Working on graphics

main
Brett 2022-10-24 00:40:31 -04:00
parent 3d5dad65e3
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32 changed files with 51626 additions and 87 deletions

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@ -422,37 +422,39 @@ namespace Raytracing {
#endif
// only float supported because GPUs don't like doubles
// well they do but there isn't much of a reason to use them since this is for opengl
class Mat4x4 {
protected:
[[nodiscard]] inline PRECISION_TYPE m00(PRECISION_TYPE d) { return data[0] = d; }
[[nodiscard]] inline PRECISION_TYPE m10(PRECISION_TYPE d) { return data[1] = d; }
[[nodiscard]] inline PRECISION_TYPE m20(PRECISION_TYPE d) { return data[2] = d; }
[[nodiscard]] inline PRECISION_TYPE m30(PRECISION_TYPE d) { return data[3] = d; }
[[nodiscard]] inline PRECISION_TYPE m01(PRECISION_TYPE d) { return data[4] = d; }
[[nodiscard]] inline PRECISION_TYPE m11(PRECISION_TYPE d) { return data[5] = d; }
[[nodiscard]] inline PRECISION_TYPE m21(PRECISION_TYPE d) { return data[6] = d; }
[[nodiscard]] inline PRECISION_TYPE m31(PRECISION_TYPE d) { return data[7] = d; }
[[nodiscard]] inline PRECISION_TYPE m02(PRECISION_TYPE d) { return data[8] = d; }
[[nodiscard]] inline PRECISION_TYPE m12(PRECISION_TYPE d) { return data[9] = d; }
[[nodiscard]] inline PRECISION_TYPE m22(PRECISION_TYPE d) { return data[10] = d; }
[[nodiscard]] inline PRECISION_TYPE m32(PRECISION_TYPE d) { return data[11] = d; }
[[nodiscard]] inline PRECISION_TYPE m03(PRECISION_TYPE d) { return data[12] = d; }
[[nodiscard]] inline PRECISION_TYPE m13(PRECISION_TYPE d) { return data[13] = d; }
[[nodiscard]] inline PRECISION_TYPE m23(PRECISION_TYPE d) { return data[14] = d; }
[[nodiscard]] inline PRECISION_TYPE m33(PRECISION_TYPE d) { return data[15] = d; }
[[nodiscard]] inline PRECISION_TYPE m(int i, int j, PRECISION_TYPE d) { return data[i * 16 + j] = d; };
inline float m00(float d) { return data[0] = d; }
inline float m10(float d) { return data[1] = d; }
inline float m20(float d) { return data[2] = d; }
inline float m30(float d) { return data[3] = d; }
inline float m01(float d) { return data[4] = d; }
inline float m11(float d) { return data[5] = d; }
inline float m21(float d) { return data[6] = d; }
inline float m31(float d) { return data[7] = d; }
inline float m02(float d) { return data[8] = d; }
inline float m12(float d) { return data[9] = d; }
inline float m22(float d) { return data[10] = d; }
inline float m32(float d) { return data[11] = d; }
inline float m03(float d) { return data[12] = d; }
inline float m13(float d) { return data[13] = d; }
inline float m23(float d) { return data[14] = d; }
inline float m33(float d) { return data[15] = d; }
inline float m(int i, int j, float d) { return data[i * 16 + j] = d; };
// 4x4 = 16
PRECISION_TYPE data[16]{};
float data[16]{};
friend Mat4x4 operator+(const Mat4x4& left, const Mat4x4& right);
friend Mat4x4 operator-(const Mat4x4& left, const Mat4x4& right);
friend Mat4x4 operator*(const Mat4x4& left, const Mat4x4& right);
friend Mat4x4 operator*(PRECISION_TYPE c, const Mat4x4& v);
friend Mat4x4 operator*(const Mat4x4& v, PRECISION_TYPE c);
friend Mat4x4 operator/(const Mat4x4& v, PRECISION_TYPE c);
friend Mat4x4 operator/(PRECISION_TYPE c, const Mat4x4& v);
friend Mat4x4 operator*(float c, const Mat4x4& v);
friend Mat4x4 operator*(const Mat4x4& v, float c);
friend Mat4x4 operator/(const Mat4x4& v, float c);
friend Mat4x4 operator/(float c, const Mat4x4& v);
public:
Mat4x4() {
for (double & i : data) {
for (float & i : data) {
i = 0;
}
// set identity matrix default
@ -464,11 +466,11 @@ namespace Raytracing {
Mat4x4(const Mat4x4& mat) {
for (int i = 0; i < 16; i++) {data[i] = mat.data[i];}
}
explicit Mat4x4(const PRECISION_TYPE dat[16]) {
explicit Mat4x4(const float dat[16]) {
for (int i = 0; i < 16; i++) {data[i] = dat[i];}
}
inline Mat4x4& translate(PRECISION_TYPE x, PRECISION_TYPE y, PRECISION_TYPE z) {
inline Mat4x4& translate(float x, float y, float z) {
m03(x);
m13(y);
m23(z);
@ -482,7 +484,7 @@ namespace Raytracing {
return *this;
}
inline Mat4x4& scale(PRECISION_TYPE x, PRECISION_TYPE y, PRECISION_TYPE z) {
inline Mat4x4& scale(float x, float y, float z) {
m00(x);
m11(y);
m22(z);
@ -496,28 +498,32 @@ namespace Raytracing {
return *this;
}
[[nodiscard]] inline PRECISION_TYPE m00() const { return data[0]; }
[[nodiscard]] inline PRECISION_TYPE m10() const { return data[1]; }
[[nodiscard]] inline PRECISION_TYPE m20() const { return data[2]; }
[[nodiscard]] inline PRECISION_TYPE m30() const { return data[3]; }
[[nodiscard]] inline PRECISION_TYPE m01() const { return data[4]; }
[[nodiscard]] inline PRECISION_TYPE m11() const { return data[5]; }
[[nodiscard]] inline PRECISION_TYPE m21() const { return data[6]; }
[[nodiscard]] inline PRECISION_TYPE m31() const { return data[7]; }
[[nodiscard]] inline PRECISION_TYPE m02() const { return data[8]; }
[[nodiscard]] inline PRECISION_TYPE m12() const { return data[9]; }
[[nodiscard]] inline PRECISION_TYPE m22() const { return data[10]; }
[[nodiscard]] inline PRECISION_TYPE m32() const { return data[11]; }
[[nodiscard]] inline PRECISION_TYPE m03() const { return data[12]; }
[[nodiscard]] inline PRECISION_TYPE m13() const { return data[13]; }
[[nodiscard]] inline PRECISION_TYPE m23() const { return data[14]; }
[[nodiscard]] inline PRECISION_TYPE m33() const { return data[15]; }
[[nodiscard]] inline PRECISION_TYPE m(int i, int j) const { return data[i * 16 + j]; };
float* operator-() {
return data;
}
[[nodiscard]] inline float m00() const { return data[0]; }
[[nodiscard]] inline float m10() const { return data[1]; }
[[nodiscard]] inline float m20() const { return data[2]; }
[[nodiscard]] inline float m30() const { return data[3]; }
[[nodiscard]] inline float m01() const { return data[4]; }
[[nodiscard]] inline float m11() const { return data[5]; }
[[nodiscard]] inline float m21() const { return data[6]; }
[[nodiscard]] inline float m31() const { return data[7]; }
[[nodiscard]] inline float m02() const { return data[8]; }
[[nodiscard]] inline float m12() const { return data[9]; }
[[nodiscard]] inline float m22() const { return data[10]; }
[[nodiscard]] inline float m32() const { return data[11]; }
[[nodiscard]] inline float m03() const { return data[12]; }
[[nodiscard]] inline float m13() const { return data[13]; }
[[nodiscard]] inline float m23() const { return data[14]; }
[[nodiscard]] inline float m33() const { return data[15]; }
[[nodiscard]] inline float m(int i, int j) const { return data[i * 16 + j]; };
};
// adds the two Mat4x4 left and right
inline Mat4x4 operator+(const Mat4x4& left, const Mat4x4& right) {
PRECISION_TYPE data[16];
float data[16];
for (int i = 0; i < 16; i++)
data[i] = left.data[i] + right.data[i];
return Mat4x4{data};
@ -525,7 +531,7 @@ namespace Raytracing {
// subtracts the right Mat4x4 from the left.
inline Mat4x4 operator-(const Mat4x4& left, const Mat4x4& right) {
PRECISION_TYPE data[16];
float data[16];
for (int i = 0; i < 16; i++)
data[i] = left.data[i] - right.data[i];
return Mat4x4{data};
@ -548,7 +554,7 @@ namespace Raytracing {
}
// multiplies the const c with each element in the Mat4x4 v
inline Mat4x4 operator*(PRECISION_TYPE c, const Mat4x4& v) {
inline Mat4x4 operator*(float c, const Mat4x4& v) {
Mat4x4 mat{};
for (int i = 0; i < 16; i++) {
@ -559,7 +565,7 @@ namespace Raytracing {
}
// same as above but for right sided constants
inline Mat4x4 operator*(const Mat4x4& v, PRECISION_TYPE c) {
inline Mat4x4 operator*(const Mat4x4& v, float c) {
Mat4x4 mat{};
for (int i = 0; i < 16; i++) {
@ -570,7 +576,7 @@ namespace Raytracing {
}
// divides the Mat4x4 by the constant c
inline Mat4x4 operator/(const Mat4x4& v, PRECISION_TYPE c) {
inline Mat4x4 operator/(const Mat4x4& v, float c) {
Mat4x4 mat{};
for (int i = 0; i < 16; i++) {
@ -581,7 +587,7 @@ namespace Raytracing {
}
// divides each element in the Mat4x4 by over the constant
inline Mat4x4 operator/(PRECISION_TYPE c, const Mat4x4& v) {
inline Mat4x4 operator/(float c, const Mat4x4& v) {
Mat4x4 mat{};
for (int i = 0; i < 16; i++) {

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@ -0,0 +1,125 @@
//-----------------------------------------------------------------------------
// COMPILE-TIME OPTIONS FOR DEAR IMGUI
// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
//-----------------------------------------------------------------------------
// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it)
// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template.
//-----------------------------------------------------------------------------
// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp
// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
// Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using.
//-----------------------------------------------------------------------------
#pragma once
//---- Define assertion handler. Defaults to calling assert().
// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
// DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
//#define IMGUI_API __declspec( dllexport )
//#define IMGUI_API __declspec( dllimport )
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87: disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This will be folded into IMGUI_DISABLE_OBSOLETE_FUNCTIONS in a few versions.
//---- Disable all of Dear ImGui or don't implement standard windows/tools.
// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp.
//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty.
//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowStackToolWindow() will be empty (this was called IMGUI_DISABLE_METRICS_WINDOW before 1.88).
//---- Don't implement some functions to reduce linkage requirements.
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)
//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW)
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime).
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)
//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.
//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)
//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available
//---- Include imgui_user.h at the end of imgui.h as a convenience
//#define IMGUI_INCLUDE_IMGUI_USER_H
//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
//#define IMGUI_USE_BGRA_PACKED_COLOR
//---- Use 32-bit for ImWchar (default is 16-bit) to support unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
//#define IMGUI_USE_WCHAR32
//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files.
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if enabled
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)
// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h.
//#define IMGUI_USE_STB_SPRINTF
//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui)
// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided).
// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'.
//#define IMGUI_ENABLE_FREETYPE
//---- Use stb_truetype to build and rasterize the font atlas (default)
// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend.
//#define IMGUI_ENABLE_STB_TRUETYPE
//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
// This will be inlined as part of ImVec2 and ImVec4 class declarations.
/*
#define IM_VEC2_CLASS_EXTRA \
constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \
operator MyVec2() const { return MyVec2(x,y); }
#define IM_VEC4_CLASS_EXTRA \
constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \
operator MyVec4() const { return MyVec4(x,y,z,w); }
*/
//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.
// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).
// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
//#define ImDrawIdx unsigned int
//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly)
//struct ImDrawList;
//struct ImDrawCmd;
//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
//#define ImDrawCallback MyImDrawCallback
//---- Debug Tools: Macro to break in Debugger
// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.)
//#define IM_DEBUG_BREAK IM_ASSERT(0)
//#define IM_DEBUG_BREAK __debugbreak()
//---- Debug Tools: Have the Item Picker break in the ItemAdd() function instead of ItemHoverable(),
// (which comes earlier in the code, will catch a few extra items, allow picking items other than Hovered one.)
// This adds a small runtime cost which is why it is not enabled by default.
//#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX
//---- Debug Tools: Enable slower asserts
//#define IMGUI_DEBUG_PARANOID
//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
/*
namespace ImGui
{
void MyFunction(const char* name, const MyMatrix44& v);
}
*/

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@ -0,0 +1,627 @@
// [DEAR IMGUI]
// This is a slightly modified version of stb_rect_pack.h 1.01.
// Grep for [DEAR IMGUI] to find the changes.
//
// stb_rect_pack.h - v1.01 - public domain - rectangle packing
// Sean Barrett 2014
//
// Useful for e.g. packing rectangular textures into an atlas.
// Does not do rotation.
//
// Before #including,
//
// #define STB_RECT_PACK_IMPLEMENTATION
//
// in the file that you want to have the implementation.
//
// Not necessarily the awesomest packing method, but better than
// the totally naive one in stb_truetype (which is primarily what
// this is meant to replace).
//
// Has only had a few tests run, may have issues.
//
// More docs to come.
//
// No memory allocations; uses qsort() and assert() from stdlib.
// Can override those by defining STBRP_SORT and STBRP_ASSERT.
//
// This library currently uses the Skyline Bottom-Left algorithm.
//
// Please note: better rectangle packers are welcome! Please
// implement them to the same API, but with a different init
// function.
//
// Credits
//
// Library
// Sean Barrett
// Minor features
// Martins Mozeiko
// github:IntellectualKitty
//
// Bugfixes / warning fixes
// Jeremy Jaussaud
// Fabian Giesen
//
// Version history:
//
// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section
// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles
// 0.99 (2019-02-07) warning fixes
// 0.11 (2017-03-03) return packing success/fail result
// 0.10 (2016-10-25) remove cast-away-const to avoid warnings
// 0.09 (2016-08-27) fix compiler warnings
// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0)
// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0)
// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort
// 0.05: added STBRP_ASSERT to allow replacing assert
// 0.04: fixed minor bug in STBRP_LARGE_RECTS support
// 0.01: initial release
//
// LICENSE
//
// See end of file for license information.
//////////////////////////////////////////////////////////////////////////////
//
// INCLUDE SECTION
//
#ifndef STB_INCLUDE_STB_RECT_PACK_H
#define STB_INCLUDE_STB_RECT_PACK_H
#define STB_RECT_PACK_VERSION 1
#ifdef STBRP_STATIC
#define STBRP_DEF static
#else
#define STBRP_DEF extern
#endif
#ifdef __cplusplus
extern "C" {
#endif
typedef struct stbrp_context stbrp_context;
typedef struct stbrp_node stbrp_node;
typedef struct stbrp_rect stbrp_rect;
typedef int stbrp_coord;
#define STBRP__MAXVAL 0x7fffffff
// Mostly for internal use, but this is the maximum supported coordinate value.
STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
// Assign packed locations to rectangles. The rectangles are of type
// 'stbrp_rect' defined below, stored in the array 'rects', and there
// are 'num_rects' many of them.
//
// Rectangles which are successfully packed have the 'was_packed' flag
// set to a non-zero value and 'x' and 'y' store the minimum location
// on each axis (i.e. bottom-left in cartesian coordinates, top-left
// if you imagine y increasing downwards). Rectangles which do not fit
// have the 'was_packed' flag set to 0.
//
// You should not try to access the 'rects' array from another thread
// while this function is running, as the function temporarily reorders
// the array while it executes.
//
// To pack into another rectangle, you need to call stbrp_init_target
// again. To continue packing into the same rectangle, you can call
// this function again. Calling this multiple times with multiple rect
// arrays will probably produce worse packing results than calling it
// a single time with the full rectangle array, but the option is
// available.
//
// The function returns 1 if all of the rectangles were successfully
// packed and 0 otherwise.
struct stbrp_rect
{
// reserved for your use:
int id;
// input:
stbrp_coord w, h;
// output:
stbrp_coord x, y;
int was_packed; // non-zero if valid packing
}; // 16 bytes, nominally
STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);
// Initialize a rectangle packer to:
// pack a rectangle that is 'width' by 'height' in dimensions
// using temporary storage provided by the array 'nodes', which is 'num_nodes' long
//
// You must call this function every time you start packing into a new target.
//
// There is no "shutdown" function. The 'nodes' memory must stay valid for
// the following stbrp_pack_rects() call (or calls), but can be freed after
// the call (or calls) finish.
//
// Note: to guarantee best results, either:
// 1. make sure 'num_nodes' >= 'width'
// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'
//
// If you don't do either of the above things, widths will be quantized to multiples
// of small integers to guarantee the algorithm doesn't run out of temporary storage.
//
// If you do #2, then the non-quantized algorithm will be used, but the algorithm
// may run out of temporary storage and be unable to pack some rectangles.
STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);
// Optionally call this function after init but before doing any packing to
// change the handling of the out-of-temp-memory scenario, described above.
// If you call init again, this will be reset to the default (false).
STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);
// Optionally select which packing heuristic the library should use. Different
// heuristics will produce better/worse results for different data sets.
// If you call init again, this will be reset to the default.
enum
{
STBRP_HEURISTIC_Skyline_default=0,
STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,
STBRP_HEURISTIC_Skyline_BF_sortHeight
};
//////////////////////////////////////////////////////////////////////////////
//
// the details of the following structures don't matter to you, but they must
// be visible so you can handle the memory allocations for them
struct stbrp_node
{
stbrp_coord x,y;
stbrp_node *next;
};
struct stbrp_context
{
int width;
int height;
int align;
int init_mode;
int heuristic;
int num_nodes;
stbrp_node *active_head;
stbrp_node *free_head;
stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'
};
#ifdef __cplusplus
}
#endif
#endif
//////////////////////////////////////////////////////////////////////////////
//
// IMPLEMENTATION SECTION
//
#ifdef STB_RECT_PACK_IMPLEMENTATION
#ifndef STBRP_SORT
#include <stdlib.h>
#define STBRP_SORT qsort
#endif
#ifndef STBRP_ASSERT
#include <assert.h>
#define STBRP_ASSERT assert
#endif
#ifdef _MSC_VER
#define STBRP__NOTUSED(v) (void)(v)
#define STBRP__CDECL __cdecl
#else
#define STBRP__NOTUSED(v) (void)sizeof(v)
#define STBRP__CDECL
#endif
enum
{
STBRP__INIT_skyline = 1
};
STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic)
{
switch (context->init_mode) {
case STBRP__INIT_skyline:
STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight);
context->heuristic = heuristic;
break;
default:
STBRP_ASSERT(0);
}
}
STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem)
{
if (allow_out_of_mem)
// if it's ok to run out of memory, then don't bother aligning them;
// this gives better packing, but may fail due to OOM (even though
// the rectangles easily fit). @TODO a smarter approach would be to only
// quantize once we've hit OOM, then we could get rid of this parameter.
context->align = 1;
else {
// if it's not ok to run out of memory, then quantize the widths
// so that num_nodes is always enough nodes.
//
// I.e. num_nodes * align >= width
// align >= width / num_nodes
// align = ceil(width/num_nodes)
context->align = (context->width + context->num_nodes-1) / context->num_nodes;
}
}
STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)
{
int i;
for (i=0; i < num_nodes-1; ++i)
nodes[i].next = &nodes[i+1];
nodes[i].next = NULL;
context->init_mode = STBRP__INIT_skyline;
context->heuristic = STBRP_HEURISTIC_Skyline_default;
context->free_head = &nodes[0];
context->active_head = &context->extra[0];
context->width = width;
context->height = height;
context->num_nodes = num_nodes;
stbrp_setup_allow_out_of_mem(context, 0);
// node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)
context->extra[0].x = 0;
context->extra[0].y = 0;
context->extra[0].next = &context->extra[1];
context->extra[1].x = (stbrp_coord) width;
context->extra[1].y = (1<<30);
context->extra[1].next = NULL;
}
// find minimum y position if it starts at x1
static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
{
stbrp_node *node = first;
int x1 = x0 + width;
int min_y, visited_width, waste_area;
STBRP__NOTUSED(c);
STBRP_ASSERT(first->x <= x0);
#if 0
// skip in case we're past the node
while (node->next->x <= x0)
++node;
#else
STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency
#endif
STBRP_ASSERT(node->x <= x0);
min_y = 0;
waste_area = 0;
visited_width = 0;
while (node->x < x1) {
if (node->y > min_y) {
// raise min_y higher.
// we've accounted for all waste up to min_y,
// but we'll now add more waste for everything we've visted
waste_area += visited_width * (node->y - min_y);
min_y = node->y;
// the first time through, visited_width might be reduced
if (node->x < x0)
visited_width += node->next->x - x0;
else
visited_width += node->next->x - node->x;
} else {
// add waste area
int under_width = node->next->x - node->x;
if (under_width + visited_width > width)
under_width = width - visited_width;
waste_area += under_width * (min_y - node->y);
visited_width += under_width;
}
node = node->next;
}
*pwaste = waste_area;
return min_y;
}
typedef struct
{
int x,y;
stbrp_node **prev_link;
} stbrp__findresult;
static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height)
{
int best_waste = (1<<30), best_x, best_y = (1 << 30);
stbrp__findresult fr;
stbrp_node **prev, *node, *tail, **best = NULL;
// align to multiple of c->align
width = (width + c->align - 1);
width -= width % c->align;
STBRP_ASSERT(width % c->align == 0);
// if it can't possibly fit, bail immediately
if (width > c->width || height > c->height) {
fr.prev_link = NULL;
fr.x = fr.y = 0;
return fr;
}
node = c->active_head;
prev = &c->active_head;
while (node->x + width <= c->width) {
int y,waste;
y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste);
if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL
// bottom left
if (y < best_y) {
best_y = y;
best = prev;
}
} else {
// best-fit
if (y + height <= c->height) {
// can only use it if it first vertically
if (y < best_y || (y == best_y && waste < best_waste)) {
best_y = y;
best_waste = waste;
best = prev;
}
}
}
prev = &node->next;
node = node->next;
}
best_x = (best == NULL) ? 0 : (*best)->x;
// if doing best-fit (BF), we also have to try aligning right edge to each node position
//
// e.g, if fitting
//
// ____________________
// |____________________|
//
// into
//
// | |
// | ____________|
// |____________|
//
// then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned
//
// This makes BF take about 2x the time
if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) {
tail = c->active_head;
node = c->active_head;
prev = &c->active_head;
// find first node that's admissible
while (tail->x < width)
tail = tail->next;
while (tail) {
int xpos = tail->x - width;
int y,waste;
STBRP_ASSERT(xpos >= 0);
// find the left position that matches this
while (node->next->x <= xpos) {
prev = &node->next;
node = node->next;
}
STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
if (y + height <= c->height) {
if (y <= best_y) {
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
best_x = xpos;
//STBRP_ASSERT(y <= best_y); [DEAR IMGUI]
best_y = y;
best_waste = waste;
best = prev;
}
}
}
tail = tail->next;
}
}
fr.prev_link = best;
fr.x = best_x;
fr.y = best_y;
return fr;
}
static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)
{
// find best position according to heuristic
stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);
stbrp_node *node, *cur;
// bail if:
// 1. it failed
// 2. the best node doesn't fit (we don't always check this)
// 3. we're out of memory
if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {
res.prev_link = NULL;
return res;
}
// on success, create new node
node = context->free_head;
node->x = (stbrp_coord) res.x;
node->y = (stbrp_coord) (res.y + height);
context->free_head = node->next;
// insert the new node into the right starting point, and
// let 'cur' point to the remaining nodes needing to be
// stiched back in
cur = *res.prev_link;
if (cur->x < res.x) {
// preserve the existing one, so start testing with the next one
stbrp_node *next = cur->next;
cur->next = node;
cur = next;
} else {
*res.prev_link = node;
}
// from here, traverse cur and free the nodes, until we get to one
// that shouldn't be freed
while (cur->next && cur->next->x <= res.x + width) {
stbrp_node *next = cur->next;
// move the current node to the free list
cur->next = context->free_head;
context->free_head = cur;
cur = next;
}
// stitch the list back in
node->next = cur;
if (cur->x < res.x + width)
cur->x = (stbrp_coord) (res.x + width);
#ifdef _DEBUG
cur = context->active_head;
while (cur->x < context->width) {
STBRP_ASSERT(cur->x < cur->next->x);
cur = cur->next;
}
STBRP_ASSERT(cur->next == NULL);
{
int count=0;
cur = context->active_head;
while (cur) {
cur = cur->next;
++count;
}
cur = context->free_head;
while (cur) {
cur = cur->next;
++count;
}
STBRP_ASSERT(count == context->num_nodes+2);
}
#endif
return res;
}
static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
{
const stbrp_rect *p = (const stbrp_rect *) a;
const stbrp_rect *q = (const stbrp_rect *) b;
if (p->h > q->h)
return -1;
if (p->h < q->h)
return 1;
return (p->w > q->w) ? -1 : (p->w < q->w);
}
static int STBRP__CDECL rect_original_order(const void *a, const void *b)
{
const stbrp_rect *p = (const stbrp_rect *) a;
const stbrp_rect *q = (const stbrp_rect *) b;
return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
}
STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
{
int i, all_rects_packed = 1;
// we use the 'was_packed' field internally to allow sorting/unsorting
for (i=0; i < num_rects; ++i) {
rects[i].was_packed = i;
}
// sort according to heuristic
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare);
for (i=0; i < num_rects; ++i) {
if (rects[i].w == 0 || rects[i].h == 0) {
rects[i].x = rects[i].y = 0; // empty rect needs no space
} else {
stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);
if (fr.prev_link) {
rects[i].x = (stbrp_coord) fr.x;
rects[i].y = (stbrp_coord) fr.y;
} else {
rects[i].x = rects[i].y = STBRP__MAXVAL;
}
}
}
// unsort
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order);
// set was_packed flags and all_rects_packed status
for (i=0; i < num_rects; ++i) {
rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);
if (!rects[i].was_packed)
all_rects_packed = 0;
}
// return the all_rects_packed status
return all_rects_packed;
}
#endif
/*
------------------------------------------------------------------------------
This software is available under 2 licenses -- choose whichever you prefer.
------------------------------------------------------------------------------
ALTERNATIVE A - MIT License
Copyright (c) 2017 Sean Barrett
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
------------------------------------------------------------------------------
ALTERNATIVE B - Public Domain (www.unlicense.org)
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
software, either in source code form or as a compiled binary, for any purpose,
commercial or non-commercial, and by any means.
In jurisdictions that recognize copyright laws, the author or authors of this
software dedicate any and all copyright interest in the software to the public
domain. We make this dedication for the benefit of the public at large and to
the detriment of our heirs and successors. We intend this dedication to be an
overt act of relinquishment in perpetuity of all present and future rights to
this software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
------------------------------------------------------------------------------
*/

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@ -20,7 +20,7 @@ namespace Raytracing {
class shader {
private:
struct IntDefaultedToMinusOne {
unsigned int i = -1;
GLint i = -1;
};
// we can have shaders of many types in OpenGL
unsigned int programID = 0;
@ -34,7 +34,7 @@ namespace Raytracing {
static unsigned int loadShader(const std::string &file, int type);
// loads from a string rather than a file!
static unsigned int loadShaderString(const std::string &str, int type);
unsigned int getUniformLocation(const std::string &name);
GLint getUniformLocation(const std::string &name);
static void checkCompileErrors(unsigned int shader, const std::string& type, const std::string& shaderPath);
public:
shader(const std::string& vertex, const std::string& fragment, bool loadString = false);
@ -47,8 +47,9 @@ namespace Raytracing {
void setBool(const std::string &name, bool value);
void setInt(const std::string &name, int value);
void setFloat(const std::string &name, float value);
void setMatrix(const std::string &name, glm::mat4x4 matrix);
void setVec4(const std::string &name, Vec4 vec);
void setMatrix(const std::string &name, Mat4x4& matrix);
void setVec4(const std::string &name, const Vec4& vec);
void setVec3(const std::string &name, const Vec4& vec);
void setVec2(const std::string &name, float x, float y);
void setVec3(const std::string &name, float x, float y, float z);
void setVec4(const std::string &name, float x, float y, float z, float w);

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@ -98,7 +98,7 @@ namespace Raytracing {
// convert stream into std::string
shaderSource = shaderStream.str();
} catch(std::ifstream::failure& e) {
flog << "Unable to read shader file! " << file << endl;
flog << "Unable to read shader file! " << file << "\n";
return -1;
}
@ -140,7 +140,7 @@ namespace Raytracing {
glUniformBlockBinding(programID, glGetUniformBlockIndex(programID, name.c_str()), location);
}
unsigned int shader::getUniformLocation(const std::string &name) {
GLint shader::getUniformLocation(const std::string &name) {
if (uniformVars[name].i != -1)
return uniformVars[name].i;
unsigned int loc = glGetUniformLocation(programID, name.c_str());
@ -182,20 +182,16 @@ namespace Raytracing {
glUniform1f(getUniformLocation(name), value);
}
void shader::setMatrix(const std::string &name, glm::mat4x4 matrix) {
glUniformMatrix4fv(getUniformLocation(name), 1, GL_FALSE, glm::value_ptr(matrix) );
void shader::setMatrix(const std::string &name, Mat4x4& matrix) {
glUniformMatrix4fv(getUniformLocation(name), 1, GL_FALSE, -matrix );
}
void shader::setVec3(const std::string &name, const Vec4& vec) {
glUniform3f(getUniformLocation(name), vec.x(), vec.y(), vec.z());
}
void shader::setVec2(const std::string &name, glm::vec2 vec) {
glUniform2f(getUniformLocation(name), vec.x, vec.y);
}
void shader::setVec3(const std::string &name, glm::vec3 vec) {
glUniform3f(getUniformLocation(name), vec.x, vec.y, vec.z);
}
void shader::setVec4(const std::string &name, glm::vec4 vec) {
glUniform4f(getUniformLocation(name), vec.x, vec.y, vec.z, vec.w);
void shader::setVec4(const std::string &name, const Vec4& vec) {
glUniform4f(getUniformLocation(name), vec.x(), vec.y(), vec.z(), vec.w());
}
void shader::setVec2(const std::string &name, float x, float y) {