feat(experimental): add selection boxes

This commit is contained in:
Beriff
2026-03-10 15:31:03 +07:00
parent 61f9f1eed0
commit 232b5c8f90
8 changed files with 189 additions and 38 deletions

View File

@@ -0,0 +1,39 @@
#version 320 es
precision mediump float;
in vec2 vPos;
out vec4 FragColor;
uniform float uTime;
uniform vec4 uColor1;
uniform vec4 uColor2;
uniform vec2 uMin;
uniform vec2 uMax;
void main()
{
float borderWidth = 0.008;
float distX = min(vPos.x - uMin.x, uMax.x - vPos.x);
float distY = min(vPos.y - uMin.y, uMax.y - vPos.y);
float dist = min(distX, distY);
if (dist > borderWidth)
discard;
float dash_length = 0.025;
float gap_length = 0.015;
float total = dash_length + gap_length;
float speed = 1.8;
float distance_along = (vPos.x + vPos.y) * 20.0;
float t = mod(distance_along * total, total);
if (t < dash_length)
FragColor = uColor2;
else
FragColor = uColor1;
}

View File

@@ -7,9 +7,11 @@ layout (location = 1) in vec4 aColor;
uniform mat4 uProjection;
out vec4 vColor;
out vec2 vPos;
void main()
{
gl_Position = uProjection * vec4(aPos, 0.0, 1.0);
vPos = aPos;
vColor = aColor;
}

View File

@@ -21,8 +21,6 @@ static void appstate_set_tool(GtkButton* button, gpointer user_data) {
button_tool_set_data* data = (button_tool_set_data*)user_data;
data->state->selectedTool = data->tool;
g_print("%d", data->tool);
// setting tool makes the sub-tools menu to close
gtk_revealer_set_reveal_child(data->revealer, FALSE);
@@ -71,7 +69,6 @@ static void appstate_on_entry_update(GtkEntry* entry, gpointer user_data) {
unsigned char b = (unsigned char)atoi(
gtk_editable_get_text(GTK_EDITABLE(widgetState->sidepanelEntryB)));
g_print("%d", r);
vektor_color_wheel_set_color(
VEKTOR_COLOR_WHEEL(widgetState->workspaceColorPicker),
(VektorColor){.r = r, .g = g, .b = b});
@@ -203,7 +200,10 @@ void vektor_appstate_new(VektorWidgetState* wstate, VektorAppState* stateOut) {
stateOut->widgetState = wstate;
stateOut->currentColor = vektor_color_solid(0, 0, 0);
stateOut->selectedShape = NULL;
vektor_canvas_init(wstate, stateOut->canvas, stateOut->shapeBuffer);
VektorCanvasRenderInfo* renderInfo = malloc(sizeof(VektorCanvasRenderInfo));
renderInfo->selectedShape = &(stateOut->selectedShape);
renderInfo->shapes = stateOut->shapeBuffer;
vektor_canvas_init(wstate, stateOut->canvas, renderInfo);
// link all the buttons
g_signal_connect(G_OBJECT(wstate->workspaceButtonLinetool), "clicked",

View File

@@ -91,15 +91,23 @@ VektorBBox vektor_polyline_get_bbox(VektorPrimitive prim) {
}
VektorBBox vektor_polygon_get_bbox(VektorPrimitive prim) {
float min_x, max_x, min_y, max_y;
for (size_t i = 0; i < prim.polygon->count; i++) {
V2 first = prim.polygon->points[0];
float min_x = first.x;
float max_x = first.x;
float min_y = first.y;
float max_y = first.y;
for (size_t i = 1; i < prim.polygon->count; i++) {
V2 p = prim.polygon->points[i];
min_x = fminf(min_x, p.x);
min_y = fminf(min_y, p.y);
max_x = fminf(max_x, p.x);
max_y = fminf(max_y, p.y);
max_x = fmaxf(max_x, p.x);
max_y = fmaxf(max_y, p.y);
}
return (VektorBBox){(V2){min_x, min_y}, (V2){max_x, max_y}};
}

View File

@@ -1,6 +1,7 @@
#include "raster.h"
#include "epoxy/gl.h"
#include "primitives.h"
#include "src/core/vector.h"
#include "stddef.h"
#include <stddef.h>
@@ -71,7 +72,7 @@ void vektor_rasterize(VertexBuffer* vb, VektorShapeBuffer* shapes) {
vektor_edges_to_triangles(vb, &edges, shapes);
}
void vb_add_triangle(VertexBuffer* vb, V2 v0, V2 v1, V2 v2, VektorColor color) {
void vektor_vb_add_triangle(VertexBuffer* vb, V2 v0, V2 v1, V2 v2, VektorColor color) {
if (vb->count + 3 >= vb->capacity) {
vb->capacity = vb->capacity ? vb->capacity * 2 : 8;
vb->vertices = realloc(vb->vertices, sizeof(Vertex) * vb->capacity);
@@ -81,6 +82,22 @@ void vb_add_triangle(VertexBuffer* vb, V2 v0, V2 v1, V2 v2, VektorColor color) {
vb->vertices[vb->count++] = (Vertex){v2, color};
}
void vektor_vb_add_quad(VertexBuffer* vb, V2 a, V2 b, VektorColor color) {
float minx = fminf(a.x, b.x);
float maxx = fmaxf(a.x, b.x);
float miny = fminf(a.y, b.y);
float maxy = fmaxf(a.y, b.y);
V2 tl = {minx, miny};
V2 bl = {minx, maxy};
V2 br = {maxx, maxy};
V2 tr = {maxx, miny};
vektor_vb_add_triangle(vb, tl, bl, br, color);
vektor_vb_add_triangle(vb, tl, br, tr, color);
}
void vektor_edge_to_triangles(VertexBuffer* vb, Edge e,
VektorShapeBuffer* shape_buffer) {
float dx = e.p2.x - e.p1.x;
@@ -99,9 +116,9 @@ void vektor_edge_to_triangles(VertexBuffer* vb, Edge e,
V2 v2 = {e.p2.x + px, e.p2.y + py};
V2 v3 = {e.p2.x - px, e.p2.y - py};
vb_add_triangle(vb, v0, v1, v2,
vektor_vb_add_triangle(vb, v0, v1, v2,
shape_buffer->shapes[e.shape_id].style.stroke_color);
vb_add_triangle(vb, v2, v1, v3,
vektor_vb_add_triangle(vb, v2, v1, v3,
shape_buffer->shapes[e.shape_id].style.stroke_color);
}

View File

@@ -38,7 +38,9 @@ typedef struct {
size_t capacity;
} VertexBuffer;
void vb_add_triangle(VertexBuffer* vb, V2 v0, V2 v1, V2 v2, VektorColor color);
void vektor_vb_add_triangle(VertexBuffer* vb, V2 v0, V2 v1, V2 v2, VektorColor color);
void vektor_vb_add_quad(VertexBuffer* vb, V2 v0, V2 v1, VektorColor color);
void vektor_edge_to_triangles(VertexBuffer* vb, Edge e,
VektorShapeBuffer* shape_buffer);
void vektor_edges_to_triangles(VertexBuffer* vb, EdgeBuffer* edges,

View File

@@ -1,8 +1,10 @@
#include "epoxy/gl.h"
#include "glib.h"
#include "gtk/gtk.h"
#include "../core/raster.h"
#include "src/core/primitives.h"
#include "src/util/color.h"
#include "uicontroller.h"
#include "vektorcanvas.h"
#include <epoxy/gl_generated.h>
@@ -27,7 +29,19 @@ char* read_file(const char* path) {
return buffer;
}
static GLuint shader_program;
static GLuint standard_shader_program;
static GLuint selection_shader_program;
// shader uniforms
static GLuint shader_standard_uProjMatrixLoc;
static GLuint shader_selection_uProjMatrixLoc;
static GLuint shader_selection_uTimeLoc;
static GLuint shader_selection_uC1Loc;
static GLuint shader_selection_uC2Loc;
static GLuint shader_selection_uMinLoc;
static GLuint shader_selection_uMaxLoc;
static GLuint vao;
VertexBuffer vb;
@@ -46,17 +60,11 @@ static GLuint compile_shader(GLenum type, const char* src) {
return shader;
}
static void init_shader(void) {
char* vert_src = read_file("./shaders/triangle.vert.glsl");
char* frag_src = read_file("./shaders/triangle.frag.glsl");
static GLuint create_shader_program(char* frag, char* vert) {
GLuint vertex = compile_shader(GL_VERTEX_SHADER, vert);
GLuint fragment = compile_shader(GL_FRAGMENT_SHADER, frag);
if (!vert_src || !frag_src)
g_error("Failed to load shader files");
GLuint vertex = compile_shader(GL_VERTEX_SHADER, vert_src);
GLuint fragment = compile_shader(GL_FRAGMENT_SHADER, frag_src);
shader_program = glCreateProgram();
GLuint shader_program = glCreateProgram();
glAttachShader(shader_program, vertex);
glAttachShader(shader_program, fragment);
glLinkProgram(shader_program);
@@ -71,6 +79,32 @@ static void init_shader(void) {
glDeleteShader(vertex);
glDeleteShader(fragment);
return shader_program;
}
static void init_shader(void) {
char* vert_src = read_file("./shaders/triangle.vert.glsl");
char* frag_src = read_file("./shaders/triangle.frag.glsl");
char* selection_frag_src = read_file("./shaders/selection.frag.glsl");
if (!vert_src || !frag_src)
g_error("Failed to load shader files");
standard_shader_program = create_shader_program(frag_src, vert_src);
selection_shader_program = create_shader_program(selection_frag_src, vert_src);
shader_standard_uProjMatrixLoc = glGetUniformLocation(standard_shader_program, "uProjection");
shader_selection_uProjMatrixLoc = glGetUniformLocation(selection_shader_program, "uProjection");
shader_selection_uTimeLoc = glGetUniformLocation(selection_shader_program, "uTime");
shader_selection_uC1Loc = glGetUniformLocation(selection_shader_program, "uColor1");
shader_selection_uC2Loc = glGetUniformLocation(selection_shader_program, "uColor2");
shader_selection_uMinLoc = glGetUniformLocation(selection_shader_program, "uMin");
shader_selection_uMaxLoc = glGetUniformLocation(selection_shader_program, "uMax");
if (shader_selection_uMinLoc == -1 || shader_selection_uMaxLoc == -1)
g_warning("Selection shader: uMin/uMax uniform not found in shader!");
}
static void init_geometry(void) {
@@ -92,32 +126,72 @@ static void init_geometry(void) {
glBindVertexArray(0);
}
static gboolean render(GtkGLArea* area, GdkGLContext* context,
VektorShapeBuffer* prims) {
static gboolean render(GtkGLArea* a, GdkGLContext* ctx, VektorCanvasRenderInfo* renderInfo) {
vb.count = 0;
vektor_rasterize(&vb, prims);
vektor_rasterize(&vb, renderInfo->shapes);
size_t shape_vertex_count = vb.count; // remember how many vertices belong to shapes
// create selection quad if a shape is selected
if(renderInfo->selectedShape != NULL &&
*(renderInfo->selectedShape) != NULL) {
VektorBBox bbox = vektor_primitive_get_bbox(
(*(renderInfo->selectedShape))->primitive
);
g_print("min: %f %f max: %f %f\n", bbox.min.x, bbox.min.y, bbox.max.x, bbox.max.y);
vektor_vb_add_quad(
&vb,
bbox.min,
bbox.max,
vektor_color_new(255,255,255,255)
);
}
glBufferData(GL_ARRAY_BUFFER, vb.count * sizeof(Vertex), vb.vertices,
GL_STATIC_DRAW);
glUseProgram(shader_program);
GLuint uProjectionLoc = glGetUniformLocation(shader_program, "uProjection");
// PASS 1 - draw shape vertices
glUseProgram(standard_shader_program);
float projectionMatrix[16] = {1, 0, 0, 0, 0, 1, 0, 0,
0, 0, 1, 0, 0, 0, 0, 1};
glUniformMatrix4fv(uProjectionLoc, 1, GL_FALSE, projectionMatrix);
glUniformMatrix4fv(shader_standard_uProjMatrixLoc, 1, GL_FALSE, projectionMatrix);
glBindVertexArray(vao);
glDisable(GL_CULL_FACE);
// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, vb.count);
GLenum err = glGetError();
//printf("OpenGL error: %x\n", err);
// glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glDrawArrays(GL_TRIANGLES, 0, shape_vertex_count);
// PASS 2 - draw selection quads
if (vb.count > shape_vertex_count) {
float time = g_get_monotonic_time() / 1000000.0f;
// re-fetch bbox (we know a shape is selected)
VektorBBox bbox = vektor_primitive_get_bbox(
(*(renderInfo->selectedShape))->primitive
);
glUseProgram(selection_shader_program);
float projectionMatrix[16] = {1, 0, 0, 0, 0, 1, 0, 0,
0, 0, 1, 0, 0, 0, 0, 1};
glUniformMatrix4fv(shader_selection_uProjMatrixLoc, 1, GL_FALSE, projectionMatrix);
glUniform1f(shader_selection_uTimeLoc, time);
glUniform2f(shader_selection_uMinLoc, bbox.min.x, bbox.min.y); // ← this was missing/broken
glUniform2f(shader_selection_uMaxLoc, bbox.max.x, bbox.max.y); // ← this was missing/broken
glUniform4f(shader_selection_uC1Loc, 0, 0, 0, 1);
glUniform4f(shader_selection_uC2Loc, 0.46, 0.46, 1, 1);
glDrawArrays(GL_TRIANGLES, shape_vertex_count, vb.count - shape_vertex_count);
}
glBindVertexArray(0);
glUseProgram(0);
@@ -163,7 +237,7 @@ static void realize(GtkGLArea* area, gpointer user_data) {
}
void vektor_canvas_init(VektorWidgetState* state, VektorCanvas* canvasOut,
VektorShapeBuffer* prims) {
VektorCanvasRenderInfo* renderInfo) {
canvasOut->canvasWidget = state->workspaceCanvas;
canvasOut->width = VKTR_CANVAS_WIDTH;
canvasOut->height = VKTR_CANVAS_HEIGHT;
@@ -178,5 +252,5 @@ void vektor_canvas_init(VektorWidgetState* state, VektorCanvas* canvasOut,
g_signal_connect(canvasOut->canvasWidget, "realize", G_CALLBACK(realize),
NULL);
g_signal_connect(canvasOut->canvasWidget, "render", G_CALLBACK(render),
prims);
renderInfo);
}

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@@ -4,8 +4,10 @@
#include "../core/raster.h"
#include "../util/color.h"
#include "gtk/gtk.h"
#include "src/core/primitives.h"
#include "uicontroller.h"
typedef struct VektorCanvas {
GtkGLArea* canvasWidget;
@@ -18,8 +20,15 @@ typedef struct VektorCanvas {
int height;
} VektorCanvas;
typedef struct VektorCanvasRenderInfo {
VektorShapeBuffer* shapes;
// a pointer to appstate->selectedShape
VektorShape** selectedShape;
} VektorCanvasRenderInfo;
void vektor_canvas_init(VektorWidgetState* state, VektorCanvas* canvasOut,
VektorShapeBuffer* shapes);
VektorCanvasRenderInfo* renderInfo);
// void vektor_canvas_update(VektorCanvas* canvas);
// void vektor_canvas_fill(VektorCanvas* canvas, VektorColor color);
// void vektor_canvas_drawfrom(VektorFramebuffer* fb, VektorCanvas* canvas);