Trying something crazy --- maybe

master
Allen Webster 2020-02-19 22:41:11 -08:00
parent ac0bd78485
commit 99dc2fc570
1 changed files with 269 additions and 268 deletions

View File

@ -57,7 +57,7 @@ internal void
#ifdef OS_LINUX
gl__error_callback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const char *message, const void *userParam){
#else
gl__error_callback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, char *message, void *userParam){
gl__error_callback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, char *message, void *userParam){
#endif
switch (id){
case 131218:
@ -70,85 +70,85 @@ gl__error_callback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsiz
InvalidPath;
}break;
}
}
}
char *gl__header = R"foo(#version 150
)foo";
char *gl__header = R"foo(#version 130
)foo";
char *gl__vertex = R"foo(
uniform vec2 view_t;
uniform mat2x2 view_m;
in vec2 vertex_p;
in vec3 vertex_t;
in uint vertex_c;
in float vertex_ht;
smooth out vec4 fragment_color;
smooth out vec3 uvw;
smooth out vec2 xy;
smooth out vec2 adjusted_half_dim;
smooth out float half_thickness;
void main(void)
{
gl_Position = vec4(view_m*(vertex_p - view_t), 0.0, 1.0);
char *gl__vertex = R"foo(
uniform vec2 view_t;
uniform mat2x2 view_m;
in vec2 vertex_p;
in vec3 vertex_t;
in uint vertex_c;
in float vertex_ht;
smooth out vec4 fragment_color;
smooth out vec3 uvw;
smooth out vec2 xy;
smooth out vec2 adjusted_half_dim;
smooth out float half_thickness;
void main(void)
{
gl_Position = vec4(view_m*(vertex_p - view_t), 0.0, 1.0);
fragment_color.b = (float((vertex_c )&0xFFu))/255.0;
fragment_color.g = (float((vertex_c>> 8u)&0xFFu))/255.0;
fragment_color.r = (float((vertex_c>>16u)&0xFFu))/255.0;
fragment_color.a = (float((vertex_c>>24u)&0xFFu))/255.0;
uvw = vertex_t;
vec2 center = vertex_t.xy;
vec2 half_dim = abs(vertex_p - center);
adjusted_half_dim = half_dim - vertex_t.zz + vec2(0.5, 0.5);
half_thickness = vertex_ht;
xy = vertex_p;
}
)foo";
fragment_color.g = (float((vertex_c>> 8u)&0xFFu))/255.0;
fragment_color.r = (float((vertex_c>>16u)&0xFFu))/255.0;
fragment_color.a = (float((vertex_c>>24u)&0xFFu))/255.0;
uvw = vertex_t;
vec2 center = vertex_t.xy;
vec2 half_dim = abs(vertex_p - center);
adjusted_half_dim = half_dim - vertex_t.zz + vec2(0.5, 0.5);
half_thickness = vertex_ht;
xy = vertex_p;
}
)foo";
char *gl__fragment = R"foo(
smooth in vec4 fragment_color;
smooth in vec3 uvw;
smooth in vec2 xy;
smooth in vec2 adjusted_half_dim;
smooth in float half_thickness;
uniform sampler2DArray sampler;
out vec4 out_color;
char *gl__fragment = R"foo(
smooth in vec4 fragment_color;
smooth in vec3 uvw;
smooth in vec2 xy;
smooth in vec2 adjusted_half_dim;
smooth in float half_thickness;
uniform sampler2DArray sampler;
out vec4 out_color;
float rectangle_sd(vec2 p, vec2 b){
vec2 d = abs(p) - b;
return(length(max(d, vec2(0.0, 0.0))) + min(max(d.x, d.y), 0.0));
}
float rectangle_sd(vec2 p, vec2 b){
vec2 d = abs(p) - b;
return(length(max(d, vec2(0.0, 0.0))) + min(max(d.x, d.y), 0.0));
}
void main(void)
{
float has_thickness = (step(0.49, half_thickness));
float does_not_have_thickness = 1.0 - has_thickness;
void main(void)
{
float has_thickness = (step(0.49, half_thickness));
float does_not_have_thickness = 1.0 - has_thickness;
float sample_value = texture(sampler, uvw).r;
sample_value *= does_not_have_thickness;
float sample_value = texture(sampler, uvw).r;
sample_value *= does_not_have_thickness;
vec2 center = uvw.xy;
float roundness = uvw.z;
float sd = rectangle_sd(xy - center, adjusted_half_dim);
sd = sd - roundness;
sd = abs(sd + half_thickness) - half_thickness;
float shape_value = 1.0 - smoothstep(-1.0, 0.0, sd);
shape_value *= has_thickness;
vec2 center = uvw.xy;
float roundness = uvw.z;
float sd = rectangle_sd(xy - center, adjusted_half_dim);
sd = sd - roundness;
sd = abs(sd + half_thickness) - half_thickness;
float shape_value = 1.0 - smoothstep(-1.0, 0.0, sd);
shape_value *= has_thickness;
out_color = vec4(fragment_color.xyz, fragment_color.a*(sample_value + shape_value));
}
)foo";
out_color = vec4(fragment_color.xyz, fragment_color.a*(sample_value + shape_value));
}
)foo";
#define AttributeList(X) \
X(vertex_p) \
X(vertex_t) \
X(vertex_c) \
X(vertex_ht)
X(vertex_p) \
X(vertex_t) \
X(vertex_c) \
X(vertex_ht)
#define UniformList(X) \
X(view_t) \
X(view_m) \
X(sampler)
X(view_t) \
X(view_m) \
X(sampler)
struct GL_Program{
struct GL_Program{
u32 program;
#define GetAttributeLocation(N) i32 N;
AttributeList(GetAttributeLocation)
@ -156,10 +156,10 @@ struct GL_Program{
#define GetUniformLocation(N) i32 N;
UniformList(GetUniformLocation)
#undef GetUniformLocation
};
};
internal GL_Program
gl__make_program(char *header, char *vertex, char *fragment){
internal GL_Program
gl__make_program(char *header, char *vertex, char *fragment){
if (header == 0){
header = "";
}
@ -208,13 +208,13 @@ gl__make_program(char *header, char *vertex, char *fragment){
UniformList(GetUniformLocation)
#undef GetUniformLocation
return(result);
}
}
#define GLOffsetStruct(p,m) ((void*)(OffsetOfMemberStruct(p,m)))
#define GLOffset(S,m) ((void*)(OffsetOfMember(S,m)))
internal void
gl_render(Render_Target *t){
internal void
gl_render(Render_Target *t){
Font_Set *font_set = (Font_Set*)t->font_set;
local_persist b32 first_opengl_call = true;
@ -354,7 +354,8 @@ gl_render(Render_Target *t){
}
glFlush();
}
}
// BOTTOM
// BOTTOM