X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fgraphics%2Fshader.cpp;h=b74d225f8d49b34a8d749fa5c127f8f9dbc381eb;hb=a19fdf3d9f0d7ecbf6eeeec817856d85049a8336;hp=0a31360e7adc4877836660177166563dab237676;hpb=76b630bd0a147bf7c78d3380237c86b9bfc48530;p=blobs.git diff --git a/src/graphics/shader.cpp b/src/graphics/shader.cpp index 0a31360..b74d225 100644 --- a/src/graphics/shader.cpp +++ b/src/graphics/shader.cpp @@ -1,6 +1,6 @@ #include "AlphaSprite.hpp" +#include "Canvas.hpp" #include "CreatureSkin.hpp" -#include "PlainColor.hpp" #include "PlanetSurface.hpp" #include "Program.hpp" #include "Shader.hpp" @@ -17,6 +17,7 @@ #include #include #include +#include namespace { @@ -189,18 +190,21 @@ PlanetSurface::PlanetSurface() "#version 330 core\n" "layout(location = 0) in vec3 vtx_position;\n" - "layout(location = 1) in vec3 vtx_tex_uv;\n" + "layout(location = 1) in vec3 vtx_normal;\n" + "layout(location = 2) in vec3 vtx_tex_uv;\n" "uniform mat4 M;\n" "uniform mat4 MV;\n" "uniform mat4 MVP;\n" - "out vec3 frag_tex_uv;\n" "out vec3 vtx_viewspace;\n" + "out vec3 nrm_viewspace;\n" + "out vec3 frag_tex_uv;\n" "void main() {\n" - "gl_Position = MVP * vec4(vtx_position, 1);\n" - "vtx_viewspace = (MV * vec4(vtx_position, 1)).xyz;\n" + "gl_Position = MVP * vec4(vtx_position, 1.0);\n" + "vtx_viewspace = (MV * vec4(vtx_position, 1.0)).xyz;\n" + "nrm_viewspace = (MV * vec4(vtx_position, 0.0)).xyz;\n" "frag_tex_uv = vtx_tex_uv;\n" "}\n" ); @@ -215,18 +219,19 @@ PlanetSurface::PlanetSurface() "};\n" "in vec3 vtx_viewspace;\n" + "in vec3 nrm_viewspace;\n" "in vec3 frag_tex_uv;\n" "uniform sampler2DArray tex_sampler;\n" - "uniform vec3 normal;\n" "uniform int num_lights;\n" "uniform LightSource light[8];\n" "out vec3 color;\n" "void main() {\n" + "vec3 normal = normalize(nrm_viewspace);\n" "vec3 tex_color = texture(tex_sampler, frag_tex_uv).rgb;\n" - "vec3 total_light = tex_color * vec3(0.01, 0.01, 0.01);\n" + "vec3 total_light = tex_color * vec3(0.1, 0.1, 0.1);\n" "for (int i = 0; i < num_lights; ++i) {\n" "vec3 to_light = light[i].position - vtx_viewspace;\n" "float distance = length(to_light) + length(vtx_viewspace);\n" @@ -252,7 +257,6 @@ PlanetSurface::PlanetSurface() mv_handle = prog.UniformLocation("MV"); mvp_handle = prog.UniformLocation("MVP"); sampler_handle = prog.UniformLocation("tex_sampler"); - normal_handle = prog.UniformLocation("normal"); num_lights_handle = prog.UniformLocation("num_lights"); for (int i = 0; i < MAX_LIGHTS; ++i) { light_handle[3 * i + 0] = prog.UniformLocation("light[" + std::to_string(i) + "].position"); @@ -281,6 +285,14 @@ void PlanetSurface::SetM(const glm::mat4 &mm) noexcept { prog.Uniform(mvp_handle, mvp); } +void PlanetSurface::SetV(const glm::mat4 &vv) noexcept { + v = vv; + mv = v * m; + mvp = p * mv; + prog.Uniform(mv_handle, mv); + prog.Uniform(mvp_handle, mvp); +} + void PlanetSurface::SetVP(const glm::mat4 &vv, const glm::mat4 &pp) noexcept { v = vv; p = pp; @@ -301,10 +313,6 @@ void PlanetSurface::SetMVP(const glm::mat4 &mm, const glm::mat4 &vv, const glm:: prog.Uniform(mvp_handle, mvp); } -void PlanetSurface::SetNormal(const glm::vec3 &n) noexcept { - prog.Uniform(normal_handle, n); -} - void PlanetSurface::SetTexture(ArrayTexture &tex) noexcept { glActiveTexture(GL_TEXTURE0); tex.Bind(); @@ -371,68 +379,95 @@ SunSurface::SunSurface() light_color_handle = prog.UniformLocation("light_color"); light_strength_handle = prog.UniformLocation("light_strength"); + // "resolution" of sphere + constexpr int size = 10; + vao.Bind(); vao.BindAttributes(); vao.EnableAttribute(0); vao.AttributePointer(0, false, offsetof(Attributes, position)); - vao.ReserveAttributes(8, GL_STATIC_DRAW); + vao.ReserveAttributes(4 * 6 * size * size, GL_STATIC_DRAW); { auto attrib = vao.MapAttributes(GL_WRITE_ONLY); - attrib[0].position = glm::vec3(-1.0f, -1.0f, -1.0f); - attrib[1].position = glm::vec3(-1.0f, -1.0f, 1.0f); - attrib[2].position = glm::vec3(-1.0f, 1.0f, -1.0f); - attrib[3].position = glm::vec3(-1.0f, 1.0f, 1.0f); - attrib[4].position = glm::vec3( 1.0f, -1.0f, -1.0f); - attrib[5].position = glm::vec3( 1.0f, -1.0f, 1.0f); - attrib[6].position = glm::vec3( 1.0f, 1.0f, -1.0f); - attrib[7].position = glm::vec3( 1.0f, 1.0f, 1.0f); + + constexpr float radius = float(size) * 0.5f; + int index = 0; + for (int surface = 0; surface < 3; ++surface) { + for (int y = 0; y < size; ++y) { + for (int x = 0; x < size; ++x, ++index) { + glm::vec3 pos[4]; + pos[0][(surface + 0) % 3] = float(x + 0) - radius; + pos[0][(surface + 1) % 3] = float(y + 0) - radius; + pos[0][(surface + 2) % 3] = radius; + pos[1][(surface + 0) % 3] = float(x + 0) - radius; + pos[1][(surface + 1) % 3] = float(y + 1) - radius; + pos[1][(surface + 2) % 3] = radius; + pos[2][(surface + 0) % 3] = float(x + 1) - radius; + pos[2][(surface + 1) % 3] = float(y + 0) - radius; + pos[2][(surface + 2) % 3] = radius; + pos[3][(surface + 0) % 3] = float(x + 1) - radius; + pos[3][(surface + 1) % 3] = float(y + 1) - radius; + pos[3][(surface + 2) % 3] = radius; + attrib[4 * index + 0].position = glm::normalize(pos[0]); + attrib[4 * index + 1].position = glm::normalize(pos[1]); + attrib[4 * index + 2].position = glm::normalize(pos[2]); + attrib[4 * index + 3].position = glm::normalize(pos[3]); + } + } + } + for (int surface = 3; surface < 6; ++surface) { + for (int y = 0; y < size; ++y) { + for (int x = 0; x < size; ++x, ++index) { + glm::vec3 pos[4]; + pos[0][(surface + 0) % 3] = float(x + 0) - radius; + pos[0][(surface + 1) % 3] = float(y + 0) - radius; + pos[0][(surface + 2) % 3] = radius; + pos[1][(surface + 0) % 3] = float(x + 0) - radius; + pos[1][(surface + 1) % 3] = float(y + 1) - radius; + pos[1][(surface + 2) % 3] = radius; + pos[2][(surface + 0) % 3] = float(x + 1) - radius; + pos[2][(surface + 1) % 3] = float(y + 0) - radius; + pos[2][(surface + 2) % 3] = radius; + pos[3][(surface + 0) % 3] = float(x + 1) - radius; + pos[3][(surface + 1) % 3] = float(y + 1) - radius; + pos[3][(surface + 2) % 3] = radius; + attrib[4 * index + 0].position = glm::normalize(pos[0]) * -1.0f; + attrib[4 * index + 1].position = glm::normalize(pos[1]) * -1.0f; + attrib[4 * index + 2].position = glm::normalize(pos[2]) * -1.0f; + attrib[4 * index + 3].position = glm::normalize(pos[3]) * -1.0f; + } + } + } } vao.BindElements(); - vao.ReserveElements(36, GL_STATIC_DRAW); + vao.ReserveElements(6 * 6 * size * size, GL_STATIC_DRAW); { auto element = vao.MapElements(GL_WRITE_ONLY); - // -X - element[ 0] = 0; - element[ 1] = 1; - element[ 2] = 2; - element[ 3] = 2; - element[ 4] = 1; - element[ 5] = 3; - // -Y - element[ 6] = 0; - element[ 7] = 4; - element[ 8] = 1; - element[ 9] = 1; - element[10] = 4; - element[11] = 5; - // -Z - element[12] = 0; - element[13] = 2; - element[14] = 4; - element[15] = 4; - element[16] = 2; - element[17] = 6; - // +Z - element[18] = 1; - element[19] = 5; - element[20] = 3; - element[21] = 3; - element[22] = 5; - element[23] = 7; - // +Y - element[24] = 3; - element[25] = 7; - element[26] = 2; - element[27] = 2; - element[28] = 7; - element[29] = 6; - // +X - element[30] = 5; - element[31] = 4; - element[32] = 7; - element[33] = 7; - element[34] = 4; - element[35] = 6; + int index = 0; + for (int surface = 0; surface < 3; ++surface) { + for (int y = 0; y < size; ++y) { + for (int x = 0; x < size; ++x, ++index) { + element[6 * index + 0] = 4 * index + 0; + element[6 * index + 1] = 4 * index + 2; + element[6 * index + 2] = 4 * index + 1; + element[6 * index + 3] = 4 * index + 1; + element[6 * index + 4] = 4 * index + 2; + element[6 * index + 5] = 4 * index + 3; + } + } + } + for (int surface = 3; surface < 6; ++surface) { + for (int y = 0; y < size; ++y) { + for (int x = 0; x < size; ++x, ++index) { + element[6 * index + 0] = 4 * index + 0; + element[6 * index + 1] = 4 * index + 1; + element[6 * index + 2] = 4 * index + 2; + element[6 * index + 3] = 4 * index + 2; + element[6 * index + 4] = 4 * index + 1; + element[6 * index + 5] = 4 * index + 3; + } + } + } } vao.Unbind(); } @@ -457,6 +492,14 @@ void SunSurface::SetM(const glm::mat4 &mm) noexcept { prog.Uniform(mvp_handle, mvp); } +void SunSurface::SetV(const glm::mat4 &vv) noexcept { + v = vv; + mv = v * m; + mvp = p * mv; + prog.Uniform(mv_handle, mv); + prog.Uniform(mvp_handle, mvp); +} + void SunSurface::SetVP(const glm::mat4 &vv, const glm::mat4 &pp) noexcept { v = vv; p = pp; @@ -483,8 +526,9 @@ void SunSurface::SetLight(const glm::vec3 &color, float strength) noexcept { } void SunSurface::Draw() const noexcept { + constexpr int size = 10; vao.Bind(); - vao.DrawTriangles(36); + vao.DrawTriangles(6 * 6 * size * size); } @@ -529,6 +573,8 @@ CreatureSkin::CreatureSkin() "in vec3 frag_tex_uv;\n" "in vec3 normal;\n" + "uniform vec3 base_color;\n" + "uniform vec4 highlight_color;\n" "uniform sampler2DArray tex_sampler;\n" "uniform int num_lights;\n" "uniform LightSource light[8];\n" @@ -536,14 +582,15 @@ CreatureSkin::CreatureSkin() "out vec3 color;\n" "void main() {\n" - "vec3 tex_color = texture(tex_sampler, frag_tex_uv).rgb;\n" - "vec3 total_light = tex_color * vec3(0.01, 0.01, 0.01);\n" + "vec4 tex_color = texture(tex_sampler, frag_tex_uv);\n" + "vec3 mat_color = mix(base_color, highlight_color.rgb, tex_color.r * tex_color.a * highlight_color.a);\n" + "vec3 total_light = mat_color * vec3(0.1, 0.1, 0.1);\n" "for (int i = 0; i < num_lights; ++i) {\n" "vec3 to_light = light[i].position - vtx_viewspace;\n" "float distance = length(to_light) + length(vtx_viewspace);\n" "vec3 light_dir = normalize(to_light);\n" "float attenuation = light[i].strength / (distance * distance);\n" - "vec3 diffuse = attenuation * max(0.0, dot(normal, light_dir)) * light[i].color * tex_color;\n" + "vec3 diffuse = attenuation * max(0.0, dot(normal, light_dir)) * light[i].color * mat_color;\n" "vec3 view_dir = vec3(0.0, 0.0, 1.0);\n" "vec3 specular = vec3(0.0, 0.0, 0.0);\n" "if (dot(normal, light_dir) >= 0.0) {\n" @@ -562,6 +609,8 @@ CreatureSkin::CreatureSkin() m_handle = prog.UniformLocation("M"); mv_handle = prog.UniformLocation("MV"); mvp_handle = prog.UniformLocation("MVP"); + base_color_handle = prog.UniformLocation("base_color"); + highlight_color_handle = prog.UniformLocation("highlight_color"); sampler_handle = prog.UniformLocation("tex_sampler"); num_lights_handle = prog.UniformLocation("num_lights"); for (int i = 0; i < MAX_LIGHTS; ++i) { @@ -591,6 +640,14 @@ void CreatureSkin::SetM(const glm::mat4 &mm) noexcept { prog.Uniform(mvp_handle, mvp); } +void CreatureSkin::SetV(const glm::mat4 &vv) noexcept { + v = vv; + mv = v * m; + mvp = p * mv; + prog.Uniform(mv_handle, mv); + prog.Uniform(mvp_handle, mvp); +} + void CreatureSkin::SetVP(const glm::mat4 &vv, const glm::mat4 &pp) noexcept { v = vv; p = pp; @@ -611,6 +668,14 @@ void CreatureSkin::SetMVP(const glm::mat4 &mm, const glm::mat4 &vv, const glm::m prog.Uniform(mvp_handle, mvp); } +void CreatureSkin::SetBaseColor(const glm::vec3 &c) noexcept { + prog.Uniform(base_color_handle, c); +} + +void CreatureSkin::SetHighlightColor(const glm::vec4 &c) noexcept { + prog.Uniform(highlight_color_handle, c); +} + void CreatureSkin::SetTexture(ArrayTexture &tex) noexcept { glActiveTexture(GL_TEXTURE0); tex.Bind(); @@ -628,32 +693,42 @@ void CreatureSkin::SetNumLights(int n) noexcept { } -PlainColor::PlainColor() +AlphaSprite::AlphaSprite() : prog() { prog.LoadShader( GL_VERTEX_SHADER, "#version 330 core\n" "layout(location = 0) in vec3 vtx_position;\n" + "layout(location = 1) in vec2 vtx_texture;\n" "uniform mat4 M;\n" "uniform mat4 MV;\n" "uniform mat4 MVP;\n" + "out vec2 frag_tex_uv;\n" + "void main() {\n" "gl_Position = MVP * vec4(vtx_position, 1);\n" + "frag_tex_uv = vtx_texture;\n" "}\n" ); prog.LoadShader( GL_FRAGMENT_SHADER, "#version 330 core\n" - "uniform vec3 fg_color;\n" + "in vec2 frag_tex_uv;\n" - "out vec3 color;\n" + "uniform sampler2D tex_sampler;\n" + "uniform vec4 fg_color;\n" + "uniform vec4 bg_color;\n" + + "out vec4 color;\n" "void main() {\n" - "color = fg_color;\n" + "vec4 tex_color = texture(tex_sampler, frag_tex_uv);\n" + "vec4 factor = mix(bg_color, fg_color, tex_color.a);\n" + "color = vec4((tex_color * factor).rgb, factor.a);\n" "}\n" ); prog.Link(); @@ -664,47 +739,53 @@ PlainColor::PlainColor() m_handle = prog.UniformLocation("M"); mv_handle = prog.UniformLocation("MV"); mvp_handle = prog.UniformLocation("MVP"); + sampler_handle = prog.UniformLocation("tex_sampler"); fg_color_handle = prog.UniformLocation("fg_color"); + bg_color_handle = prog.UniformLocation("bg_color"); vao.Bind(); vao.BindAttributes(); vao.EnableAttribute(0); + vao.EnableAttribute(1); vao.AttributePointer(0, false, offsetof(Attributes, position)); + vao.AttributePointer(1, false, offsetof(Attributes, texture)); vao.ReserveAttributes(4, GL_STATIC_DRAW); { auto attrib = vao.MapAttributes(GL_WRITE_ONLY); - attrib[0].position = glm::vec3(-1.0f, -1.0f, 0.0f); - attrib[1].position = glm::vec3(-1.0f, 1.0f, 0.0f); - attrib[2].position = glm::vec3( 1.0f, -1.0f, 0.0f); - attrib[3].position = glm::vec3( 1.0f, 1.0f, 0.0f); + attrib[0].position = glm::vec3(-0.5f, -0.5f, 0.0f); + attrib[0].texture = glm::vec2(0.0f, 0.0f); + attrib[1].position = glm::vec3(-0.5f, 0.5f, 0.0f); + attrib[1].texture = glm::vec2(0.0f, 1.0f); + attrib[2].position = glm::vec3( 0.5f, -0.5f, 0.0f); + attrib[2].texture = glm::vec2(1.0f, 0.0f); + attrib[3].position = glm::vec3( 0.5f, 0.5f, 0.0f); + attrib[3].texture = glm::vec2(1.0f, 1.0f); } vao.BindElements(); vao.ReserveElements(7, GL_STATIC_DRAW); { auto element = vao.MapElements(GL_WRITE_ONLY); element[ 0] = 0; - element[ 1] = 3; + element[ 1] = 1; element[ 2] = 2; - element[ 3] = 0; - element[ 4] = 1; - element[ 5] = 3; - element[ 6] = 2; + element[ 3] = 3; } vao.Unbind(); } -PlainColor::~PlainColor() { +AlphaSprite::~AlphaSprite() { } -void PlainColor::Activate() noexcept { +void AlphaSprite::Activate() noexcept { prog.Use(); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glEnable(GL_CULL_FACE); - glDisable(GL_BLEND); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } -void PlainColor::SetM(const glm::mat4 &mm) noexcept { +void AlphaSprite::SetM(const glm::mat4 &mm) noexcept { m = mm; mv = v * m; mvp = p * mv; @@ -713,7 +794,7 @@ void PlainColor::SetM(const glm::mat4 &mm) noexcept { prog.Uniform(mvp_handle, mvp); } -void PlainColor::SetVP(const glm::mat4 &vv, const glm::mat4 &pp) noexcept { +void AlphaSprite::SetVP(const glm::mat4 &vv, const glm::mat4 &pp) noexcept { v = vv; p = pp; mv = v * m; @@ -722,7 +803,7 @@ void PlainColor::SetVP(const glm::mat4 &vv, const glm::mat4 &pp) noexcept { prog.Uniform(mvp_handle, mvp); } -void PlainColor::SetMVP(const glm::mat4 &mm, const glm::mat4 &vv, const glm::mat4 &pp) noexcept { +void AlphaSprite::SetMVP(const glm::mat4 &mm, const glm::mat4 &vv, const glm::mat4 &pp) noexcept { m = mm; v = vv; p = pp; @@ -733,57 +814,54 @@ void PlainColor::SetMVP(const glm::mat4 &mm, const glm::mat4 &vv, const glm::mat prog.Uniform(mvp_handle, mvp); } -void PlainColor::SetColor(const glm::vec3 &color) noexcept { +void AlphaSprite::SetTexture(Texture &tex) noexcept { + glActiveTexture(GL_TEXTURE0); + tex.Bind(); + prog.Uniform(sampler_handle, GLint(0)); +} + +void AlphaSprite::SetFgColor(const glm::vec4 &color) noexcept { prog.Uniform(fg_color_handle, color); } -void PlainColor::DrawRect() const noexcept { - vao.Bind(); - vao.DrawTriangles(6); +void AlphaSprite::SetBgColor(const glm::vec4 &color) noexcept { + prog.Uniform(bg_color_handle, color); } -void PlainColor::OutlineRect() const noexcept { +void AlphaSprite::DrawRect() const noexcept { vao.Bind(); - vao.DrawLineLoop(4, 3); + vao.DrawTriangleStrip(4); } -AlphaSprite::AlphaSprite() -: prog() { +Canvas::Canvas() +: prog() +, vao() { prog.LoadShader( GL_VERTEX_SHADER, "#version 330 core\n" - "layout(location = 0) in vec3 vtx_position;\n" - "layout(location = 1) in vec2 vtx_texture;\n" - - "uniform mat4 M;\n" - "uniform mat4 MV;\n" - "uniform mat4 MVP;\n" + "layout(location = 0) in vec2 vtx_position;\n" - "out vec2 frag_tex_uv;\n" + "uniform mat4 P;\n" + "uniform float z;\n" "void main() {\n" - "gl_Position = MVP * vec4(vtx_position, 1);\n" - "frag_tex_uv = vtx_texture;\n" + // disamond rule adjust + //"vec3 position = vtx_position + vec3(0.5, 0.5, 0.0);\n" + "gl_Position = P * vec4(vtx_position, z, 1);\n" "}\n" ); prog.LoadShader( GL_FRAGMENT_SHADER, "#version 330 core\n" - "in vec2 frag_tex_uv;\n" - - "uniform sampler2D tex_sampler;\n" - "uniform vec4 fg_color;\n" - "uniform vec4 bg_color;\n" + "uniform vec4 c;\n" "out vec4 color;\n" "void main() {\n" - "vec4 tex_color = texture(tex_sampler, frag_tex_uv);\n" - "vec4 factor = mix(bg_color, fg_color, tex_color.a);\n" - "color = vec4((tex_color * factor).rgb, factor.a);\n" + "color = c;\n" "}\n" ); prog.Link(); @@ -791,101 +869,130 @@ AlphaSprite::AlphaSprite() prog.Log(std::cerr); throw std::runtime_error("link program"); } - m_handle = prog.UniformLocation("M"); - mv_handle = prog.UniformLocation("MV"); - mvp_handle = prog.UniformLocation("MVP"); - sampler_handle = prog.UniformLocation("tex_sampler"); - fg_color_handle = prog.UniformLocation("fg_color"); - bg_color_handle = prog.UniformLocation("bg_color"); + p_handle = prog.UniformLocation("P"); + z_handle = prog.UniformLocation("z"); + c_handle = prog.UniformLocation("c"); vao.Bind(); vao.BindAttributes(); vao.EnableAttribute(0); - vao.EnableAttribute(1); - vao.AttributePointer(0, false, offsetof(Attributes, position)); - vao.AttributePointer(1, false, offsetof(Attributes, texture)); - vao.ReserveAttributes(4, GL_STATIC_DRAW); - { - auto attrib = vao.MapAttributes(GL_WRITE_ONLY); - attrib[0].position = glm::vec3(-1.0f, -1.0f, 0.0f); - attrib[0].texture = glm::vec2(0.0f, 0.0f); - attrib[1].position = glm::vec3(-1.0f, 1.0f, 0.0f); - attrib[1].texture = glm::vec2(0.0f, 1.0f); - attrib[2].position = glm::vec3( 1.0f, -1.0f, 0.0f); - attrib[2].texture = glm::vec2(1.0f, 0.0f); - attrib[3].position = glm::vec3( 1.0f, 1.0f, 0.0f); - attrib[3].texture = glm::vec2(1.0f, 1.0f); - } + vao.AttributePointer(0, false, offsetof(Attributes, position)); + vao.ReserveAttributes(255, GL_DYNAMIC_DRAW); vao.BindElements(); - vao.ReserveElements(7, GL_STATIC_DRAW); - { - auto element = vao.MapElements(GL_WRITE_ONLY); - element[ 0] = 0; - element[ 1] = 1; - element[ 2] = 2; - element[ 3] = 3; - } + vao.ReserveElements(255, GL_DYNAMIC_DRAW); vao.Unbind(); } -AlphaSprite::~AlphaSprite() { +Canvas::~Canvas() { } -void AlphaSprite::Activate() noexcept { - prog.Use(); - glEnable(GL_DEPTH_TEST); - glDepthFunc(GL_LESS); - glEnable(GL_CULL_FACE); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); +void Canvas::Resize(float w, float h) noexcept { + prog.Uniform(p_handle, glm::ortho(0.0f, w, h, 0.0f, 1.0e4f, -1.0e4f)); } -void AlphaSprite::SetM(const glm::mat4 &mm) noexcept { - m = mm; - mv = v * m; - mvp = p * mv; - prog.Uniform(m_handle, m); - prog.Uniform(mv_handle, mv); - prog.Uniform(mvp_handle, mvp); +void Canvas::ZIndex(float z) noexcept { + prog.Uniform(z_handle, -z); } -void AlphaSprite::SetVP(const glm::mat4 &vv, const glm::mat4 &pp) noexcept { - v = vv; - p = pp; - mv = v * m; - mvp = p * mv; - prog.Uniform(mv_handle, mv); - prog.Uniform(mvp_handle, mvp); +void Canvas::SetColor(const glm::vec4 &color) noexcept { + prog.Uniform(c_handle, color); } -void AlphaSprite::SetMVP(const glm::mat4 &mm, const glm::mat4 &vv, const glm::mat4 &pp) noexcept { - m = mm; - v = vv; - p = pp; - mv = v * m; - mvp = p * mv; - prog.Uniform(m_handle, m); - prog.Uniform(mv_handle, mv); - prog.Uniform(mvp_handle, mvp); -} - -void AlphaSprite::SetTexture(Texture &tex) noexcept { - glActiveTexture(GL_TEXTURE0); - tex.Bind(); - prog.Uniform(sampler_handle, GLint(0)); +void Canvas::Activate() noexcept { + prog.Use(); + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LESS); + glEnable(GL_CULL_FACE); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } -void AlphaSprite::SetFgColor(const glm::vec4 &color) noexcept { - prog.Uniform(fg_color_handle, color); +void Canvas::DrawLine(const glm::vec2 &p1, const glm::vec2 &p2, float width) { + glm::vec2 d = glm::normalize(p2 - p1) * (width * 0.5f); + glm::vec2 n = glm::vec2(d.y, -d.x); + vao.Bind(); + vao.BindAttributes(); + { + auto attr = vao.MapAttributes(GL_WRITE_ONLY); + attr[0].position = p1 - d + n; + attr[1].position = p1 - d - n; + attr[2].position = p2 + d + n; + attr[3].position = p2 + d - n; + } + vao.BindElements(); + { + auto elem = vao.MapElements(GL_WRITE_ONLY); + elem[0] = 0; + elem[1] = 1; + elem[2] = 2; + elem[3] = 3; + } + vao.DrawTriangleStrip(4); + vao.Unbind(); } -void AlphaSprite::SetBgColor(const glm::vec4 &color) noexcept { - prog.Uniform(bg_color_handle, color); +void Canvas::DrawRect(const glm::vec2 &p1, const glm::vec2 &p2, float width) { + glm::vec2 min(std::min(p1.x, p2.x), std::min(p1.y, p2.y)); + glm::vec2 max(std::max(p1.x, p2.x), std::max(p1.y, p2.y)); + glm::vec2 dg1(min.x, max.y); + glm::vec2 dg2(max.x, min.y); + glm::vec2 d(width * 0.5f, width * 0.5f); + glm::vec2 n(d.y, -d.x); + vao.Bind(); + vao.BindAttributes(); + { + auto attr = vao.MapAttributes(GL_WRITE_ONLY); + attr[0].position = min + d; + attr[1].position = min - d; + attr[2].position = dg1 + n; + attr[3].position = dg1 - n; + attr[4].position = max - d; + attr[5].position = max + d; + attr[6].position = dg2 - n; + attr[7].position = dg2 + n; + } + vao.BindElements(); + { + auto elem = vao.MapElements(GL_WRITE_ONLY); + elem[0] = 0; + elem[1] = 1; + elem[2] = 2; + elem[3] = 3; + elem[4] = 4; + elem[5] = 5; + elem[6] = 6; + elem[7] = 7; + elem[8] = 0; + elem[9] = 1; + } + vao.DrawTriangleStrip(10); + vao.Unbind(); } -void AlphaSprite::DrawRect() const noexcept { +void Canvas::FillRect(const glm::vec2 &p1, const glm::vec2 &p2) { + glm::vec2 min(std::min(p1.x, p2.x), std::min(p1.y, p2.y)); + glm::vec2 max(std::max(p1.x, p2.x), std::max(p1.y, p2.y)); + glm::vec2 dg1(min.x, max.y); + glm::vec2 dg2(max.x, min.y); vao.Bind(); + vao.BindAttributes(); + { + auto attr = vao.MapAttributes(GL_WRITE_ONLY); + attr[0].position = min; + attr[1].position = dg1; + attr[2].position = dg2; + attr[3].position = max; + } + vao.BindElements(); + { + auto elem = vao.MapElements(GL_WRITE_ONLY); + elem[0] = 0; + elem[1] = 1; + elem[2] = 2; + elem[3] = 3; + } vao.DrawTriangleStrip(4); + vao.Unbind(); } }