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[vg.git] / vg_rigidbody_view.c
1 #pragma once
2 #include "vg_platform.h"
3 #include "vg_rigidbody.h"
4 #include "vg_shader.h"
5 #include "vg_engine.h"
6 #include "vg_async.h"
7
8 static struct vg_shader _shader_rigidbody =
9 {
10 .name = "[vg] rigidbody",
11 .vs = {
12 .orig_file = NULL,
13 .static_src =
14
15 "uniform mat4 uPv;"
16 "uniform mat4x3 uMdl;"
17 "uniform mat4x3 uMdl1;"
18 "layout (location=0) in vec4 a_co;"
19 "layout (location=1) in vec3 a_norm;"
20 "out vec3 aNorm;"
21 "out vec3 aCo;"
22 ""
23 "void main()"
24 "{"
25 "vec3 world_pos0 = uMdl * vec4( a_co.xyz, 1.0 );"
26 "vec3 world_pos1 = uMdl1 * vec4( a_co.xyz, 1.0 );"
27 "vec3 co = mix( world_pos0, world_pos1, a_co.w );"
28 "vec4 vert_pos = uPv * vec4( co, 1.0 );"
29
30 "gl_Position = vert_pos;"
31 "vec3 l = vec3(length(uMdl[0]),length(uMdl[1]),length(uMdl[2]));"
32 "aNorm = (mat3(uMdl) * a_norm)/l;"
33 "aCo = a_co.xyz*l;"
34 "}"
35 },
36 .fs = {
37 .orig_file = NULL,
38 .static_src =
39
40 "out vec4 FragColor;"
41 "uniform vec4 uColour;"
42 ""
43 "in vec3 aNorm;"
44 "in vec3 aCo;"
45 // The MIT License
46 // Copyright © 2017 Inigo Quilez
47 // Permission is hereby granted, free of charge, to any person obtaining a
48 // copy of this software and associated documentation files (the "Software"),
49 // to deal in the Software without restriction, including without limitation
50 // the rights to use, copy, modify, merge, publish, distribute, sublicense,
51 // and/or sell copies of the Software, and to permit persons to whom the
52 // Software is furnished to do so, subject to the following conditions:
53 // The above copyright notice and this permission notice shall be included in
54 // all copies or substantial portions of the Software. THE SOFTWARE IS
55 // PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
56 // INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
57 // FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
58 // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
59 // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
60 // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
61 // DEALINGS IN THE SOFTWARE.
62
63 // Info: https://iquilezles.org/articles/filterableprocedurals
64 //
65 // More filtered patterns: https://www.shadertoy.com/playlist/l3KXR1
66
67 "vec3 tri( in vec3 x ){"
68 "return 1.0-abs(2.0*fract(x/2.0)-1.0);"
69 "}"
70
71 "float checkersTextureGrad( in vec3 p, in vec3 ddx, in vec3 ddy ){"
72 "vec3 w = max(abs(ddx), abs(ddy)) + 0.0001;" // filter kernel
73 "vec3 i = (tri(p+0.5*w)-tri(p-0.5*w))/w;" // analytical integral
74 // (box filter)
75 "return 0.5 - 0.5*i.x*i.y*i.z;" // xor pattern
76 "}"
77 ""
78 "void main()"
79 "{"
80 "vec3 uvw = aCo;"
81 "vec3 ddx_uvw = dFdx( uvw );"
82 "vec3 ddy_uvw = dFdy( uvw );"
83 "float diffuse = checkersTextureGrad( uvw, ddx_uvw, ddy_uvw )*0.5+0.4;"
84 "float light = dot( vec3(0.8017,0.5345,-0.2672), aNorm )*0.5 + 0.5;"
85 "FragColor = light * diffuse * uColour;"
86 "}"
87 }
88 };
89
90 #pragma pack(push,1)
91 struct rb_view_vert {
92 v4f co;
93 v3f n;
94 };
95 #pragma pack(pop)
96
97 typedef struct rb_view_vert rb_view_vert;
98
99 struct {
100 GLuint vao, vbo, ebo;
101 u32 sphere_start, sphere_count,
102 box_start, box_count;
103 }
104 static vg_rb_view;
105
106 struct vg_rb_mesh_init {
107 u32 verts_size, tris_size;
108 rb_view_vert *verts;
109 u16 *tris;
110 };
111
112 static void async_vg_rb_view_init( void *payload, u32 payload_size )
113 {
114 struct vg_rb_mesh_init *inf = payload;
115
116 glGenVertexArrays( 1, &vg_rb_view.vao );
117 glGenBuffers( 1, &vg_rb_view.vbo );
118 glGenBuffers( 1, &vg_rb_view.ebo );
119 glBindVertexArray( vg_rb_view.vao );
120
121
122 glBindBuffer( GL_ARRAY_BUFFER, vg_rb_view.vbo );
123 glBufferData( GL_ARRAY_BUFFER, inf->verts_size, inf->verts, GL_STATIC_DRAW );
124 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, vg_rb_view.ebo );
125 glBufferData( GL_ELEMENT_ARRAY_BUFFER,
126 inf->tris_size, inf->tris, GL_STATIC_DRAW );
127
128 /* 0: coordinates */
129 size_t stride = sizeof(rb_view_vert);
130 glVertexAttribPointer( 0, 4, GL_FLOAT, GL_FALSE, stride, (void*)0 );
131 glEnableVertexAttribArray( 0 );
132
133 /* 1: normal */
134 glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE,
135 stride, (void *)offsetof(rb_view_vert, n) );
136 glEnableVertexAttribArray( 1 );
137
138 VG_CHECK_GL_ERR();
139 }
140
141 void vg_rb_view_init(void)
142 {
143 vg_shader_register( &_shader_rigidbody );
144
145 u32 H = 20,
146 V = 16,
147 verts_count = 0,
148 tris_count = 0;
149
150 /* box */
151 verts_count += 4*6;
152 tris_count += 2*6;
153 vg_rb_view.box_count = 2*6;
154 vg_rb_view.box_start = 0;
155
156 /* sphere */
157 verts_count += H*(V-2) + 2;
158 tris_count += H*2 + (V-2)*(H*2);
159 vg_rb_view.sphere_count = H*2 + (V-2)*(H*2);
160
161 u32 hdr_size = vg_align8( sizeof(struct vg_rb_mesh_init) ),
162 vert_size = vg_align8( verts_count * sizeof(rb_view_vert) ),
163 tris_size = vg_align8( tris_count * 3 * sizeof(u16) );
164
165 vg_async_item *call = vg_async_alloc( hdr_size + vert_size + tris_size );
166
167 struct vg_rb_mesh_init *inf = call->payload;
168 rb_view_vert *verts = ((void *)inf) + hdr_size;
169 u16 *tris = ((void *)inf) + hdr_size + vert_size;
170
171 inf->verts = verts;
172 inf->tris = tris;
173 inf->verts_size = vert_size;
174 inf->tris_size = tris_size;
175
176 u32 tri_index = 0,
177 vert_index = 0;
178
179 /* box
180 * ----------------------------------------------------------- */
181 for( u32 i=0; i<6; i ++ ){
182 v3f n = {i%3==0,i%3==1,i%3==2};
183 if( i >= 3 ) v3_negate( n, n );
184 v3f v0, v1;
185 v3_tangent_basis( n, v0, v1 );
186
187 rb_view_vert *vs = &verts[vert_index];
188 vert_index += 4;
189
190 for( u32 j=0; j<4; j ++ ){
191 v3_copy( n, vs[j].n );
192 v3_muladds( n, v0, j&0x1?1.0f:-1.0f, vs[j].co );
193 v3_muladds( vs[j].co, v1, j&0x2?1.0f:-1.0f, vs[j].co );
194 vs[j].co[3] = 0.0f;
195 }
196
197 tris[tri_index*3+0] = i*4+0;
198 tris[tri_index*3+1] = i*4+1;
199 tris[tri_index*3+2] = i*4+3;
200 tris[tri_index*3+3] = i*4+0;
201 tris[tri_index*3+4] = i*4+3;
202 tris[tri_index*3+5] = i*4+2;
203 tri_index += 2;
204 }
205
206 /* sphere / capsule
207 * ----------------------------------------------------------- */
208 u32 base = vert_index;
209 vg_rb_view.sphere_start = tri_index;
210 v4_copy( (v4f){0,-1,0,0}, verts[vert_index].co );
211 v3_copy( (v3f){0,-1,0}, verts[vert_index ++].n );
212
213 for( u32 x=0; x<H; x ++ ){
214 tris[tri_index*3+0] = base+0;
215 tris[tri_index*3+1] = base+1+x;
216 tris[tri_index*3+2] = base+1+((x+1)%H);
217 tri_index += 1;
218 }
219
220 for( u32 y=1; y<V-1; y ++ ){
221 f32 ty = ((f32)y/(f32)(V-1)) * VG_PIf;
222 u32 ybase = y-1;
223 for( u32 x=0; x<H; x ++ ){
224 f32 tx = ((f32)x/(f32)H) * VG_TAUf;
225
226 v4f co = { cosf(tx)*sinf(ty), -cosf(ty), sinf(tx)*sinf(ty), y>=(V/2) };
227 v4_copy( co, verts[vert_index].co );
228 v4_copy( co, verts[vert_index ++].n );
229
230 if( y < V-2 ){
231 tris[tri_index*3+0] = base+1 + ybase*H + x;
232 tris[tri_index*3+1] = base+1 + (ybase+1)*H + ((x+1)%H);
233 tris[tri_index*3+2] = base+1 + ybase*H + ((x+1)%H);
234 tris[tri_index*3+3] = base+1 + ybase*H + x;
235 tris[tri_index*3+4] = base+1 + (ybase+1)*H + x;
236 tris[tri_index*3+5] = base+1 + (ybase+1)*H + ((x+1)%H);
237 tri_index += 2;
238 }
239 }
240 }
241
242 v4_copy( (v4f){0, 1,0,1}, verts[vert_index].co );
243 v3_copy( (v3f){0, 1,0}, verts[vert_index ++].n );
244
245 for( u32 x=0; x<H; x ++ ){
246 tris[tri_index*3+0] = base + (H*(V-2) + 2)-1;
247 tris[tri_index*3+1] = base+1 + (V-3)*H+((x+1)%H);
248 tris[tri_index*3+2] = base+1 + (V-3)*H+x;
249 tri_index += 1;
250 }
251
252 vg_async_dispatch( call, async_vg_rb_view_init );
253 }
254
255 void vg_rb_view_bind(void)
256 {
257 glEnable( GL_CULL_FACE );
258 glEnable( GL_DEPTH_TEST );
259
260 glUseProgram( _shader_rigidbody.id );
261 glUniformMatrix4fv( glGetUniformLocation( _shader_rigidbody.id, "uPv" ),
262 1, GL_FALSE, (float *)vg.pv );
263
264 glBindVertexArray( vg_rb_view.vao );
265 }
266
267 void vg_rb_view_box( m4x3f mdl, boxf bbx, v4f colour )
268 {
269 v3f e;
270 v3_sub( bbx[1], bbx[0], e );
271 v3_muls( e, 0.5f, e );
272
273 m4x3f mmdl;
274 m4x3_identity( mmdl );
275 m3x3_scale( mmdl, e );
276 v3_add( bbx[0], e, mmdl[3] );
277 m4x3_mul( mdl, mmdl, mmdl );
278
279 glUniformMatrix4x3fv( glGetUniformLocation( _shader_rigidbody.id, "uMdl" ),
280 1,GL_FALSE,(float*)mmdl);
281 glUniformMatrix4x3fv( glGetUniformLocation( _shader_rigidbody.id, "uMdl1" ),
282 1,GL_FALSE,(float*)mmdl);
283 glUniform4fv( glGetUniformLocation( _shader_rigidbody.id, "uColour" ), 1,
284 colour );
285 glDrawElements( GL_TRIANGLES,
286 vg_rb_view.box_count*3, GL_UNSIGNED_SHORT,
287 (void *)(vg_rb_view.box_start*3*sizeof(u16)) );
288 }
289
290 void vg_rb_view_sphere( m4x3f mdl, f32 r, v4f colour )
291 {
292 m4x3f mmdl;
293 m4x3_copy( mdl, mmdl );
294 m3x3_scalef( mmdl, r );
295 glUniformMatrix4x3fv( glGetUniformLocation( _shader_rigidbody.id, "uMdl" ),
296 1,GL_FALSE,(float*)mmdl);
297 glUniformMatrix4x3fv( glGetUniformLocation( _shader_rigidbody.id, "uMdl1" ),
298 1,GL_FALSE,(float*)mmdl);
299 glUniform4fv( glGetUniformLocation( _shader_rigidbody.id, "uColour" ), 1,
300 colour );
301 glDrawElements( GL_TRIANGLES,
302 vg_rb_view.sphere_count*3, GL_UNSIGNED_SHORT,
303 (void *)(vg_rb_view.sphere_start*3*sizeof(u16)) );
304 }
305
306 void vg_rb_view_capsule( m4x3f mdl, f32 r, f32 h, v4f colour )
307 {
308 m4x3f mmdl0, mmdl1;
309 m4x3_identity( mmdl0 );
310 m4x3_identity( mmdl1 );
311 m3x3_scalef( mmdl0, r );
312 m3x3_scalef( mmdl1, r );
313 mmdl0[3][1] = -h*0.5f+r;
314 mmdl1[3][1] = h*0.5f-r;
315 m4x3_mul( mdl, mmdl0, mmdl0 );
316 m4x3_mul( mdl, mmdl1, mmdl1 );
317
318 glUniformMatrix4x3fv( glGetUniformLocation( _shader_rigidbody.id, "uMdl" ),
319 1,GL_FALSE,(float*)mmdl0);
320 glUniformMatrix4x3fv( glGetUniformLocation( _shader_rigidbody.id, "uMdl1" ),
321 1,GL_FALSE,(float*)mmdl1);
322 glUniform4fv( glGetUniformLocation( _shader_rigidbody.id, "uColour" ), 1,
323 colour );
324 glDrawElements( GL_TRIANGLES,
325 vg_rb_view.sphere_count*3, GL_UNSIGNED_SHORT,
326 (void *)(vg_rb_view.sphere_start*3*sizeof(u16)) );
327 }