2 #include "vg_rigidbody.h"
4 static struct vg_shader _shader_rigidbody
= {
5 .name
= "[vg] rigidbody",
12 "uniform mat4x3 uMdl;"
13 "uniform mat4x3 uMdl1;"
14 "layout (location=0) in vec4 a_co;"
15 "layout (location=1) in vec3 a_norm;"
21 "vec3 world_pos0 = uMdl * vec4( a_co.xyz, 1.0 );"
22 "vec3 world_pos1 = uMdl1 * vec4( a_co.xyz, 1.0 );"
23 "vec3 co = mix( world_pos0, world_pos1, a_co.w );"
24 "vec4 vert_pos = uPv * vec4( co, 1.0 );"
26 "gl_Position = vert_pos;"
27 "vec3 l = vec3(length(uMdl[0]),length(uMdl[1]),length(uMdl[2]));"
28 "aNorm = (mat3(uMdl) * a_norm)/l;"
37 "uniform vec4 uColour;"
42 // Copyright © 2017 Inigo Quilez
43 // Permission is hereby granted, free of charge, to any person obtaining a
44 // copy of this software and associated documentation files (the "Software"),
45 // to deal in the Software without restriction, including without limitation
46 // the rights to use, copy, modify, merge, publish, distribute, sublicense,
47 // and/or sell copies of the Software, and to permit persons to whom the
48 // Software is furnished to do so, subject to the following conditions:
49 // The above copyright notice and this permission notice shall be included in
50 // all copies or substantial portions of the Software. THE SOFTWARE IS
51 // PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
52 // INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
53 // FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
54 // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
55 // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
56 // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
57 // DEALINGS IN THE SOFTWARE.
59 // Info: https://iquilezles.org/articles/filterableprocedurals
61 // More filtered patterns: https://www.shadertoy.com/playlist/l3KXR1
63 "vec3 tri( in vec3 x ){"
64 "return 1.0-abs(2.0*fract(x/2.0)-1.0);"
67 "float checkersTextureGrad( in vec3 p, in vec3 ddx, in vec3 ddy ){"
68 "vec3 w = max(abs(ddx), abs(ddy)) + 0.0001;" // filter kernel
69 "vec3 i = (tri(p+0.5*w)-tri(p-0.5*w))/w;" // analytical integral
71 "return 0.5 - 0.5*i.x*i.y*i.z;" // xor pattern
77 "vec3 ddx_uvw = dFdx( uvw );"
78 "vec3 ddy_uvw = dFdy( uvw );"
79 "float diffuse = checkersTextureGrad( uvw, ddx_uvw, ddy_uvw )*0.5+0.4;"
80 "float light = dot( vec3(0.8017,0.5345,-0.2672), aNorm )*0.5 + 0.5;"
81 "FragColor = light * diffuse * uColour;"
93 typedef struct rb_view_vert rb_view_vert
;
98 u32 sphere_start
, sphere_count
,
103 struct vg_rb_mesh_init
{
104 u32 verts_size
, tris_size
;
109 static void async_vg_rb_view_init( void *payload
, u32 payload_size
){
110 struct vg_rb_mesh_init
*inf
= payload
;
112 glGenVertexArrays( 1, &vg_rb_view
.vao
);
113 glGenBuffers( 1, &vg_rb_view
.vbo
);
114 glGenBuffers( 1, &vg_rb_view
.ebo
);
115 glBindVertexArray( vg_rb_view
.vao
);
118 glBindBuffer( GL_ARRAY_BUFFER
, vg_rb_view
.vbo
);
119 glBufferData( GL_ARRAY_BUFFER
, inf
->verts_size
, inf
->verts
, GL_STATIC_DRAW
);
120 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER
, vg_rb_view
.ebo
);
121 glBufferData( GL_ELEMENT_ARRAY_BUFFER
,
122 inf
->tris_size
, inf
->tris
, GL_STATIC_DRAW
);
125 size_t stride
= sizeof(rb_view_vert
);
126 glVertexAttribPointer( 0, 4, GL_FLOAT
, GL_FALSE
, stride
, (void*)0 );
127 glEnableVertexAttribArray( 0 );
130 glVertexAttribPointer( 1, 3, GL_FLOAT
, GL_FALSE
,
131 stride
, (void *)offsetof(rb_view_vert
, n
) );
132 glEnableVertexAttribArray( 1 );
137 static void vg_rb_view_init(void){
138 vg_shader_register( &_shader_rigidbody
);
148 vg_rb_view
.box_count
= 2*6;
149 vg_rb_view
.box_start
= 0;
152 verts_count
+= H
*(V
-2) + 2;
153 tris_count
+= H
*2 + (V
-2)*(H
*2);
154 vg_rb_view
.sphere_count
= H
*2 + (V
-2)*(H
*2);
156 u32 hdr_size
= vg_align8( sizeof(struct vg_rb_mesh_init
) ),
157 vert_size
= vg_align8( verts_count
* sizeof(rb_view_vert
) ),
158 tris_size
= vg_align8( tris_count
* 3 * sizeof(u16
) );
160 vg_async_item
*call
= vg_async_alloc( hdr_size
+ vert_size
+ tris_size
);
162 struct vg_rb_mesh_init
*inf
= call
->payload
;
163 rb_view_vert
*verts
= ((void *)inf
) + hdr_size
;
164 u16
*tris
= ((void *)inf
) + hdr_size
+ vert_size
;
168 inf
->verts_size
= vert_size
;
169 inf
->tris_size
= tris_size
;
175 * ----------------------------------------------------------- */
176 for( u32 i
=0; i
<6; i
++ ){
177 v3f n
= {i
%3==0,i
%3==1,i
%3==2};
178 if( i
>= 3 ) v3_negate( n
, n
);
180 v3_tangent_basis( n
, v0
, v1
);
182 rb_view_vert
*vs
= &verts
[vert_index
];
185 for( u32 j
=0; j
<4; j
++ ){
186 v3_copy( n
, vs
[j
].n
);
187 v3_muladds( n
, v0
, j
&0x1?1.0f
:-1.0f
, vs
[j
].co
);
188 v3_muladds( vs
[j
].co
, v1
, j
&0x2?1.0f
:-1.0f
, vs
[j
].co
);
192 tris
[tri_index
*3+0] = i
*4+0;
193 tris
[tri_index
*3+1] = i
*4+1;
194 tris
[tri_index
*3+2] = i
*4+3;
195 tris
[tri_index
*3+3] = i
*4+0;
196 tris
[tri_index
*3+4] = i
*4+3;
197 tris
[tri_index
*3+5] = i
*4+2;
202 * ----------------------------------------------------------- */
203 u32 base
= vert_index
;
204 vg_rb_view
.sphere_start
= tri_index
;
205 v4_copy( (v4f
){0,-1,0,0}, verts
[vert_index
].co
);
206 v3_copy( (v3f
){0,-1,0}, verts
[vert_index
++].n
);
208 for( u32 x
=0; x
<H
; x
++ ){
209 tris
[tri_index
*3+0] = base
+0;
210 tris
[tri_index
*3+1] = base
+1+x
;
211 tris
[tri_index
*3+2] = base
+1+((x
+1)%H
);
215 for( u32 y
=1; y
<V
-1; y
++ ){
216 f32 ty
= ((f32
)y
/(f32
)(V
-1)) * VG_PIf
;
218 for( u32 x
=0; x
<H
; x
++ ){
219 f32 tx
= ((f32
)x
/(f32
)H
) * VG_TAUf
;
221 v4f co
= { cosf(tx
)*sinf(ty
), -cosf(ty
), sinf(tx
)*sinf(ty
), y
>=(V
/2) };
222 v4_copy( co
, verts
[vert_index
].co
);
223 v4_copy( co
, verts
[vert_index
++].n
);
226 tris
[tri_index
*3+0] = base
+1 + ybase
*H
+ x
;
227 tris
[tri_index
*3+1] = base
+1 + (ybase
+1)*H
+ ((x
+1)%H
);
228 tris
[tri_index
*3+2] = base
+1 + ybase
*H
+ ((x
+1)%H
);
229 tris
[tri_index
*3+3] = base
+1 + ybase
*H
+ x
;
230 tris
[tri_index
*3+4] = base
+1 + (ybase
+1)*H
+ x
;
231 tris
[tri_index
*3+5] = base
+1 + (ybase
+1)*H
+ ((x
+1)%H
);
237 v4_copy( (v4f
){0, 1,0,1}, verts
[vert_index
].co
);
238 v3_copy( (v3f
){0, 1,0}, verts
[vert_index
++].n
);
240 for( u32 x
=0; x
<H
; x
++ ){
241 tris
[tri_index
*3+0] = base
+ (H
*(V
-2) + 2)-1;
242 tris
[tri_index
*3+1] = base
+1 + (V
-3)*H
+((x
+1)%H
);
243 tris
[tri_index
*3+2] = base
+1 + (V
-3)*H
+x
;
247 vg_async_dispatch( call
, async_vg_rb_view_init
);
250 static void vg_rb_view_bind(void){
251 glEnable( GL_CULL_FACE
);
252 glEnable( GL_DEPTH_TEST
);
254 glUseProgram( _shader_rigidbody
.id
);
255 glUniformMatrix4fv( glGetUniformLocation( _shader_rigidbody
.id
, "uPv" ),
256 1, GL_FALSE
, (float *)vg
.pv
);
258 glBindVertexArray( vg_rb_view
.vao
);
261 static void vg_rb_view_box( m4x3f mdl
, boxf bbx
, v4f colour
){
264 v3_sub( bbx
[1], bbx
[0], e
);
265 v3_muls( e
, 0.5f
, e
);
268 m4x3_identity( mmdl
);
269 m3x3_scale( mmdl
, e
);
270 v3_add( bbx
[0], e
, mmdl
[3] );
271 m4x3_mul( mdl
, mmdl
, mmdl
);
273 glUniformMatrix4x3fv( glGetUniformLocation( _shader_rigidbody
.id
, "uMdl" ),
274 1,GL_FALSE
,(float*)mmdl
);
275 glUniformMatrix4x3fv( glGetUniformLocation( _shader_rigidbody
.id
, "uMdl1" ),
276 1,GL_FALSE
,(float*)mmdl
);
277 glUniform4fv( glGetUniformLocation( _shader_rigidbody
.id
, "uColour" ), 1,
279 glDrawElements( GL_TRIANGLES
,
280 vg_rb_view
.box_count
*3, GL_UNSIGNED_SHORT
,
281 (void *)(vg_rb_view
.box_start
*3*sizeof(u16
)) );
284 static void vg_rb_view_sphere( m4x3f mdl
, f32 r
, v4f colour
){
286 m4x3_copy( mdl
, mmdl
);
287 m3x3_scalef( mmdl
, r
);
288 glUniformMatrix4x3fv( glGetUniformLocation( _shader_rigidbody
.id
, "uMdl" ),
289 1,GL_FALSE
,(float*)mmdl
);
290 glUniformMatrix4x3fv( glGetUniformLocation( _shader_rigidbody
.id
, "uMdl1" ),
291 1,GL_FALSE
,(float*)mmdl
);
292 glUniform4fv( glGetUniformLocation( _shader_rigidbody
.id
, "uColour" ), 1,
294 glDrawElements( GL_TRIANGLES
,
295 vg_rb_view
.sphere_count
*3, GL_UNSIGNED_SHORT
,
296 (void *)(vg_rb_view
.sphere_start
*3*sizeof(u16
)) );
299 static void vg_rb_view_capsule( m4x3f mdl
, f32 r
, f32 h
, v4f colour
){
301 m4x3_identity( mmdl0
);
302 m4x3_identity( mmdl1
);
303 m3x3_scalef( mmdl0
, r
);
304 m3x3_scalef( mmdl1
, r
);
305 mmdl0
[3][1] = -h
*0.5f
+r
;
306 mmdl1
[3][1] = h
*0.5f
-r
;
307 m4x3_mul( mdl
, mmdl0
, mmdl0
);
308 m4x3_mul( mdl
, mmdl1
, mmdl1
);
310 glUniformMatrix4x3fv( glGetUniformLocation( _shader_rigidbody
.id
, "uMdl" ),
311 1,GL_FALSE
,(float*)mmdl0
);
312 glUniformMatrix4x3fv( glGetUniformLocation( _shader_rigidbody
.id
, "uMdl1" ),
313 1,GL_FALSE
,(float*)mmdl1
);
314 glUniform4fv( glGetUniformLocation( _shader_rigidbody
.id
, "uColour" ), 1,
316 glDrawElements( GL_TRIANGLES
,
317 vg_rb_view
.sphere_count
*3, GL_UNSIGNED_SHORT
,
318 (void *)(vg_rb_view
.sphere_start
*3*sizeof(u16
)) );