circles, triangles and rotations for primitive shapes

This commit is contained in:
2023-12-11 23:00:31 +02:00
committed by Illusion
parent a3fcd5b93f
commit 212c7b9d5a
6 changed files with 129 additions and 22 deletions
+18 -6
View File
@@ -63,14 +63,26 @@ void draw_win() {
Sizef text_size = calculate_text_size(win_text, font_size); Sizef text_size = calculate_text_size(win_text, font_size);
set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED); set_x_constraint(&constraints, 50, UI_CONSTRAINT_FIXED);
set_y_constraint(&constraints, 0, UI_CONSTRAINT_FIXED); set_y_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
set_width_constraint(&constraints, 200, UI_CONSTRAINT_FIXED); set_width_constraint(&constraints, 50, UI_CONSTRAINT_FIXED);
set_height_constraint(&constraints, 200, UI_CONSTRAINT_FIXED); set_height_constraint(&constraints, 50, UI_CONSTRAINT_FIXED);
draw_quad(constraints, &bg_color, 100.00, ALIGN_TOP_LEFT); UIConstraints circle_const;
draw_quad(constraints, &bg_color, 0.50, ALIGN_BOTTOM_RIGHT); set_x_constraint(&circle_const, 50, UI_CONSTRAINT_FIXED);
draw_quad(constraints, &bg_color, 0.0, align); set_y_constraint(&circle_const, 0, UI_CONSTRAINT_FIXED);
set_width_constraint(&circle_const, 70, UI_CONSTRAINT_FIXED);
set_height_constraint(&circle_const, 90, UI_CONSTRAINT_FIXED);
/* draw_circle(circle_const, NULL, ALIGN_LEFT_CENTER); */
/* draw_quad(constraints, &bg_color, 0.0, ALIGN_TOP_LEFT); */
/* set_x_constraint(&constraints, -50, UI_CONSTRAINT_FIXED); */
/* draw_quad(constraints, &bg_color, 25.0, ALIGN_TOP_RIGHT); */
/* set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED); */
/* draw_quad(constraints, &bg_color, 0.5, ALIGN_BOTTOM_RIGHT); */
/* draw_quad(constraints, &bg_color, 0.0, align); */
/* draw_triangle(constraints, &bg_color, ALIGN_CENTER); */
draw_text(win_text, font_size, (Vec2f){0.0, 0.0}, &text_color, align); draw_text(win_text, font_size, (Vec2f){0.0, 0.0}, &text_color, align);
} }
+34
View File
@@ -1,3 +1,5 @@
#include <math.h>
#include "helper.h" #include "helper.h"
Matrix4x4 identity() { Matrix4x4 identity() {
@@ -11,6 +13,34 @@ Matrix4x4 identity() {
return result; return result;
} }
void mult_4x4(Matrix4x4 *multiplicant, Matrix4x4 *multiplier) {
Matrix4x4 result = identity();
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
result.m[i][j] = 0;
for (int k = 0; k < 4; k++) {
result.m[i][j] += multiplicant->m[i][k] * multiplier->m[k][j];
}
}
}
*multiplicant = result;
}
// TODO: rotate around the center of the element
// currently we rotate around the 0, 0 point of the element
void apply_rotation(Matrix4x4 *model, float angle) {
Matrix4x4 ident = identity();
ident.m[0][0] = cos(angle);
ident.m[0][1] = sin(angle);
ident.m[1][0] = -sin(angle);
ident.m[1][1] = cos(angle);
mult_4x4(model, &ident);
}
Matrix4x4 orthographic_projection_2d(float left, float right, float bottom, float top) { Matrix4x4 orthographic_projection_2d(float left, float right, float bottom, float top) {
Matrix4x4 result = identity(); Matrix4x4 result = identity();
@@ -41,3 +71,7 @@ float clampf(float value, float min, float max) {
return value; return value;
} }
float to_radians(float degrees) {
return degrees * (M_PI / 180.f);
}
+3
View File
@@ -5,7 +5,10 @@ typedef struct {
} Matrix4x4; } Matrix4x4;
Matrix4x4 identity(); Matrix4x4 identity();
void mult_4x4(Matrix4x4 *multiplicant, Matrix4x4 *multiplier);
void apply_rotation(Matrix4x4 *model, float angle);
Matrix4x4 orthographic_projection_2d(float left, float right, float bottom, float top); Matrix4x4 orthographic_projection_2d(float left, float right, float bottom, float top);
int max(int a, int b); int max(int a, int b);
float maxf(float a, float b); float maxf(float a, float b);
float clampf(float value, float min, float max); float clampf(float value, float min, float max);
float to_radians(float degrees);
+3 -1
View File
@@ -1,4 +1,6 @@
- draw functions for other primitive shapes (circle, triangle?) - rotations/scaling for text (fix the code for it)
- maybe force the window to be a specific resolution
- border decorations for shapes - border decorations for shapes
- look into SDF/vector text - look into SDF/vector text
- unicode support? - unicode support?
+69 -15
View File
@@ -369,16 +369,10 @@ void draw_quad(UIConstraints constraints, Color *color, float border_radius, Ali
set_vec4f(ui_shader, "aColor", 0.f, 0.f, 0.f, 1.f); set_vec4f(ui_shader, "aColor", 0.f, 0.f, 0.f, 1.f);
} }
printf("width: %f, height: %f\n", constraints.width, constraints.height);
set_float(ui_shader, "uiWidth", constraints.width); set_float(ui_shader, "uiWidth", constraints.width);
set_float(ui_shader, "uiHeight", constraints.height); set_float(ui_shader, "uiHeight", constraints.height);
set_float(ui_shader, "borderRadius", border_radius); set_float(ui_shader, "borderRadius", border_radius);
set_mat4f(ui_shader, "projection", (float *)zephr_context.projection.m); set_mat4f(ui_shader, "projection", (float *)zephr_context.projection.m);
Matrix4x4 model = identity();
set_mat4f(font_shader, "model", (float *)model.m);
glBindVertexArray(ui_vao);
Vec2f pos = { 0.f, 0.f }; Vec2f pos = { 0.f, 0.f };
Sizef size = { 0.f, 0.f }; Sizef size = { 0.f, 0.f };
@@ -386,16 +380,25 @@ void draw_quad(UIConstraints constraints, Color *color, float border_radius, Ali
apply_constraints(constraints, &pos, &size); apply_constraints(constraints, &pos, &size);
apply_alignment(align, &pos, size); apply_alignment(align, &pos, size);
Matrix4x4 model = identity();
apply_rotation(&model, to_radians(0));
model.m[3][0] = pos.x;
model.m[3][1] = pos.y;
set_mat4f(font_shader, "model", (float *)model.m);
glBindVertexArray(ui_vao);
float vertices[6][4] = { float vertices[6][4] = {
// bottom left tri // bottom left tri
{pos.x, pos.y + size.height, 0.0, 1.0}, {0, 0 + size.height, 0.0, 1.0},
{pos.x, pos.y, 0.0, 0.0}, {0, 0, 0.0, 0.0},
{pos.x + size.width, pos.y, 1.0, 0.0}, {0 + size.width, 0, 1.0, 0.0},
// top right tri // top right tri
{pos.x, pos.y + size.height, 0.0, 1.0}, {0, 0 + size.height, 0.0, 1.0},
{pos.x + size.width, pos.y, 1.0, 0.0}, {0 + size.width, 0, 1.0, 0.0},
{pos.x + size.width, pos.y + size.height, 1.0, 1.0}, {0 + size.width, 0 + size.height, 1.0, 1.0},
}; };
glBindBuffer(GL_ARRAY_BUFFER, ui_vbo); glBindBuffer(GL_ARRAY_BUFFER, ui_vbo);
@@ -407,6 +410,57 @@ void draw_quad(UIConstraints constraints, Color *color, float border_radius, Ali
glBindVertexArray(0); glBindVertexArray(0);
} }
void draw_circle(UIConstraints constraints, Color *color, Alignment align) {
float radius = 0.f;
if (constraints.width > constraints.height) {
radius = constraints.height / 2.f;
} else {
radius = constraints.width / 2.f;
}
draw_quad(constraints, color, radius, align);
}
void draw_triangle(UIConstraints constraints, Color *color, Alignment align) {
use_shader(ui_shader);
if (color) {
set_vec4f(ui_shader, "aColor", color->r / 255.f, color->g / 255.f, color->b / 255.f, color->a / 255.f);
} else {
set_vec4f(ui_shader, "aColor", 0.f, 0.f, 0.f, 1.f);
}
set_mat4f(ui_shader, "projection", (float *)zephr_context.projection.m);
Vec2f pos = { 0.f, 0.f };
Sizef size = { 0.f, 0.f };
apply_constraints(constraints, &pos, &size);
apply_alignment(align, &pos, size);
Matrix4x4 model = identity();
apply_rotation(&model, to_radians(0));
model.m[3][0] = pos.x;
model.m[3][1] = pos.y;
set_mat4f(font_shader, "model", (float *)model.m);
glBindVertexArray(ui_vao);
float vertices[3][4] = {
{0 + size.width, 0, 0.0, 0.0},
{0, 0, 0.0, 0.0},
{0 + size.width / 2, 0 + size.height, 0.0, 0.0},
};
glBindBuffer(GL_ARRAY_BUFFER, ui_vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
}
void draw_text(const char* text, int font_size, Vec2f pos, Color *color, Alignment alignment) { void draw_text(const char* text, int font_size, Vec2f pos, Color *color, Alignment alignment) {
use_shader(font_shader); use_shader(font_shader);
if (color) { if (color) {
@@ -421,9 +475,6 @@ void draw_text(const char* text, int font_size, Vec2f pos, Color *color, Alignme
set_mat4f(font_shader, "model", (float *)model.m); set_mat4f(font_shader, "model", (float *)model.m);
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(font_vao);
Sizef text_size = calculate_text_size(text, FONT_PIXEL_SIZE); Sizef text_size = calculate_text_size(text, FONT_PIXEL_SIZE);
float font_scale = (float)font_size / FONT_PIXEL_SIZE; float font_scale = (float)font_size / FONT_PIXEL_SIZE;
@@ -435,6 +486,9 @@ void draw_text(const char* text, int font_size, Vec2f pos, Color *color, Alignme
float first_char_bearing_w = characters[(int)text[0]].bearing.width; float first_char_bearing_w = characters[(int)text[0]].bearing.width;
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(font_vao);
int c = 0; int c = 0;
int x = 0; int x = 0;
while (text[c] != '\0') { while (text[c] != '\0') {
+2
View File
@@ -82,5 +82,7 @@ void set_y_constraint(UIConstraints *constraints, float value, UIConstraint type
void set_width_constraint(UIConstraints *constraints, float value, UIConstraint type); void set_width_constraint(UIConstraints *constraints, float value, UIConstraint type);
void set_height_constraint(UIConstraints *constraints, float value, UIConstraint type); void set_height_constraint(UIConstraints *constraints, float value, UIConstraint type);
void draw_quad(UIConstraints constraints, Color *color, float border_radius, Alignment align); void draw_quad(UIConstraints constraints, Color *color, float border_radius, Alignment align);
void draw_circle(UIConstraints constraints, Color *color, Alignment align);
void draw_triangle(UIConstraints constraints, Color *color, Alignment align);
void draw_text(const char* text, int font_size, Vec2f pos, Color *color, Alignment align); void draw_text(const char* text, int font_size, Vec2f pos, Color *color, Alignment align);
Sizef calculate_text_size(const char *text, int font_size); Sizef calculate_text_size(const char *text, int font_size);