Files
Vektor/src/ui/vektorcanvas.c

252 lines
8.1 KiB
C

#include "epoxy/gl.h"
#include "gtk/gtk.h"
#include "../core/raster.h"
#include "src/core/primitives.h"
#include "uicontroller.h"
#include "vektorcanvas.h"
#include <epoxy/gl_generated.h>
#define VKTR_CANVAS_WIDTH 400
#define VKTR_CANVAS_HEIGHT 400
#define VKTR_CANVAS_SIZE (VKTR_CANVAS_WIDTH * VKTR_CANVAS_HEIGHT * 4)
char* read_file(const char* path) {
FILE* f = fopen(path, "rb");
if (!f)
return NULL;
fseek(f, 0, SEEK_END);
long size = ftell(f);
fseek(f, 0, SEEK_SET);
char* buffer = malloc(size + 1);
fread(buffer, 1, size, f);
buffer[size] = '\0'; // null-terminate
fclose(f);
return buffer;
}
static GLuint shader_program;
static GLuint vao;
VertexBuffer vb;
static GLuint compile_shader(GLenum type, const char* src) {
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &src, NULL);
glCompileShader(shader);
GLint success;
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
char info[512];
glGetShaderInfoLog(shader, 512, NULL, info);
g_error("Shader compile failed: %s", info);
}
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");
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);
printf("%s\n", vert_src);
printf("%s\n", frag_src);
shader_program = glCreateProgram();
glAttachShader(shader_program, vertex);
glAttachShader(shader_program, fragment);
glLinkProgram(shader_program);
GLint success;
glGetProgramiv(shader_program, GL_LINK_STATUS, &success);
if (!success) {
char info[512];
glGetProgramInfoLog(shader_program, 512, NULL, info);
g_error("Shader link failed: %s", info);
}
glDeleteShader(vertex);
glDeleteShader(fragment);
}
static void init_geometry(void) {
// V2 vs[3] = {(V2){-0.5, -0.5}, (V2){0.5, -0.5}, (V2){0.0, 0.5}};
// VertexBuffer vb =
// (VertexBuffer){.count = 3, .capacity = 3, .vertices = &vs[0]};
VektorPolygon triangle = *vektor_polygon_new();
vektor_polygon_add_point(&triangle, (V2){-0.5f, -0.5f}); // bottom-left
vektor_polygon_add_point(&triangle, (V2){0.5f, -0.5f}); // bottom-right
vektor_polygon_add_point(&triangle, (V2){0.0f, 0.5f}); // top-center
VektorPrimitiveBuffer prims = {0};
vektor_primitivebuffer_add_primitive(
&prims,
(VektorPrimitive){.kind = VEKTOR_POLYGON, .polygon = &triangle});
vb = vektor_rasterize(&prims);
for (size_t i = 0; i < vb.count; i++) {
printf("Vertex %zu: x=%f, y=%f\n", i, vb.vertices[i].x,
vb.vertices[i].y);
}
GLuint vbo;
// 1. Create VAO
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
// 2. Create VBO
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
// 3. Upload your vertices (V2 = 2 floats per vertex)
glBufferData(GL_ARRAY_BUFFER, vb.count * sizeof(V2), vb.vertices,
GL_STATIC_DRAW);
// 4. Tell GL about the vertex layout
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, // layout location 0 in shader
2, // 2 components per vertex (x, y)
GL_FLOAT, // type
GL_FALSE, // do not normalize
sizeof(V2), // stride (size of one vertex)
(void*)0 // offset
);
glBindVertexArray(0);
}
static gboolean render(GtkGLArea* area, GdkGLContext* context) {
glUseProgram(shader_program);
GLuint uProjectionLoc = glGetUniformLocation(shader_program, "uProjection");
GLuint uColorLoc = glGetUniformLocation(shader_program, "uColor");
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);
glUniform4f(uColorLoc, 1.0, 0.0, 1.0, 1.0); // magenta
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);
glBindVertexArray(0);
glUseProgram(0);
return TRUE;
}
static void dump_gl_info(GtkGLArea* area) {
gtk_gl_area_make_current(area);
if (gtk_gl_area_get_error(area)) {
g_warning("Failed to make GL context current");
return;
}
const GLubyte* renderer = glGetString(GL_RENDERER);
const GLubyte* vendor = glGetString(GL_VENDOR);
const GLubyte* version = glGetString(GL_VERSION);
const GLubyte* shading = glGetString(GL_SHADING_LANGUAGE_VERSION);
g_debug("GL Vendor : %s", vendor);
g_debug("GL Renderer : %s", renderer);
g_debug("GL Version : %s", version);
g_debug("GLSL Version : %s", shading);
GLint n;
glGetIntegerv(GL_NUM_EXTENSIONS, &n);
g_debug("Supported extensions (%d):", n);
for (GLint i = 0; i < n; ++i) {
g_debug(" %s", glGetStringi(GL_EXTENSIONS, i));
}
}
static void realize(GtkGLArea* area, gpointer user_data) {
gtk_gl_area_make_current(area);
if (gtk_gl_area_get_error(area) != NULL)
return; // context creation failed
glEnable(GL_DEBUG_OUTPUT);
dump_gl_info(area);
init_shader();
init_geometry();
}
void vektor_canvas_init(VektorWidgetState* state, VektorCanvas* canvasOut) {
canvasOut->canvasWidget = state->workspaceCanvas;
canvasOut->width = VKTR_CANVAS_WIDTH;
canvasOut->height = VKTR_CANVAS_HEIGHT;
canvasOut->canvasPixels = g_malloc0(VKTR_CANVAS_SIZE);
canvasOut->canvasPixelBytes =
g_bytes_new(canvasOut->canvasPixels, VKTR_CANVAS_SIZE);
canvasOut->canvasTexture = gdk_memory_texture_new(
VKTR_CANVAS_WIDTH, VKTR_CANVAS_HEIGHT, GDK_MEMORY_R8G8B8A8,
canvasOut->canvasPixelBytes, VKTR_CANVAS_WIDTH * 4);
g_signal_connect(canvasOut->canvasWidget, "realize", G_CALLBACK(realize),
NULL);
g_signal_connect(canvasOut->canvasWidget, "render", G_CALLBACK(render),
NULL);
// gtk_picture_set_paintable(canvasOut->canvasWidget,
// GDK_PAINTABLE(canvasOut->canvasTexture));
// gtk_picture_set_content_fit(GTK_PICTURE(canvasOut->canvasWidget),
// GTK_CONTENT_FIT_CONTAIN);
// g_object_unref(bytes);
}
/* Generate new texture based on canvasPixels*/
void vektor_canvas_update(VektorCanvas* canvas) {
g_bytes_unref(canvas->canvasPixelBytes);
canvas->canvasPixelBytes =
g_bytes_new(canvas->canvasPixels, VKTR_CANVAS_SIZE);
g_object_unref(canvas->canvasTexture);
canvas->canvasTexture = gdk_memory_texture_new(
canvas->width, canvas->height, GDK_MEMORY_R8G8B8A8,
canvas->canvasPixelBytes, canvas->width * 4);
// gtk_picture_set_paintable(canvas->canvasWidget,
// GDK_PAINTABLE(canvas->canvasTexture));
}
void vektor_canvas_fill(VektorCanvas* canvas, VektorColor color) {
for (int x = 0; x < VKTR_CANVAS_WIDTH; x++) {
for (int y = 0; y < VKTR_CANVAS_HEIGHT; y++) {
int i = (y * VKTR_CANVAS_WIDTH + x) * 4;
canvas->canvasPixels[i + 0] = color.r;
canvas->canvasPixels[i + 1] = color.g;
canvas->canvasPixels[i + 2] = color.b;
canvas->canvasPixels[i + 3] = color.a;
}
}
}
void vektor_canvas_drawfrom(VektorFramebuffer* fb, VektorCanvas* target) {
for (int x = 0; x < fb->width; x++) {
for (int y = 0; y < fb->height; y++) {
int i = (y * fb->width + x) * 4;
target->canvasPixels[i + 0] = (guchar)fb->pixels[i + 0];
target->canvasPixels[i + 1] = (guchar)fb->pixels[i + 1];
target->canvasPixels[i + 2] = (guchar)fb->pixels[i + 2];
target->canvasPixels[i + 3] = (guchar)fb->pixels[i + 3];
}
}
}