colored foreground/background anti-aliasing test

main
Allen Webster 2023-04-28 16:21:59 -07:00
parent 3f9f643159
commit 853659870b
1 changed files with 191 additions and 1 deletions

View File

@ -90,8 +90,10 @@ static void opengl_render_init(void);
static void opengl_draw_basic_geometry(Vertex *v, U64 count); static void opengl_draw_basic_geometry(Vertex *v, U64 count);
static void opengl_draw_srgb_in_geometry(Vertex *v, U64 count); static void opengl_draw_srgb_in_geometry(Vertex *v, U64 count);
static void opengl_draw_texture_geometry(Vertex *v, U64 count, U32 texture);
static void opengl_draw_rect_geometry(Vertex *v, U64 count); static void opengl_draw_rect_geometry(Vertex *v, U64 count);
static void opengl_draw_texture_geometry(Vertex *v, U64 count, U32 texture);
static void opengl_draw_texrgb_geometry(Vertex *v, U64 count, U32 texture,
F32 r, F32 g, F32 b, F32 a);
@ -674,6 +676,38 @@ static GLint texture_u_texture = -1;
static char texrgb_vshader[] =
"#version 330\n"
"uniform vec2 u_view_xform;\n"
"layout (location = 0) in vec2 v_p;\n"
"layout (location = 1) in vec2 v_uv;\n"
"out vec2 f_uv;\n"
"void main(){\n"
"vec2 norm_pos = v_p*u_view_xform + vec2(-1.0, -1.0);\n"
"gl_Position = vec4(norm_pos, 0.0, 1.0);\n"
"f_uv = v_uv;\n"
"}\n"
;
static char texrgb_fshader[] =
"#version 330\n"
"uniform sampler2D u_texture;\n"
"uniform vec4 u_color;\n"
"in vec2 f_uv;\n"
"out vec4 out_color;\n"
"void main(){\n"
"float texture_a = texture(u_texture, f_uv).r;\n"
"out_color = vec4(u_color.rgb, u_color.a*texture_a);\n"
"}\n"
;
static GLuint texrgb_program = 0;
static GLint texrgb_u_view_xform = -1;
static GLint texrgb_u_texture = -1;
static GLint texrgb_u_color = -1;
static GLuint canvas_texture = 0; static GLuint canvas_texture = 0;
static GLuint canvas_framebuffer = 0; static GLuint canvas_framebuffer = 0;
@ -697,6 +731,7 @@ static GLuint circle25_texture = 0;
#define CIRCLE125_SIDE 300 #define CIRCLE125_SIDE 300
static GLuint circle125_texture = 0; static GLuint circle125_texture = 0;
static void static void
opengl_render_init(void){ opengl_render_init(void){
//- setup basic shader program //- setup basic shader program
@ -736,6 +771,17 @@ opengl_render_init(void){
texture_u_texture = glGetUniformLocation(texture_program, "u_texture"); texture_u_texture = glGetUniformLocation(texture_program, "u_texture");
} }
//- setup texture rgb shader program
{
GLuint shaders[2] = {0};
shaders[0] = opengl_helper_make_shader(texrgb_vshader, GL_VERTEX_SHADER);
shaders[1] = opengl_helper_make_shader(texrgb_fshader, GL_FRAGMENT_SHADER);
texrgb_program = opengl_helper_make_program(shaders, 2);
texrgb_u_view_xform = glGetUniformLocation(texrgb_program, "u_view_xform");
texrgb_u_texture = glGetUniformLocation(texrgb_program, "u_texture");
texrgb_u_color = glGetUniformLocation(texrgb_program, "u_color");
}
//- vertex array object //- vertex array object
{ {
GLuint vao = 0; GLuint vao = 0;
@ -955,6 +1001,31 @@ opengl_draw_texture_geometry(Vertex *v, U64 count, U32 texture){
glDrawArrays(GL_TRIANGLES, 0, count); glDrawArrays(GL_TRIANGLES, 0, count);
} }
static void
opengl_draw_texrgb_geometry(Vertex *v, U64 count, U32 texture,
F32 r, F32 g, F32 b, F32 a){
glBufferData(GL_ARRAY_BUFFER, sizeof(*v)*count, v, GL_STREAM_DRAW);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glUseProgram(texrgb_program);
glUniform2f(texrgb_u_view_xform, 2.f/graphics_w, 2.f/graphics_h);
glUniform1i(texrgb_u_texture, 0);
glUniform4f(texrgb_u_color, r, g, b, a);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, 0,
sizeof(Vertex), PtrOffsetOf(Vertex, px));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, 0,
sizeof(Vertex), PtrOffsetOf(Vertex, uvx));
glDrawArrays(GL_TRIANGLES, 0, count);
}
//////////////////////////////// ////////////////////////////////
@ -1018,6 +1089,7 @@ WinMain(HINSTANCE hInstance,
F32 test5_y = graphics_h - 340.f; F32 test5_y = graphics_h - 340.f;
F32 test6_y = graphics_h - 450.f; F32 test6_y = graphics_h - 450.f;
F32 test7_y = graphics_h - 480.f; F32 test7_y = graphics_h - 480.f;
F32 test8_y = graphics_h - 800.f;
// render to canvas frame buffer // render to canvas frame buffer
{ {
@ -1403,6 +1475,124 @@ WinMain(HINSTANCE hInstance,
opengl_draw_texture_geometry(v, 6, circle125_texture); opengl_draw_texture_geometry(v, 6, circle125_texture);
} }
} }
// 8: color on color circles
{
F32 back[][4] = {
{1.f, 0.f, 0.f, 1.f},
{1.f, 0.f, 0.f, 1.f},
{0.f, 1.f, 0.f, 1.f},
{0.f, 1.f, 0.f, 1.f},
{0.f, 0.f, 1.f, 1.f},
{0.f, 0.f, 1.f, 1.f},
};
F32 fore[][4] = {
{0.f, 1.f, 0.f, 1.f},
{0.f, 0.f, 1.f, 1.f},
{1.f, 0.f, 0.f, 1.f},
{0.f, 0.f, 1.f, 1.f},
{1.f, 0.f, 0.f, 1.f},
{0.f, 1.f, 0.f, 1.f},
};
F32 y = test8_y;
F32 x = grad_x0;
for (U32 k = 0; k < 6; k += 1){
// background
{
F32 x0 = x;
F32 x1 = x + CIRCLE5_SIDE + CIRCLE25_SIDE + 20.f;
F32 y1 = y;
F32 y0 = y - CIRCLE25_SIDE;
Vertex v[6];
v[0].px = x0; v[0].py = y0;
v[1].px = x0; v[1].py = y1;
v[2].px = x1; v[2].py = y0;
v[3].px = x0; v[3].py = y1;
v[4].px = x1; v[4].py = y0;
v[5].px = x1; v[5].py = y1;
for (U32 i = 0; i < 6; i += 1){
v[i].cr = back[k][0];
v[i].cg = back[k][1];
v[i].cb = back[k][2];
v[i].ca = back[k][3];
}
if (test_idx == 0){
opengl_draw_basic_geometry(v, 6);
}
else{
opengl_draw_srgb_in_geometry(v, 6);
}
}
// circle5
{
F32 y1 = y;
F32 y0 = y - CIRCLE5_SIDE;
F32 x0 = x;
F32 x1 = x + CIRCLE5_SIDE;
x += CIRCLE5_SIDE + 10;
Vertex v[6];
v[0].px = x0; v[0].py = y0;
v[0].uvx = 0.f; v[0].uvy = 0.f;
v[1].px = x0; v[1].py = y1;
v[1].uvx = 0.f; v[1].uvy = 1.f;
v[2].px = x1; v[2].py = y0;
v[2].uvx = 1.f; v[2].uvy = 0.f;
v[3].px = x0; v[3].py = y1;
v[3].uvx = 0.f; v[3].uvy = 1.f;
v[4].px = x1; v[4].py = y0;
v[4].uvx = 1.f; v[4].uvy = 0.f;
v[5].px = x1; v[5].py = y1;
v[5].uvx = 1.f; v[5].uvy = 1.f;
opengl_draw_texrgb_geometry(v, 6, circle5_texture,
fore[k][0], fore[k][1],
fore[k][2], fore[k][3]);
}
// circle25
{
F32 y1 = y;
F32 y0 = y - CIRCLE25_SIDE;
F32 x0 = x;
F32 x1 = x + CIRCLE25_SIDE;
x += CIRCLE25_SIDE + 10;
Vertex v[6];
v[0].px = x0; v[0].py = y0;
v[0].uvx = 0.f; v[0].uvy = 0.f;
v[1].px = x0; v[1].py = y1;
v[1].uvx = 0.f; v[1].uvy = 1.f;
v[2].px = x1; v[2].py = y0;
v[2].uvx = 1.f; v[2].uvy = 0.f;
v[3].px = x0; v[3].py = y1;
v[3].uvx = 0.f; v[3].uvy = 1.f;
v[4].px = x1; v[4].py = y0;
v[4].uvx = 1.f; v[4].uvy = 0.f;
v[5].px = x1; v[5].py = y1;
v[5].uvx = 1.f; v[5].uvy = 1.f;
opengl_draw_texrgb_geometry(v, 6, circle25_texture,
fore[k][0], fore[k][1],
fore[k][2], fore[k][3]);
}
// move y down after 2
if ((k + 1) % 2 == 0){
x = grad_x0;
y -= CIRCLE25_SIDE;
}
}
}
} }
} }