[add] Added a template of programs for shapes.
This commit is contained in:
parent
bba4cf5765
commit
f2703bda59
@ -8,23 +8,12 @@ import gl4d;
|
||||
|
||||
import sjplayer.ElementDrawer,
|
||||
sjplayer.ElementInterface,
|
||||
sjplayer.ShapeElementProgram,
|
||||
sjplayer.util.linalg;
|
||||
|
||||
///
|
||||
class CircleElement : ElementInterface {
|
||||
public:
|
||||
///
|
||||
static struct Instance {
|
||||
///
|
||||
align(1) mat3 matrix = mat3.identity;
|
||||
///
|
||||
align(1) float weight = 1;
|
||||
///
|
||||
align(1) float smooth = 0.001;
|
||||
///
|
||||
align(1) vec4 color = vec4(0, 0, 0, 0);
|
||||
}
|
||||
|
||||
///
|
||||
void Initialize() {
|
||||
alive = false;
|
||||
@ -54,7 +43,7 @@ class CircleElement : ElementInterface {
|
||||
///
|
||||
float nearness_coe;
|
||||
///
|
||||
Instance instance;
|
||||
CircleElementProgram.Instance instance;
|
||||
alias instance this;
|
||||
}
|
||||
|
||||
@ -65,123 +54,10 @@ alias CircleElementDrawer = ElementDrawer!(
|
||||
[vec2(-1, 1), vec2(1, 1), vec2(1, -1), vec2(-1, -1)]);
|
||||
|
||||
///
|
||||
class CircleElementProgram {
|
||||
public:
|
||||
///
|
||||
enum ShaderHeader = "#version 330 core
|
||||
#extension GL_ARB_explicit_uniform_location : enable";
|
||||
|
||||
///
|
||||
enum VertexShaderSrc = ShaderHeader ~ q{
|
||||
layout(location = 0) in vec2 vert;
|
||||
|
||||
layout(location = 1) in vec3 m1;
|
||||
layout(location = 2) in vec3 m2;
|
||||
layout(location = 3) in vec3 m3;
|
||||
layout(location = 4) in float weight;
|
||||
layout(location = 5) in float smoooth; // expected wrong spell
|
||||
layout(location = 6) in vec4 color;
|
||||
|
||||
out vec2 uv_;
|
||||
out float weight_;
|
||||
out float smooth_;
|
||||
out vec4 color_;
|
||||
|
||||
void main() {
|
||||
mat3 m = transpose(mat3(m1, m2, m3));
|
||||
vec2 pos = (m * vec3(vert, 1)).xy;
|
||||
|
||||
uv_ = vert;
|
||||
weight_ = weight;
|
||||
smooth_ = smoooth;
|
||||
color_ = color;
|
||||
gl_Position = vec4(pos, 0, 1);
|
||||
}
|
||||
};
|
||||
///
|
||||
enum FragmentShaderSrc = ShaderHeader ~ q{
|
||||
in vec2 uv_;
|
||||
in float weight_;
|
||||
in float smooth_;
|
||||
in vec4 color_;
|
||||
|
||||
out vec4 pixel_;
|
||||
|
||||
float circle() {
|
||||
alias CircleElementProgram = ShapeElementProgram!(q{
|
||||
float r = length(uv_);
|
||||
float w = 1 - weight_;
|
||||
return
|
||||
smoothstep(w-smooth_, w, r) *
|
||||
(1 - smoothstep(1-smooth_, 1, r));
|
||||
}
|
||||
|
||||
void main() {
|
||||
pixel_ = color_;
|
||||
pixel_.a *= circle();
|
||||
}
|
||||
};
|
||||
|
||||
///
|
||||
this() {
|
||||
ProgramLinker linker;
|
||||
linker.vertex = VertexShader.Compile(VertexShaderSrc);
|
||||
linker.fragment = FragmentShader.Compile(FragmentShaderSrc);
|
||||
program_ = linker.Link();
|
||||
program_.Validate();
|
||||
}
|
||||
|
||||
///
|
||||
void SetupVertexArray(ref VertexArrayRef vao,
|
||||
ref ArrayBufferRef verts, ref ArrayBufferRef instances) {
|
||||
with (VertexArrayAttacher()) {
|
||||
// verts
|
||||
type = GL_FLOAT;
|
||||
dimension = 2;
|
||||
Attach(vao, verts);
|
||||
++index;
|
||||
|
||||
type = GL_FLOAT;
|
||||
divisor = 1;
|
||||
stride = CircleElement.Instance.sizeof;
|
||||
offset = 0;
|
||||
|
||||
// matrix
|
||||
dimension = 3;
|
||||
Attach(vao, instances);
|
||||
offset += float.sizeof*3;
|
||||
++index;
|
||||
Attach(vao, instances);
|
||||
offset += float.sizeof*3;
|
||||
++index;
|
||||
Attach(vao, instances);
|
||||
offset += float.sizeof*3;
|
||||
++index;
|
||||
|
||||
// weight
|
||||
dimension = 1;
|
||||
Attach(vao, instances);
|
||||
offset += float.sizeof*1;
|
||||
++index;
|
||||
|
||||
// smooth
|
||||
dimension = 1;
|
||||
Attach(vao, instances);
|
||||
offset += float.sizeof*1;
|
||||
++index;
|
||||
|
||||
// color
|
||||
dimension = 4;
|
||||
Attach(vao, instances);
|
||||
offset += float.sizeof*4;
|
||||
++index;
|
||||
}
|
||||
}
|
||||
|
||||
///
|
||||
void Use() {
|
||||
program_.Use();
|
||||
}
|
||||
|
||||
private:
|
||||
ProgramRef program_;
|
||||
}
|
||||
});
|
||||
|
136
sjplayer/src/sjplayer/ShapeElementProgram.d
Normal file
136
sjplayer/src/sjplayer/ShapeElementProgram.d
Normal file
@ -0,0 +1,136 @@
|
||||
/// License: MIT
|
||||
module sjplayer.ShapeElementProgram;
|
||||
|
||||
import std.string;
|
||||
|
||||
import gl4d;
|
||||
|
||||
///
|
||||
class ShapeElementProgram(string ShaderSrc) {
|
||||
public:
|
||||
///
|
||||
static struct Instance {
|
||||
///
|
||||
align(1) mat3 matrix = mat3.identity;
|
||||
///
|
||||
align(1) float weight = 1;
|
||||
///
|
||||
align(1) float smooth = 0.001;
|
||||
///
|
||||
align(1) vec4 color = vec4(0, 0, 0, 0);
|
||||
}
|
||||
|
||||
///
|
||||
enum ShaderHeader = "#version 330 core
|
||||
#extension GL_ARB_explicit_uniform_location : enable";
|
||||
|
||||
///
|
||||
enum VertexShaderSrc = ShaderHeader ~ q{
|
||||
layout(location = 0) in vec2 vert;
|
||||
|
||||
layout(location = 1) in vec3 m1;
|
||||
layout(location = 2) in vec3 m2;
|
||||
layout(location = 3) in vec3 m3;
|
||||
layout(location = 4) in float weight;
|
||||
layout(location = 5) in float smoooth; // expected wrong spell
|
||||
layout(location = 6) in vec4 color;
|
||||
|
||||
out vec2 uv_;
|
||||
out float weight_;
|
||||
out float smooth_;
|
||||
out vec4 color_;
|
||||
|
||||
void main() {
|
||||
mat3 m = transpose(mat3(m1, m2, m3));
|
||||
vec2 pos = (m * vec3(vert, 1)).xy;
|
||||
|
||||
uv_ = vert;
|
||||
weight_ = weight;
|
||||
smooth_ = smoooth;
|
||||
color_ = color;
|
||||
gl_Position = vec4(pos, 0, 1);
|
||||
}
|
||||
};
|
||||
///
|
||||
enum FragmentShaderSrc = ShaderHeader ~ q{
|
||||
in vec2 uv_;
|
||||
in float weight_;
|
||||
in float smooth_;
|
||||
in vec4 color_;
|
||||
|
||||
out vec4 pixel_;
|
||||
|
||||
float shape() {
|
||||
$BODY
|
||||
}
|
||||
|
||||
void main() {
|
||||
pixel_ = color_;
|
||||
pixel_.a *= shape();
|
||||
}
|
||||
}.replace("$BODY", ShaderSrc);
|
||||
|
||||
///
|
||||
this() {
|
||||
ProgramLinker linker;
|
||||
linker.vertex = VertexShader.Compile(VertexShaderSrc);
|
||||
linker.fragment = FragmentShader.Compile(FragmentShaderSrc);
|
||||
program_ = linker.Link();
|
||||
program_.Validate();
|
||||
}
|
||||
|
||||
///
|
||||
void SetupVertexArray(ref VertexArrayRef vao,
|
||||
ref ArrayBufferRef verts, ref ArrayBufferRef instances) {
|
||||
with (VertexArrayAttacher()) {
|
||||
// verts
|
||||
type = GL_FLOAT;
|
||||
dimension = 2;
|
||||
Attach(vao, verts);
|
||||
++index;
|
||||
|
||||
type = GL_FLOAT;
|
||||
divisor = 1;
|
||||
stride = Instance.sizeof;
|
||||
offset = 0;
|
||||
|
||||
// matrix
|
||||
dimension = 3;
|
||||
Attach(vao, instances);
|
||||
offset += float.sizeof*3;
|
||||
++index;
|
||||
Attach(vao, instances);
|
||||
offset += float.sizeof*3;
|
||||
++index;
|
||||
Attach(vao, instances);
|
||||
offset += float.sizeof*3;
|
||||
++index;
|
||||
|
||||
// weight
|
||||
dimension = 1;
|
||||
Attach(vao, instances);
|
||||
offset += float.sizeof*1;
|
||||
++index;
|
||||
|
||||
// smooth
|
||||
dimension = 1;
|
||||
Attach(vao, instances);
|
||||
offset += float.sizeof*1;
|
||||
++index;
|
||||
|
||||
// color
|
||||
dimension = 4;
|
||||
Attach(vao, instances);
|
||||
offset += float.sizeof*4;
|
||||
++index;
|
||||
}
|
||||
}
|
||||
|
||||
///
|
||||
void Use() {
|
||||
program_.Use();
|
||||
}
|
||||
|
||||
private:
|
||||
ProgramRef program_;
|
||||
}
|
@ -8,6 +8,7 @@ import gl4d;
|
||||
|
||||
import sjplayer.ElementDrawer,
|
||||
sjplayer.ElementInterface,
|
||||
sjplayer.ShapeElementProgram,
|
||||
sjplayer.util.linalg;
|
||||
|
||||
///
|
||||
@ -81,123 +82,10 @@ alias SquareElementDrawer = ElementDrawer!(
|
||||
[vec2(-1, 1), vec2(1, 1), vec2(1, -1), vec2(-1, -1)]);
|
||||
|
||||
///
|
||||
class SquareElementProgram {
|
||||
public:
|
||||
///
|
||||
enum ShaderHeader = "#version 330 core
|
||||
#extension GL_ARB_explicit_uniform_location : enable";
|
||||
|
||||
///
|
||||
enum VertexShaderSrc = ShaderHeader ~ q{
|
||||
layout(location = 0) in vec2 vert;
|
||||
|
||||
layout(location = 1) in vec3 m1;
|
||||
layout(location = 2) in vec3 m2;
|
||||
layout(location = 3) in vec3 m3;
|
||||
layout(location = 4) in float weight;
|
||||
layout(location = 5) in float smoooth; // expected wrong spell
|
||||
layout(location = 6) in vec4 color;
|
||||
|
||||
out vec2 uv_;
|
||||
out float weight_;
|
||||
out float smooth_;
|
||||
out vec4 color_;
|
||||
|
||||
void main() {
|
||||
mat3 m = transpose(mat3(m1, m2, m3));
|
||||
vec2 pos = (m * vec3(vert, 1)).xy;
|
||||
|
||||
uv_ = vert;
|
||||
weight_ = weight;
|
||||
smooth_ = smoooth;
|
||||
color_ = color;
|
||||
gl_Position = vec4(pos, 0, 1);
|
||||
}
|
||||
};
|
||||
///
|
||||
enum FragmentShaderSrc = ShaderHeader ~ q{
|
||||
in vec2 uv_;
|
||||
in float weight_;
|
||||
in float smooth_;
|
||||
in vec4 color_;
|
||||
|
||||
out vec4 pixel_;
|
||||
|
||||
float square() {
|
||||
alias SquareElementProgram = ShapeElementProgram!(q{
|
||||
float w = 1-weight_;
|
||||
float s = smooth_;
|
||||
return clamp(
|
||||
smoothstep(w-s, w, abs(uv_.x)) +
|
||||
smoothstep(w-s, w, abs(uv_.y)), 0, 1);
|
||||
}
|
||||
|
||||
void main() {
|
||||
pixel_ = color_;
|
||||
pixel_.a *= square();
|
||||
}
|
||||
};
|
||||
|
||||
///
|
||||
this() {
|
||||
ProgramLinker linker;
|
||||
linker.vertex = VertexShader.Compile(VertexShaderSrc);
|
||||
linker.fragment = FragmentShader.Compile(FragmentShaderSrc);
|
||||
program_ = linker.Link();
|
||||
program_.Validate();
|
||||
}
|
||||
|
||||
///
|
||||
void SetupVertexArray(ref VertexArrayRef vao,
|
||||
ref ArrayBufferRef verts, ref ArrayBufferRef instances) {
|
||||
with (VertexArrayAttacher()) {
|
||||
// verts
|
||||
type = GL_FLOAT;
|
||||
dimension = 2;
|
||||
Attach(vao, verts);
|
||||
++index;
|
||||
|
||||
type = GL_FLOAT;
|
||||
divisor = 1;
|
||||
stride = SquareElement.Instance.sizeof;
|
||||
offset = 0;
|
||||
|
||||
// matrix
|
||||
dimension = 3;
|
||||
Attach(vao, instances);
|
||||
offset += float.sizeof*3;
|
||||
++index;
|
||||
Attach(vao, instances);
|
||||
offset += float.sizeof*3;
|
||||
++index;
|
||||
Attach(vao, instances);
|
||||
offset += float.sizeof*3;
|
||||
++index;
|
||||
|
||||
// weight
|
||||
dimension = 1;
|
||||
Attach(vao, instances);
|
||||
offset += float.sizeof*1;
|
||||
++index;
|
||||
|
||||
// smooth
|
||||
dimension = 1;
|
||||
Attach(vao, instances);
|
||||
offset += float.sizeof*1;
|
||||
++index;
|
||||
|
||||
// color
|
||||
dimension = 4;
|
||||
Attach(vao, instances);
|
||||
offset += float.sizeof*4;
|
||||
++index;
|
||||
}
|
||||
}
|
||||
|
||||
///
|
||||
void Use() {
|
||||
program_.Use();
|
||||
}
|
||||
|
||||
private:
|
||||
ProgramRef program_;
|
||||
}
|
||||
});
|
||||
|
Reference in New Issue
Block a user