using namespace IPDF;
using namespace std;
-#define RECT_VERT \
- "#version 140\n"\
- "#extension GL_ARB_shading_language_420pack : require\n"\
- "#extension GL_ARB_explicit_attrib_location : require\n"\
- "\n"\
- "layout(std140, binding=0) uniform ViewBounds\n"\
- "{\n"\
- "\tfloat bounds_x;\n"\
- "\tfloat bounds_y;\n"\
- "\tfloat bounds_w;\n"\
- "\tfloat bounds_h;\n"\
- "};\n"\
- "\n"\
- "layout(location = 0) in vec2 position;\n"\
- "\n"\
- "void main()\n"\
- "{\n"\
- "\tvec2 transformed_position;\n"\
- "\ttransformed_position.x = (position.x - bounds_x) / bounds_w;\n"\
- "\ttransformed_position.y = (position.y - bounds_y) / bounds_h;\n"\
- "\t// Transform to clip coordinates (-1,1, -1,1).\n"\
- "\tgl_Position.x = (transformed_position.x*2) - 1;\n"\
- "\tgl_Position.y = 1 - (transformed_position.y*2);\n"\
- "\tgl_Position.z = 0.0;\n"\
- "\tgl_Position.w = 1.0;\n"\
- "}\n"
-
-#define RECT_FRAG \
- "#version 140\n"\
- "\n"\
- "out vec4 output_colour;\n"\
- "\n"\
- "uniform vec4 colour;\n"\
- "\n"\
- "void main()\n"\
- "{\n"\
- "\toutput_colour = colour;\n"\
- "}\n"
-
-#define RECT_OUTLINE_GEOM \
- "#version 150\n"\
- "\n"\
- "layout(lines) in;\n"\
- "layout(line_strip, max_vertices = 5) out;\n"\
- "\n"\
- "void main()\n"\
- "{\n"\
- "\tgl_Position = gl_in[0].gl_Position;\n"\
- "\tEmitVertex();\n"\
- "\tgl_Position = vec4(gl_in[0].gl_Position.x, gl_in[1].gl_Position.y, 0.0, 1.0);\n"\
- "\tEmitVertex();\n"\
- "\tgl_Position = gl_in[1].gl_Position;\n"\
- "\tEmitVertex();\n"\
- "\tgl_Position = vec4(gl_in[1].gl_Position.x, gl_in[0].gl_Position.y, 0.0, 1.0);\n"\
- "\tEmitVertex();\n"\
- "\tgl_Position = gl_in[0].gl_Position;\n"\
- "\tEmitVertex();\n"\
- "\tEndPrimitive();\n"\
- "}\n"
-
-#define RECT_FILLED_GEOM \
- "#version 150\n"\
- "\n"\
- "layout(lines) in;\n"\
- "layout(triangle_strip, max_vertices = 4) out;\n"\
- "\n"\
- "void main()\n"\
- "{\n"\
- "\tgl_Position = gl_in[0].gl_Position;\n"\
- "\tEmitVertex();\n"\
- "\tgl_Position = vec4(gl_in[0].gl_Position.x, gl_in[1].gl_Position.y, 0.0, 1.0);\n"\
- "\tEmitVertex();\n"\
- "\tgl_Position = vec4(gl_in[1].gl_Position.x, gl_in[0].gl_Position.y, 0.0, 1.0);\n"\
- "\tEmitVertex();\n"\
- "\tgl_Position = gl_in[1].gl_Position;\n"\
- "\tEmitVertex();\n"\
- "\tEndPrimitive();\n"\
- "}\n"
+#define RECT_VERT "shaders/rect_vert.glsl"
+#define RECT_FRAG "shaders/rect_frag.glsl"
+#define RECT_OUTLINE_GEOM "shaders/rect_outline_geom.glsl"
+#define RECT_FILLED_GEOM "shaders/rect_filled_geom.glsl"
+#define CIRCLE_FILLED_GEOM "shaders/circle_filled_geom.glsl"
+#define CIRCLE_FRAG "shaders/circle_frag.glsl"
void View::Translate(Real x, Real y)
{
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
+ // Filled Circles
+ m_circle_filled_shader.Use();
+ m_circle_ibo.Bind();
+ glDrawElements(GL_LINES, m_rendered_circle*2, GL_UNSIGNED_INT, 0);
+
// Filled Rectangles
m_rect_filled_shader.Use();
m_filled_ibo.Bind();
m_rect_outline_shader.Use();
m_outline_ibo.Bind();
glDrawElements(GL_LINES, m_rendered_outline*2, GL_UNSIGNED_INT, 0);
+
glDisableVertexAttribArray(0);
if (m_colour.a < 1.0f)
{
void View::PrepareRender()
{
// TODO: Error check here.
- m_rect_outline_shader.AttachGeometryProgram(RECT_OUTLINE_GEOM);
- m_rect_outline_shader.AttachVertexProgram(RECT_VERT);
- m_rect_outline_shader.AttachFragmentProgram(RECT_FRAG);
+
+ m_rect_outline_shader.AttachShaderPrograms(RECT_OUTLINE_GEOM, RECT_VERT, RECT_FRAG);
m_rect_outline_shader.Link();
m_rect_outline_shader.Use();
glUniform4f(m_rect_outline_shader.GetUniformLocation("colour"), m_colour.r, m_colour.g, m_colour.b, m_colour.a);
- m_rect_filled_shader.AttachGeometryProgram(RECT_FILLED_GEOM);
- m_rect_filled_shader.AttachVertexProgram(RECT_VERT);
- m_rect_filled_shader.AttachFragmentProgram(RECT_FRAG);
+ m_rect_filled_shader.AttachShaderPrograms(RECT_FILLED_GEOM, RECT_VERT, RECT_FRAG);
m_rect_filled_shader.Link();
m_rect_filled_shader.Use();
glUniform4f(m_rect_filled_shader.GetUniformLocation("colour"), m_colour.r, m_colour.g, m_colour.b, m_colour.a);
+ m_circle_filled_shader.AttachShaderPrograms(CIRCLE_FILLED_GEOM, RECT_VERT, CIRCLE_FRAG);
+ m_circle_filled_shader.Link();
+ m_circle_filled_shader.Use();
+ glUniform4f(m_circle_filled_shader.GetUniformLocation("colour"), m_colour.r, m_colour.g, m_colour.b, m_colour.a);
+
m_bounds_ubo.SetType(GraphicsBuffer::BufferTypeUniform);
m_bounds_ubo.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
m_filled_ibo.Resize(m_document.ObjectCount() * 2 * sizeof(uint32_t));
BufferBuilder<uint32_t> filled_builder(m_filled_ibo.Map(false, true, true), m_filled_ibo.GetSize());
+ m_circle_ibo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
+ m_circle_ibo.SetType(GraphicsBuffer::BufferTypeIndex);
+ m_circle_ibo.Resize(m_document.ObjectCount() * 2 * sizeof(uint32_t));
+ BufferBuilder<uint32_t> circle_builder(m_circle_ibo.Map(false, true, true), m_circle_ibo.GetSize());
- m_rendered_filled = m_rendered_outline = 0;
+ m_rendered_filled = m_rendered_outline = m_rendered_circle = 0;
uint32_t currentIndex = 0;
for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
{
- if (m_document.m_objects.types[id] != RECT_FILLED)
+ if (m_document.m_objects.types[id] == RECT_OUTLINE)
{
outline_builder.Add(currentIndex++);
outline_builder.Add(currentIndex++);
m_rendered_outline++;
}
- else
+ else if (m_document.m_objects.types[id] == RECT_FILLED)
{
filled_builder.Add(currentIndex++);
filled_builder.Add(currentIndex++);
m_rendered_filled++;
}
+ else
+ {
+ circle_builder.Add(currentIndex++);
+ circle_builder.Add(currentIndex++);
+ m_rendered_circle++;
+ }
}
m_outline_ibo.UnMap();
m_filled_ibo.UnMap();
+ m_circle_ibo.UnMap();
m_render_inited = true;
}