fix: shrink buffers when unused fraction gets too large
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@@ -92,16 +92,24 @@ static void init_shader(void) {
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g_error("Failed to load shader files");
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standard_shader_program = create_shader_program(frag_src, vert_src);
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selection_shader_program = create_shader_program(selection_frag_src, vert_src);
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selection_shader_program =
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create_shader_program(selection_frag_src, vert_src);
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shader_standard_uProjMatrixLoc = glGetUniformLocation(standard_shader_program, "uProjection");
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shader_selection_uProjMatrixLoc = glGetUniformLocation(selection_shader_program, "uProjection");
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shader_selection_uTimeLoc = glGetUniformLocation(selection_shader_program, "uTime");
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shader_selection_uC1Loc = glGetUniformLocation(selection_shader_program, "uColor1");
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shader_selection_uC2Loc = glGetUniformLocation(selection_shader_program, "uColor2");
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shader_standard_uProjMatrixLoc =
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glGetUniformLocation(standard_shader_program, "uProjection");
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shader_selection_uProjMatrixLoc =
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glGetUniformLocation(selection_shader_program, "uProjection");
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shader_selection_uTimeLoc =
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glGetUniformLocation(selection_shader_program, "uTime");
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shader_selection_uC1Loc =
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glGetUniformLocation(selection_shader_program, "uColor1");
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shader_selection_uC2Loc =
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glGetUniformLocation(selection_shader_program, "uColor2");
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shader_selection_uMinLoc = glGetUniformLocation(selection_shader_program, "uMin");
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shader_selection_uMaxLoc = glGetUniformLocation(selection_shader_program, "uMax");
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shader_selection_uMinLoc =
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glGetUniformLocation(selection_shader_program, "uMin");
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shader_selection_uMaxLoc =
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glGetUniformLocation(selection_shader_program, "uMax");
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if (shader_selection_uMinLoc == -1 || shader_selection_uMaxLoc == -1)
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g_warning("Selection shader: uMin/uMax uniform not found in shader!");
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@@ -126,41 +134,38 @@ static void init_geometry(void) {
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glBindVertexArray(0);
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}
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static gboolean render(GtkGLArea* a, GdkGLContext* ctx, VektorCanvasRenderInfo* renderInfo) {
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static gboolean render(GtkGLArea* a, GdkGLContext* ctx,
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VektorCanvasRenderInfo* renderInfo) {
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vb.count = 0;
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vektor_rasterize(&vb, renderInfo->shapes);
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size_t shape_vertex_count = vb.count; // remember how many vertices belong to shapes
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size_t shape_vertex_count =
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vb.count; // remember how many vertices belong to shapes
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// create selection quad if a shape is selected
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if(renderInfo->selectedShape != NULL &&
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if (renderInfo->selectedShape != NULL &&
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*(renderInfo->selectedShape) != NULL) {
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VektorBBox bbox = vektor_primitive_get_bbox(
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(*(renderInfo->selectedShape))->primitive
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);
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vektor_vb_add_quad(
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&vb,
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bbox.min,
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bbox.max,
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vektor_color_new(255,255,255,255)
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);
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(*(renderInfo->selectedShape))->primitive);
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vektor_vb_add_quad(&vb, bbox.min, bbox.max,
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vektor_color_new(255, 255, 255, 255));
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}
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glBufferData(GL_ARRAY_BUFFER, vb.count * sizeof(Vertex), vb.vertices,
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GL_STATIC_DRAW);
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// PASS 1 - draw shape vertices
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glUseProgram(standard_shader_program);
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float projectionMatrix[16] = {1, 0, 0, 0, 0, 1, 0, 0,
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0, 0, 1, 0, 0, 0, 0, 1};
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glUniformMatrix4fv(shader_standard_uProjMatrixLoc, 1, GL_FALSE, projectionMatrix);
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glUniformMatrix4fv(shader_standard_uProjMatrixLoc, 1, GL_FALSE,
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projectionMatrix);
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glBindVertexArray(vao);
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glDisable(GL_CULL_FACE);
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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@@ -168,26 +173,28 @@ static gboolean render(GtkGLArea* a, GdkGLContext* ctx, VektorCanvasRenderInfo*
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// PASS 2 - draw selection quads
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if (vb.count > shape_vertex_count) {
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float time = (g_get_monotonic_time() - renderInfo->startupTime) / 10000000.0f;
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float time =
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(g_get_monotonic_time() - renderInfo->startupTime) / 10000000.0f;
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// re-fetch bbox (we know a shape is selected)
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VektorBBox bbox = vektor_primitive_get_bbox(
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(*(renderInfo->selectedShape))->primitive
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);
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(*(renderInfo->selectedShape))->primitive);
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glUseProgram(selection_shader_program);
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float projectionMatrix[16] = {1, 0, 0, 0, 0, 1, 0, 0,
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0, 0, 1, 0, 0, 0, 0, 1};
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0, 0, 1, 0, 0, 0, 0, 1};
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glUniformMatrix4fv(shader_selection_uProjMatrixLoc, 1, GL_FALSE, projectionMatrix);
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glUniformMatrix4fv(shader_selection_uProjMatrixLoc, 1, GL_FALSE,
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projectionMatrix);
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glUniform1f(shader_selection_uTimeLoc, time);
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glUniform2f(shader_selection_uMinLoc, bbox.min.x, bbox.min.y);
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glUniform2f(shader_selection_uMaxLoc, bbox.max.x, bbox.max.y);
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glUniform4f(shader_selection_uC1Loc, 0, 0, 0, 1);
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glUniform4f(shader_selection_uC2Loc, 0.46, 0.46, 1, 1);
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glDrawArrays(GL_TRIANGLES, shape_vertex_count, vb.count - shape_vertex_count);
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glDrawArrays(GL_TRIANGLES, shape_vertex_count,
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vb.count - shape_vertex_count);
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}
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glBindVertexArray(0);
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