#include "raster.h" #include "epoxy/gl.h" #include "glib.h" #include "primitives.h" #include "src/core/matrix.h" #include "src/core/vector.h" #include "stddef.h" #include #include #define PI 3.14159265358979323846 void vektor_edgebuffer_add_edge(EdgeBuffer* buffer, Edge edge) { if (buffer->count >= buffer->capacity) { buffer->capacity = buffer->capacity ? buffer->capacity * 2 : 4; buffer->edges = realloc(buffer->edges, sizeof(Edge) * buffer->capacity); } buffer->edges[buffer->count++] = edge; } void vektor_polyline_tessellate(EdgeBuffer* buffer, VektorPolyline* line, size_t j, double scale) { for (size_t i = 0; i + 1 < line->count; i++) { vektor_edgebuffer_add_edge( buffer, (Edge){line->points[i], line->points[i + 1], 0, j}); } } void vektor_polygon_tessellate(EdgeBuffer* buffer, VektorPolygon* polygon, size_t j, double scale) { for (size_t i = 0; i + 1 < polygon->count; i++) { vektor_edgebuffer_add_edge( buffer, (Edge){polygon->points[i], polygon->points[i + 1], 0, j}); } vektor_edgebuffer_add_edge( buffer, (Edge){polygon->points[polygon->count - 1], polygon->points[0], 0, j}); } void vektor_circle_tessellate(EdgeBuffer* buffer, VektorCircle* circle, size_t j, double scale) { double err = 0.0025; size_t res = MIN(PI * sqrt((scale * circle->radius) / (2 * err)), 20); for (size_t i = 0; i < res; i++) { double theta1 = (2 * PI * i) / res; double theta2 = (2 * PI * (i + 1)) / res; V2 p1 = (V2){circle->center.x + circle->radius * cos(theta1), circle->center.y + circle->radius * sin(theta1)}; V2 p2 = (V2){circle->center.x + circle->radius * cos(theta2), circle->center.y + circle->radius * sin(theta2)}; vektor_edgebuffer_add_edge(buffer, (Edge){p1, p2, 0, j}); } } void vektor_rectangle_tessellate(EdgeBuffer* buffer, VektorRectangle* rct, size_t j, double scale) { if (vec2_equals(rct->end, rct->start)) { return; } Edge top = (Edge){rct->start, (V2){rct->end.x, rct->start.y}, 0, j}; Edge right = (Edge){(V2){rct->end.x, rct->start.y}, rct->end, 0, j}; Edge bottom = (Edge){(V2){rct->start.x, rct->end.y}, rct->end, 0, j}; Edge left = (Edge){rct->start, (V2){rct->start.x, rct->end.y}, 0, j}; vektor_edgebuffer_add_edge(buffer, top); vektor_edgebuffer_add_edge(buffer, right); vektor_edgebuffer_add_edge(buffer, bottom); vektor_edgebuffer_add_edge(buffer, left); } void vektor_rasterize(VertexBuffer* vb, VektorShapeBuffer* shapes, double scale) { for (size_t i = 0; i < shapes->count; i++) { EdgeBuffer edges = {0}; VektorPrimitive* p = &shapes->shapes[i].primitive; VektorStyle style = shapes->shapes[i].style; M33 transform = shapes->shapes[i].transform; switch (p->kind) { case VEKTOR_POLYLINE: vektor_polyline_tessellate(&edges, p->polyline, i, scale); vektor_edges_to_triangles(vb, &edges, &transform, style, FALSE); break; case VEKTOR_POLYGON: vektor_polygon_tessellate(&edges, p->polygon, i, scale); vektor_edges_to_triangles(vb, &edges, &transform, style, TRUE); break; case VEKTOR_CIRCLE: vektor_circle_tessellate(&edges, &p->circle, i, scale); vektor_edges_to_triangles(vb, &edges, &transform, style, TRUE); break; case VEKTOR_RECTANGLE: vektor_rectangle_tessellate(&edges, &p->rectangle, i, scale); vektor_edges_to_triangles(vb, &edges, &transform, style, TRUE); break; default: // TODO: fill in all primitives break; } } } 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); } vb->vertices[vb->count++] = (Vertex){v0, color}; vb->vertices[vb->count++] = (Vertex){v1, color}; vb->vertices[vb->count++] = (Vertex){v2, color}; if (vb->count <= vb->capacity / 4) { vb->capacity /= 2; vb->vertices = realloc(vb->vertices, sizeof(Vertex) * vb->capacity); } } 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); } Edge edge_transform(const Edge* e, const M33* t) { Edge out = *e; out.p1 = m33_transform(*t, e->p1); out.p2 = m33_transform(*t, e->p2); return out; } V2 line_intersection(V2 p, V2 r, V2 q, V2 s) { float t = vec2_cross(vec2_sub(q, p), s) / vec2_cross(r, s); return vec2_add(p, vec2_scale(r, t)); } void vektor_edges_to_triangles(VertexBuffer* vb, EdgeBuffer* edges, M33* transform, VektorStyle style, bool closed) { if (!edges || edges->count < 1) return; float hw = style.stroke_width * 0.5f; for (size_t i = 0; i < edges->count; i++) { Edge e = edge_transform(&edges->edges[i], transform); V2 d = vec2_normalize(vec2_sub(e.p2, e.p1)); V2 n = vec2_perp(d); V2 off = vec2_scale(n, hw); V2 v0 = vec2_add(e.p1, off); V2 v1 = vec2_sub(e.p1, off); V2 v2 = vec2_add(e.p2, off); V2 v3 = vec2_sub(e.p2, off); vektor_vb_add_triangle(vb, v0, v1, v2, style.stroke_color); vektor_vb_add_triangle(vb, v2, v1, v3, style.stroke_color); } size_t limit = closed ? edges->count : edges->count - 1; for (size_t i = 0; i < limit; i++) { Edge e1 = edge_transform(&edges->edges[i], transform); Edge e2 = edge_transform(&edges->edges[(i + 1) % edges->count], transform); V2 corner = e1.p2; V2 d1 = vec2_normalize(vec2_sub(e1.p2, e1.p1)); V2 d2 = vec2_normalize(vec2_sub(e2.p2, e2.p1)); V2 n1 = vec2_perp(d1); V2 n2 = vec2_perp(d2); V2 off1 = vec2_scale(n1, hw); V2 off2 = vec2_scale(n2, hw); V2 v10 = vec2_add(e1.p1, off1); V2 v11 = vec2_sub(e1.p1, off1); V2 v12 = vec2_add(e1.p2, off1); V2 v13 = vec2_sub(e1.p2, off1); V2 v20 = vec2_add(e2.p1, off2); V2 v21 = vec2_sub(e2.p1, off2); V2 v22 = vec2_add(e2.p2, off2); V2 v23 = vec2_sub(e2.p2, off2); V2 outer_miter = line_intersection(vec2_add(corner, off1), d1, vec2_add(corner, off2), d2); V2 inner_miter = line_intersection(vec2_sub(corner, off1), d1, vec2_sub(corner, off2), d2); V2 mo = vec2_sub(outer_miter, corner); V2 mi = vec2_sub(inner_miter, corner); V2 vo1 = line_intersection(corner, vec2_normalize(vec2_perp(mo)), vec2_add(corner, off1), d1); V2 vo2 = line_intersection(corner, vec2_negate(vec2_normalize(vec2_perp(mo))), vec2_add(corner, off2), d2); V2 vi1 = line_intersection(corner, vec2_normalize(vec2_perp(mi)), vec2_sub(corner, off1), d1); V2 vi2 = line_intersection(corner, vec2_negate(vec2_normalize(vec2_perp(mi))), vec2_sub(corner, off2), d2); vektor_vb_add_triangle(vb, vo1, outer_miter, vo2, style.stroke_color); vektor_vb_add_triangle(vb, vi1, inner_miter, vi2, style.stroke_color); } }