WIP: graphics restructuration > sapce OK arrows TODO
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@ -41,8 +41,9 @@ struct gl_area_entry {
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GLuint m; // init_shaders, draw
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GLuint v; // init_shaders, draw
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GLuint p; // init_shaders, draw
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GLuint line_indices_nb; // init_buffers, draw, compute_space, arrow_2D, 3D
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GLuint plan_indices_nb; // init_buffers, draw, compute_space, arrow_2D, 3D
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// GLuint line_indices_nb; // now : graphics.c > int buffer_lines_ndx
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// GLuint plan_indices_nb; // now : graphics.c > int buffer_plans_ndx
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};
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/*
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@ -38,7 +38,7 @@
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#include <math.h>
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#include <errno.h>
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#include "../../include/base.h"
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//#include "../../include/base.h"
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#include "../../include/ui.h"
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#include "../../include/graphics.h"
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#include "../../include/buffers.h"
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@ -36,14 +36,10 @@
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#include <math.h>
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#include <errno.h>
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#include "../../include/base.h"
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//#include "../../include/base.h"
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#include "../../include/ui.h"
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#include "../../include/graphics.h"
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#include "../../include/buffers.h"
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//#include "../../include/space_2D.h"
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//#include "../../include/space_3D.h"
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//#include "../../include/arrow_2D.h"
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//#include "../../include/arrow_3D.h"
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#define VERTEX_SHADER_FILE "src/shaders/shader.vert"
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#define FRAG_SHADER_FILE "src/shaders/shader.frag"
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@ -487,13 +483,21 @@ bool graphics_init_shaders(const void *gl_area)
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/* -------------------------------------------------------------------------- */
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int dim = 0;
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int state_size = 0;
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int vertex_nb = 0;
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int colors_nb = 0;
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int lines_nb = 0;
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int plans_nb = 0;
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int arrows_nb = 0;
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// int model_dim = 0; INUTILE (fonction de model_space_size_x, y ,z) */
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int model_space_size_x = 0;
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int model_space_size_y = 0;
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int model_space_size_z = 0;
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int model_arrows_nb = 0;
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int buffer_vertex_size = 0;
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int buffer_colors_size = 0;
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int buffer_lines_size = 0;
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int buffer_plans_size = 0;
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/* Pourquoi mettre 'line_indices_nb' dans 'entry' ? */
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/* Pourquoi ne pas y mettre la taille des autres buffers ? */
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/* --- Pas cohérent ... > je déplace (30-06-2023) */
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int buffer_lines_ndx = 0; // previously in graphics.h struct gl_area_entry.GLuint line_indices_nb;
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int buffer_plans_ndx = 0; // previously in graphics.h struct gl_area_entry.GLuint plan_indices_nb;
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bool pref_3D_xor_2D_space = 0; // default view == 0 == 3D
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bool pref_3D_xor_2D_arrows = 0; // default view == 0 == 3D
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@ -504,54 +508,85 @@ bool pref_background_color = 0; // don't know yet...
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/* -------------------------------------------------------------------------- */
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// TODO Tester (presque) toutes les combinaisons possibles de ces variables !!!
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// NB mark_unit_space_first & last m'auront surtout servi à debuguer (> à oublier)
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// NB mark_unit_space_first & last m'auront surtout servi à debuguer.
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// si inutiles, pourraient être oubliées ?...
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static void get_model_data_and_user_preferences(){
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// The model data (arrows) to use ( from model.xml)
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// The model data (arrows) to use (from model.xml)
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// { 1, 1, 0, 1, 2, 1, 1, 1, 10, 1, 2, 11, 1, 1, 20, 1, 2, 21 };
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dim = 1;
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state_size = 8; // 2 < state_size < 32
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arrows_nb = 4; // assert : leur emplacement doit être fonction de state_size
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pref_3D_xor_2D_space = 0; // default == 0 == 3D
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model_space_size_x = 8; // 2 < model_space_size_x < 32
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model_arrows_nb = 4; // assert : leur emplacement est contraint par model_space_size_x
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//
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pref_3D_xor_2D_space = 1; // default == 0 == 3D
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pref_3D_xor_2D_arrows = 1; // default == 0 == 3D
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pref_mark_unit_space_first = 1; // default == 0 == no mark
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pref_mark_unit_space_last = 1; // default == 0 == no mark
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pref_background_color = 0; // TODO
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}
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static void compute_vertex_colors_lines_plans_nb(int dim,
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int state_size,
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int arrows_nb,
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bool pref_3D_xor_2D_space,
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bool pref_3D_xor_2D_arrows,
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bool pref_mark_unit_space_first,
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bool pref_mark_unit_space_last,
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struct gl_area_entry *entry){
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static void compute_buffers_sizes(int model_space_size_x,
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int model_space_size_y,
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int model_space_size_z,
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int model_arrows_nb,
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bool pref_3D_xor_2D_space,
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bool pref_3D_xor_2D_arrows,
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bool pref_mark_unit_space_first,
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bool pref_mark_unit_space_last)
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{
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if (pref_3D_xor_2D_space) vertex_nb = (state_size + 1) * 6 + arrows_nb * 9; // case 2D
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else vertex_nb = (state_size + 1) * 12 + arrows_nb * 15; // case 3D
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if (pref_3D_xor_2D_space) buffer_vertex_size = (model_space_size_x + 1) * 6 + model_arrows_nb * 9; // case 2D
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else buffer_vertex_size = (model_space_size_x + 1) * 12 + model_arrows_nb * 15; // case 3D
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if (pref_3D_xor_2D_space) lines_nb = (2 + state_size) + (arrows_nb * 3); // case 2D
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else lines_nb = (4 + state_size * 4) + (arrows_nb * 8); // case 3D
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if (pref_3D_xor_2D_space) buffer_colors_size = (model_space_size_x + 1) * 6 + model_arrows_nb * 9; // case 2D
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else buffer_colors_size = (model_space_size_x + 1) * 12 + model_arrows_nb * 15; // case 3D
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if (pref_mark_unit_space_first) lines_nb += 2; // 2 diagonal lines
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if (pref_mark_unit_space_last) lines_nb += 2; // 2 diagonal lines
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if (pref_3D_xor_2D_space) buffer_lines_size = (2 + model_space_size_x) + (model_arrows_nb * 3); // case 2D
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else buffer_lines_size = (4 + model_space_size_x * 4) + (model_arrows_nb * 8); // case 3D
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plans_nb = 8; // (4 + state_size * 4) + (arrows_nb * 8) + 2;
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if (pref_mark_unit_space_first) buffer_lines_size += 2; // 2 diagonal lines
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if (pref_mark_unit_space_last) buffer_lines_size += 2; // 2 diagonal lines
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entry->line_indices_nb = lines_nb * 2;
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entry->plan_indices_nb = plans_nb * 3;
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int vgap = 0, cgap = 0, igap = 0;
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colors_nb = (state_size + 1) * 12 + arrows_nb * 0; // TODO
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vgap += (6 * model_space_size_x);
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cgap += (6 * model_space_size_x);
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igap += model_space_size_x * 2;
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assert(state_size * 6 < vertex_nb); assert(state_size * 6 + 5 < vertex_nb);
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if (pref_mark_unit_space_first) igap += 4; // 4 vertices for 2 diagonal lines
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if (pref_mark_unit_space_last) igap += 4; // 4 vertices for 2 diagonal lines
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if (pref_3D_xor_2D_space) for (int k = 0; k < model_space_size_x; k++) {
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assert(k * 6 < buffer_vertex_size); assert(k * 6 + 5 < buffer_vertex_size);
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assert(k * 6 < buffer_colors_size); assert(k * 6 + 5 < buffer_colors_size);
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assert(k + 4 < buffer_lines_size); assert(k + 8 < buffer_lines_size); // TODO check this line !
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} else for (int k = 0; k < model_space_size_x; k++) {
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assert(k * 12 < buffer_vertex_size); assert(k * 12 + 11 < buffer_vertex_size);
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assert(k * 12 < buffer_colors_size); assert(k * 12 + 11 < buffer_colors_size);
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assert(k + 8 < buffer_lines_size); assert(k + 16 < buffer_lines_size); // TODO check this line !
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}
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assert(vgap < buffer_vertex_size); assert(vgap + 9 < buffer_vertex_size);
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assert(igap < buffer_lines_size); //assert(igap + 5 < buffer_lines_size);
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/* 1 flèche 3D > vgap += 15; igap += 16; cgap += 15; ++model_arrows_nb; */
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buffer_plans_size = 8; // (4 + model_space_size_x * 4) + (model_arrows_nb * 8) + 2;
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buffer_lines_ndx = buffer_lines_size * 2;
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buffer_plans_ndx = buffer_plans_size * 3;
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buffer_colors_size = (model_space_size_x + 1) * 12 + model_arrows_nb * 0; // TODO
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assert(model_space_size_x * 6 < buffer_vertex_size); assert(model_space_size_x * 6 + 5 < buffer_vertex_size);
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printf("Prefer : mark_unit_space_first = %d mark_unit_space_last = %d 3D_xor_2D_space = %d\n",
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pref_mark_unit_space_first, pref_mark_unit_space_last, pref_3D_xor_2D_space);
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printf("Initialization of buffers with %u line_ndx, %u vertices, %u colors. state_size = %d\n",
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entry->line_indices_nb, vertex_nb, colors_nb, state_size);
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printf("Initialization of buffers with %u line_ndx, %u vertices, %u colors. model_space_size_x = %d\n",
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buffer_lines_ndx, buffer_vertex_size, buffer_colors_size, model_space_size_x);
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}
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/* Initializes the buffer of a gl_area
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@ -567,78 +602,59 @@ void graphics_init_buffers(const void *gl_area)
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entry = find_entry_from_ptr(gl_area);
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get_model_data_and_user_preferences();
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compute_vertex_colors_lines_plans_nb(dim, state_size, arrows_nb,
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pref_3D_xor_2D_space,
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pref_3D_xor_2D_arrows,
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pref_mark_unit_space_first,
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pref_mark_unit_space_last,
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entry);
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/* une struct en retour pour ne plus utiliser de variables globales ? (facile) */
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compute_buffers_sizes(model_space_size_x,
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model_space_size_y,
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model_space_size_z,
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model_arrows_nb,
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pref_3D_xor_2D_space,
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pref_3D_xor_2D_arrows,
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pref_mark_unit_space_first,
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pref_mark_unit_space_last);
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// g_malloc
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vertex_base = g_malloc0(vertex_nb * sizeof(GLfloat) * 2);
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color_base = g_malloc0(colors_nb * sizeof(GLfloat) * 2);
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line_ndx = g_malloc0(lines_nb * 2 * sizeof(GLubyte) * 2);
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plan_ndx = g_malloc0(plans_nb * 3 * sizeof(GLubyte) * 2);
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vertex_base = g_malloc0(buffer_vertex_size * sizeof(GLfloat) * 2);
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color_base = g_malloc0(buffer_colors_size * sizeof(GLfloat) * 2);
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line_ndx = g_malloc0(buffer_lines_size * 2 * sizeof(GLubyte) * 2);
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plan_ndx = g_malloc0(buffer_plans_size * 3 * sizeof(GLubyte) * 2);
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int vgap = 0, igap = 0, cgap = 0, dgap = 0;
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if (pref_mark_unit_space_first) dgap += 4; // 4 vertices for 2 diagonal lines
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if (pref_mark_unit_space_last) dgap += 4; // 4 vertices for 2 diagonal lines
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vgap += (6 * state_size);
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igap += state_size * 2 + dgap;
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cgap += (6 * state_size);
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if (pref_3D_xor_2D_space) compute_space_2D(state_size,
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if (pref_3D_xor_2D_space) compute_space_2D(model_space_size_x,
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vertex_base, color_base,
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line_ndx,
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pref_mark_unit_space_first,
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pref_mark_unit_space_last);
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else compute_space_3D(state_size,
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else compute_space_3D(model_space_size_x,
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vertex_base, color_base,
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line_ndx,
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pref_mark_unit_space_first,
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pref_mark_unit_space_last);
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if (pref_3D_xor_2D_space) for (int k = 0; k < state_size; k++) {
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assert(k * 6 < vertex_nb); assert(k * 6 + 5 < vertex_nb);
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assert(k * 6 < colors_nb); assert(k * 6 + 5 < colors_nb);
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assert(k + 4 < entry->line_indices_nb); assert(k + 8 < entry->line_indices_nb); // TODO check this line !
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} else for (int k = 0; k < state_size; k++) {
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assert(k * 12 < vertex_nb); assert(k * 12 + 11 < vertex_nb);
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assert(k * 12 < colors_nb); assert(k * 12 + 11 < colors_nb);
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assert(k + 8 < entry->line_indices_nb); assert(k + 16 < entry->line_indices_nb); // TODO check this line !
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}
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assert(vgap < vertex_nb); assert(vgap + 9 < vertex_nb);
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assert(igap < entry->line_indices_nb); assert(igap + 5 < entry->line_indices_nb);
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/* compute_arrow_3D(state_size, */
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/* compute_arrow_3D(model_space_size_x, */
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/* vertex_base, color_base, */
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/* line_ndx, plan_ndx, */
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/* vgap, igap, cgap, */
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/* 1, 0, 0, 0, 0); */
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/* vgap += 15; igap += 16; cgap += 15; ++arrows_nb; */
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/* compute_arrow_3D(entry, state_size, vgap, igap, 1, 1, 2, 0, 0); vgap += 15; igap += 16; cgap += 15; ++arrows_nb; */
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/* compute_arrow_3D(entry, state_size, vgap, igap, 1, 0, 3, 0, 0); vgap += 15; igap += 16; cgap += 15; ++arrows_nb; */
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/* compute_arrow_3D(entry, state_size, vgap, igap, 1, 1, 3, 0, 0); vgap += 15; igap += 16; cgap += 15; ++arrows_nb; */
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/* compute_arrow_3D(entry, state_size, vgap, igap, 1, 0, state_size - 2, 0, 0); vgap += 15; igap += 16; cgap += 15; ++arrows_nb; */
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/* compute_arrow_3D(entry, state_size, vgap, igap, 1, 1, state_size - 2, 0, 0); vgap += 15; igap += 16; cgap += 15; ++arrows_nb; */
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/* vgap += 15; igap += 16; cgap += 15; ++model_arrows_nb; */
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/* compute_arrow_3D(entry, model_space_size_x, vgap, igap, 1, 1, 2, 0, 0); vgap += 15; igap += 16; cgap += 15; ++model_arrows_nb; */
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/* compute_arrow_3D(entry, model_space_size_x, vgap, igap, 1, 0, 3, 0, 0); vgap += 15; igap += 16; cgap += 15; ++model_arrows_nb; */
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/* compute_arrow_3D(entry, model_space_size_x, vgap, igap, 1, 1, 3, 0, 0); vgap += 15; igap += 16; cgap += 15; ++model_arrows_nb; */
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/* compute_arrow_3D(entry, model_space_size_x, vgap, igap, 1, 0, model_space_size_x - 2, 0, 0); vgap += 15; igap += 16; cgap += 15; ++model_arrows_nb; */
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/* compute_arrow_3D(entry, model_space_size_x, vgap, igap, 1, 1, model_space_size_x - 2, 0, 0); vgap += 15; igap += 16; cgap += 15; ++model_arrows_nb; */
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GLuint vao, vertex_buffer, color_buffer;
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glGenBuffers(1, &vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
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glBufferData(GL_ARRAY_BUFFER, vertex_nb * sizeof(vertex_base[0]), vertex_base, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, buffer_vertex_size * sizeof(vertex_base[0]), vertex_base, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// colors
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glGenBuffers(1, &color_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, color_buffer);
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glBufferData(GL_ARRAY_BUFFER, colors_nb * sizeof(color_base), color_base, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, buffer_colors_size * sizeof(color_base), color_base, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// We only use one VAO, so we always keep it bound
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glEnable(GL_DEPTH_TEST);
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glDrawElements(GL_LINES, entry->line_indices_nb, GL_UNSIGNED_BYTE, line_ndx);
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glDrawElements(GL_TRIANGLES, entry->plan_indices_nb, GL_UNSIGNED_BYTE, plan_ndx);
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glDrawElements(GL_LINES, buffer_lines_ndx, GL_UNSIGNED_BYTE, line_ndx);
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glDrawElements(GL_TRIANGLES, buffer_plans_ndx, GL_UNSIGNED_BYTE, plan_ndx);
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/* We finished using the buffers and program */
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glDisableVertexAttribArray(0);
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