784 lines
23 KiB
C++
784 lines
23 KiB
C++
#include "pch.h"
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#include "log.h"
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#include "shape.h"
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#include "app.h"
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bool Shape::create_buffers(GLushort * idx, GLvoid * vertices, int isize, int vsize)
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{
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index_type = GL_UNSIGNED_SHORT;
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create_buffers_imp(idx, vertices, isize, vsize);
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return false;
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}
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bool Shape::create_buffers(GLuint* idx, GLvoid * vertices, int isize, int vsize)
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{
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index_type = GL_UNSIGNED_INT;
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create_buffers_imp(idx, vertices, isize, vsize);
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return false;
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}
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bool Shape::create_buffers_imp(GLvoid* idx, GLvoid* vertices, int isize, int vsize)
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{
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use_idx = true;
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bool ret = false;
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App::I->render_task([&]
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{
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destroy();
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glGenBuffers(2, buffers);
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if (!(buffers[0] && buffers[1]))
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{
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ret = false;
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return;
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}
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, isize, idx, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
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glBufferData(GL_ARRAY_BUFFER, vsize, vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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#if USE_VBO
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glGenVertexArrays(2, arrays);
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if (!(arrays[0] && arrays[1]))
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{
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ret = false;
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return;
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}
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for (int i = 0; i < 2; i++)
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{
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glBindVertexArray(arrays[i]);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glEnableVertexAttribArray(3);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]);
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glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, uvs));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, uvs2));
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glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, nor));
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}
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glBindVertexArray(0);
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#endif
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});
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return ret;
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}
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bool Shape::create_buffers(GLvoid* vertices, int vsize)
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{
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use_idx = false;
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bool ret = false;
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App::I->render_task([&]
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{
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destroy();
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glGenBuffers(1, buffers);
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if (!buffers[0])
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{
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ret = false;
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return;
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}
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if (vsize)
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{
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glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
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glBufferData(GL_ARRAY_BUFFER, vsize, vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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#if USE_VBO
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glGenVertexArrays(2, arrays);
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if (!(arrays[0] && arrays[1]))
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{
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ret = false;
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return;
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}
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for (int i = 0; i < 2; i++)
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{
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glBindVertexArray(arrays[i]);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glEnableVertexAttribArray(3);
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glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, uvs));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, uvs2));
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glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, nor));
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}
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glBindVertexArray(0);
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#endif
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});
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return ret;
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}
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void Shape::draw_fill() const
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{
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if (count[0] == 0) return;
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GLenum type = GL_TRIANGLES;
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if (count[0] == 1)
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type = GL_POINTS;
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if (count[0] == 2)
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type = GL_LINES;
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App::I->render_task([=]
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{
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#if USE_VBO
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glBindVertexArray(arrays[0]);
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if (use_idx)
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glDrawElements(type, count[0], index_type, ioff[0]);
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else
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glDrawArrays(type, 0, count[0]);
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glBindVertexArray(0);
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#else
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, uvs));
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if (use_idx)
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{
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]);
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glDrawElements(type, count[0], GL_UNSIGNED_SHORT, ioff[0]);
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}
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else
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glDrawArrays(type, 0, count[0]);
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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#endif // USE_VBO
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});
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}
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void Shape::draw_stroke() const
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{
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if (count[0] == 0) return;
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GLenum type = GL_LINES;
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if (count[1] == 1)
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type = GL_POINTS;
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App::I->render_task([=]
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{
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#if USE_VBO
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glBindVertexArray(arrays[1]);
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if (use_idx)
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glDrawElements(type, count[1], index_type, ioff[1]);
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else
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glDrawArrays(type, 0, count[1]);
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glBindVertexArray(0);
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#else
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]);
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glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, uvs));
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if (use_idx)
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{
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]);
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glDrawElements(type, count[1], GL_UNSIGNED_SHORT, ioff[1]);
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}
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else
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glDrawArrays(type, 0, count[1]);
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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#endif // USE_VBO
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});
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}
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void Shape::destroy()
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{
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if (App::I) App::I->render_task_async([b1=buffers[0],b2=buffers[1],a1=arrays[0],a2=arrays[1]]
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{
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if (b1 || b2)
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{
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glDeleteBuffers(1, &b1);
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glDeleteBuffers(1, &b2);
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}
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#if USE_VBO
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if (a1 || a2)
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{
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glDeleteVertexArrays(1, &a1);
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glDeleteVertexArrays(1, &a2);
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}
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#endif // USE_VBO
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});
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buffers[0] = buffers[1] = 0;
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arrays[0] = arrays[1] = 0;
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}
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Shape::~Shape()
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{
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destroy();
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}
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bool RectShape::create(float w, float h)
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{
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static GLushort idx[6 + 8] {
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0, 1, 2,
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0, 2, 3,
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0, 1,
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1, 2,
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2, 3,
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3, 0,
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};
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static vertex_t vertices[4];
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vertices[0] = { { -w/2, -h/2, 0, 1 }, { 0, 0 }, { 0, 0 } }; // A
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vertices[1] = { { -w/2, h/2, 0, 1 }, { 0, 1 }, { 0, 1 } }; // B
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vertices[2] = { { w/2, 0, 0, 1 }, { 1, 1 }, { 1, 1 } }; // C
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vertices[3] = { { w/2, -h/2, 0, 1 }, { 1, 0 }, { 1, 0 } }; // D
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count[0] = 6;
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count[1] = 8;
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ioff[0] = (GLvoid*)0;
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ioff[1] = (GLvoid*)(count[0] * sizeof(GLushort));
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adjust_quad_uvs(vertices[0], vertices[1], vertices[2], vertices[3]);
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return create_buffers(idx, vertices, sizeof(idx), sizeof(vertices));
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}
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void Plane::create_impl(float w, float h, int div, GLushort *idx, vertex_t *vertices)
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{
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count[0] = div * div * 6;
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count[1] = (div + 1) * 4;
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ioff[0] = (GLvoid*)0;
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ioff[1] = (GLvoid*)(count[0] * sizeof(GLushort));
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const float dx = w / div;
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const float dy = h / div;
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const float ox = -w * 0.5f;
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const float oy = -h * 0.5f;
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for (int y = 0; y <= div; y++)
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{
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for (int x = 0; x <= div; x++)
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{
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vertex_t v;
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v.pos.x = ox + dx * (float)x;
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v.pos.y = oy + dy * (float)y;
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v.pos.z = 0;
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v.pos.w = 1;
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v.uvs2 = v.uvs = glm::vec2(x, y) / (float)div;
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*vertices++ = v;
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}
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}
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// generate indices
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for (int y = 0; y < div; y++)
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{
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int i = y * (div+1);
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for (int x = 0; x < div; x++)
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{
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*idx++ = i;
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*idx++ = i + div + 1;
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*idx++ = i + div + 2;
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*idx++ = i;
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*idx++ = i + div + 2;
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*idx++ = i + 1;
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i++;
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}
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}
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// generate indices
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for (int y = 0; y <= div; y++)
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{
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int i = y * (div + 1);
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*idx++ = i;
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*idx++ = i + div;
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*idx++ = y;
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*idx++ = y + div * (div + 1);
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}
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}
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bool HeightmapPlane::create(float w, float h, const Image& img, float scale, float height)
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{
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Image img_tmp;
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glm::u8vec4* px = (glm::u8vec4*)img.data();
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glm::vec2 new_size = glm::clamp(glm::ceil(glm::vec2(img.width, img.height) * scale), { 16, 16 }, glm::vec2(8192));
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if (scale != 1.f)
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{
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img_tmp = img.resize(new_size.x, new_size.y);
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px = (glm::u8vec4*)img_tmp.data();
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}
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int div = new_size.x - 1; // TODO: handle height also
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int idx_size = (div * div * 6) + (div * (div + 1) * 4);
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int vertices_size = (div + 1)*(div + 1);
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idx.resize(idx_size);
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vertices.resize(vertices_size);
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std::vector<int> nor_count((size_t)vertices_size, 0);
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count[0] = div * div * 6;
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count[1] = div * (div + 1) * 4;
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ioff[0] = (GLvoid*)0;
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ioff[1] = (GLvoid*)(count[0] * sizeof(GLuint));
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auto pv = vertices.data();
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auto pi = idx.data();
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const float dx = w / div;
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const float dy = h / div;
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const float ox = -w * 0.5f;
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const float oy = -h * 0.5f;
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for (int y = 0; y <= div; y++)
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{
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for (int x = 0; x <= div; x++)
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{
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vertex_t v;
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v.pos.x = ox + dx * (float)x;
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v.pos.y = (*px++).r / 255.f * height;
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v.pos.z = oy + dy * (float)y;
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v.pos.w = 1;
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v.uvs2 = v.uvs = glm::vec2(x, y) / (float)div;
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*pv++ = v;
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}
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}
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// generate indices
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for (int y = 0; y < div; y++)
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{
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int i = y * (div + 1);
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for (int x = 0; x < div; x++)
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{
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*pi++ = i;
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*pi++ = i + div + 1;
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*pi++ = i + div + 2;
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*pi++ = i;
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*pi++ = i + div + 2;
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*pi++ = i + 1;
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auto n = glm::triangleNormal(xyz(vertices[i].pos),
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xyz(vertices[i + div + 1].pos), xyz(vertices[i + 1].pos));
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vertices[i].nor += n;
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vertices[i + 1].nor += n;
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vertices[i + div + 1].nor += n;
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vertices[i + div + 2].nor += n;
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nor_count[i]++;
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nor_count[i + 1]++;
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nor_count[i + div + 1]++;
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nor_count[i + div + 2]++;
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i++;
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}
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}
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for (int i = 0; i < vertices_size; i++)
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vertices[i].nor /= (float)nor_count[i];
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// generate indices
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for (int y = 0; y <= div; y++)
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{
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//int i = y * (div + 1);
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for (int x = 0; x <= div; x++)
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{
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if (x < div)
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{
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*pi++ = y * (div + 1) + x;
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*pi++ = y * (div + 1) + x + 1;
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}
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if (y < div)
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{
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*pi++ = y * (div + 1) + x;
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*pi++ = (y + 1) * (div + 1) + x;
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}
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}
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}
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return create_buffers(idx.data(), vertices.data(), sizeof(GLuint) * idx_size, sizeof(vertex_t) * vertices_size);
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}
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bool HeightmapPlane::create(float w, float h, int div)
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{
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int idx_size = (div * div * 6) + (div * (div + 1) * 4);
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int vertices_size = (div + 1)*(div + 1);
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auto idx = std::make_unique<GLuint[]>(idx_size);
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auto vertices = std::make_unique<vertex_t[]>(vertices_size);
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count[0] = div * div * 6;
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count[1] = div * (div + 1) * 4;
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ioff[0] = (GLvoid*)0;
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ioff[1] = (GLvoid*)(count[0] * sizeof(GLuint));
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auto pv = vertices.get();
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auto pi = idx.get();
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const float dx = w / div;
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const float dy = h / div;
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const float ox = -w * 0.5f;
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const float oy = -h * 0.5f;
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for (int y = 0; y <= div; y++)
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{
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for (int x = 0; x <= div; x++)
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{
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vertex_t v;
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v.pos.x = ox + dx * (float)x;
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v.pos.y = 0.f;
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v.pos.z = oy + dy * (float)y;
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v.pos.w = 1.f;
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v.uvs2 = v.uvs = glm::vec2(x, y) / (float)div;
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v.nor = { 0, 1, 0 };
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*pv++ = v;
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}
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}
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// generate indices
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for (int y = 0; y < div; y++)
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{
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int i = y * (div + 1);
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for (int x = 0; x < div; x++)
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{
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*pi++ = i;
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*pi++ = i + div + 1;
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*pi++ = i + div + 2;
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*pi++ = i;
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*pi++ = i + div + 2;
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*pi++ = i + 1;
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i++;
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}
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}
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// generate indices
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for (int y = 0; y <= div; y++)
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{
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//int i = y * (div + 1);
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for (int x = 0; x <= div; x++)
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{
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if (x < div)
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{
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*pi++ = y * (div + 1) + x;
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*pi++ = y * (div + 1) + x + 1;
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}
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if (y < div)
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{
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*pi++ = y * (div + 1) + x;
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*pi++ = (y + 1) * (div + 1) + x;
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}
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}
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}
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return create_buffers(idx.get(), vertices.get(), sizeof(GLuint) * idx_size, sizeof(vertex_t) * vertices_size);
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}
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void Plane::update_vertices(const glm::vec4* data, const glm::vec2* uvs, const glm::vec2* uvs2)
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{
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static vertex_t vertices[4];
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glm::vec2 mid, hit_uv;
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segments_intersect(xy(data[0]), xy(data[2]), xy(data[1]), xy(data[3]), mid, hit_uv);
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static float d[4];
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for (int i = 0; i < 4; i++)
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d[i] = glm::distance(xy(data[i]), mid);
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vertices[0] = { data[0], { 0, 0 }, { 0, 0 } }; // A
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vertices[1] = { data[1], { 0, 1 }, { 0, 1 } }; // B
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vertices[2] = { data[2], { 1, 1 }, { 1, 1 } }; // C
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vertices[3] = { data[3], { 1, 0 }, { 1, 0 } }; // D
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for (int i = 0; i < 4; i++)
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{
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float q = (d[i] + d[(i + 2) % 4]) / d[(i + 2) % 4];
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if (uvs)
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vertices[i].uvs = uvs[i];
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if (uvs2)
|
|
vertices[i].uvs2 = uvs2[i];
|
|
vertices[i].uvs *= q;
|
|
vertices[i].uvs2 *= q;
|
|
vertices[i].pos.z = q;
|
|
}
|
|
|
|
App::I->render_task([this]
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
|
static GLushort idx[6 + 8]{
|
|
0, 1, 2,
|
|
0, 2, 3,
|
|
0, 1,
|
|
1, 2,
|
|
2, 3,
|
|
3, 0,
|
|
};
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(idx), idx, GL_STATIC_DRAW);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
});
|
|
}
|
|
void Circle::create_impl(float radius, int div, GLushort* idx, 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 + count[0];
|
|
for (int i = 0; i < div; i++)
|
|
{
|
|
vertex_t v;
|
|
float theta = (float)i / div * (float)M_PI * 2.f;
|
|
glm::vec2 uv = { sinf(theta), cosf(theta) };
|
|
v.pos = glm::vec4(uv * radius, 0, 1);
|
|
v.uvs2 = 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].uvs2 = vertices[0].uvs = { 0.5f, 0.5f };
|
|
}
|
|
|
|
void Circle::create_impl(float radius_out, float radius_in, int div, GLushort* idx, vertex_t* vertices, kUVMapping map)
|
|
{
|
|
count[0] = div * (radius_in == 0.f ? 3 : 6);
|
|
count[1] = div * 4;
|
|
ioff[0] = (GLvoid*)0;
|
|
ioff[1] = (GLvoid*)(count[0] * sizeof(GLushort));
|
|
|
|
auto pidx = idx;
|
|
auto pidx2 = idx + count[0];
|
|
for (int i = 0; i < div; i++)
|
|
{
|
|
float theta = (float)(i%(div-1)) / (div-1) * (float)M_PI * 2.f;
|
|
glm::vec2 uv = { sinf(theta), cosf(theta) };
|
|
if (map == kUVMapping::Planar)
|
|
{
|
|
vertices[i*2].uvs2 = vertices[i*2].uvs = uv * (radius_in/radius_out) * 0.5f + 0.5f;
|
|
vertices[i*2+1].uvs2 = vertices[i*2+1].uvs = uv * 0.5f + 0.5f;
|
|
}
|
|
else
|
|
{
|
|
vertices[i*2].uvs2 = vertices[i*2].uvs = { (float)i / div, 0.f }; // inner
|
|
vertices[i*2+1].uvs2 = vertices[i*2+1].uvs = { (float)i / div, 1.f};// outer
|
|
}
|
|
vertices[i*2].pos = glm::vec4(uv * radius_in, 0, 1);
|
|
vertices[i*2+1].pos = glm::vec4(uv * radius_out, 0, 1);
|
|
|
|
*pidx++ = i*2; // A
|
|
*pidx++ = i*2+1; // B
|
|
*pidx++ = ((i+1)*2+1) % (div*2); // C
|
|
|
|
if (radius_in != 0.f)
|
|
{
|
|
*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
|
|
}
|
|
|
|
//if (radius_in != 0 && map == kUVMapping::Tube)
|
|
//{
|
|
// for (int i = 0; i < div; i++)
|
|
// {
|
|
// int a = i*2; // A
|
|
// int b = i*2+1; // B
|
|
// int c = ((i+1)*2+1) % (div*2); // C
|
|
// int d = ((i+1)*2) % (div*2); // D
|
|
// adjust_quad_uvs(vertices[a], vertices[b], vertices[c], vertices[d]);
|
|
// }
|
|
//}
|
|
}
|
|
|
|
void Rounded::create_impl(float w, float h, float r, int div, GLushort* idx, GLushort* idx_tmp, 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));
|
|
|
|
auto idx2 = idx + count[0];
|
|
|
|
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) -> 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) {
|
|
auto v = vertices-12;
|
|
idx_tmp[0] = a;
|
|
idx_tmp[div] = b;
|
|
for (int i = 1; i < div; i++)
|
|
{
|
|
float t = (float)(i) / div;
|
|
auto p = glm::normalize(glm::mix(xyz(v[a].pos)-xyz(v[c].pos), xyz(v[b].pos)-xyz(v[c].pos), t));
|
|
v[n].pos = glm::vec4(p * r + xyz(v[c].pos), 1.0f);
|
|
v[n].uvs2 = v[n].uvs = glm::normalize(glm::mix(v[a].uvs-v[c].uvs, v[b].uvs-v[c].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++ = *idx2++ = idx_tmp[i];
|
|
*idx++ = *idx2++ = 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);
|
|
|
|
*idx2++ = 0;
|
|
*idx2++ = 1;
|
|
*idx2++ = 5;
|
|
*idx2++ = 9;
|
|
*idx2++ = 11;
|
|
*idx2++ = 10;
|
|
*idx2++ = 6;
|
|
*idx2++ = 2;
|
|
}
|
|
|
|
void Slice9::create_impl(float w, float h, float r, float tr, GLushort *idx, vertex_t *vertices)
|
|
{
|
|
count[0] = 3 * 3 * 6;
|
|
count[1] = 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 };
|
|
float T[] = { 0, tr, 1-tr, 1 };
|
|
|
|
auto V = [&](int x, int y) -> vertex_t {
|
|
return { glm::vec4(X[x], Y[y], 0, 1), glm::vec2(T[x], T[y]) };
|
|
};
|
|
|
|
for (int y = 0; y < 4; y++)
|
|
for (int x = 0; x < 4; x++)
|
|
*vertices++ = V(x,y);
|
|
|
|
for (int y = 0; y < 3; y++)
|
|
{
|
|
int i = y * (3+1);
|
|
for (int x = 0; x < 3; x++)
|
|
{
|
|
*idx++ = i;
|
|
*idx++ = i + 3 + 1;
|
|
*idx++ = i + 3 + 2;
|
|
*idx++ = i;
|
|
*idx++ = i + 3 + 2;
|
|
*idx++ = i + 1;
|
|
i++;
|
|
}
|
|
}
|
|
// outline indices
|
|
*idx++ = 0; // A
|
|
*idx++ = 3; // B
|
|
*idx++ = 3; // B
|
|
*idx++ = 15; // C
|
|
*idx++ = 15; // C
|
|
*idx++ = 12; // D
|
|
*idx++ = 12; // D
|
|
*idx++ = 0; // A
|
|
}
|
|
void Sphere::create_impl(int rings, int sectors, float radius,
|
|
float lat_start, float lat_end, float lon_start, float lon_end,
|
|
GLushort *idx, vertex_t *vertices)
|
|
{
|
|
count[0] = rings * sectors * 6;
|
|
count[1] = 0;
|
|
ioff[0] = (GLvoid*)0;
|
|
ioff[1] = (GLvoid*)0;
|
|
lat_start += M_PI_2;
|
|
lat_end += M_PI_2;
|
|
lon_start -= M_PI_2;
|
|
lon_end -= M_PI_2;
|
|
float lat_size = (lat_end - lat_start);
|
|
float lon_size = (lon_end - lon_start);
|
|
float const R = 1.f / (float)(rings-1);
|
|
float const S = 1.f / (float)(sectors-1);
|
|
int r, s;
|
|
|
|
auto v = vertices;
|
|
for(r = 0; r < rings; r++) for(s = 0; s < sectors; s++) {
|
|
float lat = lat_start + r * lat_size * R;
|
|
float lon = lon_start + s * lon_size * S;
|
|
float const y = (float)sin(lat - M_PI_2);
|
|
float const x = (float)cos(lon) * (float)sin(lat);
|
|
float const z = (float)sin(lon) * (float)sin(lat);
|
|
|
|
*v++ = { glm::vec4(x, y, z, 1) * radius, glm::vec2(s*S, r*R) };
|
|
}
|
|
|
|
auto i = idx;
|
|
for(r = 0; r < rings-1; r++) for(s = 0; s < sectors-1; s++) {
|
|
*i++ = r * sectors + s;
|
|
*i++ = r * sectors + (s+1);
|
|
*i++ = (r+1) * sectors + (s+1);
|
|
|
|
*i++ = r * sectors + s;
|
|
*i++ = (r+1) * sectors + (s+1);
|
|
*i++ = (r+1) * sectors + s;
|
|
}
|
|
}
|
|
void LineSegment::update_vertices(const glm::vec4 data[2])
|
|
{
|
|
App::I->render_task([&]
|
|
{
|
|
static vertex_t vertices[2];
|
|
vertices[0] = { data[0], { 0, 0 } }; // A
|
|
vertices[1] = { data[1], { 0, 1 } }; // B
|
|
glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
});
|
|
}
|
|
void DynamicShape::update_vertices(vertex_t* vertices, int vcount)
|
|
{
|
|
App::I->render_task([&]
|
|
{
|
|
count[0] = vcount;
|
|
count[1] = vcount;
|
|
glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_t) * vcount, vertices, GL_STATIC_DRAW);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
});
|
|
}
|