forked from 15-466/15-466-f20-base2
-
Notifications
You must be signed in to change notification settings - Fork 0
/
DrawLines.cpp
164 lines (128 loc) · 5.77 KB
/
DrawLines.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
#include "DrawLines.hpp"
#include "PathFont.hpp"
#include "ColorProgram.hpp"
#include "gl_errors.hpp"
#include <glm/gtc/type_ptr.hpp>
//All DrawLines instances share a vertex array object and vertex buffer, initialized at load time:
//n.b. declared static so they don't conflict with similarly named global variables elsewhere:
static GLuint vertex_buffer = 0;
static GLuint vertex_buffer_for_color_program = 0;
static Load< void > setup_buffers(LoadTagDefault, [](){
//you may recognize this init code from DrawSprites.cpp:
{ //set up vertex buffer:
glGenBuffers(1, &vertex_buffer);
//for now, buffer will be un-filled.
}
{ //vertex array mapping buffer for color_program:
//ask OpenGL to fill vertex_buffer_for_color_program with the name of an unused vertex array object:
glGenVertexArrays(1, &vertex_buffer_for_color_program);
//set vertex_buffer_for_color_program as the current vertex array object:
glBindVertexArray(vertex_buffer_for_color_program);
//set vertex_buffer as the source of glVertexAttribPointer() commands:
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
//set up the vertex array object to describe arrays of PongMode::Vertex:
glVertexAttribPointer(
color_program->Position_vec4, //attribute
3, //size
GL_FLOAT, //type
GL_FALSE, //normalized
sizeof(DrawLines::Vertex), //stride
(GLbyte *)0 + offsetof(DrawLines::Vertex, Position) //offset
);
glEnableVertexAttribArray(color_program->Position_vec4);
//[Note that it is okay to bind a vec3 input to a vec4 attribute -- the w component will be filled with 1.0 automatically]
glVertexAttribPointer(
color_program->Color_vec4, //attribute
4, //size
GL_UNSIGNED_BYTE, //type
GL_TRUE, //normalized
sizeof(DrawLines::Vertex), //stride
(GLbyte *)0 + offsetof(DrawLines::Vertex, Color) //offset
);
glEnableVertexAttribArray(color_program->Color_vec4);
//done referring to vertex_buffer, so unbind it:
glBindBuffer(GL_ARRAY_BUFFER, 0);
//done setting up vertex array object, so unbind it:
glBindVertexArray(0);
}
GL_ERRORS(); //PARANOIA: make sure nothing strange happened during setup
});
DrawLines::DrawLines(glm::mat4 const &world_to_clip_) : world_to_clip(world_to_clip_) {
}
void DrawLines::draw(glm::vec3 const &a, glm::vec3 const &b, glm::u8vec4 const &color) {
attribs.emplace_back(a, color);
attribs.emplace_back(b, color);
}
void DrawLines::draw_box(glm::mat4x3 const &mat, glm::u8vec4 const &color) {
//draw cube as three edge sets:
draw(mat * glm::vec4(-1.0f,-1.0f,-1.0f, 1.0f), mat * glm::vec4( 1.0f,-1.0f,-1.0f, 1.0f), color);
draw(mat * glm::vec4(-1.0f, 1.0f,-1.0f, 1.0f), mat * glm::vec4( 1.0f, 1.0f,-1.0f, 1.0f), color);
draw(mat * glm::vec4(-1.0f,-1.0f, 1.0f, 1.0f), mat * glm::vec4( 1.0f,-1.0f, 1.0f, 1.0f), color);
draw(mat * glm::vec4(-1.0f, 1.0f, 1.0f, 1.0f), mat * glm::vec4( 1.0f, 1.0f, 1.0f, 1.0f), color);
draw(mat * glm::vec4(-1.0f,-1.0f,-1.0f, 1.0f), mat * glm::vec4(-1.0f, 1.0f,-1.0f, 1.0f), color);
draw(mat * glm::vec4( 1.0f,-1.0f,-1.0f, 1.0f), mat * glm::vec4( 1.0f, 1.0f,-1.0f, 1.0f), color);
draw(mat * glm::vec4(-1.0f,-1.0f, 1.0f, 1.0f), mat * glm::vec4(-1.0f, 1.0f, 1.0f, 1.0f), color);
draw(mat * glm::vec4( 1.0f,-1.0f, 1.0f, 1.0f), mat * glm::vec4( 1.0f, 1.0f, 1.0f, 1.0f), color);
draw(mat * glm::vec4(-1.0f,-1.0f,-1.0f, 1.0f), mat * glm::vec4(-1.0f,-1.0f, 1.0f, 1.0f), color);
draw(mat * glm::vec4( 1.0f,-1.0f,-1.0f, 1.0f), mat * glm::vec4( 1.0f,-1.0f, 1.0f, 1.0f), color);
draw(mat * glm::vec4(-1.0f, 1.0f,-1.0f, 1.0f), mat * glm::vec4(-1.0f, 1.0f, 1.0f, 1.0f), color);
draw(mat * glm::vec4( 1.0f, 1.0f,-1.0f, 1.0f), mat * glm::vec4( 1.0f, 1.0f, 1.0f, 1.0f), color);
}
void DrawLines::draw_text(std::string const &text, glm::vec3 const &anchor_in, glm::vec3 const &x, glm::vec3 const &y, glm::u8vec4 const &color, glm::vec3 *anchor_out) {
glm::vec3 anchor = anchor_in;
uint32_t start = 0;
while (start < text.size()) {
uint32_t end = start;
uint32_t glyph = -1U;
while (end < text.size()) {
end += 1;
auto f = PathFont::font.glyph_map.find(text.substr(start, end-start));
if (f == PathFont::font.glyph_map.end()) {
end -= 1;
break;
}
glyph = f->second;
}
if (glyph == -1U) {
assert(start == end);
end += 1;
//missing! draw a tofu:
for (const auto &pt : {
glm::vec2(0.1f, 0.1f), glm::vec2(0.6f, 0.1f),
glm::vec2(0.6f, 0.1f), glm::vec2(0.6f, 0.9f),
glm::vec2(0.9f, 0.6f), glm::vec2(0.1f, 0.9f),
glm::vec2(0.1f, 0.9f), glm::vec2(0.1f, 0.1f)
}) {
attribs.emplace_back(anchor + pt.x * x + pt.y * y, color);
}
anchor += x * 0.6f;
} else {
for (uint32_t c = PathFont::font.glyph_coord_starts[glyph]; c + 1 < PathFont::font.glyph_coord_starts[glyph+1]; c += 2) {
attribs.emplace_back(anchor + x * PathFont::font.coords[c] + y * PathFont::font.coords[c+1], color);
}
anchor += x * PathFont::font.glyph_widths[glyph];
}
start = end;
}
if (anchor_out) *anchor_out = anchor;
}
DrawLines::~DrawLines() {
if (attribs.empty()) return;
//based on DrawSprites.cpp :
//upload vertices to vertex_buffer:
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); //set vertex_buffer as current
glBufferData(GL_ARRAY_BUFFER, attribs.size() * sizeof(attribs[0]), attribs.data(), GL_STREAM_DRAW); //upload attribs array
glBindBuffer(GL_ARRAY_BUFFER, 0);
//set color_program as current program:
glUseProgram(color_program->program);
//upload OBJECT_TO_CLIP to the proper uniform location:
glUniformMatrix4fv(color_program->OBJECT_TO_CLIP_mat4, 1, GL_FALSE, glm::value_ptr(world_to_clip));
//use the mapping vertex_buffer_for_color_program to fetch vertex data:
glBindVertexArray(vertex_buffer_for_color_program);
//run the OpenGL pipeline:
glDrawArrays(GL_LINES, 0, GLsizei(attribs.size()));
//reset vertex array to none:
glBindVertexArray(0);
//reset current program to none:
glUseProgram(0);
}