basic lines like a basic bitch

main
Brett 2024-04-12 00:10:29 -04:00
parent 2749ce6a87
commit d40b917c32
9 changed files with 150 additions and 24 deletions

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@ -1,6 +1,6 @@
cmake_minimum_required(VERSION 3.25)
set(BLT_GRAPHICS_VERSION 0.9.5)
set(BLT_GRAPHICS_VERSION 0.9.6)
set(BLT_GRAPHICS_TEST_VERSION 0.0.1)
project(BLT_WITH_GRAPHICS VERSION ${BLT_GRAPHICS_VERSION})

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@ -208,6 +208,11 @@ namespace blt::gfx
* The VBO is considered invalid if its ID is 0
*/
inline vbo_t& operator[](size_t index)
{
return getBuffer(index);
}
inline vbo_t& getBuffer(size_t index)
{
return VBOs[index]->vbo;
}

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@ -17,7 +17,7 @@ vec4 linear_iter(vec4 i, vec4 p, float factor){
}
void main() {
FragColor = (texture(tex, uv) * use_texture) + color;
FragColor = color;
}
")";

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@ -1,14 +1,12 @@
#ifdef __cplusplus
#include <string>
const std::string shader_2d_line_vert = R"("
#version 300 es
precision mediump float;
#version 460
layout (location = 0) in vec3 vertex;
layout (location = 1) in vec2 uv_in;
out vec2 pos;
out vec2 uv;
layout(std430, binding = 0) buffer TVertex
{
vec4 vertex[];
};
layout (std140) uniform GlobalMatrices
{
@ -18,14 +16,46 @@ layout (std140) uniform GlobalMatrices
mat4 pvm;
mat4 ovm;
};
uniform vec2 u_resolution;
uniform float u_thickness;
uniform mat4 model;
void main()
{
int line_i = gl_VertexID / 6;
int tri_i = gl_VertexID % 6;
void main() {
gl_Position = ortho * model * vec4(vertex, 1.0);
pos = vertex.xy;
uv = uv_in;
vec4 va[4];
for (int i=0; i<4; ++i)
{
va[i] = ovm * vertex[line_i+i];
va[i].xyz /= va[i].w;
va[i].xy = (va[i].xy + 1.0) * 0.5 * u_resolution;
}
vec2 v_line = normalize(va[2].xy - va[1].xy);
vec2 nv_line = vec2(-v_line.y, v_line.x);
vec4 pos;
if (tri_i == 0 || tri_i == 1 || tri_i == 3)
{
vec2 v_pred = normalize(va[1].xy - va[0].xy);
vec2 v_miter = normalize(nv_line + vec2(-v_pred.y, v_pred.x));
pos = va[1];
pos.xy += v_miter * u_thickness * (tri_i == 1 ? -0.5 : 0.5) / dot(v_miter, nv_line);
}
else
{
vec2 v_succ = normalize(va[3].xy - va[2].xy);
vec2 v_miter = normalize(nv_line + vec2(-v_succ.y, v_succ.x));
pos = va[2];
pos.xy += v_miter * u_thickness * (tri_i == 5 ? 0.5 : -0.5) / dot(v_miter, nv_line);
}
pos.xy = pos.xy / u_resolution * 2.0 - 1.0;
pos.xyz *= pos.w;
gl_Position = pos;
}
")";
#endif

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@ -53,12 +53,19 @@ namespace blt::gfx
{
blt::vec2f p1;
blt::vec2f p2;
float thickness = 1;
line2d_t(float px1, float py1, float px2, float py2): p1(px1, py1), p2(px2, py2)
{}
line2d_t(blt::vec2f p1, blt::vec2f p2): p1(p1), p2(p2)
{}
line2d_t(float px1, float py1, float px2, float py2, float thickness): p1(px1, py1), p2(px2, py2), thickness(thickness)
{}
line2d_t(blt::vec2f p1, blt::vec2f p2, float thickness): p1(p1), p2(p2), thickness(thickness)
{}
};
struct point2d_t
@ -105,8 +112,7 @@ namespace blt::gfx
// texture -> color -> blend factor -> list of rectangles
blt::hashmap_t<std::string, blt::hashmap_t<blt::vec4, blt::hashmap_t<blt::vec4, std::vector<rectangle2d_t>, vec_hash>, vec_hash>> complex_rectangles;
blt::hashmap_t<std::string, blt::hashmap_t<blt::vec4, blt::hashmap_t<blt::vec4, std::vector<point2d_t>, vec_hash>, vec_hash>> complex_points;
// color -> blend factor -> list of lines
blt::hashmap_t<blt::vec4, blt::hashmap_t<blt::vec4, std::vector<line2d_t>, vec_hash>, vec_hash> complex_lines;
blt::hashmap_t<std::string, blt::hashmap_t<blt::vec4, blt::hashmap_t<blt::vec4, std::vector<line2d_t>, vec_hash>, vec_hash>> complex_lines;
size_t draw_count_ = 0;
public:
explicit batch_renderer_2d(resource_manager& resources): resources(resources)
@ -132,15 +138,22 @@ namespace blt::gfx
complex_rectangles[draw_info.texture_name][draw_info.color][draw_info.blend].push_back(rectangle);
}
inline void drawLine(std::string_view texture, const line2d_t& line)
{
const static blt::vec4 empty{0, 0, 0, 1};
const static blt::vec4 full{1, 1, 1, 1};
complex_lines[texture][empty][full].push_back(line);
}
inline void drawLine(const blt::vec4& color, const line2d_t& line)
{
const static blt::vec4 empty{0, 0, 0, 0};
complex_lines[color][empty].push_back(line);
complex_lines[""][color][empty].push_back(line);
}
inline void drawLine(const draw_state& draw_info, const line2d_t& line)
{
complex_lines[draw_info.color][draw_info.blend].push_back(line);
complex_lines[draw_info.texture_name][draw_info.color][draw_info.blend].push_back(line);
}
inline void drawPoint(std::string_view texture, const point2d_t& point)

@ -1 +1 @@
Subproject commit 9db3f120489ff27aa560e488d82b5ae0d64019df
Subproject commit 325508e807f376fb7d287dbb9d80899eddb4e8ff

@ -1 +1 @@
Subproject commit 231cbee0fc4f59dbe5b8b853a11b08dc84e57c65
Subproject commit a1b06823fe2d964a62fda99385499b218cf5cea5

@ -1 +1 @@
Subproject commit 111397c71a5f1c2c88e05da9c84edfdba2e472a4
Subproject commit 6675317107257c2cc16c947b359d557821d85bf2

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@ -34,6 +34,19 @@ const unsigned int square_indices[6] = {
1, 2, 3 // second triangle
};
float line_vertices[20] = {
// positions // texture coords
0.5f, 0.5f, 0.0f, 1.0f, 1.0f, // top right
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f // top left
};
// 0, 1 (top right)
// 5, 6 (bottom right)
// 10, 11 (bottom left)
// 15, 16 (top left)
namespace blt::gfx
{
@ -55,10 +68,19 @@ namespace blt::gfx
square_vao->bindElement(indices_vbo);
}
{
ssbo_t vertex_data;
vbo_t vertices_vbo;
ebo_t indices_vbo;
vertex_data.create();
vertices_vbo.create();
indices_vbo.create();
vertices_vbo.allocate(sizeof(line_vertices), line_vertices);
indices_vbo.allocate(sizeof(square_indices), square_indices);
line_vao = new vertex_array();
auto tb = line_vao->bindVBO(vertices_vbo, 0, 3, GL_FLOAT, 5 * sizeof(float), 0);
line_vao->bindVBO(tb, 1, 2, GL_FLOAT, 5 * sizeof(float), 3 * sizeof(float));
line_vao->bindElement(indices_vbo);
}
square_shader = new shader_t(shader_2d_textured_vert, shader_2d_textured_frag);
@ -113,6 +135,62 @@ namespace blt::gfx
}
textures.second.clear();
}
blt::mat4x4 model;
square_shader->setMatrix("model", model);
line_vao->bind();
auto& buf = line_vao->getBuffer(0);
buf.bind();
for (auto& textures : complex_lines)
{
// resource manager handles the check for empty string
if (auto val = resources.get(textures.first))
val.value()->bind();
for (auto& colors : textures.second)
{
square_shader->setVec4("color", colors.first);
for (auto& blend_factors : colors.second)
{
square_shader->setVec4("use_texture", blend_factors.first);
for (auto& line : blend_factors.second)
{
// 0, 1 (top right)
// 5, 6 (bottom right)
// 10, 11 (bottom left)
// 15, 16 (top left)
blt::vec2 dir = (line.p1 - line.p2).normalize();
blt::vec2 right = {dir.y(), -dir.x()};
blt::vec2 left = {-dir.y(), dir.x()};
auto bottom_left = line.p1 + left * line.thickness;
auto bottom_right = line.p1 + right * line.thickness;
auto top_left = line.p2 + left * line.thickness;
auto top_right = line.p2 + right * line.thickness;
line_vertices[0] = top_right.x();
line_vertices[1] = top_right.y();
line_vertices[5] = bottom_right.x();
line_vertices[6] = bottom_right.y();
line_vertices[10] = bottom_left.x();
line_vertices[11] = bottom_left.y();
line_vertices[15] = top_left.x();
line_vertices[16] = top_left.y();
buf.update(sizeof(line_vertices), line_vertices);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
draw_count_++;
}
blend_factors.second.clear();
}
colors.second.clear();
}
textures.second.clear();
}
if (transparency)
glDisable(GL_BLEND);
}