Files
panopainter/engine/shape.cpp

507 lines
15 KiB
C++

#include "pch.h"
#include "log.h"
#include "shape.h"
using namespace ui;
bool Shape::create_buffers(GLvoid* idx, GLvoid* vertices, int isize, int vsize)
{
use_idx = true;
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);
#if USE_VBO
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);
#endif
return true;
}
bool Shape::create_buffers(GLvoid* vertices, int vsize)
{
use_idx = false;
glGenBuffers(1, buffers);
if (!buffers[0])
return false;
if (vsize)
{
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);
}
#if USE_VBO
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_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);
#endif
return true;
}
void Shape::draw_fill() const
{
GLenum type = GL_TRIANGLES;
if (count[0] == 1)
type = GL_POINTS;
if (count[0] == 2)
type = GL_LINES;
#if USE_VBO
glBindVertexArray(arrays[0]);
if (use_idx)
glDrawElements(type, count[0], GL_UNSIGNED_SHORT, ioff[0]);
else
glDrawArrays(type, 0, count[0]);
glBindVertexArray(0);
#else
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(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));
if (use_idx)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]);
glDrawElements(type, count[0], GL_UNSIGNED_SHORT, ioff[0]);
}
else
glDrawArrays(type, 0, count[0]);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
#endif // USE_VBO
}
void Shape::draw_stroke() const
{
GLenum type = GL_LINES;
if (count[1] == 1)
type = GL_POINTS;
#if USE_VBO
glBindVertexArray(arrays[1]);
if (use_idx)
glDrawElements(type, count[1], GL_UNSIGNED_SHORT, ioff[1]);
else
glDrawArrays(type, 0, count[1]);
glBindVertexArray(0);
#else
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));
if (use_idx)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]);
glDrawElements(type, count[1], GL_UNSIGNED_SHORT, ioff[1]);
}
else
glDrawArrays(type, 0, count[1]);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
#endif // USE_VBO
}
bool RectShape::create(float w, float h)
{
static GLushort idx[6 + 8] {
0, 1, 2,
0, 2, 3,
0, 1,
1, 2,
2, 3,
3, 0,
};
static vertex_t vertices[4];
vertices[0] = { { -w/2, -h/2, 0, 1 }, { 0, 0 } }; // A
vertices[1] = { { -w/2, h/2, 0, 1 }, { 0, 1 } }; // B
vertices[2] = { { w/2, 0, 0, 1 }, { 1, 1 } }; // C
vertices[3] = { { w/2, -h/2, 0, 1 }, { 1, 0 } }; // D
count[0] = 6;
count[1] = 8;
ioff[0] = (GLvoid*)0;
ioff[1] = (GLvoid*)(count[0] * sizeof(GLushort));
adjust_quad_uvs(vertices[0], vertices[1], vertices[2], vertices[3]);
return create_buffers(idx, vertices, sizeof(idx), sizeof(vertices));
}
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*)0;
ioff[1] = (GLvoid*)(count[0] * sizeof(GLushort));
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
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++;
}
}
// outline 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
}
void ui::Plane::update_vertices(const glm::vec4* data)
{
static vertex_t vertices[4];
glm::vec2 mid;
segments_intersect(xy(data[0]), xy(data[2]), xy(data[1]), xy(data[3]), mid);
static float d[4];
for (int i = 0; i < 4; i++)
d[i] = glm::distance(xy(data[i]), mid);
vertices[0] = { data[0],{ 0, 0 } }; // A
vertices[1] = { data[1],{ 0, 1 } }; // B
vertices[2] = { data[2],{ 1, 1 } }; // C
vertices[3] = { data[3],{ 1, 0 } }; // D
for (int i = 0; i < 4; i++)
{
float q = (d[i] + d[(i + 2) % 4]) / d[(i + 2) % 4];
vertices[i].uvs *= q;
vertices[i].pos.z = q;
}
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.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, 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].uvs = uv * (radius_in/radius_out) * 0.5f + 0.5f;
vertices[i*2+1].uvs = uv * 0.5f + 0.5f;
}
else
{
vertices[i*2].uvs = { (float)i / div, 0.f }; // inner
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, 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));
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) -> 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) {
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].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, Shape::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) -> Shape::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, GLushort *idx, Shape::vertex_t *vertices)
{
count[0] = rings * sectors * 6;
count[1] = 0;
ioff[0] = (GLvoid*)0;
ioff[1] = (GLvoid*)0;
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 const y = (float)sin( -M_PI_2 + M_PI * r * R );
float const x = (float)cos(2*M_PI * s * S) * (float)sin( M_PI * r * R );
float const z = (float)sin(2*M_PI * s * S) * (float)sin( M_PI * r * R );
*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 ui::LineSegment::update_vertices(const glm::vec4 data[2])
{
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 ui::DynamicShape::update_vertices(vertex_t* vertices, int vcount)
{
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);
}