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rectangle_gl.c
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rectangle_gl.c
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/*
The MIT License (MIT)
Copyright (c) 2014 Adam Simpson
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
#include <stdio.h>
#include <assert.h>
#include <sys/stat.h>
#include <stdlib.h>
#include "rectangle_gl.h"
#include "ogl_utils.h"
#include "rectangle_gl.h"
/*
#ifdef GLFW
#include "glfw_utils.h"
#else
#include "egl_utils.h"
#endif
*/
void init_rectangle(rectangle_t *state)
{
// Create rectangle buffers
create_rectangle_buffers(state);
// Create shader programs
create_rectangle_program(state);
}
// Update coordinates of point rectangle and then draw
void render_rectangle(rectangle_t *state, float *center, float *gl_dims, float *color)
{
// Set buffer
glBindBuffer(GL_ARRAY_BUFFER, state->vbo);
float center_x = center[0];
float center_y = center[1];
float half_width = gl_dims[0]*0.5;
float half_height = gl_dims[1]*0.5;
// Triangle strip Verticies for rectangle that contains circle
float verts[2*4];
// Verticies = gl_x, gl_y, tex_x, tex_y
// Bottom left
verts[0] = center_x - half_width;
verts[1] = center_y - half_height;
// Top left
verts[2] = center_x - half_width;
verts[3] = center_y + half_height;
// Bottom right
verts[4] = center_x + half_width;
verts[5] = center_y - half_height;
// Top right
verts[6] = center_x + half_width;
verts[7] = center_y + half_height;
// Fill buffer
glBufferData(GL_ARRAY_BUFFER, 2*4*sizeof(GLfloat), verts, GL_STREAM_DRAW);
// Unbind buffer
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Draw rectangle
draw_rectangle(state, center, color);
}
void create_rectangle_buffers(rectangle_t *state)
{
// VAO is REQUIRED for OpenGL 3+ when using VBO I believe
#ifndef RASPI
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
#endif
// Generate vertex buffer
glGenBuffers(1, &state->vbo);
}
// Compile rectnagle program
void create_rectangle_program(rectangle_t *state)
{
// Compile vertex shader
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
#ifdef RASPI
compile_shader(vertexShader, "SPH/shaders/rectangle_es.vert");
#else
compile_shader(vertexShader, "shaders/rectangle.vert");
#endif
// Compile frag shader
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
#ifdef RASPI
compile_shader(fragmentShader, "SPH/shaders/rectangle_es.frag");
#else
compile_shader(fragmentShader, "shaders/rectangle.frag");
#endif
// Create shader program
state->rectangle_program = glCreateProgram();
glAttachShader(state->rectangle_program, vertexShader);
glAttachShader(state->rectangle_program, fragmentShader);
// Link and use program
glLinkProgram(state->rectangle_program);
show_program_log(state->rectangle_program);
// Get rectangle location
state->color_location = glGetUniformLocation(state->rectangle_program, "color");
state->position_location = glGetAttribLocation(state->rectangle_program, "position");
}
void draw_rectangle(rectangle_t *state, float *center, float *color)
{
// Bind rectangle shader program
glUseProgram(state->rectangle_program);
// set color uniform
glUniform4fv(state->color_location, 1, color);
// Bind buffer
glBindBuffer(GL_ARRAY_BUFFER, state->vbo);
// Setup verticies
glVertexAttribPointer(state->position_location, 2, GL_FLOAT, GL_FALSE, 2*sizeof(GL_FLOAT), 0);
glEnableVertexAttribArray(state->position_location);
// Blend is required to show cleared color when the frag shader draws transparent pixels
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Draw
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Unbind buffer
glBindBuffer(GL_ARRAY_BUFFER, 0);
}