board grid lines

This commit is contained in:
2023-09-08 01:11:35 +02:00
parent 4d03b0d3ee
commit fe99a4c9ff
7 changed files with 86 additions and 2 deletions
+19 -1
View File
@@ -1,4 +1,5 @@
#include <glad/gl.h>
#include <stdio.h>
#include "shader.h"
@@ -49,5 +50,22 @@ void draw_bg_rect(Shader shader, unsigned int vao, float x_scale, float y_scale)
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
// TODO: no idea why binding to default (0) breaks the grid shader
/* glBindVertexArray(0); */
}
void draw_bg_lines(Shader shader, float x_scale, float y_scale, float resolution) {
use_shader(shader);
float mat[4][4] = {
{x_scale, 0, 0, 0},
{0, y_scale, 0, 0},
{0, 0, 1, 0},
{0, 0, 0, 1},
};
set_mat4(shader, "transform", (float *)mat);
set_float(shader, "resolution", resolution);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
+1
View File
@@ -4,3 +4,4 @@
unsigned int prepare_bg_rect(Shader shader);
void draw_bg_rect(Shader shader, unsigned int vao, float x_scale, float y_scale);
void draw_bg_lines(Shader shader, float x_scale, float y_scale, float resolution);
+2 -1
View File
@@ -1,7 +1,6 @@
#include <stdbool.h>
#include <glad/glx.h>
#include <stdio.h>
#include "x11.h"
#include "cudoku.h"
@@ -39,6 +38,7 @@ int main() {
float x_scale = 1.f, y_scale = 1.f;
Shader board_shader = create_shader("shaders/board_v.glsl", "shaders/board_f.glsl");
Shader grid_shader = create_shader("shaders/grid_v.glsl", "shaders/grid_f.glsl");
unsigned int board_vao = prepare_bg_rect(board_shader);
bool quit = false;
@@ -69,6 +69,7 @@ int main() {
glClear(GL_COLOR_BUFFER_BIT);
draw_bg_rect(board_shader, board_vao, x_scale, y_scale);
draw_bg_lines(grid_shader, x_scale, y_scale, width < height ? width : height);
glXSwapBuffers(display, window);
}
+4
View File
@@ -86,3 +86,7 @@ void set_mat4(Shader shader, const char *name, float *mat4) {
glUniformMatrix4fv(loc, 1, GL_FALSE, mat4);
}
void set_float(Shader shader, const char *name, float val) {
int loc = glGetUniformLocation(shader.program, name);
glUniform1f(loc, val);
}
+1
View File
@@ -8,3 +8,4 @@ void read_shader_file(const char *path, char **buf);
Shader create_shader(const char *vertex_path, const char *fragment_path);
void use_shader(Shader shader);
void set_mat4(Shader shader, const char *name, float *mat);
void set_float(Shader shader, const char *name, float val);
+47
View File
@@ -0,0 +1,47 @@
#version 330 core
out vec4 FragColor;
uniform mat4 transform;
uniform float resolution;
void main()
{
// Define the size of the grid
int gridSize = 9;
// Calculate the step size for the grid lines
float stepSize = 2.0 / float(gridSize);
// Calculate the UV coordinates of the current fragment
vec2 uv = (gl_FragCoord * transform).xy / vec2(resolution, resolution); // Adjust the resolution as needed
// Calculate the coordinates of the current fragment in the [-1, 1] range
float fragCoordX = (uv.x - 0.5) * (2.0 / transform[0][0]) - 1.0;
float fragCoordY = (uv.y - 0.5) * (2.0 / transform[1][1]) - 1.0;
// Initialize colors for grid lines and background
vec3 gridColor = vec3(0.4, 0.4, 0.4);
vec3 gridColorThick = vec3(0.2, 0.2, 0.2);
bool isInsideGridHorizontally = (fragCoordX >= -2.0 && fragCoordX <= 0.0);
bool isInsideGridVertically = (fragCoordY >= -2.0 && fragCoordY <= 0.0);
bool isInsideGrid = isInsideGridHorizontally && isInsideGridVertically;
// Determine if the current fragment is on a thicker grid line
bool isThickLineX = isInsideGrid && mod(fragCoordX, stepSize * 3) < 0.01;
bool isThickLineY = isInsideGrid && mod(fragCoordY, stepSize * 3) < 0.01;
// Check if the current fragment is on a grid line
bool isGridX = isInsideGrid && mod(fragCoordX, stepSize) < 0.005;
bool isGridY = isInsideGrid && mod(fragCoordY, stepSize) < 0.005;
// Set the fragment color based on whether it's a grid line or a thicker grid line
if ((isThickLineX) || (isThickLineY)) {
FragColor = vec4(gridColorThick, 1.0);
} else if (isGridX || isGridY) {
FragColor = vec4(gridColor, 1.0);
} else {
discard;
}
}
+12
View File
@@ -0,0 +1,12 @@
#version 330 core
uniform mat4 transform;
vec3 gridPlane[6] = vec3[](
vec3(1, 1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
vec3(-1, -1, 0), vec3(1, 1, 0), vec3(1, -1, 0)
);
void main() {
vec3 p = gridPlane[gl_VertexID].xyz;
gl_Position = vec4(p, 1.0f);
}