/* Copyright (C) 2021-2022 Harry Godden (hgn) - All Rights Reserved */
-#ifdef VG_3D
- typedef v3f line_co;
-#else
- typedef v2f line_co;
-#endif
-
-SHADER_DEFINE( vg_line_shader,
-#ifdef VG_3D
+#ifndef VG_LINES_H
+#define VG_LINES_H
+
+#include "vg/vg.h"
+
+typedef v3f line_co;
+
+static struct vg_shader _shader_lines =
+{
+ .name = "[vg] lines",
+ .link = NULL,
+ .vs =
+ {
+ .orig_file = NULL,
+ .static_src =
+
"uniform mat4 uPv;"
"layout (location=0) in vec3 a_co;"
-#else
- "uniform mat3 uPv;"
- "layout (location=0) in vec2 a_co;"
-#endif
"layout (location=1) in vec4 a_colour;"
""
"out vec4 s_colour;"
""
"void main()"
"{"
-#ifdef VG_3D
" vec4 vert_pos = uPv * vec4( a_co, 1.0 );"
-#else
- " vec4 vert_pos = vec4( uPv * vec3( a_co, 1.0 ), 1.0 );"
-#endif
" s_colour = a_colour;"
" gl_Position = vert_pos;"
- "}",
-
- // FRAGMENT
+ "}"
+ },
+ .fs =
+ {
+ .orig_file = NULL,
+ .static_src =
+
"out vec4 FragColor;"
""
"in vec4 s_colour;"
"{"
" FragColor = s_colour;"
"}"
- ,
- UNIFORMS({ "uPv" })
-)
+ }
+};
+
struct
{
- struct vg_lines_vert
- {
-#ifdef VG_3D
+ u32 draw,
+ allow_input;
+
+ struct vg_lines_vert
+ {
v3f co;
-#else
- v2f co;
-#endif
+ u32 colour;
+ }
+ *vertex_buffer;
- u32 colour;
- }
- *buffer;
-
GLuint vao, vbo;
- u32 draw_idx, cap, buffer_size;
}
-vg_lines;
+static vg_lines;
-static void vg_lines_init(void)
+VG_STATIC void vg_lines_init(void)
{
- SHADER_INIT( vg_line_shader );
-
- glGenVertexArrays( 1, &vg_lines.vao );
- glGenBuffers( 1, &vg_lines.vbo );
- glBindVertexArray( vg_lines.vao );
-
- glBindBuffer( GL_ARRAY_BUFFER, vg_lines.vbo );
-
- vg_lines.cap = 50000;
- vg_lines.buffer_size = vg_lines.cap * sizeof( struct vg_lines_vert );
-
- glBufferData( GL_ARRAY_BUFFER, vg_lines.buffer_size, NULL, GL_DYNAMIC_DRAW );
- glBindVertexArray( vg_lines.vao );
-
- glVertexAttribPointer(
- 0,
- sizeof( vg_lines.buffer[0].co ) / sizeof(float),
- GL_FLOAT,
- GL_FALSE,
- sizeof( struct vg_lines_vert ),
- (void *)0
- );
- glEnableVertexAttribArray( 0 );
-
- glVertexAttribPointer(
- 1,
- 4,
- GL_UNSIGNED_BYTE,
- GL_TRUE,
- sizeof( struct vg_lines_vert ),
- (void*)(offsetof( struct vg_lines_vert, colour ))
- );
- glEnableVertexAttribArray( 1 );
- vg_lines.buffer = malloc( vg_lines.buffer_size );
-}
+ vg_info( "vg_lines_init\n" );
-static void vg_lines_free(void)
-{
- glDeleteVertexArrays( 1, &vg_lines.vao );
- glDeleteBuffers( 1, &vg_lines.vbo );
-
- free( vg_lines.buffer );
+ vg_convar_push( (struct vg_convar){
+ .name = "vg_lines",
+ .data = &vg_lines.draw,
+ .data_type = k_convar_dtype_i32,
+ .opt_i32 = { .min=0, .max=1, .clamp=1 },
+ .persistent = 1
+ });
+
+ vg_shader_register( &_shader_lines );
+
+ vg_acquire_thread_sync();
+ {
+ glGenVertexArrays( 1, &vg_lines.vao );
+ glGenBuffers( 1, &vg_lines.vbo );
+ glBindVertexArray( vg_lines.vao );
+ glBindBuffer( GL_ARRAY_BUFFER, vg_lines.vbo );
+
+ u32 size = 50000 * sizeof( struct vg_lines_vert );
+
+ vg_lines.vertex_buffer =
+ vg_create_linear_allocator(vg_mem.rtmemory, size, VG_MEMORY_REALTIME);
+
+ glBufferData( GL_ARRAY_BUFFER, size, NULL, GL_DYNAMIC_DRAW );
+ glBindVertexArray( vg_lines.vao );
+ VG_CHECK_GL_ERR();
+
+ /* Pointers */
+ glVertexAttribPointer(
+ 0,
+ 3,
+ GL_FLOAT,
+ GL_FALSE,
+ sizeof( struct vg_lines_vert ),
+ (void *)0
+ );
+ glEnableVertexAttribArray( 0 );
+
+ glVertexAttribPointer(
+ 1,
+ 4,
+ GL_UNSIGNED_BYTE,
+ GL_TRUE,
+ sizeof( struct vg_lines_vert ),
+ (void*)(offsetof( struct vg_lines_vert, colour ))
+ );
+ glEnableVertexAttribArray( 1 );
+
+ VG_CHECK_GL_ERR();
+ vg_success( "done\n" );
+ }
+
+ vg_release_thread_sync();
+ vg_lines.allow_input = 1;
}
-static void vg_lines_drawall( float* projection )
+VG_STATIC void vg_lines_drawall( float* projection )
{
- SHADER_USE( vg_line_shader );
+ glUseProgram( _shader_lines.id );
-#ifdef VG_3D
glUniformMatrix4fv
-#else
- glUniformMatrix3fv
-#endif
- ( SHADER_UNIFORM( vg_line_shader, "uPv" ), 1, GL_FALSE, projection );
+ ( glGetUniformLocation( _shader_lines.id, "uPv" ), 1, GL_FALSE, projection );
glBindVertexArray( vg_lines.vao );
glBindBuffer( GL_ARRAY_BUFFER, vg_lines.vbo );
+
+ u32 bufusage = vg_linear_get_cur(vg_lines.vertex_buffer);
- glBufferSubData( GL_ARRAY_BUFFER, 0, vg_lines.draw_idx *
- sizeof(struct vg_lines_vert), vg_lines.buffer );
+ glBufferSubData( GL_ARRAY_BUFFER, 0, bufusage, vg_lines.vertex_buffer );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glBlendEquation( GL_FUNC_ADD );
-
- glDrawArrays( GL_LINES, 0, vg_lines.draw_idx );
+
+ if( vg_lines.draw )
+ glDrawArrays( GL_LINES, 0, bufusage / sizeof(struct vg_lines_vert) );
glDisable( GL_BLEND );
- vg_lines.draw_idx = 0;
+ vg_linear_clear( vg_lines.vertex_buffer );
}
-static void vg_line2( line_co from, line_co to, u32 fc, u32 tc )
+VG_STATIC void vg_line2( line_co from, line_co to, u32 fc, u32 tc )
{
- struct vg_lines_vert *v = &vg_lines.buffer[vg_lines.draw_idx];
+ if( !vg_lines.allow_input )
+ return;
+
+ u32 size = 2 * sizeof(struct vg_lines_vert);
+ struct vg_lines_vert *v = vg_linear_alloc( vg_lines.vertex_buffer, size );
-#ifdef VG_3D
v3_copy( from, v[0].co );
v3_copy( to, v[1].co );
-#else
- v2_copy( from, v[0].co );
- v2_copy( to, v[1].co );
-#endif
v[0].colour = fc;
v[1].colour = tc;
-
- vg_lines.draw_idx += 2;
}
-static void vg_line( line_co from, line_co to, u32 colour )
+VG_STATIC void vg_line( line_co from, line_co to, u32 colour )
{
vg_line2( from, to, colour, colour );
}
-static void vg_line_box( line_co min, line_co max, u32 colour )
+VG_STATIC void vg_line_boxf( boxf box, u32 colour )
+{
+ v3f p000, p001, p010, p011, p100, p101, p110, p111;
+
+ p000[0]=box[0][0];p000[1]=box[0][1];p000[2]=box[0][2];
+ p001[0]=box[0][0];p001[1]=box[0][1];p001[2]=box[1][2];
+ p010[0]=box[0][0];p010[1]=box[1][1];p010[2]=box[0][2];
+ p011[0]=box[0][0];p011[1]=box[1][1];p011[2]=box[1][2];
+
+ p100[0]=box[1][0];p100[1]=box[0][1];p100[2]=box[0][2];
+ p101[0]=box[1][0];p101[1]=box[0][1];p101[2]=box[1][2];
+ p110[0]=box[1][0];p110[1]=box[1][1];p110[2]=box[0][2];
+ p111[0]=box[1][0];p111[1]=box[1][1];p111[2]=box[1][2];
+
+ vg_line( p000, p001, colour );
+ vg_line( p001, p011, colour );
+ vg_line( p011, p010, colour );
+ vg_line( p010, p000, colour );
+
+ vg_line( p100, p101, colour );
+ vg_line( p101, p111, colour );
+ vg_line( p111, p110, colour );
+ vg_line( p110, p100, colour );
+
+ vg_line( p100, p000, colour );
+ vg_line( p101, p001, colour );
+ vg_line( p110, p010, colour );
+ vg_line( p111, p011, colour );
+}
+
+VG_STATIC void vg_line_boxf_transformed( m4x3f m, boxf box, u32 colour )
+{
+ v3f p000, p001, p010, p011, p100, p101, p110, p111;
+
+ p000[0]=box[0][0];p000[1]=box[0][1];p000[2]=box[0][2];
+ p001[0]=box[0][0];p001[1]=box[0][1];p001[2]=box[1][2];
+ p010[0]=box[0][0];p010[1]=box[1][1];p010[2]=box[0][2];
+ p011[0]=box[0][0];p011[1]=box[1][1];p011[2]=box[1][2];
+
+ p100[0]=box[1][0];p100[1]=box[0][1];p100[2]=box[0][2];
+ p101[0]=box[1][0];p101[1]=box[0][1];p101[2]=box[1][2];
+ p110[0]=box[1][0];p110[1]=box[1][1];p110[2]=box[0][2];
+ p111[0]=box[1][0];p111[1]=box[1][1];p111[2]=box[1][2];
+
+ m4x3_mulv( m, p000, p000 );
+ m4x3_mulv( m, p001, p001 );
+ m4x3_mulv( m, p010, p010 );
+ m4x3_mulv( m, p011, p011 );
+ m4x3_mulv( m, p100, p100 );
+ m4x3_mulv( m, p101, p101 );
+ m4x3_mulv( m, p110, p110 );
+ m4x3_mulv( m, p111, p111 );
+
+ vg_line( p000, p001, colour );
+ vg_line( p001, p011, colour );
+ vg_line( p011, p010, colour );
+ vg_line( p010, p000, colour );
+
+ vg_line( p100, p101, colour );
+ vg_line( p101, p111, colour );
+ vg_line( p111, p110, colour );
+ vg_line( p110, p100, colour );
+
+ vg_line( p100, p000, colour );
+ vg_line( p101, p001, colour );
+ vg_line( p110, p010, colour );
+ vg_line( p111, p011, colour );
+
+ vg_line( p000, p110, colour );
+ vg_line( p100, p010, colour );
+}
+
+VG_STATIC void vg_line_cross(v3f pos,u32 colour, float scale)
+{
+ v3f p0, p1;
+ v3_add( (v3f){ scale,0.0f,0.0f}, pos, p0 );
+ v3_add( (v3f){-scale,0.0f,0.0f}, pos, p1 );
+ vg_line( p0, p1, colour );
+ v3_add( (v3f){0.0f, scale,0.0f}, pos, p0 );
+ v3_add( (v3f){0.0f,-scale,0.0f}, pos, p1 );
+ vg_line( p0, p1, colour );
+ v3_add( (v3f){0.0f,0.0f, scale}, pos, p0 );
+ v3_add( (v3f){0.0f,0.0f,-scale}, pos, p1 );
+ vg_line( p0, p1, colour );
+}
+
+VG_STATIC void vg_line_pt3( v3f pt, float size, u32 colour )
{
-#ifdef VG_3D
- /* TODO... */
-#else
- vg_line( min, (v2f){min[0],max[1]}, colour );
- vg_line( (v2f){min[0],max[1]}, max, colour );
- vg_line( max, (v2f){max[0],min[1]}, colour );
- vg_line( (v2f){max[0],min[1]}, min, colour );
-#endif
+ boxf box =
+ {
+ { pt[0]-size, pt[1]-size, pt[2]-size },
+ { pt[0]+size, pt[1]+size, pt[2]+size }
+ };
+
+ vg_line_boxf( box, colour );
}
+
+#endif /* VG_LINES_H */