mirror of
https://github.com/vlang/v.git
synced 2023-08-10 21:13:21 +03:00
425 lines
9.9 KiB
Go
425 lines
9.9 KiB
Go
// Copyright (c) 2019 Alexander Medvednikov. All rights reserved.
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// Use of this source code is governed by an MIT license
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// that can be found in the LICENSE file.
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module gg
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import stbi
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import glm
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import gl
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struct Vec2 {
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x int
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y int
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}
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import const (
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GL_STATIC_DRAW
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GL_FLOAT
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GL_FALSE
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GL_UNSIGNED_INT
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GL_INT
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)
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const (
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DEFAULT_FONT_SIZE = 12
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)
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pub fn vec2(x, y int) Vec2 {
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res := Vec2 {
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x: x,
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y: y,
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}
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return res
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}
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pub fn init() {
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println(gl.TEXT_VERT)
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gl.init_glad()
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}
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struct Face {
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cobj voidptr
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}
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struct Cfg {
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width int
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height int
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use_ortho bool
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retina bool
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font_size int
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}
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struct GG {
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shader gl.Shader
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// use_ortho bool
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width int
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height int
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VAO u32
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rect_vao u32
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rect_vbo u32
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line_vao u32
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line_vbo u32
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VBO u32
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scale int // retina = 2 , normal = 1
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}
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// fn new_context(width, height int, use_ortho bool, font_size int) *GG {
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pub fn new_context(cfg Cfg) *GG {
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// println('new context orhto=$cfg.use_ortho')
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// # glScissor(0,0,300,300);
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shader := gl.new_shader('simple')
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shader.use()
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if cfg.use_ortho {
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projection := glm.ortho(0, cfg.width, cfg.height, 0)
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/*
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// for debugging broken tetris in gg.o
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# projection.data[0]=0.010000;
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# projection.data[1]=0.000000;
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# projection.data[2]=0.000000;
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# projection.data[3]=0.000000;
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# projection.data[4]=0.000000;
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# projection.data[5]=-0.005000;
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# projection.data[6]=0.000000;
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# projection.data[7]=0.000000;
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# projection.data[8]=0.000000;
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# projection.data[9]=0.000000;
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# projection.data[10]=1.000000;
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# projection.data[11]=0.000000;
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# projection.data[12]=-1.000000;
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# projection.data[13]=1.000000;
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# projection.data[14]=0.000000;
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# projection.data[15]=1.000000;
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*/
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// projection_new := ortho(0, width, height, 0)
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// println('\nORTHO OLD=')
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//# for (int i=0;i<16;i++) printf("%d=%f ",i, projection.data[i]);
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// println('\n\n!ORTHO NEW=')
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// # for (int i=0;i<16;i++) printf("%d=%f ",i, projection_new[i]);
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// println('\n\n')
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//println('setting o')
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shader.set_mat4('projection', projection)
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}
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else {
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// TODO move to function (allow volt functions to return arrrays without allocations)
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// i := glm.identity3()
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shader.set_mat4('projection', glm.identity())
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}
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VAO := gl.gen_vertex_array()
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//println('new gg context VAO=$VAO')
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VBO := gl.gen_buffer()
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mut scale := 1
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if cfg.retina {
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scale = 2
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}
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gl.enable(GL_BLEND)
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# glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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//println('new gg text context VAO=$VAO')
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gl.bind_vao(VAO)
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gl.bind_buffer(GL_ARRAY_BUFFER, VBO)
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gl.enable_vertex_attrib_array(0)
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gl.vertex_attrib_pointer(0, 4, GL_FLOAT, false, 4, 0)
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todo_remove_me(cfg, scale)
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mut ctx := &GG {
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shader: shader
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width: cfg.width
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height: cfg.height
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VAO: VAO
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VBO: VBO
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// /line_vao: gl.gen_vertex_array()
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// /line_vbo: gl.gen_buffer()
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//text_ctx: new_context_text(cfg, scale),
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scale: scale
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// use_ortho: use_ortho
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}
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// ctx.init_rect_vao()
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return ctx
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}
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pub fn (ctx &GG) draw_triangle(x1, y1, x2, y2, x3, y3 f32, c gx.Color) {
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// println('draw_triangle $x1,$y1 $x2,$y2 $x3,$y3')
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ctx.shader.use()
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ctx.shader.set_color('color', c)
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vertices := [
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x1, y1, 0,
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x2, y2, 0,
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x3, y3, 0,
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] !
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// bind the Vertex Array Object first, then bind and set vertex buffer(s),
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// and then configure vertex attributes(s).
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gl.bind_vao(ctx.VAO)
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gl.set_vbo(ctx.VBO, vertices, GL_STATIC_DRAW)
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gl.vertex_attrib_pointer(0, 3, GL_FLOAT, false, 3, 0)
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gl.enable_vertex_attrib_array(0)
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// gl.bind_buffer(GL_ARRAY_BUFFER, uint(0))
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// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO,
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// but this rarely happens. Modifying other
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// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs
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// (nor VBOs) when it's not directly necessary.
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// gl.bind_vertex_array(uint(0))
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// gl.bind_vertex_array(ctx.VAO)
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gl.draw_arrays(GL_TRIANGLES, 0, 3)
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}
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pub fn (ctx &GG) draw_triangle_tex(x1, y1, x2, y2, x3, y3 f32, c gx.Color) {
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ctx.shader.use()
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ctx.shader.set_color('color', c)
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ctx.shader.set_int('has_texture', 1)
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vertices := [
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x1, y1, 0, 0, 0, 0, 1, 1,
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x2, y2, 0, 0, 0, 0, 1, 0,
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x3, y3, 0, 0, 0, 0, 0, 0,
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] !
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gl.bind_vao(ctx.VAO)
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gl.set_vbo(ctx.VBO, vertices, GL_STATIC_DRAW)
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// position attribute
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gl.vertex_attrib_pointer(0, 3, GL_FLOAT, false, 3, 0)
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gl.enable_vertex_attrib_array(0)
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// color attribute
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gl.vertex_attrib_pointer(1, 3, GL_FLOAT, false, 8, 3)
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gl.enable_vertex_attrib_array(1)
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// texture attribute
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gl.vertex_attrib_pointer(2, 2, GL_FLOAT, false, 8, 6)
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gl.enable_vertex_attrib_array(2)
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// /
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// gl.draw_arrays(GL_TRIANGLES, 0, 3)
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gl.draw_elements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0)
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}
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pub fn (ctx &GG) draw_rect(x, y, w, h f32, c gx.Color) {
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// println('gg.draw_rect($x,$y,$w,$h)')
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// wrong order
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// // ctx.draw_triangle(x, y, x + w, y, x + w, y + h, c)
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// // ctx.draw_triangle(x, y, x, y + h, x + w, y + h, c)
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// good order. counter clock wise
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// ctx.draw_triangle(x, y, x, y + h, x + w, y + h, c)
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// ctx.draw_triangle(x, y, x + w, y + h, x + w, y, c)
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ctx.draw_rect2(x, y, w, h, c)
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}
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/*
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fn (ctx mut GG) init_rect_vao() {
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ctx.rect_vao = gl.gen_vertex_array()
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ctx.rect_vbo = gl.gen_buffer()
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vertices := [
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x + w, y, 0,
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x + w, y + h, 0,
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x, y + h, 0,
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x, y, 0,
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] !
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indices := [
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0, 1, 3,// first triangle
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1, 2, 3// second triangle
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] !
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gl.bind_vao(ctx.rect_vao)
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gl.set_vbo(ctx.rect_vbo, vertices, GL_STATIC_DRAW)
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ebo := gl.gen_buffer()
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// ///////
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gl.set_ebo(ebo, indices, GL_STATIC_DRAW)
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}
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*/
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pub fn (ctx &GG) draw_rect2(x, y, w, h f32, c gx.Color) {
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C.glDeleteBuffers(1, &ctx.VAO)
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C.glDeleteBuffers(1, &ctx.VBO)
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ctx.shader.use()
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ctx.shader.set_color('color', c)
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ctx.shader.set_int('has_texture', 0)
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// 4--1
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// 3--2
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$if linux {
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// y += h
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}
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vertices := [
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x + w, y, 0,
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x + w, y + h, 0,
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x, y + h, 0,
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x, y, 0,
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] !
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indices := [
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0, 1, 3,// first triangle
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1, 2, 3// second triangle
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] !
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gl.bind_vao(ctx.VAO)
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gl.set_vbo(ctx.VBO, vertices, GL_STATIC_DRAW)
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ebo := gl.gen_buffer()
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// ///////
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gl.set_ebo(ebo, indices, GL_STATIC_DRAW)// !!! LEAKS
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// /////
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gl.vertex_attrib_pointer(0, 3, GL_FLOAT, false, 3, 0)
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gl.enable_vertex_attrib_array(0)
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// gl.bind_vao(ctx.rect_vao)
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gl.bind_vao(ctx.VAO)
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gl.draw_elements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0)
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C.glDeleteBuffers(1, &ebo)
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}
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fn todo_remove_me(cfg Cfg, scale int) {
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// Can only have text in ortho mode
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if !cfg.use_ortho {
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return &GG{}
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}
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mut width := cfg.width * scale
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mut height := cfg.height * scale
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font_size := cfg.font_size * scale
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gl.enable(GL_BLEND)
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# glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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shader := gl.new_shader('text')
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shader.use()
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projection := glm.ortho(0, width, 0, height)// 0 at BOT
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// projection_new := ortho(0, width, 0, height)// 0 at BOT
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// projection := gl.ortho(0, width,height,0) // 0 at TOP
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shader.set_mat4('projection', projection)
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VAO := gl.gen_vertex_array()
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//println('new gg text context VAO=$VAO')
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VBO := gl.gen_buffer()
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gl.bind_vao(VAO)
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gl.bind_buffer(GL_ARRAY_BUFFER, VBO)
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gl.enable_vertex_attrib_array(0)
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gl.vertex_attrib_pointer(0, 4, GL_FLOAT, false, 4, 0)
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}
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fn update() {
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// # ui__post_empty_event();
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}
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pub fn (c GG) circle(x, y, r int) {
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}
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fn (c GG) fill_color(color gx.Color) {
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}
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fn (c GG) fill() {
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}
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fn (c GG) move_to(x, y int) {
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}
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fn (c GG) line_to(x, y int) {
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}
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fn (c GG) stroke_width(size int) {
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}
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fn (c GG) stroke_color(color gx.Color) {
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}
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fn (c GG) stroke() {
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}
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fn (c GG) save() {
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}
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fn (c GG) restore() {
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}
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fn (c GG) intersect_scissor(x, y, w, h int) {
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}
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fn (c GG) translate(x, y int) {
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}
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fn (c GG) create_font(name, file string) int {
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return 0
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}
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fn (c GG) text(x, y int, text string) {
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}
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fn (c GG) text_box(x, y, max int, text string) {
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}
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fn (c GG) font_face(f string) {
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}
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fn (c GG) font_size(size int) {
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}
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fn (c GG) text_align(a int) {
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}
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pub fn create_image(file string) u32 {
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println('gg create image "$file"')
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if file.contains('twitch') {
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return u32(0)// TODO
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}
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if !os.file_exists(file) {
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println('gg create image no such file "$file"')
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return u32(0)
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}
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texture := gl.gen_texture()
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img := stbi.load(file)
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gl.bind_2d_texture(texture)
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img.tex_image_2d()
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gl.generate_mipmap(GL_TEXTURE_2D)
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img.free()
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// println('gg end')
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return texture
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}
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pub fn (ctx &GG) draw_line_c(x, y, x2, y2 int, color gx.Color) {
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C.glDeleteBuffers(1, &ctx.VAO)
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C.glDeleteBuffers(1, &ctx.VBO)
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ctx.shader.use()
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ctx.shader.set_color('color', color)
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vertices := [f32(x), f32(y), f32(x2), f32(y2)] !
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gl.bind_vao(ctx.VAO)
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gl.set_vbo(ctx.VBO, vertices, GL_STATIC_DRAW)
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gl.vertex_attrib_pointer(0, 2, GL_FLOAT, false, 2, 0)
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gl.enable_vertex_attrib_array(0)
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gl.bind_vao(ctx.VAO)
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gl.draw_arrays(GL_LINES, 0, 2)
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}
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pub fn (c &GG) draw_line(x, y, x2, y2 int) {
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c.draw_line_c(x, y, x2, y2, gx.Gray)
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}
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pub fn (c &GG) draw_vertical(x, y, height int) {
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c.draw_line(x, y, x, y + height)
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}
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// fn (ctx &GG) draw_image(x, y, w, h f32, img stbi.Image) {
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pub fn (ctx &GG) draw_image(x, y, w, h f32, tex_id u32) {
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// println('DRAW IMAGE $x $y $w $h $tex_id')
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ctx.shader.use()
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// ctx.shader.set_color('color', c)
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ctx.shader.set_int('has_texture', 1)
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// 4--1
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// | |
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// 3--2
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vertices := [
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x + w, y, 0, 1, 0, 0, 1, 1,
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x + w, y + h, 0, 0, 1, 0, 1, 0,
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x, y + h, 0, 0, 0, 1, 0, 0,
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x, y, 0, 1, 1, 0, 0, 1,
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] !
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indices := [
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0, 1, 3,// first triangle
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1, 2, 3// second triangle
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] !
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// VAO := gl.gen_vertex_array()
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// VBO := gl.gen_buffer()
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gl.bind_vao(ctx.VAO)
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gl.set_vbo(ctx.VBO, vertices, GL_STATIC_DRAW)
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ebo := gl.gen_buffer()
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gl.set_ebo(ebo, indices, GL_STATIC_DRAW)
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gl.vertex_attrib_pointer(0, 3, GL_FLOAT, false, 8, 0)
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gl.enable_vertex_attrib_array(0)
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gl.vertex_attrib_pointer(1, 3, GL_FLOAT, false, 8, 3)
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gl.enable_vertex_attrib_array(1)
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gl.vertex_attrib_pointer(2, 2, GL_FLOAT, false, 8, 6)
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gl.enable_vertex_attrib_array(2)
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gl.bind_2d_texture(u32(tex_id))
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gl.bind_vao(ctx.VAO)
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gl.draw_elements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0)
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}
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pub fn (c &GG) draw_empty_rect(x, y, w, h int, color gx.Color) {
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c.draw_line_c(x, y, x + w, y, color)
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c.draw_line_c(x, y, x, y + h, color)
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c.draw_line_c(x, y + h, x + w, y + h, color)
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c.draw_line_c(x + w, y, x + w, y + h, color)
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}
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