mirror of
https://github.com/IllusionMan1212/cudoku.git
synced 2026-10-24 02:12:25 +00:00
board grid lines
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@@ -1,4 +1,5 @@
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#include <glad/gl.h>
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#include <stdio.h>
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#include "shader.h"
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@@ -49,5 +50,22 @@ void draw_bg_rect(Shader shader, unsigned int vao, float x_scale, float y_scale)
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glBindVertexArray(vao);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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// TODO: no idea why binding to default (0) breaks the grid shader
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/* glBindVertexArray(0); */
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}
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void draw_bg_lines(Shader shader, float x_scale, float y_scale, float resolution) {
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use_shader(shader);
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float mat[4][4] = {
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{x_scale, 0, 0, 0},
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{0, y_scale, 0, 0},
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{0, 0, 1, 0},
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{0, 0, 0, 1},
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};
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set_mat4(shader, "transform", (float *)mat);
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set_float(shader, "resolution", resolution);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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@@ -4,3 +4,4 @@
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unsigned int prepare_bg_rect(Shader shader);
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void draw_bg_rect(Shader shader, unsigned int vao, float x_scale, float y_scale);
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void draw_bg_lines(Shader shader, float x_scale, float y_scale, float resolution);
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@@ -1,7 +1,6 @@
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#include <stdbool.h>
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#include <glad/glx.h>
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#include <stdio.h>
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#include "x11.h"
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#include "cudoku.h"
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@@ -39,6 +38,7 @@ int main() {
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float x_scale = 1.f, y_scale = 1.f;
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Shader board_shader = create_shader("shaders/board_v.glsl", "shaders/board_f.glsl");
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Shader grid_shader = create_shader("shaders/grid_v.glsl", "shaders/grid_f.glsl");
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unsigned int board_vao = prepare_bg_rect(board_shader);
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bool quit = false;
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@@ -69,6 +69,7 @@ int main() {
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glClear(GL_COLOR_BUFFER_BIT);
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draw_bg_rect(board_shader, board_vao, x_scale, y_scale);
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draw_bg_lines(grid_shader, x_scale, y_scale, width < height ? width : height);
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glXSwapBuffers(display, window);
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}
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@@ -86,3 +86,7 @@ void set_mat4(Shader shader, const char *name, float *mat4) {
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glUniformMatrix4fv(loc, 1, GL_FALSE, mat4);
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}
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void set_float(Shader shader, const char *name, float val) {
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int loc = glGetUniformLocation(shader.program, name);
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glUniform1f(loc, val);
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}
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@@ -8,3 +8,4 @@ void read_shader_file(const char *path, char **buf);
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Shader create_shader(const char *vertex_path, const char *fragment_path);
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void use_shader(Shader shader);
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void set_mat4(Shader shader, const char *name, float *mat);
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void set_float(Shader shader, const char *name, float val);
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@@ -0,0 +1,47 @@
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#version 330 core
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out vec4 FragColor;
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uniform mat4 transform;
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uniform float resolution;
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void main()
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{
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// Define the size of the grid
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int gridSize = 9;
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// Calculate the step size for the grid lines
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float stepSize = 2.0 / float(gridSize);
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// Calculate the UV coordinates of the current fragment
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vec2 uv = (gl_FragCoord * transform).xy / vec2(resolution, resolution); // Adjust the resolution as needed
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// Calculate the coordinates of the current fragment in the [-1, 1] range
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float fragCoordX = (uv.x - 0.5) * (2.0 / transform[0][0]) - 1.0;
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float fragCoordY = (uv.y - 0.5) * (2.0 / transform[1][1]) - 1.0;
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// Initialize colors for grid lines and background
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vec3 gridColor = vec3(0.4, 0.4, 0.4);
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vec3 gridColorThick = vec3(0.2, 0.2, 0.2);
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bool isInsideGridHorizontally = (fragCoordX >= -2.0 && fragCoordX <= 0.0);
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bool isInsideGridVertically = (fragCoordY >= -2.0 && fragCoordY <= 0.0);
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bool isInsideGrid = isInsideGridHorizontally && isInsideGridVertically;
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// Determine if the current fragment is on a thicker grid line
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bool isThickLineX = isInsideGrid && mod(fragCoordX, stepSize * 3) < 0.01;
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bool isThickLineY = isInsideGrid && mod(fragCoordY, stepSize * 3) < 0.01;
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// Check if the current fragment is on a grid line
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bool isGridX = isInsideGrid && mod(fragCoordX, stepSize) < 0.005;
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bool isGridY = isInsideGrid && mod(fragCoordY, stepSize) < 0.005;
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// Set the fragment color based on whether it's a grid line or a thicker grid line
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if ((isThickLineX) || (isThickLineY)) {
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FragColor = vec4(gridColorThick, 1.0);
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} else if (isGridX || isGridY) {
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FragColor = vec4(gridColor, 1.0);
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} else {
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discard;
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}
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}
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@@ -0,0 +1,12 @@
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#version 330 core
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uniform mat4 transform;
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vec3 gridPlane[6] = vec3[](
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vec3(1, 1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
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vec3(-1, -1, 0), vec3(1, 1, 0), vec3(1, -1, 0)
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);
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void main() {
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vec3 p = gridPlane[gl_VertexID].xyz;
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gl_Position = vec4(p, 1.0f);
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}
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