mirror of
https://github.com/italicsjenga/mini_gl_fb.git
synced 2024-11-26 01:11:31 +11:00
124 lines
3.5 KiB
Rust
124 lines
3.5 KiB
Rust
extern crate mini_gl_fb;
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/// Geometry shaders allow you to procedurally generate new geometry from the vertex data.
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///
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/// This shader takes the two triangles submitted by mini_gl_fb and turns them into a circle!
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const GEOMETRY_SOURCE: &str = r"
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#version 330 core
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 8) out;
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in vec2 v_uv[];
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out vec2 g_uv;
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vec2 midpoint(vec2 a, vec2 b) {
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return (a + b) / 2.0;
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}
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void main() {
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// n.b., the way we do this relies almost entirely on what we know about the internals of
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// mini_gl_fb, so you will need to refer to the source if you want to play with this stuff.
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vec4 center = vec4(0.0, 0.0, 0.0, 1.0);
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// for the first triangle, the second (index 1) vertex is the top left
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// for the second triangle, it is the bottom right. we will treat that like a direction!
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vec2 dir = gl_in[1].gl_Position.xy;
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// we are turning each triangle into 4 triangles, which we output in triangle strips
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// (remember this shader will get run twice, once for each input triangle)
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vec4 top_left = vec4(normalize(vec2(dir.x, -dir.y)), 0.0, 1.0);
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vec4 left = vec4(sign(dir.x), 0.0, 0.0, 1.0);
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vec4 bottom_left = vec4(normalize(dir), 0.0, 1.0);
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vec4 bottom = vec4(0.0, sign(dir.y), 0.0, 1.0);
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vec4 bottom_right = vec4(normalize(vec2(-dir.x, dir.y)), 0.0, 1.0);
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gl_Position = top_left;
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g_uv = v_uv[0];
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EmitVertex();
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gl_Position = left;
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g_uv = midpoint(v_uv[0], v_uv[1]);
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EmitVertex();
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gl_Position = center;
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g_uv = midpoint(v_uv[0], v_uv[2]);
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EmitVertex();
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gl_Position = bottom_left;
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g_uv = v_uv[1];
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EmitVertex();
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EndPrimitive();
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gl_Position = bottom_left;
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g_uv = v_uv[1];
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EmitVertex();
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gl_Position = bottom;
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g_uv = midpoint(v_uv[1], v_uv[2]);
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EmitVertex();
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gl_Position = center;
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g_uv = midpoint(v_uv[0], v_uv[2]);
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EmitVertex();
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gl_Position = bottom_right;
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g_uv = v_uv[2];
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EmitVertex();
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EndPrimitive();
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}
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";
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const FRAGMENT_SOURCE: &str = r"
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#version 330 core
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in vec2 g_uv;
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out vec4 frag_color;
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// this is the texture uploaded by calls to `update_buffer`
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uniform sampler2D u_tex0;
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void main() {
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vec4 sample = texture(u_tex0, g_uv);
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vec4 color;
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if (sample.r == 1.0) {
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color = sample;
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} else {
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// render the uv coords as color otherwise
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color = vec4(g_uv, 0.0, 1.0);
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}
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frag_color = color;
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}
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";
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extern crate gl;
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fn main() {
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let width = 800.0;
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let height = 600.0;
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let mut fb = mini_gl_fb::gotta_go_fast("Hello shaders!", width, height);
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let mut buffer = vec![[128u8, 0, 0, 255]; (width * height) as usize];
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// let's write a red line into the buffer roughly along the diagonal (misses many pixels)
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for i in 0..100 {
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let j = i as f64 / 100.0;
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let index = (width * j * (height + 1.0)).floor() as usize;
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buffer[index] = [255, 0, 0, 255];
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}
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// Let's keep using the default vertex shader
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// fb.internal.use_vertex_shader(...);
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fb.internal.fb.use_geometry_shader(GEOMETRY_SOURCE);
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fb.internal.fb.use_fragment_shader(FRAGMENT_SOURCE);
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fb.update_buffer(&buffer);
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fb.persist_and_redraw(true);
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}
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