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mirror of https://github.com/lxsang/Diya-API.git synced 2024-12-26 11:28:22 +01:00

Support for basic primitive shapes

This commit is contained in:
DanyLE 2022-03-16 17:48:18 +01:00
parent 89c5e04d36
commit e8b724daa1
10 changed files with 312 additions and 54 deletions

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@ -49,7 +49,8 @@ Diya2DNode >> initialize [
{ #category : #'as yet unclassified' }
Diya2DNode >> recFromBuffer [
|maxX maxY minX minY x y|
maxX := maxY := minX := minY := 0.
maxX := minX := vbuffer at: 1.
maxY := minY := vbuffer at: 2.
1 to: vbuffer size by: 4 do: [ :i|
x := vbuffer at: i.
y := vbuffer at: i + 1.

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@ -69,7 +69,7 @@ Diya2DPrimShape >> initialize [
children := nil.
type := GL_TRIANGLES.
border := 0.
bcolor := Color white
bcolor := Color white.
]
{ #category : #initialization }

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@ -17,7 +17,6 @@ uniform float u_time;
// 2D uniforms
uniform int u_texture_type;
uniform vec4 u_color;
uniform vec4 u_border_color;
uniform sampler2D u_texture;
varying vec2 texcoord;
void main(void) {
@ -57,5 +56,5 @@ Diya2DShader >> setUpUniforms [
self addUniform: #u_texture_type of: Uniform1i.
self addUniform: #u_color of: Uniform4F.
self addUniform: #u_border_color of: Uniform4F.
self addUniform: #u_border of: Uniform1i.
self addUniform: #u_border of: Uniform1F.
]

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@ -74,10 +74,11 @@ DiyaBoot >> createWindow [
{ #category : #events }
DiyaBoot >> exampleNodes [
|root node style|
|root node style tex|
tex := (DiyaImageTex fromFile:Smalltalk imageDirectory / 'assets'/'mrsang.png').
root := DiyaRootNode new.
node := root addNode: (DiyaRectangle size: 200@200) at: 250 @ 430.
node texture: (DiyaImageTex fromFile:Smalltalk imageDirectory / 'assets'/'mrsang.png').
node texture: tex.
node color: (Color r: 1.0 g:1.0 b:1.0 alpha:1.0 ).
node borderColor: Color red.
node borderWidth: 3.0.
@ -104,8 +105,16 @@ DiyaBoot >> exampleNodes [
node := root addNode: (DiyaCircle r: 100) at: 200@200.
node borderColor: Color red.
node borderWidth: 2.0.
node color: Color white.
node borderWidth: 3.0.
node texture: tex.
"node rotation:(Float pi / 4.0)."
node := root addNode: (DiyaConvexPolygon points:{250@100. 400@250. 450@80. 350@60}).
node color: Color green.
node borderColor: Color red.
node texture: tex.
node borderWidth: 3.0.
^ root
]

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@ -0,0 +1,48 @@
Class {
#name : #DiyaConvexPolygon,
#superclass : #DiyaPolygon,
#category : #'Diya-Graphics'
}
{ #category : #accessing }
DiyaConvexPolygon >> calculateVertices [
|size index p texcoord|
size := (points size + 1) << 2.
vbuffer ifNotNil: [ vbuffer free ].
vbuffer := FFIExternalArray externalNewType: GLfloat size:size.
vbuffer autoRelease.
points sort:[:a :b| a angle < b angle].
index := 1.
points do:[:point|
texcoord := self texcoordOf: point.
vbuffer
at: index put: point x;
at: index + 1 put: point y;
at: index + 2 put: texcoord x;
at: index + 3 put: 1.0 - texcoord y.
index := index + 4.
].
p := points at: 2.
texcoord := self texcoordOf: p.
vbuffer
at: index put: p x;
at: index + 1 put: p y;
at: index + 2 put: texcoord x;
at: index + 3 put: 1.0 - texcoord y.
]
{ #category : #initialization }
DiyaConvexPolygon >> drawLines [
OpenGL drawArrays: GL_LINE_LOOP first:0 count: (vbuffer size >> 2) - 1.
]
{ #category : #initialization }
DiyaConvexPolygon >> initialize [
super initialize.
type := GL_TRIANGLE_FAN
]
{ #category : #accessing }
DiyaConvexPolygon >> texcoordOf: point [
^ (point / (self extent )) asFloatPoint
]

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@ -3,8 +3,7 @@ Class {
#superclass : #Diya2DPrimShape,
#instVars : [
'rx',
'ry',
'delta'
'ry'
],
#category : #'Diya-Graphics'
}
@ -24,29 +23,28 @@ DiyaEllipse class >> rx: rx ry: ry shader: s [
yourself
]
{ #category : #accessing }
DiyaEllipse >> delta [
^ delta
]
{ #category : #accessing }
DiyaEllipse >> delta: anObject [
delta := anObject
{ #category : #initialization }
DiyaEllipse >> draw [
OpenGL
enable: GL_BLEND;
blendFnWithSfactor: GL_SRC_ALPHA dfactor: GL_ONE_MINUS_SRC_ALPHA.
super draw.
OpenGL
disable: GL_BLEND
]
{ #category : #initialization }
DiyaEllipse >> drawLines [
0 to: (vbuffer size >> 2) by: 3 do:[: i|
self drawLineAt: i
].
DiyaEllipse >> drawBorder [
"do nothing"
]
{ #category : #initialization }
DiyaEllipse >> initialize [
super initialize.
translation := nil.
vbuffer := FFIExternalArray externalNewType: GLfloat size:4332.
vbuffer := FFIExternalArray externalNewType: GLfloat size: 24.
vbuffer autoRelease.
shader := DiyaEllipseShader uniqueInstance.
]
{ #category : #accessing }
@ -71,36 +69,27 @@ DiyaEllipse >> ry: anObject [
dirty := true
]
{ #category : #initialization }
DiyaEllipse >> setUpShader [
super setUpShader.
self shader
setUniform: #u_border value: border;
setUniform: #u_border_color value: bcolor asGL4FArray;
setUniform: #u_rx value: rx;
setUniform: #u_ry value: ry.
]
{ #category : #accessing }
DiyaEllipse >> update [
|theta c s x y index t|
bbox := Rectangle origin: ((rx negated) @ (ry negated)) / 2.0 corner: (rx @ ry) / 2.0.
theta := 2.0 * (Float pi) / 360.0.
c := theta cos.
s := theta sin.
x := 1.
y := 0.
index := 1.
0 to: 360 do:[:a|
vbuffer
at: index + 4 put: x * rx;
at: index + 5 put: y * ry;
at: index + 6 put: 0.0;
at: index + 7 put: 0.0.
t := x.
x := (c * x) - (s * y).
y := (s * t) + (c * y).
vbuffer
at: index put: x*rx;
at: index + 1 put: y*ry;
at: index + 2 put: 0.0;
at: index + 3 put: 0.0;
at: index + 8 put: 0.0;
at: index + 9 put: 0.0;
at: index + 10 put: 0.0;
at: index + 11 put: 0.0.
index := index + 12.
].
bbox := Rectangle origin: ((rx negated) @ (ry negated)) corner: (rx @ ry).
{
bbox origin x. bbox corner y. 0.0. 0.0.
bbox origin x. bbox origin y. 0.0. 1.0.
bbox corner x. bbox origin y. 1.0. 1.0.
bbox corner x. bbox origin y. 1.0. 1.0.
bbox corner x. bbox corner y. 1.0. 0.0.
bbox origin x. bbox corner y. 0.0. 0.0.
} doWithIndex: [:e :i| vbuffer at: i put: e].
^true
]

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@ -0,0 +1,146 @@
Class {
#name : #DiyaEllipseShader,
#superclass : #Diya2DShader,
#category : #'Diya-Shaders'
}
{ #category : #accessing }
DiyaEllipseShader class >> fragmentShader [
^'
#ifdef GL_ES
precision highp float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
// 2D uniforms
uniform int u_texture_type;
uniform vec4 u_color;
uniform vec4 u_border_color;
uniform sampler2D u_texture;
uniform float u_border;
uniform float u_rx;
uniform float u_ry;
varying float rotation;
varying vec2 middle;
varying vec2 texcoord;
struct Ellipse
{
vec2 c;
float minor;
float major;
float f;
};
float get_foci(float major, float minor)
{
return sqrt((major*major)-(minor*minor));
}
Ellipse create_ellipse(vec2 c, float mi, float ma)
{
Ellipse e;
e.c = c;
e.major = max(mi,ma);
e.minor = min(mi,ma);
e.f = get_foci(e.major, e.minor);
return e;
}
bool is_inside_ellipse(vec2 p, Ellipse e)
{
float first = ((p.x-e.c.x)*(p.x-e.c.x)) / (e.major*e.major);
float second = ((p.y-e.c.y)*(p.y-e.c.y)) / (e.minor*e.minor);
return first+second <= 1.0;
}
bool is_inside_border(vec2 p, Ellipse e, float w)
{
float first = ((p.x-e.c.x)*(p.x-e.c.x)) / ((e.major-w)*(e.major-w));
float second = ((p.y-e.c.y)*(p.y-e.c.y)) / ((e.minor-w)*(e.minor-w));
float sum = first + second;
return sum<= 1.0;
}
void draw_ellipse(inout vec4 c, vec2 p, Ellipse e, float border)
{
c = vec4(0);
if (is_inside_border(p,e, border))
{
vec4 texcolor = vec4(1);
// vec2 uv = (p - (e.c - vec2(e.major , e.minor))) / vec2(e.major*2.0, e.minor*2.0);
// alpha
if(u_texture_type == 0x1906) {
texcolor = vec4(1, 1, 1, texture2D(u_texture, texcoord).a);
}
// rgba
else if (u_texture_type == 0x1908){
texcolor = texture2D(u_texture, texcoord);
}
c = texcolor * u_color;
}
else
{
if (is_inside_ellipse(p, e))
{
c = u_border_color;
}
}
}
vec2 rotate_point(vec2 center, vec2 p,float angle)
{
float s = sin(angle);
float c = cos(angle);
// translate point back to origin:
p.x -= center.x;
p.y -= center.y;
// rotate point
float xnew = p.x * c - p.y * s;
float ynew = p.x * s + p.y * c;
// translate point back:
p.x = xnew + center.x;
p.y = ynew + center.y;
return p;
}
void main() {
vec4 color = vec4(0);
//defining ellipse
Ellipse e = create_ellipse(middle, u_ry, u_rx);
draw_ellipse(color, rotate_point(middle, gl_FragCoord.xy, rotation), e, u_border);
// Output to screen
gl_FragColor = color;
}
'
]
{ #category : #accessing }
DiyaEllipseShader class >> vertexShader [
^'
#ifdef GL_ES
precision mediump float;
#endif
uniform mat4 u_projection;
uniform mat3 u_transform;
varying float rotation;
varying vec2 middle;
varying vec2 texcoord;
void main()
{
vec3 coord_global = u_transform * vec3(gl_Vertex.xy, 1.0);
gl_Position = u_projection * vec4(coord_global.xy, 0, 1.0);
rotation = atan(u_transform[1][0], u_transform[0][0]);
middle = (u_transform * vec3(0.0,0.0,1.0)).xy;
texcoord = gl_Vertex.zw;
}'
]
{ #category : #initialization }
DiyaEllipseShader >> setUpUniforms [
super setUpUniforms.
self addUniform: #u_rx of: Uniform1F.
self addUniform: #u_ry of: Uniform1F.
]

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@ -90,9 +90,13 @@ DiyaLine >> to: anObject [
{ #category : #accessing }
DiyaLine >> update [
|extent|
translation = from ifFalse:[self position: from].
bbox := (Rectangle origin: 0@0 corner: to - from ).
bbox := (Rectangle origin: from corner: to ).
bbox origin = translation ifFalse:[self position: bbox origin].
from := from - bbox origin.
to := to - bbox origin.
extent := bbox extent.
bbox := (Rectangle origin: 0@0 corner: extent ).
{
0.0. 0.0. 0.0. 0.0.
extent x. extent y. 0.0. 0.0.

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@ -1,5 +1,67 @@
Class {
#name : #DiyaPolygon,
#superclass : #Diya2DPrimShape,
#instVars : [
'points'
],
#category : #'Diya-Graphics'
}
{ #category : #'as yet unclassified' }
DiyaPolygon class >> points: points [
^self new points: points; yourself
]
{ #category : #'as yet unclassified' }
DiyaPolygon class >> points: points shader:s [
^self new points: points; shader:s; yourself
]
{ #category : #accessing }
DiyaPolygon >> calculateVertices [
^self subclassResponsibility
]
{ #category : #initialization }
DiyaPolygon >> initialize [
super initialize.
points := {}.
vbuffer := nil.
]
{ #category : #accessing }
DiyaPolygon >> points [
^ points
]
{ #category : #accessing }
DiyaPolygon >> points: anObject [
points := anObject.
dirty := true
]
{ #category : #accessing }
DiyaPolygon >> recFromPoints [
|maxX maxY minX minY x y|
maxX := minX := (points at: 1) x.
maxY := minY := (points at: 1) y.
points do: [ :p|
x := p x.
y := p y.
maxX := maxX max: x.
maxY := maxY max: y.
minX := minX min: x.
minY := minY min: y.
].
^ Rectangle origin: minX@minY corner: maxX @ maxY
]
{ #category : #accessing }
DiyaPolygon >> update [
bbox := self recFromPoints.
translation = bbox origin ifFalse:[ self position: bbox origin].
points := points collect:[:e | e - bbox origin].
bbox := self recFromPoints.
self calculateVertices.
^true
]

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@ -74,7 +74,7 @@ DiyaText >> drawText [
{ #category : #accessing }
DiyaText >> extent: v [
bbox := Rectangle origin: 0@0 corner: v.
bbox := Rectangle origin: 0@0 corner: (v x) @ (v y negated ).
dirty := true
]