From 0431e9e03c6096d07d66da3c538fec33351fa2e5 Mon Sep 17 00:00:00 2001 From: gingerBill Date: Wed, 27 Apr 2016 00:16:24 +0100 Subject: [PATCH] Better Rounded Rect --- README.md | 2 +- gb_gl.h | 253 ++++++++++++++++++++++++++++++------------------------ 2 files changed, 143 insertions(+), 112 deletions(-) diff --git a/README.md b/README.md index a18394d..8af472d 100644 --- a/README.md +++ b/README.md @@ -6,7 +6,7 @@ library | latest version | category | languages | description ----------------|----------------|----------|-----------|------------- **gb.h** | 0.04 | misc | C, C++ | A C helper library for C & C++ **gb_math.h** | 0.05 | math | C, C++ | A C/C++ vector math library geared towards game development -**gb_gl.h** | 0.03 | graphics | C, C++ | A C/C++ OpenGL Helper Library +**gb_gl.h** | 0.03a | graphics | C, C++ | A C/C++ OpenGL Helper Library **gb_string.h** | 0.94 | strings | C, C++ | A better string library for C & C++ (this is built into gb.h too with custom allocator support!) **gb_ini.h** | 0.92 | misc | C, C++ | A simple ini file loader library for C & C++ diff --git a/gb_gl.h b/gb_gl.h index b41fbdf..94eeafa 100644 --- a/gb_gl.h +++ b/gb_gl.h @@ -1,4 +1,4 @@ -/* gb.h - v0.03 - OpenGL Helper Library - public domain +/* gb.h - v0.03a - OpenGL Helper Library - public domain - no warranty implied; use at your own risk This is a single header file with a bunch of useful stuff @@ -34,6 +34,7 @@ Conventions used: Version History: + 0.03a - Better Rounded Rect 0.03 - Basic State Rendering 0.02 - Font Caching and Rendering 0.01 - Initial Version @@ -170,7 +171,7 @@ extern "C" { #endif -GBGL_DEF u32 gbgl_generate_sampler(u32 min_filter, u32 max_filter, u32 s_wrap, u32 t_wrap); +GBGL_DEF u32 gbgl_make_sampler(u32 min_filter, u32 max_filter, u32 s_wrap, u32 t_wrap); @@ -635,6 +636,9 @@ GBGL_DEF void gbgl_bs_draw_circle_outline(gbglBasicState *bs, gbVec2 p, f32 radi GBGL_DEF void gbgl_bs_draw_rounded_rect_corners(gbglBasicState *bs, gbVec2 pos, gbVec2 dim, f32 roundness, gbColour col, u32 corners); GBGL_DEF void gbgl_bs_draw_rounded_rect(gbglBasicState *bs, gbVec2 pos, gbVec2 dim, f32 roundness, gbColour col); +GBGL_DEF void gbgl_bs_draw_rounded_rect_corners_outline(gbglBasicState *bs, gbVec2 pos, gbVec2 dim, f32 roundness, gbColour col, f32 thickness, u32 corners); +GBGL_DEF void gbgl_bs_draw_rounded_rect_outline(gbglBasicState *bs, gbVec2 pos, gbVec2 dim, f32 roundness, gbColour col, f32 thickness); + GBGL_DEF isize gbgl_bs_draw_substring(gbglBasicState *bs, gbglFont *font, i32 x, i32 y, gbColour col, char const *str, isize len); GBGL_DEF isize gbgl_bs_draw_string (gbglBasicState *bs, gbglFont *font, i32 x, i32 y, gbColour col, char const *fmt, ...); @@ -701,7 +705,7 @@ GBGL_DEF isize gbgl_bs_draw_string_va(gbglBasicState *bs, gbglFont *font, i32 x, u32 -gbgl_generate_sampler(u32 min_filter, u32 max_filter, u32 s_wrap, u32 t_wrap) +gbgl_make_sampler(u32 min_filter, u32 max_filter, u32 s_wrap, u32 t_wrap) { u32 samp; glGenSamplers(1, &samp); @@ -1138,61 +1142,6 @@ gbgl_set_uniform_colour(gbglShader *s, char const *name, gbColour col) // // -#if 0 -b32 -gbgl_render_buffer_init(gbglRenderBuffer *in_out_rb) -{ - i32 i; - if (in_out_rb->colour_buffer_count >= GBGL_MAX_RENDER_COLOUR_BUFFERS) { - return false; - } - glGenFramebuffers(1, &in_out_rb->gl_frame_buffer_handle); - glBindFramebuffer(GL_FRAMEBUFFER, in_out_rb->gl_frame_buffer_handle); - - glGenTextures(in_out_rb->colour_buffer_count, in_out_rb->handles); - for (i = 0; i < in_out_rb->colour_buffer_count; i++) { - i32 channel_count = in_out_rb->channel_count[i]; - glBindTexture(GL_TEXTURE_2D, in_out_rb->handles[i]); - glTexImage2D(GL_TEXTURE_2D, 0, - GBGL_INTERNAL_TEXTURE_FORMAT_8[channel_count-1], - in_out_rb->width, in_out_rb->height, 0, - GBGL_TEXTURE_FORMAT[channel_count-1], - in_out_rb->data_type[0], 0); - glBindTexture(GL_TEXTURE_2D, 0); - glFramebufferTexture2D(GL_FRAMEBUFFER, - GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, - in_out_rb->handles[0], 0); - } - glDrawBuffers(in_out_rb->colour_buffer_count, GBGL_COLOUR_BUFFER_ATTACHMENTS); - //@TODO: not every valid permutation has been tested, it's likely that there's a format/internal format mismatch somewhere - if (in_out_rb->has_depth || in_out_rb->has_stencil) { - if (in_out_rb->has_depth && in_out_rb->has_stencil) { - glGenRenderbuffers(1, &in_out_rb->gl_depth_stencil_buffer_handle); - glBindRenderbuffer(GL_RENDERBUFFER, in_out_rb->gl_depth_stencil_buffer_handle); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, in_out_rb->width, in_out_rb->height); - glBindRenderbuffer(GL_RENDERBUFFER, 0); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, in_out_rb->gl_depth_stencil_buffer_handle); - } else if (in_out_rb->has_depth) { - glGenRenderbuffers(1, &in_out_rb->gl_depth_stencil_buffer_handle); - glBindRenderbuffer(GL_RENDERBUFFER, in_out_rb->gl_depth_stencil_buffer_handle); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, in_out_rb->width, in_out_rb->height); - glBindRenderbuffer(GL_RENDERBUFFER, 0); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, in_out_rb->gl_depth_stencil_buffer_handle); - } else if (in_out_rb->has_stencil) { - GB_PANIC("A framebuffer cannot have a stencil without depth"); // NOTE(bill): no stencil w/o depth - } - } - - in_out_rb->gl_frame_buffer_status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - - if (in_out_rb->gl_frame_buffer_status != GL_FRAMEBUFFER_COMPLETE) { - gb_fprintf(stderr, "Unable to create OpenGL Frame buffer. Frame buffer incomplete: %d\n", in_out_rb->gl_frame_buffer_status); - } - - glBindFramebuffer(GL_FRAMEBUFFER, 0); - return in_out_rb->gl_frame_buffer_status == GL_FRAMEBUFFER_COMPLETE; -} -#endif b32 gbgl_init_render_buffer(gbglRenderBuffer *rb, i32 width, i32 height, i32 channel_count) @@ -1891,8 +1840,8 @@ gbgl_bs_init(gbglBasicState *bs, i32 window_width, i32 window_height) } bs->ebo = gbgl_make_ebo(bs->indices, gb_size_of(u16) * GBGL_BS_MAX_INDEX_COUNT, GL_STATIC_DRAW); - bs->nearest_sampler = gbgl_generate_sampler(GL_NEAREST, GL_NEAREST, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); - bs->linear_sampler = gbgl_generate_sampler(GL_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); + bs->nearest_sampler = gbgl_make_sampler(GL_NEAREST, GL_NEAREST, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); + bs->linear_sampler = gbgl_make_sampler(GL_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); gbgl_load_shader_vf_from_source(&bs->ortho_tex_shader, "#version 410 core\n" @@ -1968,8 +1917,8 @@ gbgl_bs_init(gbglBasicState *bs, i32 window_width, i32 window_height) } bs->font_ebo = gbgl_make_ebo(bs->font_indices, gb_size_of(u16) * GBGL_MAX_RENDER_STRING_LENGTH * 6, GL_STATIC_DRAW); - bs->font_samplers[0] = gbgl_generate_sampler(GL_NEAREST, GL_NEAREST, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); - bs->font_samplers[1] = gbgl_generate_sampler(GL_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); + bs->font_samplers[0] = gbgl_make_sampler(GL_NEAREST, GL_NEAREST, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); + bs->font_samplers[1] = gbgl_make_sampler(GL_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); bs->text_params[GBGL_TEXT_PARAM_MAX_WIDTH].val_i32 = 0; bs->text_params[GBGL_TEXT_PARAM_JUSTIFY].val_i32 = GBGL_JUSTIFY_LEFT; @@ -2150,9 +2099,9 @@ gbgl_bs_draw_elliptical_arc(gbglBasicState *bs, gbVec2 p, f32 radius_a, f32 radi for (i = 0; i < 31; i++) { f32 t = cast(f32)i / 30.0f; - f32 theta = gb_lerp(min_angle, max_angle, t); - f32 c = gb_cos(theta); - f32 s = gb_sin(theta); + f32 a = gb_lerp(min_angle, max_angle, t); + f32 c = gb_cos(a); + f32 s = gb_sin(a); bs->vertices[i+1].x = p.x + c*radius_a; bs->vertices[i+1].y = p.y + s*radius_b; } @@ -2169,16 +2118,16 @@ gbgl_bs_draw_elliptical_arc_outline(gbglBasicState *bs, gbVec2 p, f32 radius_a, for (i = 0; i < 32; i++) { f32 t = cast(f32)i / 31.0f; - f32 theta = gb_lerp(min_angle, max_angle, t); - f32 c = gb_cos(theta); - f32 s = gb_sin(theta); + f32 a = gb_lerp(min_angle, max_angle, t); + f32 c = gb_cos(a); + f32 s = gb_sin(a); bs->vertices[i+1].x = p.x + c*radius_a; bs->vertices[i+1].y = p.y + s*radius_b; } gbgl__bs_setup_ortho_colour_state(bs, 32, col); glLineWidth(thickness); - glDrawArrays(GL_LINE_LOOP, 0, 32); + glDrawArrays(GL_LINES, 0, 32); } @@ -2208,93 +2157,83 @@ gbgl_bs_draw_rounded_rect_corners(gbglBasicState *bs, gbVec2 pos, gbVec2 dim, f3 } else { isize i, vc = 0; - bs->vertices[0].x = pos.x + 0.5f*dim.x; - bs->vertices[0].y = pos.y + 0.5f*dim.y; + bs->vertices[vc].x = pos.x + 0.5f*dim.x; + bs->vertices[vc].y = pos.y + 0.5f*dim.y; vc++; if (corners & 1) { for (i = 0; i < 6; i++) { f32 t = cast(f32)i / 5.0f; - f32 theta = gb_lerp(0.5f*GB_MATH_TAU, 0.75f*GB_MATH_TAU, t); - f32 c = gb_cos(theta); - f32 s = gb_sin(theta); + f32 a = gb_lerp(0.5f*GB_MATH_TAU, 0.75f*GB_MATH_TAU, t); + f32 c = gb_cos(a); + f32 s = gb_sin(a); bs->vertices[vc].x = pos.x + roundness + c*roundness; bs->vertices[vc].y = pos.y + roundness + s*roundness; vc++; } } else { bs->vertices[vc].x = pos.x; - bs->vertices[vc].y = pos.y + roundness; - bs->vertices[vc+1].x = pos.x; - bs->vertices[vc+1].y = pos.y; - bs->vertices[vc+2].x = pos.x + roundness; - bs->vertices[vc+2].y = pos.y; - vc += 3; + bs->vertices[vc].y = pos.y; + vc++; } if (corners & 2) { for (i = 0; i < 6; i++) { f32 t = cast(f32)i / 5.0f; - f32 theta = gb_lerp(0.75f*GB_MATH_TAU, 1.00f*GB_MATH_TAU, t); - f32 c = gb_cos(theta); - f32 s = gb_sin(theta); + f32 a = gb_lerp(0.75f*GB_MATH_TAU, 1.00f*GB_MATH_TAU, t); + f32 c = gb_cos(a); + f32 s = gb_sin(a); bs->vertices[vc].x = pos.x + dim.x - roundness + c*roundness; bs->vertices[vc].y = pos.y + roundness + s*roundness; vc++; } } else { - bs->vertices[vc].x = pos.x + dim.x - roundness; + bs->vertices[vc].x = pos.x + dim.x; bs->vertices[vc].y = pos.y; - bs->vertices[vc+1].x = pos.x + dim.x; - bs->vertices[vc+1].y = pos.y; - bs->vertices[vc+2].x = pos.x + dim.x; - bs->vertices[vc+2].y = pos.y + roundness; - vc += 3; + vc++; } if (corners & 4) { for (i = 0; i < 6; i++) { f32 t = cast(f32)i / 5.0f; - f32 theta = gb_lerp(0.00f*GB_MATH_TAU, 0.25f*GB_MATH_TAU, t); - f32 c = gb_cos(theta); - f32 s = gb_sin(theta); + f32 a = gb_lerp(0.00f*GB_MATH_TAU, 0.25f*GB_MATH_TAU, t); + f32 c = gb_cos(a); + f32 s = gb_sin(a); bs->vertices[vc].x = pos.x + dim.x - roundness + c*roundness; bs->vertices[vc].y = pos.y + dim.y - roundness + s*roundness; vc++; } } else { bs->vertices[vc].x = pos.x + dim.x; - bs->vertices[vc].y = pos.y + dim.y - roundness; - bs->vertices[vc+1].x = pos.x + dim.x; - bs->vertices[vc+1].y = pos.y + dim.y; - bs->vertices[vc+2].x = pos.x + dim.x - roundness; - bs->vertices[vc+2].y = pos.y + dim.y; - vc += 3; + bs->vertices[vc].y = pos.y + dim.y; + vc++; } if (corners & 8) { for (i = 0; i < 6; i++) { f32 t = cast(f32)i / 5.0f; - f32 theta = gb_lerp(0.25f*GB_MATH_TAU, 0.50f*GB_MATH_TAU, t); - f32 c = gb_cos(theta); - f32 s = gb_sin(theta); + f32 a = gb_lerp(0.25f*GB_MATH_TAU, 0.50f*GB_MATH_TAU, t); + f32 c = gb_cos(a); + f32 s = gb_sin(a); bs->vertices[vc].x = pos.x + roundness + c*roundness; bs->vertices[vc].y = pos.y + dim.y - roundness + s*roundness; vc++; } } else { - bs->vertices[vc].x = pos.x + roundness; + bs->vertices[vc].x = pos.x; bs->vertices[vc].y = pos.y + dim.y; - bs->vertices[vc+1].x = pos.x; - bs->vertices[vc+1].y = pos.y + dim.y; - bs->vertices[vc+2].x = pos.x; - bs->vertices[vc+2].y = pos.y + dim.y - roundness; - vc += 3; + vc++; } - bs->vertices[vc-1].x = pos.x; - bs->vertices[vc-1].y = pos.y + roundness; + if (corners & 1) { + bs->vertices[vc].x = pos.x; + bs->vertices[vc].y = pos.y + roundness; + } else { + bs->vertices[vc].x = pos.x; + bs->vertices[vc].y = pos.y; + } + vc++; gbgl__bs_setup_ortho_colour_state(bs, vc, col); glDrawArrays(GL_TRIANGLE_FAN, 0, vc); @@ -2308,6 +2247,99 @@ gbgl_bs_draw_rounded_rect(gbglBasicState *bs, gbVec2 pos, gbVec2 dim, f32 roundn } +void +gbgl_bs_draw_rounded_rect_corners_outline(gbglBasicState *bs, gbVec2 pos, gbVec2 dim, f32 roundness, gbColour col, f32 thickness, u32 corners) +{ + if ((2.0f*roundness > gb_abs(dim.x)) || + (2.0f*roundness > gb_abs(dim.y))) { + roundness = 0.5f*gb_min(gb_abs(dim.x), gb_abs(dim.y)); + } + + if (roundness == 0 || corners == 0) { + gbgl_bs_draw_rect_outline(bs, pos, dim, col, thickness); + } else { + isize i, vc = 0; + + if (corners & 1) { + for (i = 0; i < 6; i++) { + f32 t = cast(f32)i / 5.0f; + f32 a = gb_lerp(0.5f*GB_MATH_TAU, 0.75f*GB_MATH_TAU, t); + f32 c = gb_cos(a); + f32 s = gb_sin(a); + bs->vertices[vc].x = pos.x + roundness + c*roundness; + bs->vertices[vc].y = pos.y + roundness + s*roundness; + vc++; + } + } else { + bs->vertices[vc].x = pos.x; + bs->vertices[vc].y = pos.y; + vc++; + } + + if (corners & 2) { + for (i = 0; i < 6; i++) { + f32 t = cast(f32)i / 5.0f; + f32 a = gb_lerp(0.75f*GB_MATH_TAU, 1.00f*GB_MATH_TAU, t); + f32 c = gb_cos(a); + f32 s = gb_sin(a); + bs->vertices[vc].x = pos.x + dim.x - roundness + c*roundness; + bs->vertices[vc].y = pos.y + roundness + s*roundness; + vc++; + } + } else { + bs->vertices[vc].x = pos.x + dim.x; + bs->vertices[vc].y = pos.y; + vc++; + } + + + if (corners & 4) { + for (i = 0; i < 6; i++) { + f32 t = cast(f32)i / 5.0f; + f32 a = gb_lerp(0.00f*GB_MATH_TAU, 0.25f*GB_MATH_TAU, t); + f32 c = gb_cos(a); + f32 s = gb_sin(a); + bs->vertices[vc].x = pos.x + dim.x - roundness + c*roundness; + bs->vertices[vc].y = pos.y + dim.y - roundness + s*roundness; + vc++; + } + } else { + bs->vertices[vc].x = pos.x + dim.x; + bs->vertices[vc].y = pos.y + dim.y; + vc++; + } + + if (corners & 8) { + for (i = 0; i < 6; i++) { + f32 t = cast(f32)i / 5.0f; + f32 a = gb_lerp(0.25f*GB_MATH_TAU, 0.50f*GB_MATH_TAU, t); + f32 c = gb_cos(a); + f32 s = gb_sin(a); + bs->vertices[vc].x = pos.x + roundness + c*roundness; + bs->vertices[vc].y = pos.y + dim.y - roundness + s*roundness; + vc++; + } + } else { + bs->vertices[vc].x = pos.x; + bs->vertices[vc].y = pos.y + dim.y; + vc++; + } + + gbgl__bs_setup_ortho_colour_state(bs, vc, col); + glLineWidth(thickness); + glDrawArrays(GL_LINE_LOOP, 0, vc); + } +} + +gb_inline void +gbgl_bs_draw_rounded_rect_outline(gbglBasicState *bs, gbVec2 pos, gbVec2 dim, f32 roundness, gbColour col, f32 thickness) +{ + gbgl_bs_draw_rounded_rect_corners_outline(bs, pos, dim, roundness, col, thickness, 1|2|4|8); +} + + + + isize @@ -2327,7 +2359,6 @@ gbgl_bs_draw_substring(gbglBasicState *bs, gbglFont *font, i32 x, i32 y, gbColou isize glyph_count = 0, i; f32 font_height = font->size; i32 max_width = bs->text_params[GBGL_TEXT_PARAM_MAX_WIDTH].val_i32; - f32 max_width32 = cast(f32)max_width; gbglJustifyType justify = cast(gbglJustifyType)bs->text_params[GBGL_TEXT_PARAM_JUSTIFY].val_i32; if (justify == GBGL_JUSTIFY_CENTRE) { @@ -2376,7 +2407,7 @@ gbgl_bs_draw_substring(gbglBasicState *bs, gbglFont *font, i32 x, i32 y, gbColou if (cp == '\r' || cp == '\n' || - (max_width > 0 && px - ox + gi->xadv >= max_width32)) { + (max_width > 0 && px - ox + gi->xadv >= cast(f32)max_width)) { px = ox; py -= font_height;