feat: stroke tessellation and gpu rendering
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@@ -2,30 +2,34 @@
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#include "gtk/gtk.h"
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#include "../core/raster.h"
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#include "src/core/primitives.h"
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#include "uicontroller.h"
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#include "vektorcanvas.h"
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#include <epoxy/gl_generated.h>
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#define VKTR_CANVAS_WIDTH 400
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#define VKTR_CANVAS_HEIGHT 400
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#define VKTR_CANVAS_SIZE (VKTR_CANVAS_WIDTH * VKTR_CANVAS_HEIGHT * 4)
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char* read_file(const char* path) {
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FILE* f = fopen(path, "rb");
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if (!f)
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return NULL;
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fseek(f, 0, SEEK_END);
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long size = ftell(f);
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fseek(f, 0, SEEK_SET);
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char* buffer = malloc(size + 1);
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fread(buffer, 1, size, f);
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buffer[size] = '\0'; // null-terminate
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fclose(f);
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return buffer;
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}
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static GLuint shader_program;
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static GLuint vao;
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static const char* vertex_shader_src =
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"#version 300 es\n" // <- ES version
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"layout(location = 0) in vec2 aPos;\n"
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"void main() {\n"
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" gl_Position = vec4(aPos, 0.0, 1.0);\n"
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"}\n";
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static const char* fragment_shader_src =
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"#version 300 es\n" // <- ES version
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"precision mediump float;\n" // required in ES for fragment color
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"out vec4 FragColor;\n"
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"void main() {\n"
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" FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
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"}\n";
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VertexBuffer vb;
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static GLuint compile_shader(GLenum type, const char* src) {
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GLuint shader = glCreateShader(type);
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@@ -43,8 +47,17 @@ static GLuint compile_shader(GLenum type, const char* src) {
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}
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static void init_shader(void) {
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GLuint vertex = compile_shader(GL_VERTEX_SHADER, vertex_shader_src);
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GLuint fragment = compile_shader(GL_FRAGMENT_SHADER, fragment_shader_src);
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char* vert_src = read_file("./shaders/triangle.vert.glsl");
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char* frag_src = read_file("./shaders/triangle.frag.glsl");
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if (!vert_src || !frag_src)
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g_error("Failed to load shader files");
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GLuint vertex = compile_shader(GL_VERTEX_SHADER, vert_src);
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GLuint fragment = compile_shader(GL_FRAGMENT_SHADER, frag_src);
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printf("%s\n", vert_src);
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printf("%s\n", frag_src);
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shader_program = glCreateProgram();
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glAttachShader(shader_program, vertex);
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@@ -64,55 +77,113 @@ static void init_shader(void) {
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}
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static void init_geometry(void) {
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// Vertices for a rectangle in NDC coordinates
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float vertices[] = {
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-0.5f, -0.5f, // bottom-left
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0.5f, -0.5f, // bottom-right
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0.5f, 0.5f, // top-right
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-0.5f, 0.5f // top-left
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};
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unsigned int indices[] = {0, 1, 2, 2, 3, 0};
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// V2 vs[3] = {(V2){-0.5, -0.5}, (V2){0.5, -0.5}, (V2){0.0, 0.5}};
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// VertexBuffer vb =
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// (VertexBuffer){.count = 3, .capacity = 3, .vertices = &vs[0]};
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GLuint vbo, ebo;
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VektorPolygon triangle = *vektor_polygon_new();
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vektor_polygon_add_point(&triangle, (V2){-0.5f, -0.5f}); // bottom-left
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vektor_polygon_add_point(&triangle, (V2){0.5f, -0.5f}); // bottom-right
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vektor_polygon_add_point(&triangle, (V2){0.0f, 0.5f}); // top-center
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VektorPrimitiveBuffer prims = {0};
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vektor_primitivebuffer_add_primitive(
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&prims,
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(VektorPrimitive){.kind = VEKTOR_POLYGON, .polygon = &triangle});
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vb = vektor_rasterize(&prims);
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for (size_t i = 0; i < vb.count; i++) {
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printf("Vertex %zu: x=%f, y=%f\n", i, vb.vertices[i].x,
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vb.vertices[i].y);
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}
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GLuint vbo;
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// 1. Create VAO
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbo);
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glGenBuffers(1, &ebo);
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glBindVertexArray(vao);
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// 2. Create VBO
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
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// 3. Upload your vertices (V2 = 2 floats per vertex)
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glBufferData(GL_ARRAY_BUFFER, vb.count * sizeof(V2), vb.vertices,
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GL_STATIC_DRAW);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),
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(void*)0);
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// 4. Tell GL about the vertex layout
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, // layout location 0 in shader
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2, // 2 components per vertex (x, y)
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GL_FLOAT, // type
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GL_FALSE, // do not normalize
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sizeof(V2), // stride (size of one vertex)
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(void*)0 // offset
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);
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glBindVertexArray(0);
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}
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static gboolean render(GtkGLArea* area, GdkGLContext* context) {
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glUseProgram(shader_program);
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GLuint uProjectionLoc = glGetUniformLocation(shader_program, "uProjection");
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GLuint uColorLoc = glGetUniformLocation(shader_program, "uColor");
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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(uProjectionLoc, 1, GL_FALSE, projectionMatrix);
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glUniform4f(uColorLoc, 1.0, 0.0, 1.0, 1.0); // magenta
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glBindVertexArray(vao);
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glDisable(GL_CULL_FACE);
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// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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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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glUseProgram(shader_program);
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glBindVertexArray(vao);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glDrawArrays(GL_TRIANGLES, 0, vb.count);
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GLenum err = glGetError();
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printf("OpenGL error: %x\n", err);
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// glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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glUseProgram(0);
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return TRUE;
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}
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static void dump_gl_info(GtkGLArea* area) {
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gtk_gl_area_make_current(area);
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if (gtk_gl_area_get_error(area)) {
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g_warning("Failed to make GL context current");
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return;
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}
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const GLubyte* renderer = glGetString(GL_RENDERER);
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const GLubyte* vendor = glGetString(GL_VENDOR);
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const GLubyte* version = glGetString(GL_VERSION);
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const GLubyte* shading = glGetString(GL_SHADING_LANGUAGE_VERSION);
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g_debug("GL Vendor : %s", vendor);
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g_debug("GL Renderer : %s", renderer);
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g_debug("GL Version : %s", version);
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g_debug("GLSL Version : %s", shading);
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GLint n;
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glGetIntegerv(GL_NUM_EXTENSIONS, &n);
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g_debug("Supported extensions (%d):", n);
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for (GLint i = 0; i < n; ++i) {
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g_debug(" %s", glGetStringi(GL_EXTENSIONS, i));
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}
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}
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static void realize(GtkGLArea* area, gpointer user_data) {
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gtk_gl_area_make_current(area);
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if (gtk_gl_area_get_error(area) != NULL)
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return; // context creation failed
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glEnable(GL_DEBUG_OUTPUT);
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dump_gl_info(area);
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init_shader();
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init_geometry();
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}
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