130 lines
4.4 KiB
C
130 lines
4.4 KiB
C
#include "raster.h"
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#include "epoxy/gl.h"
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#include "primitives.h"
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#include "src/core/vector.h"
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#include "stddef.h"
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#include <stddef.h>
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void vektor_edgebuffer_add_edge(EdgeBuffer* buffer, Edge edge) {
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if (buffer->count >= buffer->capacity) {
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buffer->capacity = buffer->capacity ? buffer->capacity * 2 : 4;
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buffer->edges = realloc(buffer->edges, sizeof(Edge) * buffer->capacity);
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}
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buffer->edges[buffer->count++] = edge;
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}
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void vektor_polyline_tessellate(EdgeBuffer* buffer, VektorPolyline* line,
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size_t j) {
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for (size_t i = 0; i + 1 < line->count; i++) {
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vektor_edgebuffer_add_edge(
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buffer, (Edge){line->points[i], line->points[i + 1], 0, j});
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}
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}
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void vektor_polygon_tessellate(EdgeBuffer* buffer, VektorPolygon* polygon,
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size_t j) {
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for (size_t i = 0; i + 1 < polygon->count; i++) {
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vektor_edgebuffer_add_edge(
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buffer, (Edge){polygon->points[i], polygon->points[i + 1], 0, j});
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}
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vektor_edgebuffer_add_edge(
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buffer, (Edge){polygon->points[polygon->count - 1], polygon->points[0], 0, j});
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}
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void vektor_rectangle_tessellate(EdgeBuffer* buffer, VektorRectangle* rct, size_t j) {
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if (vec2_equals(rct->end, rct->start)) {return;}
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Edge top = (Edge){rct->start, (V2){rct->end.x, rct->start.y}, 0, j };
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Edge right = (Edge){(V2){rct->end.x, rct->start.y}, rct->end, 0, j};
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Edge bottom = (Edge){(V2){rct->start.x, rct->end.y}, rct->end, 0, j};
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Edge left = (Edge){rct->start, (V2){rct->start.x, rct->end.y}, 0, j };
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vektor_edgebuffer_add_edge(buffer, top);
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vektor_edgebuffer_add_edge(buffer, right);
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vektor_edgebuffer_add_edge(buffer, bottom);
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vektor_edgebuffer_add_edge(buffer, left);
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}
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void vektor_rasterize(VertexBuffer* vb, VektorShapeBuffer* shapes) {
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EdgeBuffer edges = {0};
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for (size_t i = 0; i < shapes->count; i++) {
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VektorPrimitive* p = &shapes->shapes[i].primitive;
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switch (p->kind) {
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case VEKTOR_POLYLINE:
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vektor_polyline_tessellate(&edges, p->polyline, i);
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break;
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case VEKTOR_POLYGON:
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vektor_polygon_tessellate(&edges, p->polygon, i);
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break;
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case VEKTOR_RECTANGLE:
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vektor_rectangle_tessellate(&edges, &p->rectangle, i);
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break;
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default:
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// TODO: fill in all primitives
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break;
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}
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}
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vektor_edges_to_triangles(vb, &edges, shapes);
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}
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void vektor_vb_add_triangle(VertexBuffer* vb, V2 v0, V2 v1, V2 v2, VektorColor color) {
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if (vb->count + 3 >= vb->capacity) {
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vb->capacity = vb->capacity ? vb->capacity * 2 : 8;
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vb->vertices = realloc(vb->vertices, sizeof(Vertex) * vb->capacity);
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}
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vb->vertices[vb->count++] = (Vertex){v0, color};
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vb->vertices[vb->count++] = (Vertex){v1, color};
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vb->vertices[vb->count++] = (Vertex){v2, color};
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}
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void vektor_vb_add_quad(VertexBuffer* vb, V2 a, V2 b, VektorColor color) {
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float minx = fminf(a.x, b.x);
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float maxx = fmaxf(a.x, b.x);
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float miny = fminf(a.y, b.y);
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float maxy = fmaxf(a.y, b.y);
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V2 tl = {minx, miny};
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V2 bl = {minx, maxy};
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V2 br = {maxx, maxy};
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V2 tr = {maxx, miny};
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vektor_vb_add_triangle(vb, tl, bl, br, color);
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vektor_vb_add_triangle(vb, tl, br, tr, color);
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}
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void vektor_edge_to_triangles(VertexBuffer* vb, Edge e,
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VektorShapeBuffer* shape_buffer) {
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float dx = e.p2.x - e.p1.x;
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float dy = e.p2.y - e.p1.y;
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float len = sqrtf(dx * dx + dy * dy);
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if (len == 0)
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return;
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float px =
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-dy / len * (shape_buffer->shapes[e.shape_id].style.stroke_width / 2);
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float py =
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dx / len * (shape_buffer->shapes[e.shape_id].style.stroke_width / 2);
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V2 v0 = {e.p1.x + px, e.p1.y + py};
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V2 v1 = {e.p1.x - px, e.p1.y - py};
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V2 v2 = {e.p2.x + px, e.p2.y + py};
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V2 v3 = {e.p2.x - px, e.p2.y - py};
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vektor_vb_add_triangle(vb, v0, v1, v2,
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shape_buffer->shapes[e.shape_id].style.stroke_color);
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vektor_vb_add_triangle(vb, v2, v1, v3,
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shape_buffer->shapes[e.shape_id].style.stroke_color);
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}
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void vektor_edges_to_triangles(VertexBuffer* vb, EdgeBuffer* edges,
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VektorShapeBuffer* shape_buffer) {
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for (size_t i = 0; i < edges->count; i++) {
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vektor_edge_to_triangles(vb, edges->edges[i], shape_buffer);
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}
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} |