1064fedee5f28a53c07c04f1fa85f2113e48b1ad
[vg.git] / vg_rigidbody_view.h
1 #pragma once
2 #include "vg_rigidbody.h"
3
4 static struct vg_shader _shader_rigidbody = {
5 .name = "[vg] rigidbody",
6 .link = NULL,
7 .vs = {
8 .orig_file = NULL,
9 .static_src =
10
11 "uniform mat4 uPv;"
12 "uniform mat4x3 uMdl;"
13 "uniform mat4x3 uMdl1;"
14 "layout (location=0) in vec4 a_co;"
15 "layout (location=1) in vec3 a_norm;"
16 "out vec3 aNorm;"
17 "out vec3 aCo;"
18 ""
19 "void main()"
20 "{"
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 );"
25
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;"
29 "aCo = a_co.xyz*l;"
30 "}"
31 },
32 .fs = {
33 .orig_file = NULL,
34 .static_src =
35
36 "out vec4 FragColor;"
37 "uniform vec4 uColour;"
38 ""
39 "in vec3 aNorm;"
40 "in vec3 aCo;"
41 // The MIT License
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.
58
59 // Info: https://iquilezles.org/articles/filterableprocedurals
60 //
61 // More filtered patterns: https://www.shadertoy.com/playlist/l3KXR1
62
63 "vec3 tri( in vec3 x ){"
64 "return 1.0-abs(2.0*fract(x/2.0)-1.0);"
65 "}"
66
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
70 // (box filter)
71 "return 0.5 - 0.5*i.x*i.y*i.z;" // xor pattern
72 "}"
73 ""
74 "void main()"
75 "{"
76 "vec3 uvw = aCo;"
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;"
82 "}"
83 }
84 };
85
86 #pragma pack(push,1)
87 struct rb_view_vert {
88 v4f co;
89 v3f n;
90 };
91 #pragma pack(pop)
92
93 typedef struct rb_view_vert rb_view_vert;
94
95 struct {
96 GLuint vao, vbo, ebo;
97
98 u32 sphere_start, sphere_count,
99 box_start, box_count;
100 }
101 static vg_rb_view;
102
103 struct vg_rb_mesh_init {
104 u32 verts_size, tris_size;
105 rb_view_vert *verts;
106 u16 *tris;
107 };
108
109 static void async_vg_rb_view_init( void *payload, u32 payload_size ){
110 struct vg_rb_mesh_init *inf = payload;
111
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 );
116
117
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 );
123
124 /* 0: coordinates */
125 size_t stride = sizeof(rb_view_vert);
126 glVertexAttribPointer( 0, 4, GL_FLOAT, GL_FALSE, stride, (void*)0 );
127 glEnableVertexAttribArray( 0 );
128
129 /* 1: normal */
130 glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE,
131 stride, (void *)offsetof(rb_view_vert, n) );
132 glEnableVertexAttribArray( 1 );
133
134 VG_CHECK_GL_ERR();
135 }
136
137 static void vg_rb_view_init(void){
138 vg_shader_register( &_shader_rigidbody );
139
140 u32 H = 20,
141 V = 16,
142 verts_count = 0,
143 tris_count = 0;
144
145 /* box */
146 verts_count += 4*6;
147 tris_count += 2*6;
148 vg_rb_view.box_count = 2*6;
149 vg_rb_view.box_start = 0;
150
151 /* sphere */
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);
155
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) );
159
160 vg_async_item *call = vg_async_alloc( hdr_size + vert_size + tris_size );
161
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;
165
166 inf->verts = verts;
167 inf->tris = tris;
168 inf->verts_size = vert_size;
169 inf->tris_size = tris_size;
170
171 u32 tri_index = 0,
172 vert_index = 0;
173
174 /* box
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 );
179 v3f v0, v1;
180 v3_tangent_basis( n, v0, v1 );
181
182 rb_view_vert *vs = &verts[vert_index];
183 vert_index += 4;
184
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 );
189 vs[j].co[3] = 0.0f;
190 }
191
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;
198 tri_index += 2;
199 }
200
201 /* sphere / capsule
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 );
207
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);
212 tri_index += 1;
213 }
214
215 for( u32 y=1; y<V-1; y ++ ){
216 f32 ty = ((f32)y/(f32)(V-1)) * VG_PIf;
217 u32 ybase = y-1;
218 for( u32 x=0; x<H; x ++ ){
219 f32 tx = ((f32)x/(f32)H) * VG_TAUf;
220
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 );
224
225 if( y < V-2 ){
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);
232 tri_index += 2;
233 }
234 }
235 }
236
237 v4_copy( (v4f){0, 1,0,1}, verts[vert_index].co );
238 v3_copy( (v3f){0, 1,0}, verts[vert_index ++].n );
239
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;
244 tri_index += 1;
245 }
246
247 vg_async_dispatch( call, async_vg_rb_view_init );
248 }
249
250 static void vg_rb_view_bind(void){
251 glEnable( GL_CULL_FACE );
252 glEnable( GL_DEPTH_TEST );
253
254 glUseProgram( _shader_rigidbody.id );
255 glUniformMatrix4fv( glGetUniformLocation( _shader_rigidbody.id, "uPv" ),
256 1, GL_FALSE, (float *)vg.pv );
257
258 glBindVertexArray( vg_rb_view.vao );
259 }
260
261 static void vg_rb_view_box( m4x3f mdl, boxf bbx, v4f colour ){
262
263 v3f e;
264 v3_sub( bbx[1], bbx[0], e );
265 v3_muls( e, 0.5f, e );
266
267 m4x3f mmdl;
268 m4x3_identity( mmdl );
269 m3x3_scale( mmdl, e );
270 v3_add( bbx[0], e, mmdl[3] );
271 m4x3_mul( mdl, mmdl, mmdl );
272
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,
278 colour );
279 glDrawElements( GL_TRIANGLES,
280 vg_rb_view.box_count*3, GL_UNSIGNED_SHORT,
281 (void *)(vg_rb_view.box_start*3*sizeof(u16)) );
282 }
283
284 static void vg_rb_view_sphere( m4x3f mdl, f32 r, v4f colour ){
285 m4x3f mmdl;
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,
293 colour );
294 glDrawElements( GL_TRIANGLES,
295 vg_rb_view.sphere_count*3, GL_UNSIGNED_SHORT,
296 (void *)(vg_rb_view.sphere_start*3*sizeof(u16)) );
297 }
298
299 static void vg_rb_view_capsule( m4x3f mdl, f32 r, f32 h, v4f colour ){
300 m4x3f mmdl0, mmdl1;
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 );
309
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,
315 colour );
316 glDrawElements( GL_TRIANGLES,
317 vg_rb_view.sphere_count*3, GL_UNSIGNED_SHORT,
318 (void *)(vg_rb_view.sphere_start*3*sizeof(u16)) );
319 }