));
glUniform4fv(glGetUniformLocation(shader.id, shader::UNIFORM_COLOR), 1, value_ptr(color));
glBindVertexArray(rectVAO);
glDrawArrays(GL_LINE_LOOP, 0, 4);
glBindVertexArray(0);
glUseProgram(0);
}
void Canvas::viewport_set()
{
glViewport(0, 0, size.x, size.y);
}
void Canvas::clear(vec4& color)
{
glClearColor(color.r, color.g, color.b, color.a);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void Canvas::bind()
{
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
}
void Canvas::unbind()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void Canvas::zoom_set(float& zoom, vec2& pan, vec2& focus, float step)
{
auto zoomFactor = math::percent_to_unit(zoom);
float newZoom = glm::clamp(math::round_nearest_multiple(zoom + step, step), canvas::ZOOM_MIN, canvas::ZOOM_MAX);
if (newZoom != zoom)
{
float newZoomFactor = math::percent_to_unit(newZoom);
pan += focus * (zoomFactor - newZoomFactor);
zoom = newZoom;
}
}
vec2 Canvas::position_translate(float& zoom, vec2& pan, vec2 position)
{
auto zoomFactor = math::percent_to_unit(zoom);
return (position - pan - (size * 0.5f)) / zoomFactor;
}
}