#pragma once
#include "vg_rigidbody.h"
-static struct vg_shader _shader_rigidbody = {
- .name = "[vg] rigidbody",
- .link = NULL,
- .vs = {
- .orig_file = NULL,
- .static_src =
-
- "uniform mat4 uPv;"
- "uniform mat4x3 uMdl;"
- "uniform mat4x3 uMdl1;"
- "layout (location=0) in vec4 a_co;"
- "layout (location=1) in vec3 a_norm;"
- "out vec3 aNorm;"
- "out vec3 aCo;"
- ""
- "void main()"
- "{"
- "vec3 world_pos0 = uMdl * vec4( a_co.xyz, 1.0 );"
- "vec3 world_pos1 = uMdl1 * vec4( a_co.xyz, 1.0 );"
- "vec3 co = mix( world_pos0, world_pos1, a_co.w );"
- "vec4 vert_pos = uPv * vec4( co, 1.0 );"
-
- "gl_Position = vert_pos;"
- "vec3 l = vec3(length(uMdl[0]),length(uMdl[1]),length(uMdl[2]));"
- "aNorm = (mat3(uMdl) * a_norm)/l;"
- "aCo = a_co.xyz*l;"
- "}"
- },
- .fs = {
- .orig_file = NULL,
- .static_src =
-
- "out vec4 FragColor;"
- "uniform vec4 uColour;"
- ""
- "in vec3 aNorm;"
- "in vec3 aCo;"
- // The MIT License
- // Copyright © 2017 Inigo Quilez
- // 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.
-
- // Info: https://iquilezles.org/articles/filterableprocedurals
- //
- // More filtered patterns: https://www.shadertoy.com/playlist/l3KXR1
-
- "vec3 tri( in vec3 x ){"
- "return 1.0-abs(2.0*fract(x/2.0)-1.0);"
- "}"
-
- "float checkersTextureGrad( in vec3 p, in vec3 ddx, in vec3 ddy ){"
- "vec3 w = max(abs(ddx), abs(ddy)) + 0.0001;" // filter kernel
- "vec3 i = (tri(p+0.5*w)-tri(p-0.5*w))/w;" // analytical integral
- // (box filter)
- "return 0.5 - 0.5*i.x*i.y*i.z;" // xor pattern
- "}"
- ""
- "void main()"
- "{"
- "vec3 uvw = aCo;"
- "vec3 ddx_uvw = dFdx( uvw );"
- "vec3 ddy_uvw = dFdy( uvw );"
- "float diffuse = checkersTextureGrad( uvw, ddx_uvw, ddy_uvw )*0.5+0.4;"
- "float light = dot( vec3(0.8017,0.5345,-0.2672), aNorm )*0.5 + 0.5;"
- "FragColor = light * diffuse * uColour;"
- "}"
- }
-};
-
-#pragma pack(push,1)
-struct rb_view_vert {
- v4f co;
- v3f n;
-};
-#pragma pack(pop)
-
-typedef struct rb_view_vert rb_view_vert;
-
-struct {
- GLuint vao, vbo, ebo;
-
- u32 sphere_start, sphere_count,
- box_start, box_count;
-}
-static vg_rb_view;
-
-struct vg_rb_mesh_init {
- u32 verts_size, tris_size;
- rb_view_vert *verts;
- u16 *tris;
-};
-
-static void async_vg_rb_view_init( void *payload, u32 payload_size ){
- struct vg_rb_mesh_init *inf = payload;
-
- glGenVertexArrays( 1, &vg_rb_view.vao );
- glGenBuffers( 1, &vg_rb_view.vbo );
- glGenBuffers( 1, &vg_rb_view.ebo );
- glBindVertexArray( vg_rb_view.vao );
-
-
- glBindBuffer( GL_ARRAY_BUFFER, vg_rb_view.vbo );
- glBufferData( GL_ARRAY_BUFFER, inf->verts_size, inf->verts, GL_STATIC_DRAW );
- glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, vg_rb_view.ebo );
- glBufferData( GL_ELEMENT_ARRAY_BUFFER,
- inf->tris_size, inf->tris, GL_STATIC_DRAW );
-
- /* 0: coordinates */
- size_t stride = sizeof(rb_view_vert);
- glVertexAttribPointer( 0, 4, GL_FLOAT, GL_FALSE, stride, (void*)0 );
- glEnableVertexAttribArray( 0 );
-
- /* 1: normal */
- glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE,
- stride, (void *)offsetof(rb_view_vert, n) );
- glEnableVertexAttribArray( 1 );
-
- VG_CHECK_GL_ERR();
-}
-
-static void vg_rb_view_init(void){
- vg_shader_register( &_shader_rigidbody );
-
- u32 H = 20,
- V = 16,
- verts_count = 0,
- tris_count = 0;
-
- /* box */
- verts_count += 4*6;
- tris_count += 2*6;
- vg_rb_view.box_count = 2*6;
- vg_rb_view.box_start = 0;
-
- /* sphere */
- verts_count += H*(V-2) + 2;
- tris_count += H*2 + (V-2)*(H*2);
- vg_rb_view.sphere_count = H*2 + (V-2)*(H*2);
-
- u32 hdr_size = vg_align8( sizeof(struct vg_rb_mesh_init) ),
- vert_size = vg_align8( verts_count * sizeof(rb_view_vert) ),
- tris_size = vg_align8( tris_count * 3 * sizeof(u16) );
-
- vg_async_item *call = vg_async_alloc( hdr_size + vert_size + tris_size );
-
- struct vg_rb_mesh_init *inf = call->payload;
- rb_view_vert *verts = ((void *)inf) + hdr_size;
- u16 *tris = ((void *)inf) + hdr_size + vert_size;
-
- inf->verts = verts;
- inf->tris = tris;
- inf->verts_size = vert_size;
- inf->tris_size = tris_size;
-
- u32 tri_index = 0,
- vert_index = 0;
-
- /* box
- * ----------------------------------------------------------- */
- for( u32 i=0; i<6; i ++ ){
- v3f n = {i%3==0,i%3==1,i%3==2};
- if( i >= 3 ) v3_negate( n, n );
- v3f v0, v1;
- v3_tangent_basis( n, v0, v1 );
-
- rb_view_vert *vs = &verts[vert_index];
- vert_index += 4;
-
- for( u32 j=0; j<4; j ++ ){
- v3_copy( n, vs[j].n );
- v3_muladds( n, v0, j&0x1?1.0f:-1.0f, vs[j].co );
- v3_muladds( vs[j].co, v1, j&0x2?1.0f:-1.0f, vs[j].co );
- vs[j].co[3] = 0.0f;
- }
-
- tris[tri_index*3+0] = i*4+0;
- tris[tri_index*3+1] = i*4+1;
- tris[tri_index*3+2] = i*4+3;
- tris[tri_index*3+3] = i*4+0;
- tris[tri_index*3+4] = i*4+3;
- tris[tri_index*3+5] = i*4+2;
- tri_index += 2;
- }
-
- /* sphere / capsule
- * ----------------------------------------------------------- */
- u32 base = vert_index;
- vg_rb_view.sphere_start = tri_index;
- v4_copy( (v4f){0,-1,0,0}, verts[vert_index].co );
- v3_copy( (v3f){0,-1,0}, verts[vert_index ++].n );
-
- for( u32 x=0; x<H; x ++ ){
- tris[tri_index*3+0] = base+0;
- tris[tri_index*3+1] = base+1+x;
- tris[tri_index*3+2] = base+1+((x+1)%H);
- tri_index += 1;
- }
-
- for( u32 y=1; y<V-1; y ++ ){
- f32 ty = ((f32)y/(f32)(V-1)) * VG_PIf;
- u32 ybase = y-1;
- for( u32 x=0; x<H; x ++ ){
- f32 tx = ((f32)x/(f32)H) * VG_TAUf;
-
- v4f co = { cosf(tx)*sinf(ty), -cosf(ty), sinf(tx)*sinf(ty), y>=(V/2) };
- v4_copy( co, verts[vert_index].co );
- v4_copy( co, verts[vert_index ++].n );
-
- if( y < V-2 ){
- tris[tri_index*3+0] = base+1 + ybase*H + x;
- tris[tri_index*3+1] = base+1 + (ybase+1)*H + ((x+1)%H);
- tris[tri_index*3+2] = base+1 + ybase*H + ((x+1)%H);
- tris[tri_index*3+3] = base+1 + ybase*H + x;
- tris[tri_index*3+4] = base+1 + (ybase+1)*H + x;
- tris[tri_index*3+5] = base+1 + (ybase+1)*H + ((x+1)%H);
- tri_index += 2;
- }
- }
- }
-
- v4_copy( (v4f){0, 1,0,1}, verts[vert_index].co );
- v3_copy( (v3f){0, 1,0}, verts[vert_index ++].n );
-
- for( u32 x=0; x<H; x ++ ){
- tris[tri_index*3+0] = base + (H*(V-2) + 2)-1;
- tris[tri_index*3+1] = base+1 + (V-3)*H+((x+1)%H);
- tris[tri_index*3+2] = base+1 + (V-3)*H+x;
- tri_index += 1;
- }
-
- vg_async_dispatch( call, async_vg_rb_view_init );
-}
-
-static void vg_rb_view_bind(void){
- glEnable( GL_CULL_FACE );
- glEnable( GL_DEPTH_TEST );
-
- glUseProgram( _shader_rigidbody.id );
- glUniformMatrix4fv( glGetUniformLocation( _shader_rigidbody.id, "uPv" ),
- 1, GL_FALSE, (float *)vg.pv );
-
- glBindVertexArray( vg_rb_view.vao );
-}
-
-static void vg_rb_view_box( m4x3f mdl, boxf bbx, v4f colour ){
-
- v3f e;
- v3_sub( bbx[1], bbx[0], e );
- v3_muls( e, 0.5f, e );
-
- m4x3f mmdl;
- m4x3_identity( mmdl );
- m3x3_scale( mmdl, e );
- v3_add( bbx[0], e, mmdl[3] );
- m4x3_mul( mdl, mmdl, mmdl );
-
- glUniformMatrix4x3fv( glGetUniformLocation( _shader_rigidbody.id, "uMdl" ),
- 1,GL_FALSE,(float*)mmdl);
- glUniformMatrix4x3fv( glGetUniformLocation( _shader_rigidbody.id, "uMdl1" ),
- 1,GL_FALSE,(float*)mmdl);
- glUniform4fv( glGetUniformLocation( _shader_rigidbody.id, "uColour" ), 1,
- colour );
- glDrawElements( GL_TRIANGLES,
- vg_rb_view.box_count*3, GL_UNSIGNED_SHORT,
- (void *)(vg_rb_view.box_start*3*sizeof(u16)) );
-}
-
-static void vg_rb_view_sphere( m4x3f mdl, f32 r, v4f colour ){
- m4x3f mmdl;
- m4x3_copy( mdl, mmdl );
- m3x3_scalef( mmdl, r );
- glUniformMatrix4x3fv( glGetUniformLocation( _shader_rigidbody.id, "uMdl" ),
- 1,GL_FALSE,(float*)mmdl);
- glUniformMatrix4x3fv( glGetUniformLocation( _shader_rigidbody.id, "uMdl1" ),
- 1,GL_FALSE,(float*)mmdl);
- glUniform4fv( glGetUniformLocation( _shader_rigidbody.id, "uColour" ), 1,
- colour );
- glDrawElements( GL_TRIANGLES,
- vg_rb_view.sphere_count*3, GL_UNSIGNED_SHORT,
- (void *)(vg_rb_view.sphere_start*3*sizeof(u16)) );
-}
-
-static void vg_rb_view_capsule( m4x3f mdl, f32 r, f32 h, v4f colour ){
- m4x3f mmdl0, mmdl1;
- m4x3_identity( mmdl0 );
- m4x3_identity( mmdl1 );
- m3x3_scalef( mmdl0, r );
- m3x3_scalef( mmdl1, r );
- mmdl0[3][1] = -h*0.5f+r;
- mmdl1[3][1] = h*0.5f-r;
- m4x3_mul( mdl, mmdl0, mmdl0 );
- m4x3_mul( mdl, mmdl1, mmdl1 );
-
- glUniformMatrix4x3fv( glGetUniformLocation( _shader_rigidbody.id, "uMdl" ),
- 1,GL_FALSE,(float*)mmdl0);
- glUniformMatrix4x3fv( glGetUniformLocation( _shader_rigidbody.id, "uMdl1" ),
- 1,GL_FALSE,(float*)mmdl1);
- glUniform4fv( glGetUniformLocation( _shader_rigidbody.id, "uColour" ), 1,
- colour );
- glDrawElements( GL_TRIANGLES,
- vg_rb_view.sphere_count*3, GL_UNSIGNED_SHORT,
- (void *)(vg_rb_view.sphere_start*3*sizeof(u16)) );
-}
+void vg_rb_view_init(void);
+void vg_rb_view_bind(void);
+void vg_rb_view_box( m4x3f mdl, boxf bbx, v4f colour );
+void vg_rb_view_sphere( m4x3f mdl, f32 r, v4f colour );
+void vg_rb_view_capsule( m4x3f mdl, f32 r, f32 h, v4f colour );