Files
panopainter/engine/shape.cpp

227 lines
6.6 KiB
C++

#include "pch.h"
#include "shape.hpp"
bool Shape::create_buffers(GLvoid* idx, GLvoid* vertices, int isize, int vsize)
{
glGenBuffers(2, buffers);
if (!(buffers[0] && buffers[1]))
return false;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, isize, idx, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
glBufferData(GL_ARRAY_BUFFER, vsize, vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenVertexArrays(2, arrays);
if (!(arrays[0] && arrays[1]))
return false;
for (int i = 0; i < 2; i++)
{
glBindVertexArray(arrays[i]);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]);
glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, uvs));
}
glBindVertexArray(0);
return true;
}
void Shape::draw_fill() const
{
glBindVertexArray(arrays[0]);
glDrawElements(GL_TRIANGLES, count[0], GL_UNSIGNED_SHORT, ioff[0]);
}
void Shape::draw_stroke() const
{
glBindVertexArray(arrays[1]);
glDrawElements(GL_LINES, count[1], GL_UNSIGNED_SHORT, ioff[1]);
}
void Plane::create_impl(float w, float h, int div, GLushort *idx, Shape::vertex_t *vertices)
{
count[0] = div * div * 6;
count[1] = 8;
ioff[0] = (GLvoid*)(count[1] * sizeof(GLushort));
ioff[1] = (GLvoid*)0;
const float dx = w / div;
const float dy = h / div;
const float ox = -w * 0.5f;
const float oy = -h * 0.5f;
for (int y = 0; y <= div; y++)
{
for (int x = 0; x <= div; x++)
{
vertex_t v;
v.pos.x = ox + dx * (float)x;
v.pos.y = oy + dy * (float)y;
v.pos.z = 0;
v.pos.w = 1;
v.uvs = glm::vec2(x, y) / (float)div;
*vertices++ = v;
}
}
// generate indices
*idx++ = 0; // A
*idx++ = (div+1)*(div); // B
*idx++ = (div+1)*(div); // B
*idx++ = (div+1)*(div+1)-1; // C
*idx++ = (div+1)*(div+1)-1; // C
*idx++ = div; // D
*idx++ = div; // D
*idx++ = 0; // A
for (int y = 0; y < div; y++)
{
int i = y * (div+1);
for (int x = 0; x < div; x++)
{
*idx++ = i;
*idx++ = i + div + 1;
*idx++ = i + div + 2;
*idx++ = i;
*idx++ = i + div + 2;
*idx++ = i + 1;
i++;
}
}
}
void Circle::create_impl(float radius, int div, GLushort* idx, Shape::vertex_t* vertices)
{
count[0] = div * 3;
count[1] = div * 2;
ioff[0] = (GLvoid*)0;
ioff[1] = (GLvoid*)(count[0] * sizeof(GLushort));
auto pidx = idx;
auto pidx2 = idx + div * 3;
for (int i = 0; i < div; i++)
{
vertex_t v;
float theta = (float)i / div * M_PI * 2.f;
glm::vec2 uv = { sinf(theta), cosf(theta) };
v.pos = glm::vec4(uv * radius, 0, 1);
v.uvs = uv * 0.5f + 0.5f;
vertices[i+1] = v;
*pidx++ = 0;
*pidx++ = i+1;
*pidx++ = ((i+1) % div) + 1;
*pidx2++ = 1 + i;
*pidx2++ = 1 + ((i+1) % div);
}
vertices[0].pos = { 0, 0, 0, 1 };
vertices[0].uvs = { 0.5f, 0.5f };
}
void Circle::create_impl(float radius_out, float radius_in, int div, GLushort* idx, Shape::vertex_t* vertices)
{
count[0] = div * 6;
count[1] = div * 4;
ioff[0] = (GLvoid*)0;
ioff[1] = (GLvoid*)(count[0] * sizeof(GLushort));
auto pidx = idx;
auto pidx2 = idx + div * 6;
for (int i = 0; i < div; i++)
{
float theta = (float)i / div * M_PI * 2.f;
glm::vec2 uv = { sinf(theta), cosf(theta) };
vertices[i*2].pos = glm::vec4(uv * radius_in, 0, 1);
vertices[i*2].uvs = uv * (radius_in/radius_out) * 0.5f + 0.5f;
vertices[i*2+1].pos = glm::vec4(uv * radius_out, 0, 1);
vertices[i*2+1].uvs = uv * 0.5f + 0.5f;
*pidx++ = i*2; // A
*pidx++ = i*2+1; // B
*pidx++ = ((i+1)*2+1) % (div*2); // C
*pidx++ = i*2; // A
*pidx++ = ((i+1)*2+1) % (div*2); // C
*pidx++ = ((i+1)*2) % (div*2); // D
*pidx2++ = i*2; // A
*pidx2++ = ((i+1)*2) % (div*2); // D
*pidx2++ = i*2+1; // B
*pidx2++ = ((i+1)*2+1) % (div*2);// C
}
}
void Rounded::create_impl(float w, float h, float r, int div, GLushort* idx, GLushort* idx_tmp, Shape::vertex_t* vertices)
{
count[0] = (10 + div * 4) * 3;
count[1] = (4 + div * 4) * 2;
ioff[0] = (GLvoid*)0;
ioff[1] = (GLvoid*)(count[0] * sizeof(GLushort));
float X[] = { -w/2, -w/2+r, w/2-r, w/2 };
float Y[] = { -h/2, -h/2+r, h/2-r, h/2 };
auto V = [&](int x, int y) -> Shape::vertex_t {
return { glm::vec4(X[x], Y[y], 0, 1), glm::vec2(X[x]/w, Y[y]/h) + 0.5f };
};
*vertices++ = V(1,0);
*vertices++ = V(2,0);
*vertices++ = V(0,1);
*vertices++ = V(1,1);
*vertices++ = V(2,1);
*vertices++ = V(3,1);
*vertices++ = V(0,2);
*vertices++ = V(1,2);
*vertices++ = V(2,2);
*vertices++ = V(3,2);
*vertices++ = V(1,3);
*vertices++ = V(2,3);
auto Q = [&](int a, int b, int c, int d) {
*idx++ = a;
*idx++ = b;
*idx++ = c;
*idx++ = a;
*idx++ = c;
*idx++ = d;
};
Q(0, 3, 4, 1);
Q(2, 6, 7, 3);
Q(3, 7, 8, 4);
Q(4, 8, 9, 5);
Q(7,10,11, 8);
auto corner = [&](int c, int a, int b, int n) {
idx_tmp[0] = a;
idx_tmp[div] = b;
auto v = vertices-12;
for (int i = 1; i < div; i++)
{
float t = (float)(i) / div;
auto p = glm::normalize(glm::mix(v[a].pos.xyz(), v[b].pos.xyz(), t));
v[n].pos = glm::vec4(p * r + v[c].pos.xyz(), 1);
v[n].uvs = glm::normalize(glm::mix(v[a].uvs, v[b].uvs, t)) * glm::vec2(r/w, r/h) + v[c].uvs;
idx_tmp[i] = n;
n++;
}
for (int i = 0; i < div; i++)
{
*idx++ = c;
*idx++ = idx_tmp[i];
*idx++ = idx_tmp[i+1];
}
};
corner(3, 0, 2, 12 + (div-1)*0);
corner(7, 6,10, 12 + (div-1)*1);
corner(8,11, 9, 12 + (div-1)*2);
corner(4, 5, 1, 12 + (div-1)*3);
}