v4k-git-backup/engine/split/v4k_renderdd.c

964 lines
37 KiB
C

static const char *dd_vs = "//" FILELINE "\n"
"in vec3 att_position;\n"
"uniform mat4 u_MVP;\n"
"uniform vec3 u_color;\n"
"out vec3 out_color;\n"
"void main() {\n"
" gl_Position = u_MVP * vec4(att_position, 1.0);\n"
" gl_PointSize = 4.0; /* for GL_POINTS draw commands */\n"
" out_color = u_color;\n"
"}";
static const char *dd_fs = "//" FILELINE "\n"
// "precision mediump float;\n"
"in vec3 out_color;\n"
"out vec4 fragcolor;\n"
"void main() {\n"
" fragcolor = vec4(out_color, 1.0);\n"
"}";
#define X(x) RGBX(x,255)
const uint32_t secret_palette[32] = { // pico8 secret palette (CC0, public domain)
X(0x000000),X(0x1D2B53),X(0x7E2553),X(0x008751),X(0xAB5236),X(0x5F574F),X(0xC2C3C7),X(0xFFF1E8), /*00.07*/
X(0xFF004D),X(0xFFA300),X(0xFFEC27),X(0x00E436),X(0x29ADFF),X(0x83769C),X(0xFF77A8),X(0xFFCCAA), /*08.15*/
X(0x291814),X(0x111D35),X(0x422136),X(0x125359),X(0x742F29),X(0x49333B),X(0xA28879),X(0xF3EF7D), /*16.23*/
X(0xBE1250),X(0xFF6C24),X(0xA8E72E),X(0x00B543),X(0x065AB5),X(0x754665),X(0xFF6E59),X(0xFF9D81), /*24.31*/
};
#undef X
typedef struct text2d_cmd {
const char *str;
uint32_t col;
vec3 pos;
float sca;
} text2d_cmd;
static renderstate_t dd_rs;
static uint32_t dd_color = ~0u;
static GLuint dd_program = -1;
static int dd_u_color = -1;
static map(unsigned,array(vec3)) dd_lists[2][3] = {0}; // [0/1 ontop][0/1/2 thin lines/thick lines/points]
static bool dd_use_line = 0;
static bool dd_ontop = 0;
static array(text2d_cmd) dd_text2d;
static array(vec4) dd_matrix2d;
void ddraw_push_2d() {
float width = window_width();
float height = window_height();
float zdepth_max = window_height();
array_push(dd_matrix2d, vec4(width,height,zdepth_max,0));
ddraw_flush();
}
void ddraw_pop_2d() {
vec4 dim = *array_back(dd_matrix2d);
array_pop(dd_matrix2d);
mat44 id, proj;
id44(id);
ortho44(proj, 0,dim.x,dim.y,0, -dim.z, +dim.z);
ddraw_flush_projview(proj, id);
}
void ddraw_flush() {
ddraw_flush_projview(camera_get_active()->proj, camera_get_active()->view);
}
static float dd_line_width = 1.0f;
void ddraw_flush_projview(mat44 proj, mat44 view) {
do_once dd_rs = renderstate();
dd_rs.depth_test_enabled = dd_ontop;
dd_rs.cull_face_enabled = 0;
glActiveTexture(GL_TEXTURE0);
mat44 mvp;
multiply44x2(mvp, proj, view); // MVP where M=id
glUseProgram(dd_program);
glUniformMatrix4fv(glGetUniformLocation(dd_program, "u_MVP"), 1, GL_FALSE, mvp);
static GLuint vao, vbo;
if(!vao) glGenVertexArrays(1, &vao); glBindVertexArray(vao);
if(!vbo) glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo);
glEnableVertexAttribArray(0);
dd_rs.point_size_enabled = 1;
dd_rs.line_smooth_enabled = 1;
for( int i = 0; i < 3; ++i ) { // [0] thin, [1] thick, [2] points
GLenum mode = i < 2 ? GL_LINES : GL_POINTS;
dd_rs.line_width = (i == 1 ? dd_line_width : 0.3); // 0.625);
renderstate_apply(&dd_rs);
for each_map(dd_lists[dd_ontop][i], unsigned, rgb, array(vec3), list) {
int count = array_count(list);
if(!count) continue;
// color
vec3 rgbf = {((rgb>>0)&255)/255.f,((rgb>>8)&255)/255.f,((rgb>>16)&255)/255.f};
glUniform3fv(dd_u_color, GL_TRUE, &rgbf.x);
// config vertex data
glBufferData(GL_ARRAY_BUFFER, count * 3 * 4, list, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), 0);
// feed vertex data
glDrawArrays(mode, 0, count);
profile_incstat("Render.num_drawcalls", +1);
profile_incstat(i < 2 ? "Render.num_lines" : "Render.num_points", count);
array_clear(list);
}
}
if(array_count(dd_text2d)) { // text 2d
// queue
for(int i = 0; i < array_count(dd_text2d); ++i) {
ddraw_color(dd_text2d[i].col);
ddraw_text(dd_text2d[i].pos, dd_text2d[i].sca, dd_text2d[i].str);
}
// flush
float mvp[16]; float zdepth_max = 1;
ortho44(mvp, -window_width()/2, window_width()/2, -window_height()/2, window_height()/2, -1, 1);
translate44(mvp, -window_width()/2, window_height()/2, 0);
glUniformMatrix4fv(glGetUniformLocation(dd_program, "u_MVP"), 1, GL_FALSE, mvp);
for( int i = 0; i < 3; ++i ) { // [0] thin, [1] thick, [2] points
GLenum mode = i < 2 ? GL_LINES : GL_POINTS;
dd_rs.line_width = (i == 1 ? 1 : 0.3); // 0.625);
for each_map(dd_lists[dd_ontop][i], unsigned, rgb, array(vec3), list) {
int count = array_count(list);
if(!count) continue;
renderstate_apply(&dd_rs);
// color
vec3 rgbf = {((rgb>>0)&255)/255.f,((rgb>>8)&255)/255.f,((rgb>>16)&255)/255.f};
glUniform3fv(dd_u_color, GL_TRUE, &rgbf.x);
// config vertex data
glBufferData(GL_ARRAY_BUFFER, count * 3 * 4, list, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), 0);
// feed vertex data
glDrawArrays(mode, 0, count);
profile_incstat("Render.num_drawcalls", +1);
profile_incstat(i < 2 ? "Render.num_lines" : "Render.num_points", count);
array_clear(list);
}
}
// clear
array_resize(dd_text2d, 0);
}
glBindVertexArray(0);
ddraw_color(WHITE); // reset color for next drawcall
}
static array(bool) dd_ontops;
void ddraw_ontop(int enabled) {
dd_ontop = !!enabled;
}
void ddraw_ontop_push(int enabled) {
array_push(dd_ontops, dd_ontop);
dd_ontop = !!enabled;
}
void ddraw_ontop_pop() {
bool *pop = array_pop(dd_ontops);
if(pop) dd_ontop = *pop;
}
void ddraw_line_width(float width) {
dd_line_width = width;
}
static array(uint32_t) dd_colors;
void ddraw_color(unsigned rgb) {
dd_color = rgb;
}
void ddraw_color_push(unsigned rgb) {
array_push(dd_colors, dd_color);
dd_color = rgb;
}
void ddraw_color_pop() {
unsigned *pop = array_pop(dd_colors);
if(pop) dd_color = *pop;
}
void ddraw_point(vec3 from) {
array(vec3) *found = map_find_or_add(dd_lists[dd_ontop][2], dd_color, 0);
array_push(*found, from);
}
void ddraw_line_thin(vec3 from, vec3 to) { // thin lines
array(vec3) *found = map_find_or_add(dd_lists[dd_ontop][0], dd_color, 0);
array_push(*found, from);
array_push(*found, to);
}
void ddraw_line(vec3 from, vec3 to) { // thick lines
array(vec3) *found = map_find_or_add(dd_lists[dd_ontop][1], dd_color, 0);
array_push(*found, from);
array_push(*found, to);
}
void ddraw_line_dashed(vec3 from, vec3 to) { // thick lines
vec3 dist = sub3(to, from); vec3 unit = norm3(dist);
for( float len = 0, mag = len3(dist) / 2; len < mag; ++len ) {
to = add3(from, unit);
ddraw_line(from, to);
from = add3(to, unit);
}
}
void ddraw_triangle(vec3 pa, vec3 pb, vec3 pc) {
ddraw_line(pa, pb);
ddraw_line(pa, pc);
ddraw_line(pb, pc);
}
void ddraw_axis(float units) {
ddraw_color(RED); ddraw_line(vec3(0,0,0), vec3(units,0,0)); ddraw_line_dashed(vec3(0,0,0), vec3(-units,0,0));
ddraw_color(GREEN); ddraw_line(vec3(0,0,0), vec3(0,units,0)); ddraw_line_dashed(vec3(0,0,0), vec3(0,-units,0));
ddraw_color(BLUE); ddraw_line(vec3(0,0,0), vec3(0,0,units)); ddraw_line_dashed(vec3(0,0,0), vec3(0,0,-units));
}
void ddraw_ground_(float scale) { // 10x10
ddraw_color( WHITE ); // outer
for( float i = -scale, c = 0; c <= 20; c += 20, i += c * (scale/10) ) {
ddraw_line(vec3(-scale,0,i), vec3(+scale,0,i)); // horiz
ddraw_line(vec3(i,0,-scale), vec3(i,0,+scale)); // vert
}
ddraw_color( RGB3(149,149,149) ); // inner, light grey
for( float i = -scale + scale/10, c = 1; c < 20; ++c, i += (scale/10) ) {
ddraw_line_thin(vec3(-scale,0,i), vec3(+scale,0,i)); // horiz
ddraw_line_thin(vec3(i,0,-scale), vec3(i,0,+scale)); // vert
}
}
void ddraw_ground(float scale) {
if( scale ) {
ddraw_ground_(scale);
} else {
ddraw_ground_(100);
ddraw_ground_(10);
ddraw_ground_(1);
ddraw_ground_(0.1);
ddraw_ground_(0.01);
}
}
void ddraw_grid(float scale) {
ddraw_ground(scale);
ddraw_axis(scale ? scale : 100);
}
void ddraw_text2d(vec2 pos, const char *text) {
struct text2d_cmd t = {0};
t.sca = 0.5f; // 0.5 is like vertical 12units each
t.pos = vec3(pos.x, 0 - pos.y - 12, 0);
t.str = text;
t.col = YELLOW;
array_push(dd_text2d, t);
}
void (ddraw_text)(vec3 pos, float scale, const char *text) {
// [ref] http://paulbourke.net/dataformats/hershey/ (PD)
// [ref] https://sol.gfxile.net/hershey/fontprev.html (WTFPL2)
static const char *hershey[] = { /* simplex font */
"AQ","IKFVFH@@FCEBFAGBFC","FQEVEO@@MVMO","LVLZE:@@RZK:@@EMSM@@DGRG","[UIZI=@@MZ"
"M=@@RSPUMVIVFUDSDQEOFNHMNKPJQIRGRDPBMAIAFBDD","`YVVDA@@IVKTKRJPHOFODQDSEUGVIVK"
"UNTQTTUVV@@RHPGOEOCQASAUBVDVFTHRH","c[XMXNWOVOUNTLRGPDNBLAHAFBECDEDGEIFJMNNOOQ"
"OSNULVJUISIQJNLKQDSBUAWAXBXC","HKFTEUFVGUGSFQEP","KOLZJXHUFQELEHFCH?J<L:","KOD"
"ZFXHUJQKLKHJCH?F<D:","IQIVIJ@@DSNM@@NSDM","F[NSNA@@EJWJ","IKGBFAEBFCGBG@F>E=",\
"C[EJWJ","FKFCEBFAGBFC","CWUZC:","RUJVGUERDMDJEEGBJALAOBQERJRMQROULVJV","EUGRIS"
"LVLA","OUEQERFTGUIVMVOUPTQRQPPNNKDARA","PUFVQVKNNNPMQLRIRGQDOBLAIAFBECDE","GUN"
"VDHSH@@NVNA","RUPVFVEMFNIOLOONQLRIRGQDOBLAIAFBECDE","XUQSPUMVKVHUFREMEHFDHBKAL"
"AOBQDRGRHQKOMLNKNHMFKEH","FURVHA@@DVRV","^UIVFUESEQFOHNLMOLQJRHREQCPBMAIAFBECD"
"EDHEJGLJMNNPOQQQSPUMVIV","XUQOPLNJKIJIGJELDODPESGUJVKVNUPSQOQJPENBKAIAFBED","L"
"KFOENFMGNFO@@FCEBFAGBFC","OKFOENFMGNFO@@GBFAEBFCGBG@F>E=","DYUSEJUA","F[EMWM@@"
"EGWG","DYESUJEA","USDQDRETFUHVLVNUOTPRPPONNMJKJH@@JCIBJAKBJC","x\\SNRPPQMQKPJO"
"ILIIJGLFOFQGRI@@MQKOJLJIKGLF@@SQRIRGTFVFXHYKYMXPWRUTSUPVMVJUHTFREPDMDJEGFEHCJB"
"MAPASBUCVD@@TQSISGTF","ISJVBA@@JVRA@@EHOH","XVEVEA@@EVNVQURTSRSPRNQMNL@@ELNLQK"
"RJSHSERCQBNAEA","SVSQRSPUNVJVHUFSEQDNDIEFFDHBJANAPBRDSF","PVEVEA@@EVLVOUQSRQSN"
"SIRFQDOBLAEA","LTEVEA@@EVRV@@ELML@@EARA","ISEVEA@@EVRV@@ELML","WVSQRSPUNVJVHUF"
"SEQDNDIEFFDHBJANAPBRDSFSI@@NISI","IWEVEA@@SVSA@@ELSL","CIEVEA","KQMVMFLCKBIAGA"
"EBDCCFCH","IVEVEA@@SVEH@@JMSA","FREVEA@@EAQA","LYEVEA@@EVMA@@UVMA@@UVUA","IWEV"
"EA@@EVSA@@SVSA","VWJVHUFSEQDNDIEFFDHBJANAPBRDSFTITNSQRSPUNVJV","NVEVEA@@EVNVQU"
"RTSRSORMQLNKEK","YWJVHUFSEQDNDIEFFDHBJANAPBRDSFTITNSQRSPUNVJV@@MES?","QVEVEA@@"
"EVNVQURTSRSPRNQMNLEL@@LLSA","UURSPUMVIVFUDSDQEOFNHMNKPJQIRGRDPBMAIAFBDD","FQIV"
"IA@@BVPV","KWEVEGFDHBKAMAPBRDSGSV","FSBVJA@@RVJA","LYCVHA@@MVHA@@MVRA@@WVRA",""
"FUDVRA@@RVDA","GSBVJLJA@@RVJL","IURVDA@@DVRV@@DARA","LOEZE:@@FZF:@@EZLZ@@E:L:",
"COAVO>","LOJZJ:@@KZK:@@DZKZ@@D:K:","KQGPISKP@@DMIRNM@@IRIA","CQA?Q?","HKGVFUES"
"EQFPGQFR","RTPOPA@@PLNNLOIOGNELDIDGEDGBIALANBPD","RTEVEA@@ELGNIOLONNPLQIQGPDNB"
"LAIAGBED","OSPLNNLOIOGNELDIDGEDGBIALANBPD","RTPVPA@@PLNNLOIOGNELDIDGEDGBIALANB"
"PD","RSDIPIPKOMNNLOIOGNELDIDGEDGBIALANBPD","IMKVIVGUFRFA@@COJO","WTPOP?O<N;L:I"
":G;@@PLNNLOIOGNELDIDGEDGBIALANBPD","KTEVEA@@EKHNJOMOONPKPA","IIDVEUFVEWDV@@EOE"
"A","LKFVGUHVGWFV@@GOG>F;D:B:","IREVEA@@OOEE@@IIPA","CIEVEA","S_EOEA@@EKHNJOMOO"
"NPKPA@@PKSNUOXOZN[K[A","KTEOEA@@EKHNJOMOONPKPA","RTIOGNELDIDGEDGBIALANBPDQGQIP"
"LNNLOIO","RTEOE:@@ELGNIOLONNPLQIQGPDNBLAIAGBED","RTPOP:@@PLNNLOIOGNELDIDGEDGBI"
"ALANBPD","INEOEA@@EIFLHNJOMO","RROLNNKOHOENDLEJGILHNGOEODNBKAHAEBDD","IMFVFEGB"
"IAKA@@COJO","KTEOEEFBHAKAMBPE@@POPA","FQCOIA@@OOIA","LWDOHA@@LOHA@@LOPA@@TOPA",
"FRDOOA@@OODA","JQCOIA@@OOIAG=E;C:B:","IROODA@@DOOO@@DAOA","hOJZHYGXFVFTGRHQIOI"
"MGK@@HYGWGUHSIRJPJNILEJIHJFJDIBHAG?G=H;@@GIIGIEHCGBF@F>G<H;J:","CIEZE:","hOFZH"
"YIXJVJTIRHQGOGMIK@@HYIWIUHSGRFPFNGLKJGHFFFDGBHAI?I=H;@@IIGGGEHCIBJ@J>I<H;F:",""
"XYDGDIELGMIMKLOIQHSHUIVK@@DIEKGLILKKOHQGSGUHVKVM" };
vec3 src = pos, old = {0}; float abs_scale = absf(scale);
for( signed char c; (c = *text++, c > 0 && c < 127); ) {
if( c == '\n' || c == '\r' ) {
pos.x = src.x, pos.y -= scale * ((signed char)hershey['W'-32][1] - 65) * 1.25f; // spacing @1
} else {
const char *glyph = (const char*)hershey[c - 32];
if( c > 32 ) for( int pen = 0, i = 0; i < (glyph[0] - 65); i++ ) { // verts @0
int x = glyph[2 + i*2 + 0] - 65, y = glyph[2 + i*2 + 1] - 65;
if( x == -1 && y == -1 ) pen = 0; else {
vec3 next = add3(pos, vec3(abs_scale*x, scale*y, 0));
if( !pen ) pen = 1; else ddraw_line(old, next);
old = next;
}
}
pos.x += abs_scale * (glyph[1] - 65); // spacing @1
}
}
}
void ddraw_prism(vec3 center, float radius, float height, vec3 normal, int segments) {
vec3 left = {0}, up = {0};
ortho3(&left, &up, normal);
vec3 point, lastPoint;
up = scale3(up, radius);
left = scale3(left, radius);
lastPoint = add3(center, up);
vec3 pivot = add3(center, scale3(normal, height));
for (int i = 1; i <= segments; ++i) {
const float radians = (C_PI * 2) * i / segments;
vec3 vs = scale3(left, sinf(radians));
vec3 vc = scale3(up, cosf(radians));
point = add3(center, vs);
point = add3(point, vc);
ddraw_line(lastPoint, point);
if( height > 0 ) ddraw_line(point, pivot);
else if(height < 0) {
ddraw_line(point, add3(point,scale3(normal, -height)));
}
lastPoint = point;
}
if(height < 0) ddraw_prism(add3(center, scale3(normal, -height)), radius, 0, normal, segments);
}
void ddraw_cube(vec3 center, float radius) { // draw_prism(center, 1, -1, vec3(0,1,0), 4);
float half = radius * 0.5f;
vec3 l = vec3(center.x-half,center.y+half,center.z-half); // left-top-far
vec3 r = vec3(center.x+half,center.y-half,center.z+half); // right-bottom-near
ddraw_line(l, vec3(r.x,l.y,l.z));
ddraw_line(vec3(r.x,l.y,l.z), vec3(r.x,l.y,r.z));
ddraw_line(vec3(r.x,l.y,r.z), vec3(l.x,l.y,r.z));
ddraw_line(vec3(l.x,l.y,r.z), l);
ddraw_line(l, vec3(l.x,r.y,l.z));
ddraw_line(r, vec3(l.x,r.y,r.z));
ddraw_line(vec3(l.x,r.y,r.z), vec3(l.x,r.y,l.z));
ddraw_line(vec3(l.x,r.y,l.z), vec3(r.x,r.y,l.z));
ddraw_line(vec3(r.x,r.y,l.z), r);
ddraw_line(r, vec3(r.x,l.y,r.z));
ddraw_line(vec3(l.x,l.y,r.z), vec3(l.x,r.y,r.z));
ddraw_line(vec3(r.x,l.y,l.z), vec3(r.x,r.y,l.z));
}
#if 0 // @fixme: broken
void ddraw_cube44(vec3 radius, mat44 M) {
float m33[9]; extract33(m33, M); // = { M[0,1,2], M[4,5,6], M[8,9,10] }
ddraw_cube33( vec3(M[12], M[13], M[14]), radius, m33 );
}
#endif
void ddraw_cube33(vec3 center, vec3 radius, mat33 M) {
vec3 half = scale3(radius, 0.5f);
vec3 l = vec3(-half.x,+half.y,-half.z); // left-top-far
vec3 r = vec3(+half.x,-half.y,+half.z); // right-bottom-near
vec3 points[8] = {
vec3(l.x, r.y, r.z),
vec3(l.x, r.y, l.z),
vec3(r.x, r.y, l.z),
vec3(r.x, r.y, r.z),
vec3(l.x, l.y, r.z),
vec3(l.x, l.y, l.z),
vec3(r.x, l.y, l.z),
vec3(r.x, l.y, r.z),
};
for( int i = 0; i < 8; ++i ) {
points[i] = add3(center, transform33(M, points[i]));
}
ddraw_bounds(points);
}
void ddraw_normal(vec3 pos, vec3 n) {
ddraw_color(YELLOW);
ddraw_line(pos, add3(pos, norm3(n)));
}
void ddraw_circle(vec3 pos, vec3 n, float r) { ddraw_prism(pos, r, 0, n, 32); }
void ddraw_ring(vec3 pos, vec3 n, float r) { ddraw_circle(pos,n,r);ddraw_circle(pos,n,r*0.90); }
void ddraw_hexagon(vec3 pos, float r) { ddraw_prism(pos, r, 0, vec3(0,1,0), 6); }
void ddraw_pentagon(vec3 pos, float r) { ddraw_prism(pos, r, 0, vec3(0,1,0), 5); }
void ddraw_square(vec3 pos, float r) { ddraw_prism(pos, r, 0, vec3(0,1,0), 4); }
//void ddraw_triangle(vec3 pos, float r) { ddraw_prism(pos, r, 0, vec3(0,1,0), 3); }
void ddraw_sphere(vec3 center, float radius) {
float lod = 8, yp = -radius, rp = 0, y, r, x, z;
for( int j = 1; j <= lod / 2; ++j, yp = y, rp = r ) {
y = j * 2.f / (lod / 2) - 1;
r = cosf(y * 3.14159f / 2) * radius;
y = sinf(y * 3.14159f / 2) * radius;
float xp = 1, zp = 0;
for( int i = 1; i <= lod; ++i, xp = x, zp = z ) {
x = 3.14159f * 2 * i / lod;
z = sinf(x);
x = cosf(x);
vec3 a1 = add3(center, vec3(xp * rp, yp, zp * rp));
vec3 b1 = add3(center, vec3(xp * r, y, zp * r));
vec3 c1 = add3(center, vec3(x * r, y, z * r));
ddraw_line(a1,b1);
ddraw_line(b1,c1);
ddraw_line(c1,a1);
vec3 a2 = add3(center, vec3(xp * rp, yp, zp * rp));
vec3 b2 = add3(center, vec3(x * r, y, z * r));
vec3 c2 = add3(center, vec3(x * rp, yp, z * rp));
ddraw_line(a2,b2);
ddraw_line(b2,c2);
ddraw_line(c2,a2);
}
}
}
void ddraw_box(vec3 c, vec3 extents) {
vec3 points[8], whd = scale3(extents, 0.5f);
#define DD_BOX_V(v, op1, op2, op3) (v).x = c.x op1 whd.x; (v).y = c.y op2 whd.y; (v).z = c.z op3 whd.z
DD_BOX_V(points[0], -, +, +);
DD_BOX_V(points[1], -, +, -);
DD_BOX_V(points[2], +, +, -);
DD_BOX_V(points[3], +, +, +);
DD_BOX_V(points[4], -, -, +);
DD_BOX_V(points[5], -, -, -);
DD_BOX_V(points[6], +, -, -);
DD_BOX_V(points[7], +, -, +);
#undef DD_BOX_V
ddraw_bounds(points);
}
void ddraw_capsule(vec3 from, vec3 to, float r) {
/* calculate axis */
vec3 up, right, forward;
forward = sub3(to, from);
forward = norm3(forward);
ortho3(&right, &up, forward);
/* calculate first two cone verts (buttom + top) */
vec3 lastf, lastt;
lastf = scale3(up,r);
lastt = add3(to,lastf);
lastf = add3(from,lastf);
/* step along circle outline and draw lines */
enum { step_size = 20 };
for (int i = step_size; i <= 360; i += step_size) {
/* calculate current rotation */
vec3 ax = scale3(right, sinf(i*TO_RAD));
vec3 ay = scale3(up, cosf(i*TO_RAD));
/* calculate current vertices on cone */
vec3 tmp = add3(ax, ay);
vec3 pf = scale3(tmp, r);
vec3 pt = scale3(tmp, r);
pf = add3(pf, from);
pt = add3(pt, to);
/* draw cone vertices */
ddraw_line(lastf, pf);
ddraw_line(lastt, pt);
ddraw_line(pf, pt);
lastf = pf;
lastt = pt;
/* calculate first top sphere vert */
vec3 prevt = scale3(tmp, r);
vec3 prevf = add3(prevt, from);
prevt = add3(prevt, to);
/* sphere (two half spheres )*/
for (int j = 1; j < 180/step_size; j++) {
/* angles */
float ta = j*step_size;
float fa = 360-(j*step_size);
/* top half-sphere */
ax = scale3(forward, sinf(ta*TO_RAD));
ay = scale3(tmp, cosf(ta*TO_RAD));
vec3 t = add3(ax, ay);
pf = scale3(t, r);
pf = add3(pf, to);
ddraw_line(pf, prevt);
prevt = pf;
/* bottom half-sphere */
ax = scale3(forward, sinf(fa*TO_RAD));
ay = scale3(tmp, cosf(fa*TO_RAD));
t = add3(ax, ay);
pf = scale3(t, r);
pf = add3(pf, from);
ddraw_line(pf, prevf);
prevf = pf;
}
}
}
void ddraw_pyramid(vec3 center, float height, int segments) {
ddraw_prism(center, 1, height, vec3(0,1,0), segments);
}
void ddraw_cylinder(vec3 center, float height, int segments) {
ddraw_prism(center, 1, -height, vec3(0,1,0), segments);
}
void ddraw_diamond(vec3 from, vec3 to, float size) {
poly p = diamond(from, to, size);
vec3 *dmd = p.verts;
vec3 *a = dmd + 0;
vec3 *b = dmd + 1;
vec3 *c = dmd + 2;
vec3 *d = dmd + 3;
vec3 *t = dmd + 4;
vec3 *f = dmd + 5;
/* draw vertices */
ddraw_line(*a, *b);
ddraw_line(*b, *c);
ddraw_line(*c, *d);
ddraw_line(*d, *a);
/* draw roof */
ddraw_line(*a, *t);
ddraw_line(*b, *t);
ddraw_line(*c, *t);
ddraw_line(*d, *t);
/* draw floor */
ddraw_line(*a, *f);
ddraw_line(*b, *f);
ddraw_line(*c, *f);
ddraw_line(*d, *f);
poly_free(&p);
}
void ddraw_cone(vec3 center, vec3 top, float radius) {
vec3 diff3 = sub3(top, center);
ddraw_prism(center, radius ? radius : 1, len3(diff3), norm3(diff3), 24);
}
void ddraw_cone_lowres(vec3 center, vec3 top, float radius) {
vec3 diff3 = sub3(top, center);
ddraw_prism(center, radius ? radius : 1, len3(diff3), norm3(diff3), 3);
}
void ddraw_bone(vec3 center, vec3 end) {
vec3 diff3 = sub3(end, center);
float len = len3(diff3), len10 = len / 10;
ddraw_prism(center, len10, 0, vec3(1,0,0), 24);
ddraw_prism(center, len10, 0, vec3(0,1,0), 24);
ddraw_prism(center, len10, 0, vec3(0,0,1), 24);
ddraw_line(end, add3(center, vec3(0,+len10,0)));
ddraw_line(end, add3(center, vec3(0,-len10,0)));
}
void ddraw_bounds(const vec3 points[8]) {
for( int i = 0; i < 4; ++i ) {
ddraw_line(points[i], points[(i + 1) & 3]);
ddraw_line(points[i], points[4 + i]);
ddraw_line(points[4 + i], points[4 + ((i + 1) & 3)]);
}
}
void ddraw_bounds_corners(const vec3 points[8]) {
for( int i = 0; i < 4; ++i ) {
#define ddraw_unit(a,b) ddraw_line(a,add3(a,norm3(sub3(b,a)))), ddraw_line(b,add3(b,norm3(sub3(a,b))))
ddraw_unit(points[i], points[(i + 1) & 3]);
ddraw_unit(points[i], points[4 + i]);
ddraw_unit(points[4 + i], points[4 + ((i + 1) & 3)]);
#undef ddraw_unit
}
}
void ddraw_aabb(vec3 minbb, vec3 maxbb) {
vec3 points[8], bb[2] = { minbb, maxbb };
for (int i = 0; i < 8; ++i) {
points[i].x = bb[(i ^ (i >> 1)) & 1].x;
points[i].y = bb[ (i >> 1) & 1].y;
points[i].z = bb[ (i >> 2) & 1].z;
}
ddraw_bounds/*_corners*/(points);
}
void ddraw_frustum(float projview[16]) {
mat44 clipmatrix = {0}; // clip matrix
invert44(clipmatrix, projview);
// Start with the standard clip volume, then bring it back to world space.
const vec3 planes[8] = {
{-1,-1,-1}, {+1,-1,-1}, {+1,+1,-1}, {-1,+1,-1}, // near plane
{-1,-1,+1}, {+1,-1,+1}, {+1,+1,+1}, {-1,+1,+1}, // far plane
};
vec3 points[8];
float wCoords[8];
// Transform the planes by the inverse clip matrix:
for( int i = 0; i < 8; ++i ) {
// wCoords[i] = matTransformPointXYZW2(&points[i], planes[i], clipmatrix);
vec3 *out = &points[i], in = planes[i]; const float *m = clipmatrix;
out->x = (m[0] * in.x) + (m[4] * in.y) + (m[ 8] * in.z) + m[12]; // in.w (vec4) assumed to be 1
out->y = (m[1] * in.x) + (m[5] * in.y) + (m[ 9] * in.z) + m[13];
out->z = (m[2] * in.x) + (m[6] * in.y) + (m[10] * in.z) + m[14];
wCoords[i] = (m[3] * in.x) + (m[7] * in.y) + (m[11] * in.z) + m[15]; // rw
// bail if any W ended up as zero.
const float epsilon = 1e-9f;
if (absf(wCoords[i]) < epsilon) {
return;
}
}
// Divide by the W component of each:
for( int i = 0; i < 8; ++i ) {
points[i].x /= wCoords[i];
points[i].y /= wCoords[i];
points[i].z /= wCoords[i];
}
// Connect the dots:
ddraw_bounds(points);
}
void ddraw_camera(camera_t *cam) {
vec3 center = cam->position;
vec3 rightdir = cross3(cam->lookdir,cam->updir);
float proj[16]; // reproject perspective matrix with a smaller view distance (100 units)
perspective44(proj, cam->fov, window_width() / ((float)window_height()+!window_height()), 0.01f, 100.f);
ddraw_color_push(YELLOW);
// frustum
mat44 projview; multiply44x2(projview, /*cam->*/proj, cam->view);
ddraw_frustum(projview);
// top circles
ddraw_circle(add3(center,add3(cam->lookdir,cam->updir)), rightdir, 2);
ddraw_circle(add3(center,add3(neg3(cam->lookdir),cam->updir)), rightdir, 2);
// orientation
ddraw_color(RED);
ddraw_arrow(cam->position, add3(cam->position,cam->lookdir));
ddraw_color(GREEN);
ddraw_arrow(cam->position, add3(cam->position,cam->updir));
ddraw_color(BLUE);
ddraw_arrow(cam->position, add3(cam->position,rightdir));
ddraw_color_pop();
}
void ddraw_arrow(vec3 begin, vec3 end) {
vec3 diff = sub3(end, begin);
float len = len3(diff), stick_len = len * 2 / 3;
ddraw_line(begin, end);
ddraw_cone_lowres(add3(begin, scale3(norm3(diff), stick_len)), end, len / 6);
}
void ddraw_plane(vec3 p, vec3 n, float scale) {
// if n is too similar to up vector, use right. else use up vector
vec3 v1 = cross3(n, dot3(n, vec3(0,1,0)) > 0.8f ? vec3(1,0,0) : vec3(0,1,0));
vec3 v2 = cross3(n, v1);
// draw axis
ddraw_line(p, add3(p,n));
ddraw_line(p, add3(p,v1));
ddraw_line(p, add3(p,v2));
// get plane coords
v1 = scale3(v1, scale);
v2 = scale3(v2, scale);
vec3 p1 = add3(add3(p, v1), v2);
vec3 p2 = add3(sub3(p, v1), v2);
vec3 p3 = sub3(sub3(p, v1), v2);
vec3 p4 = sub3(add3(p, v1), v2);
// draw plane
ddraw_line(p1, p2);
ddraw_line(p2, p3);
ddraw_line(p3, p4);
ddraw_line(p4, p1);
}
void ddraw_boid(vec3 position, vec3 dir) {
dir = norm3(dir);
// if n is too similar to up vector, use right. else use up vector
vec3 v1 = cross3(dir, dot3(dir, vec3(0,1,0)) > 0.8f ? vec3(1,0,0) : vec3(0,1,0));
vec3 v2 = cross3(dir, v1);
v1 = cross3(dir, v2);
uint32_t bak = dd_color;
ddraw_color( position.y < 0 ? ORANGE : CYAN );
vec3 front = add3(position, scale3(dir, 1));
vec3 back = add3(position, scale3(dir, -0.25f));
vec3 right = add3(back, scale3(v1, 0.5f));
vec3 left = add3(back, scale3(v1, -0.5f));
ddraw_line( front, left );
ddraw_line( left, position );
ddraw_line( position, right );
ddraw_line( right, front );
dd_color = bak;
}
void ddraw_circle__with_orientation(vec3 center, vec3 dir, float radius) {
// we'll skip 3 segments out of 32. 1.5 per half circle.
int segments = 32, skip = 3, drawn_segments = segments-skip;
// dir = norm3(dir);
vec3 right = cross3(dir, vec3(0,1,0));
vec3 up = cross3(dir, right);
right = cross3(dir, up);
vec3 point, lastPoint;
dir = scale3(dir, radius);
right = scale3(right, radius);
//lastPoint = add3(center, dir);
{
const float radians = (C_PI * 2) * (0+skip/2.f) / segments;
vec3 vs = scale3(right, sinf(radians));
vec3 vc = scale3(dir, cosf(radians));
lastPoint = add3(center, vs);
lastPoint = add3(lastPoint, vc);
}
//ddraw_color(GREEN);
ddraw_line(lastPoint, add3(center, scale3(dir, radius * (radius <= 1 ? 1.25 : 0.65) )));
//ddraw_color(YELLOW);
for (int i = 0; i <= drawn_segments; ++i) {
const float radians = (C_PI * 2) * (i+skip/2.f) / segments;
vec3 vs = scale3(right, sinf(radians));
vec3 vc = scale3(dir, cosf(radians));
point = add3(center, vs);
point = add3(point, vc);
ddraw_line(lastPoint, point);
lastPoint = point;
}
//ddraw_color(RED);
ddraw_line(lastPoint, add3(center, scale3(dir, radius * (radius <= 1 ? 1.25 : 0.65) )));
}
void ddraw_position_dir( vec3 position, vec3 direction, float radius ) {
// idea from http://www.cs.caltech.edu/~keenan/m3drv.pdf and flotilla game UI
uint32_t bak = dd_color;
vec3 ground = vec3(position.x, 0, position.z);
ddraw_color( position.y < 0 ? PINK/*ORANGE*/ : CYAN );
ddraw_point( ground );
ddraw_point( position );
(position.y < 0 ? ddraw_line_dashed : ddraw_line)( ground, position );
vec3 n = norm3(direction), up = vec3(0,1,0);
for( int i = 0; i < 10 && i <= fabs(position.y); ++i ) {
if( i < 2 && len3(direction) )
ddraw_circle__with_orientation(ground, n, radius);
else
ddraw_circle(ground, up, radius);
radius *= 0.9f;
}
dd_color = bak;
}
void ddraw_position( vec3 position, float radius ) {
ddraw_position_dir(position, vec3(0,0,0), radius);
}
void ddraw_init() {
do_once {
for( int i = 0; i < 2; ++i )
for( int j = 0; j < 3; ++j ) map_init(dd_lists[i][j], less_int, hash_int);
dd_program = shader(dd_vs,dd_fs,"att_position","fragcolor", NULL);
dd_u_color = glGetUniformLocation(dd_program, "u_color");
ddraw_flush(); // alloc vao & vbo, also resets color
}
}
void ddraw_demo() {
ddraw_color_push(YELLOW);
// freeze current frame for (frustum) camera forensics
static mat44 projview_copy;
do_once {
multiply44x2(projview_copy, camera_get_active()->proj, camera_get_active()->view);
}
ddraw_frustum(projview_copy);
//ddraw_grid();
vec3 origin = {0,0,0};
ddraw_color(ORANGE);
ddraw_arrow(origin, vec3(-1,1,1));
ddraw_color(YELLOW);
ddraw_text(vec3(-1,1,1), 0.008f, va("hello 1%s2!", "world"));
const char abc[] = " !\"#$%&'()*+,-./\n"
"0123456789:;<=>?@\n"
"ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`\n"
"abcdefghijklmnopqrstuvwxyz{|}~";
ddraw_text(vec3(2,2,2), 0.008f, abc);
for( int i = -5; i <= 5; ++i ) {
ddraw_pyramid(vec3(i*2,0,3), 0, i+5+2); ddraw_text(vec3(i*2,0,3), 0.008f, va("%d/1", i));
ddraw_pyramid(vec3(i*2,0,6), -2, i+5+2); ddraw_text(vec3(i*2,0,6), 0.008f, va("%d/2", i));
ddraw_pyramid(vec3(i*2,0,9), +2, i+5+2); ddraw_text(vec3(i*2,0,9), 0.008f, va("%d/3", i));
}
#if 1 // @fixme: add positions to these
// ddraw_triangle(origin, 1);
ddraw_square(origin, 1);
ddraw_pentagon(origin, 1);
ddraw_hexagon(origin, 1);
ddraw_cube(origin, 1);
ddraw_pyramid(origin, 2, 3);
ddraw_pyramid(origin, 2, 16);
ddraw_cone(origin, add3(origin, vec3(0,1,0)), 0.5f);
ddraw_arrow(origin, vec3(0,1,0));
ddraw_bone(vec3(0,0,0), vec3(3,3,3));
ddraw_aabb(vec3(0,0,0), vec3(1,1,1));
#endif
ddraw_plane(vec3(0,10,0), vec3(0,1,0), 10);
//ddraw_boid(vec3(15,0,15), vec3(-15,0,-15) );
ddraw_position(vec3(10,10,10), 1);
ddraw_position(vec3(-10,-10,10), 1);
ddraw_point(vec3(-2,0,-2));
ddraw_color(PURPLE);
ddraw_sphere(vec3(-3,0,-3),1);
ddraw_color_pop();
}
static int gizmo__mode;
static int gizmo__active;
static int gizmo__hover;
bool gizmo_active() {
return gizmo__active;
}
bool gizmo_hover() {
return gizmo__hover;
}
int gizmo(vec3 *pos, vec3 *rot, vec3 *sca) {
#if 0
ddraw_flush();
mat44 copy; copy44(copy, camera_get_active()->view);
if( 1 ) {
float *mv = camera_get_active()->view;
float d = sqrt(mv[4*0+0] * mv[4*0+0] + mv[4*1+1] * mv[4*1+1] + mv[4*2+2] * mv[4*2+2]);
if(4) mv[4*0+0] = d, mv[4*0+1] = 0, mv[4*0+2] = 0;
if(2) mv[4*1+0] = 0, mv[4*1+1] = d, mv[4*1+2] = 0;
if(1) mv[4*2+0] = 0, mv[4*2+1] = 0, mv[4*2+2] = d;
}
#endif
ddraw_color_push(dd_color);
ddraw_ontop_push(1);
int enabled = !ui_active() && !ui_hover();
vec3 mouse = enabled ? vec3(input(MOUSE_X),input(MOUSE_Y),input_down(MOUSE_L)) : vec3(0,0,0); // x,y,l
vec3 from = camera_get_active()->position;
vec3 to = editor_pick(mouse.x, mouse.y);
ray r = ray(from, to);
static vec3 src3, hit3, off3; static vec2 src2;
#define on_gizmo_dragged(X,Y,Z,COLOR,DRAWCMD, ...) do { \
vec3 dir = vec3(X,Y,Z); \
line axis = {add3(*pos, scale3(dir,100)), add3(*pos, scale3(dir,-100))}; \
plane ground = { vec3(0,0,0), vec3(Y?1:0,Y?0:1,0) }; \
vec3 unit = vec3(X+(1.0-X)*0.3,Y+(1.0-Y)*0.3,Z+(1.0-Z)*0.3); \
aabb arrow = { sub3(*pos,unit), add3(*pos,unit) }; \
hit *hit_arrow = ray_hit_aabb(r, arrow), *hit_ground = ray_hit_plane(r, ground); \
ddraw_color( hit_arrow || gizmo__active == (X*4+Y*2+Z) ? gizmo__hover = 1, YELLOW : COLOR ); \
DRAWCMD; \
if( !gizmo__active && hit_arrow && mouse.z ) src2 = vec2(mouse.x,mouse.y), src3 = *pos, hit3 = hit_ground->p, off3 = mul3(sub3(src3,hit3),vec3(X,Y,Z)), gizmo__active = X*4+Y*2+Z; \
if( (gizmo__active && gizmo__active==(X*4+Y*2+Z)) || (!gizmo__active && hit_arrow) ) { ddraw_color( COLOR ); ( 1 ? ddraw_line : ddraw_line_dashed)(axis.a, axis.b); } \
if( gizmo__active == (X*4+Y*2+Z) && hit_ground ) {{ __VA_ARGS__ }; modified = 1; gizmo__active *= !!input(MOUSE_L); } \
} while(0)
#define gizmo_translate(X,Y,Z,COLOR) \
on_gizmo_dragged(X,Y,Z,COLOR, ddraw_arrow(*pos,add3(*pos,vec3(X,Y,Z))), { \
*pos = add3(line_closest_point(axis, hit_ground->p), off3); \
} )
#define gizmo_scale(X,Y,Z,COLOR) \
on_gizmo_dragged(X,Y,Z,COLOR, (ddraw_line(*pos,add3(*pos,vec3(X,Y,Z))),ddraw_sphere(add3(*pos,vec3(X-0.1*X,Y-0.1*Y,Z-0.1*Z)),0.1)), { /*ddraw_aabb(arrow.min,arrow.max)*/ \
int component = (X*1+Y*2+Z*3)-1; \
float mag = len2(sub2(vec2(mouse.x, mouse.y), src2)); \
float magx = (mouse.x - src2.x) * (mouse.x - src2.x); \
float magy = (mouse.y - src2.y) * (mouse.y - src2.y); \
float sgn = (magx > magy ? mouse.x > src2.x : mouse.y > src2.y) ? 1 : -1; \
sca->v3[component] -= sgn * mag * 0.01; \
src2 = vec2(mouse.x, mouse.y); \
} )
#define gizmo_rotate(X,Y,Z,COLOR) do { \
vec3 dir = vec3(X,Y,Z); \
line axis = {add3(*pos, scale3(dir,100)), add3(*pos, scale3(dir,-100))}; \
plane ground = { vec3(0,0,0), vec3(0,1,0) }; \
vec3 unit = vec3(X+(1.0-X)*0.3,Y+(1.0-Y)*0.3,Z+(1.0-Z)*0.3); \
aabb arrow = { sub3(*pos,unit), add3(*pos,unit) }; \
hit *hit_arrow = ray_hit_aabb(r, arrow), *hit_ground = ray_hit_plane(r, ground); \
int hover = (hit_arrow ? (X*4+Y*2+Z) : 0); \
if( gizmo__active == (X*4+Y*2+Z) ) { ddraw_color(gizmo__active ? gizmo__hover = 1, YELLOW : WHITE); ddraw_circle(*pos, vec3(X,Y,Z), 1); } \
else if( !gizmo__active && hover == (X*4+Y*2+Z) ) { gizmo__hover = 1; ddraw_color(COLOR); ddraw_circle(*pos, vec3(X,Y,Z), 1); } \
else if( !gizmo__active ) { ddraw_color(WHITE); ddraw_circle(*pos, vec3(X,Y,Z), 1); } \
if( !gizmo__active && hit_arrow && mouse.z ) src2 = vec2(mouse.x,mouse.y), gizmo__active = hover; \
if( (!gizmo__active && hover == (X*4+Y*2+Z)) || gizmo__active == (X*4+Y*2+Z) ) { gizmo__hover = 1; ddraw_color( COLOR ); ( 1 ? ddraw_line_thin : ddraw_line_dashed)(axis.a, axis.b); } \
if( gizmo__active && gizmo__active == (X*4+Y*2+Z) && hit_ground && enabled ) { \
int component = (Y*1+X*2+Z*3)-1; /*pitch,yaw,roll*/ \
float mag = len2(sub2(vec2(mouse.x, mouse.y), src2)); \
float magx = (mouse.x - src2.x) * (mouse.x - src2.x); \
float magy = (mouse.y - src2.y) * (mouse.y - src2.y); \
float sgn = (magx > magy ? mouse.x > src2.x : mouse.y > src2.y) ? 1 : -1; \
rot->v3[component] += sgn * mag; \
/*rot->v3[component] = clampf(rot->v3[component], -360, +360);*/ \
src2 = vec2(mouse.x, mouse.y); \
\
} \
gizmo__active *= enabled && !!input(MOUSE_L); \
} while(0)
gizmo__hover = 0;
int modified = 0;
if(enabled && input_down(KEY_SPACE)) gizmo__active = 0, gizmo__mode = (gizmo__mode + 1) % 3;
if(gizmo__mode == 0) gizmo_translate(1,0,0, RED);
if(gizmo__mode == 0) gizmo_translate(0,1,0, GREEN);
if(gizmo__mode == 0) gizmo_translate(0,0,1, BLUE);
if(gizmo__mode == 1) gizmo_scale(1,0,0, RED);
if(gizmo__mode == 1) gizmo_scale(0,1,0, GREEN);
if(gizmo__mode == 1) gizmo_scale(0,0,1, BLUE);
if(gizmo__mode == 2) gizmo_rotate(1,0,0, RED);
if(gizmo__mode == 2) gizmo_rotate(0,1,0, GREEN);
if(gizmo__mode == 2) gizmo_rotate(0,0,1, BLUE);
#if 0
ddraw_flush();
copy44(camera_get_active()->view, copy);
#endif
ddraw_ontop_pop();
ddraw_color_pop();
return modified;
}