diff options
author | David Thompson <dthompson2@worcester.edu> | 2020-11-13 22:42:05 -0500 |
---|---|---|
committer | David Thompson <dthompson2@worcester.edu> | 2020-11-16 17:33:45 -0500 |
commit | 6de9470ff9a9ac87b391c7b51fa9986faf566d2d (patch) | |
tree | 4fb95f53de71b5f65c04cb8196a6a6001397914b | |
parent | 79b8e749599e631eb3365dea79a94792c0464e90 (diff) |
graphics: Delete shapes module.
-rw-r--r-- | Makefile.am | 2 | ||||
-rw-r--r-- | chickadee/graphics/shapes.scm | 435 |
2 files changed, 0 insertions, 437 deletions
diff --git a/Makefile.am b/Makefile.am index ffd4731..d98b4ba 100644 --- a/Makefile.am +++ b/Makefile.am @@ -73,7 +73,6 @@ SOURCES = \ chickadee/graphics/viewport.scm \ chickadee/graphics/framebuffer.scm \ chickadee/graphics.scm \ - chickadee/graphics/shapes.scm \ chickadee/graphics/sprite.scm \ chickadee/graphics/font.scm \ chickadee/graphics/tiled.scm \ @@ -91,7 +90,6 @@ EXTRA_DIST += \ COPYING \ examples/audio.scm \ examples/sprite.scm \ - examples/lines.scm \ examples/text.scm \ examples/nine-patch.scm \ examples/particles.scm \ diff --git a/chickadee/graphics/shapes.scm b/chickadee/graphics/shapes.scm deleted file mode 100644 index e5d985c..0000000 --- a/chickadee/graphics/shapes.scm +++ /dev/null @@ -1,435 +0,0 @@ -;;; Chickadee Game Toolkit -;;; Copyright © 2016, 2018 David Thompson <davet@gnu.org> -;;; -;;; Chickadee is free software: you can redistribute it and/or modify -;;; it under the terms of the GNU General Public License as published -;;; by the Free Software Foundation, either version 3 of the License, -;;; or (at your option) any later version. -;;; -;;; Chickadee is distributed in the hope that it will be useful, but -;;; WITHOUT ANY WARRANTY; without even the implied warranty of -;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU -;;; General Public License for more details. -;;; -;;; You should have received a copy of the GNU General Public License -;;; along with this program. If not, see -;;; <http://www.gnu.org/licenses/>. - -;;; Commentary -;; -;; Polylines as described in -;; http://jcgt.org/published/0002/02/08/paper.pdf -;; -;;; Code: - -(define-module (chickadee graphics shapes) - #:use-module (ice-9 match) - #:use-module (srfi srfi-4) - #:use-module (chickadee math bezier) - #:use-module (chickadee math matrix) - #:use-module (chickadee math rect) - #:use-module (chickadee math vector) - #:use-module (chickadee graphics) - #:use-module (chickadee graphics color) - #:use-module (chickadee graphics shader) - #:use-module (chickadee graphics buffer) - #:export (draw-filled-rect - draw-line - draw-bezier-curve - draw-bezier-path)) - -;; TODO: Make a generic polygon renderer, include batching, etc. -(define draw-filled-rect - (let* ((vertex-buffer - (delay - (make-streaming-buffer-view 'vec2 'float 4 - #:name "rect-buffer-view"))) - (index-buffer - (delay - (make-buffer-view #:type 'scalar - #:component-type 'unsigned-int - #:buffer (make-buffer (u32vector 0 3 2 0 2 1) - #:target 'index)))) - (vertex-array - (delay - (make-vertex-array #:indices (force index-buffer) - #:attributes `((0 . ,(force vertex-buffer)))))) - (default-shader - (delay - (strings->shader - " -#ifdef GLSL330 -layout (location = 0) in vec2 position; -#elif defined(GLSL130) -in vec2 position; -#elif defined(GLSL120) -attribute vec2 position; -#endif -uniform mat4 mvp; - -void main(void) { - gl_Position = mvp * vec4(position.xy, 0.0, 1.0); -} -" - " -#ifdef GLSL330 -out vec4 fragColor; -#endif -uniform vec4 color; - -void main (void) { -#ifdef GLSL330 - fragColor = color; -#else - gl_FragColor = color; -#endif -} -"))) - (mvp (make-null-matrix4))) - (lambda* (region - color - #:key - (blend-mode 'alpha) - (shader (force default-shader)) - matrix) - (let* ((x1 (rect-x region)) - (y1 (rect-y region)) - (x2 (+ x1 (rect-width region))) - (y2 (+ y1 (rect-height region)))) - (with-mapped-buffer-view (force vertex-buffer) - (let ((bv (buffer-view-data (force vertex-buffer)))) - (f32vector-set! bv 0 x1) - (f32vector-set! bv 1 y1) - (f32vector-set! bv 2 x2) - (f32vector-set! bv 3 y1) - (f32vector-set! bv 4 x2) - (f32vector-set! bv 5 y2) - (f32vector-set! bv 6 x1) - (f32vector-set! bv 7 y2))) - (with-blend-mode blend-mode - (gpu-apply shader (force vertex-array) - #:mvp (if matrix - (begin - (matrix4-mult! mvp matrix - (current-projection)) - mvp) - (current-projection)) - #:color color)))))) - -(define draw-line - (let* ((mvp (make-null-matrix4)) - (vertex-buffer - (delay - (make-streaming-buffer-view 'vec2 'float 4 - #:name "line-buffer-view"))) - (texcoord-buffer - (delay - (make-streaming-buffer-view 'vec2 'float 4 - #:name "line-buffer-view"))) - (index-buffer - (delay - (make-buffer-view #:type 'scalar - #:component-type 'unsigned-int - #:buffer (make-buffer (u32vector 0 3 2 0 2 1) - #:target 'index)))) - (vertex-array - (delay - (make-vertex-array #:indices (force index-buffer) - #:attributes `((0 . ,(force vertex-buffer)) - (1 . ,(force texcoord-buffer)))))) - (default-shader - (delay - (strings->shader - " -#ifdef GLSL330 -layout (location = 0) in vec2 position; -layout (location = 1) in vec2 tex; -#elif defined(GLSL130) -in vec2 position; -in vec2 tex; -#elif defined(GLSL120) -attribute vec2 position; -attribute vec2 tex; -#endif -#ifdef GLSL120 -varying vec2 fragTex; -#else -out vec2 fragTex; -#endif -uniform mat4 mvp; - -void main(void) { - fragTex = tex; - gl_Position = mvp * vec4(position.xy, 0.0, 1.0); -} -" - " -#ifdef GLSL120 -varying vec2 fragTex; -#else -in vec2 fragTex; -#endif -#ifdef GLSL330 -out vec4 fragColor; -#endif -uniform vec4 color; -uniform float r; -uniform float w; -uniform float t; -uniform float l; -uniform int cap; -float infinity = 1.0 / 0.0; - -void main (void) { - float hw = w / 2.0; - float u = fragTex.x; - float v = fragTex.y; - float dx; - float dy; - float d; - - if (u < 0 || u > l) { - if (u < 0) { - dx = abs(u); - } else { - dx = u - l; - } - dy = abs(v); - -#ifdef GLSL120 - // none - if (cap == 0) { - d = infinity; - } - // butt - else if (cap == 1) { - d = max(dx + w / 2 - 2 * r, dy); - } - // square - else if (cap == 2) { - d = max(dx, dy); - } - // round - else if (cap == 3) { - d = sqrt(dx * dx + dy * dy); - } - // triangle out - else if (cap == 4) { - d = dx + dy; - } - // triangle in - else if (cap == 5) { - d = max(dy, w / 2 - r + dx - dy); - } -#else - switch (cap) { - // none - case 0: - d = infinity; - break; - // butt - case 1: - d = max(dx + w / 2 - 2 * r, dy); - break; - // square - case 2: - d = max(dx, dy); - break; - // round - case 3: - d = sqrt(dx * dx + dy * dy); - break; - // triangle out - case 4: - d = dx + dy; - break; - // triangle in - case 5: - d = max(dy, w / 2 - r + dx - dy); - break; - } -#endif - } else { - d = abs(v); - } - - if (d <= hw) { -#ifdef GLSL330 - fragColor = color; -#else - gl_FragColor = color; -#endif - } else { -#ifdef GLSL330 - fragColor = vec4(color.rgb, color.a * (1.0 - ((d - hw) / r))); -#else - gl_FragColor = vec4(color.rgb, color.a * (1.0 - ((d - hw) / r))); -#endif - } -} -")))) - (lambda* (start end #:key - (thickness 0.5) - (feather 1.0) - (cap 'round) - (color white) - (shader (force default-shader)) - matrix) - "Draw a line segment from START to END. The line will be -THICKNESS pixels thick with an antialiased border FEATHER pixels wide. -The line will be colored COLOR. CAP specifies the type of end cap that -should be used to terminate the lines, either 'none', 'butt', -'square', 'round', 'triangle-in', or 'triangle-out'. Advanced users -may use SHADER to override the built-in line segment shader." - (let* ((x1 (vec2-x start)) - (y1 (vec2-y start)) - (x2 (vec2-x end)) - (y2 (vec2-y end)) - (dx (- x2 x1)) - (dy (- y2 y1)) - (length (sqrt (+ (expt dx 2) (expt dy 2)))) - (padding (/ (ceiling (+ thickness (* feather 2.5))) 2.0)) - (nx (/ dx length)) - (ny (/ dy length)) - (xpad (* nx padding)) - (ypad (* ny padding)) - ;; start left - (vx1 (+ (- x1 xpad) ypad)) - (vy1 (+ (- y1 ypad) (- xpad))) - (s1 (- padding)) - (t1 padding) - ;; start right - (vx2 (+ (- x1 xpad) (- ypad))) - (vy2 (+ (- y1 ypad) xpad)) - (s2 (- padding)) - (t2 (- padding)) - ;; end left - (vx3 (+ x2 xpad (- ypad))) - (vy3 (+ y2 ypad xpad)) - (s3 (+ length padding)) - (t3 (- padding)) - ;; end right - (vx4 (+ (+ x2 xpad) ypad)) - (vy4 (+ (+ y2 ypad) (- xpad))) - (s4 (+ length padding)) - (t4 padding)) - (with-mapped-buffer-view (force vertex-buffer) - (let ((bv (buffer-view-data (force vertex-buffer)))) - (f32vector-set! bv 0 vx1) - (f32vector-set! bv 1 vy1) - (f32vector-set! bv 2 vx2) - (f32vector-set! bv 3 vy2) - (f32vector-set! bv 4 vx3) - (f32vector-set! bv 5 vy3) - (f32vector-set! bv 6 vx4) - (f32vector-set! bv 7 vy4))) - (with-mapped-buffer-view (force texcoord-buffer) - (let ((bv (buffer-view-data (force texcoord-buffer)))) - (f32vector-set! bv 0 s1) - (f32vector-set! bv 1 t1) - (f32vector-set! bv 2 s2) - (f32vector-set! bv 3 t2) - (f32vector-set! bv 4 s3) - (f32vector-set! bv 5 t3) - (f32vector-set! bv 6 s4) - (f32vector-set! bv 7 t4))) - (with-blend-mode 'alpha - (gpu-apply shader (force vertex-array) - #:mvp (if matrix - (begin - (matrix4-mult! mvp matrix - (current-projection)) - mvp) - (current-projection)) - #:color color - #:w thickness - #:r feather - #:l length - #:cap (match cap - ('none 0) - ('butt 1) - ('square 2) - ('round 3) - ('triangle-out 4) - ('triangle-in 5)))))))) - -;; XXX: This is going to be hopelessly slow until I implement batching -;; for lines and shapes. -(define draw-bezier-curve - (let ((start #v(0.0 0.0)) - (end #v(0.0 0.0)) - (tmp #f) - (rect (make-rect 0.0 0.0 0.0 0.0))) - (lambda* (bezier #:key - (segments 32) - control-points? - tangents? - (control-point-size 8.0) - (color white) - (control-point-color yellow) - (tangent-color yellow) - (thickness 0.5) - (feather 1.0) - matrix) - "Draw the curve defined by BEZIER using a resolution of n SEGMENTS." - (define (draw-segment start end color) - (draw-line start end - #:thickness thickness - #:feather feather - #:cap 'none - #:color color)) - (define (draw-control-point p) - (let ((hs (/ control-point-size 2.0))) - (set-rect-x! rect (- (vec2-x p) hs)) - (set-rect-y! rect (- (vec2-y p) hs)) - (set-rect-width! rect control-point-size) - (set-rect-height! rect control-point-size) - (draw-filled-rect rect control-point-color #:matrix matrix))) - (bezier-curve-point-at! start bezier 0.0) - (let loop ((i 1)) - (when (<= i segments) - (bezier-curve-point-at! end bezier (exact->inexact (/ i segments))) - (draw-segment start end color) - ;; Make the previous end point is now the new start point - ;; for the next iteration. - (set! tmp start) - (set! start end) - (set! end tmp) - (loop (+ i 1)))) - (when tangents? - (draw-segment (bezier-curve-p0 bezier) - (bezier-curve-p1 bezier) - tangent-color) - (draw-segment (bezier-curve-p3 bezier) - (bezier-curve-p2 bezier) - tangent-color)) - (when control-points? - (draw-control-point (bezier-curve-p0 bezier)) - (draw-control-point (bezier-curve-p1 bezier)) - (draw-control-point (bezier-curve-p2 bezier)) - (draw-control-point (bezier-curve-p3 bezier)))))) - -(define* (draw-bezier-path path #:key - (segments 32) - control-points? - tangents? - (control-point-size 8.0) - (color white) - (control-point-color yellow) - (tangent-color yellow) - (thickness 0.5) - (feather 1.0) - matrix) - (for-each (lambda (bezier) - (draw-bezier-curve bezier - #:segments segments - #:control-points? control-points? - #:tangents? tangents? - #:control-point-size control-point-size - #:color color - #:control-point-color control-point-color - #:tangent-color tangent-color - #:thickness 0.5 - #:feather feather - #:matrix matrix)) - path)) |