libs/render/src/eu/render/linebatch.cc
| Line | Branch | Exec | Source |
|---|---|---|---|
| 1 | #include "eu/render/linebatch.h" | ||
| 2 | |||
| 3 | #include "eu/assert/assert.h" | ||
| 4 | |||
| 5 | #include "eu/render/opengl_utils.h" | ||
| 6 | #include "eu/render/camera.h" | ||
| 7 | |||
| 8 | #include "eu/render/dependency_glad.h" | ||
| 9 | |||
| 10 | constexpr auto vertices_per_line = 2; | ||
| 11 | |||
| 12 | namespace eu::render | ||
| 13 | { | ||
| 14 | ✗ | LineDrawer::LineDrawer() | |
| 15 | // todo(Gustav): expand shader with stipple pattern https://stackoverflow.com/questions/52928678/dashed-line-in-opengl3/54543267#54543267 | ||
| 16 | // todo(Gustav): move `description` and `layout` to a separate setup | ||
| 17 | ✗ | : description({{.type = core::VertexType::position3, .name = "a_world_position"}, {.type = core::VertexType::color3, .name = "a_color"}}) | |
| 18 | ✗ | , layout(compile_shader_layout(core::compile_attribute_layouts({description}), description, std::nullopt, std::nullopt)) | |
| 19 | ✗ | , shader( | |
| 20 | USE_DEBUG_LABEL_MANY("debug line") | ||
| 21 | R"glsl( | ||
| 22 | #version 430 core | ||
| 23 | in vec3 a_world_position; | ||
| 24 | in vec3 a_color; | ||
| 25 | |||
| 26 | uniform mat4 u_clip_from_view; | ||
| 27 | uniform mat4 u_view_from_world; | ||
| 28 | |||
| 29 | out vec4 v_color; | ||
| 30 | out vec4 v_vert_pos; | ||
| 31 | flat out vec4 v_start_pos; | ||
| 32 | |||
| 33 | void main() | ||
| 34 | { | ||
| 35 | v_color = vec4(a_color, 1.0); | ||
| 36 | vec4 pos = u_clip_from_view * u_view_from_world * vec4(a_world_position.xyz, 1.0); | ||
| 37 | gl_Position = pos; | ||
| 38 | v_vert_pos = pos; | ||
| 39 | v_start_pos = v_vert_pos; | ||
| 40 | } | ||
| 41 | )glsl", | ||
| 42 | R"glsl( | ||
| 43 | #version 430 core | ||
| 44 | |||
| 45 | in vec4 v_color; | ||
| 46 | flat in vec4 v_start_pos; | ||
| 47 | in vec4 v_vert_pos; | ||
| 48 | |||
| 49 | uniform float u_dash_size; | ||
| 50 | uniform float u_gap_size; | ||
| 51 | uniform vec2 u_resolution; | ||
| 52 | |||
| 53 | out vec4 color; | ||
| 54 | |||
| 55 | vec2 pixel(vec4 pos) | ||
| 56 | { | ||
| 57 | return ((pos.xy / pos.w) + 1)/2.0 * u_resolution; | ||
| 58 | } | ||
| 59 | |||
| 60 | void main() | ||
| 61 | { | ||
| 62 | if(u_resolution.x > 0.0) | ||
| 63 | { | ||
| 64 | float seg_len = u_dash_size + u_gap_size; | ||
| 65 | |||
| 66 | float dash_seg = u_dash_size/seg_len; | ||
| 67 | |||
| 68 | float cur = length(pixel(v_vert_pos) - pixel(v_start_pos)); | ||
| 69 | float cur_seg = fract(cur / seg_len); | ||
| 70 | if(cur_seg > dash_seg) | ||
| 71 | { | ||
| 72 | discard; | ||
| 73 | } | ||
| 74 | color = v_color; | ||
| 75 | } | ||
| 76 | else | ||
| 77 | { | ||
| 78 | color = v_color; | ||
| 79 | } | ||
| 80 | } | ||
| 81 | )glsl", | ||
| 82 | ✗ | layout | |
| 83 | ) | ||
| 84 | ✗ | , clip_from_view_uni(shader.get_uniform("u_clip_from_view")) | |
| 85 | ✗ | , view_from_world_uni(shader.get_uniform("u_view_from_world")) | |
| 86 | ✗ | , resolution_uni(shader.get_uniform("u_resolution")) | |
| 87 | ✗ | , dash_size_uni(shader.get_uniform("u_dash_size")) | |
| 88 | ✗ | , gap_size_uni(shader.get_uniform("u_gap_size")) | |
| 89 | ✗ | , va(create_vertex_array()) | |
| 90 | ✗ | , vb(create_buffer()) | |
| 91 | ✗ | , ib(create_buffer()) | |
| 92 | { | ||
| 93 | ✗ | shader.use(); | |
| 94 | |||
| 95 | ✗ | glBindVertexArray(va); | |
| 96 | ✗ | SET_DEBUG_LABEL_NAMED(va, DebugLabelFor::VertexArray, "VERT line batch"sv); | |
| 97 | |||
| 98 | ✗ | constexpr auto attributes_per_vertex = 2; | |
| 99 | ✗ | constexpr auto float_per_attribute = 3; | |
| 100 | |||
| 101 | ✗ | constexpr auto floats_per_vertex = float_per_attribute * attributes_per_vertex; | |
| 102 | ✗ | constexpr auto vertex_size = floats_per_vertex * sizeof(float); | |
| 103 | ✗ | constexpr auto max_vertices = vertices_per_line * max_lines; | |
| 104 | ✗ | constexpr auto max_indices = vertices_per_line * max_lines; | |
| 105 | |||
| 106 | ✗ | glBindBuffer(GL_ARRAY_BUFFER, vb); | |
| 107 | ✗ | SET_DEBUG_LABEL_NAMED(vb, DebugLabelFor::Buffer, "ARR BUF line batch"sv); | |
| 108 | ✗ | glBufferData(GL_ARRAY_BUFFER, vertex_size * max_vertices, nullptr, GL_DYNAMIC_DRAW); | |
| 109 | |||
| 110 | ✗ | auto relative_offset = [](unsigned int i) | |
| 111 | { | ||
| 112 | ✗ | return reinterpret_cast<void*>(i * sizeof(float)); | |
| 113 | }; | ||
| 114 | |||
| 115 | ✗ | unsigned int offset = 0; | |
| 116 | |||
| 117 | ✗ | glEnableVertexAttribArray(0); | |
| 118 | ✗ | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, vertex_size, relative_offset(offset)); | |
| 119 | ✗ | offset += 3; | |
| 120 | |||
| 121 | ✗ | glEnableVertexAttribArray(1); | |
| 122 | ✗ | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, vertex_size, relative_offset(offset)); | |
| 123 | ✗ | offset += 3; | |
| 124 | ✗ | ASSERT(offset == floats_per_vertex); | |
| 125 | |||
| 126 | ✗ | std::vector<u32> indices; | |
| 127 | ✗ | indices.reserve(max_indices); | |
| 128 | |||
| 129 | ✗ | for (auto quad_index = 0; quad_index < max_lines; quad_index += 1) | |
| 130 | { | ||
| 131 | ✗ | const auto base = quad_index * vertices_per_line; | |
| 132 | ✗ | indices.emplace_back(base + 0); | |
| 133 | ✗ | indices.emplace_back(base + 1); | |
| 134 | } | ||
| 135 | |||
| 136 | ✗ | ASSERT(max_indices == indices.size()); | |
| 137 | |||
| 138 | ✗ | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib); | |
| 139 | ✗ | SET_DEBUG_LABEL_NAMED(ib, DebugLabelFor::Buffer, "IND BUF line batch"sv); | |
| 140 | ✗ | glBufferData(GL_ELEMENT_ARRAY_BUFFER, max_indices * sizeof(u32), indices.data(), GL_STATIC_DRAW); | |
| 141 | ✗ | } | |
| 142 | |||
| 143 | ✗ | LineDrawer::~LineDrawer() | |
| 144 | { | ||
| 145 | ✗ | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); | |
| 146 | ✗ | destroy_buffer(ib); | |
| 147 | |||
| 148 | ✗ | glBindBuffer(GL_ARRAY_BUFFER, 0); | |
| 149 | ✗ | destroy_buffer(vb); | |
| 150 | |||
| 151 | ✗ | glBindVertexArray(0); | |
| 152 | ✗ | destroy_vertex_array(va); | |
| 153 | ✗ | } | |
| 154 | |||
| 155 | ✗ | void LineDrawer::set_line_to_dash(const v2& resolution, float dash_size, float gap_size) | |
| 156 | { | ||
| 157 | ✗ | submit(); | |
| 158 | ✗ | shader.set_vec2(resolution_uni, resolution); | |
| 159 | ✗ | shader.set_float(dash_size_uni, dash_size); | |
| 160 | ✗ | shader.set_float(gap_size_uni, gap_size); | |
| 161 | ✗ | } | |
| 162 | |||
| 163 | ✗ | void LineDrawer::set_line_to_solid() | |
| 164 | { | ||
| 165 | ✗ | submit(); | |
| 166 | ✗ | shader.set_vec2(resolution_uni, {-1.0f, -1.0f}); | |
| 167 | ✗ | } | |
| 168 | |||
| 169 | ✗ | bool LineDrawer::is_loaded() const | |
| 170 | { | ||
| 171 | ✗ | return shader.is_loaded(); | |
| 172 | } | ||
| 173 | |||
| 174 | ✗ | void LineDrawer::line(const v3& world_from, const v3& world_to, const Lin_rgb& color) | |
| 175 | { | ||
| 176 | ✗ | if (lines == max_lines) | |
| 177 | { | ||
| 178 | ✗ | submit(); | |
| 179 | } | ||
| 180 | |||
| 181 | ✗ | lines += 1; | |
| 182 | |||
| 183 | ✗ | const auto add_vertex = [this,color](const v3& world_position) | |
| 184 | { | ||
| 185 | ✗ | data.push_back(world_position.x); | |
| 186 | ✗ | data.push_back(world_position.y); | |
| 187 | ✗ | data.push_back(world_position.z); | |
| 188 | |||
| 189 | ✗ | data.push_back(color.r); | |
| 190 | ✗ | data.push_back(color.g); | |
| 191 | ✗ | data.push_back(color.b); | |
| 192 | ✗ | }; | |
| 193 | |||
| 194 | ✗ | add_vertex(world_from); | |
| 195 | ✗ | add_vertex(world_to); | |
| 196 | ✗ | } | |
| 197 | |||
| 198 | ✗ | void LineDrawer::set_camera(const CompiledCamera& compiled_camera) | |
| 199 | { | ||
| 200 | ✗ | shader.set_mat(clip_from_view_uni, compiled_camera.clip_from_view); | |
| 201 | ✗ | shader.set_mat(view_from_world_uni, compiled_camera.view_from_world); | |
| 202 | ✗ | } | |
| 203 | |||
| 204 | ✗ | void LineDrawer::submit() | |
| 205 | { | ||
| 206 | ✗ | if (lines == 0) | |
| 207 | { | ||
| 208 | ✗ | return; | |
| 209 | } | ||
| 210 | |||
| 211 | // note: this assumes set_camera has been called | ||
| 212 | |||
| 213 | ✗ | glBindVertexArray(va); | |
| 214 | |||
| 215 | ✗ | glBindBuffer(GL_ARRAY_BUFFER, vb); | |
| 216 | ✗ | glBufferSubData( | |
| 217 | ✗ | GL_ARRAY_BUFFER, 0, static_cast<GLsizeiptr>(sizeof(float) * data.size()), static_cast<const void*>(data.data()) | |
| 218 | ); | ||
| 219 | ✗ | glDrawElements(GL_LINES, vertices_per_line * lines, GL_UNSIGNED_INT, nullptr); | |
| 220 | |||
| 221 | ✗ | data.resize(0); | |
| 222 | ✗ | lines = 0; | |
| 223 | } | ||
| 224 | |||
| 225 | } // namespace eu::render | ||
| 226 |