--- /dev/null
+#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-r;
+ mmdl1[3][1] = h+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)) );
+}