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v/vlib/gg/gg.v
2019-07-12 04:50:14 +02:00

425 lines
9.9 KiB
Go

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