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4 commits
| Author | SHA1 | Date | |
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8400a0a4ba | ||
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0f131b2363 | ||
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dc0a84f102 | ||
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055988dc03 |
7 changed files with 510 additions and 18 deletions
38
Makefile
38
Makefile
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@ -1,13 +1,33 @@
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.PHONY: default
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default: dashing
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.PHONY: bench
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bench: dashing
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perf stat --log-fd=2 ./dashing -b -s .1 data/HWOOD6E1.pat data/sf.seg
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.PHONY: bench%
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bench%: dashing%
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perf stat --log-fd=2 ./$< -b -s .1 data/HWOOD6E1.pat data/sf.seg
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dashing: main.cc dashing.cc dashing.hh parse_numbers.hh contours_and_segments.hh
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g++ -W -Wall -O2 -g -std=c++11 $(filter %.cc, $^) -o $@ -lboost_random
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dashing-noopt: main.cc dashing.cc dashing.hh parse_numbers.hh contours_and_segments.hh
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g++ -W -Wall -O0 -g -std=c++11 $(filter %.cc, $^) -o $@ -lboost_random
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dashing-clang: main.cc dashing.cc dashing.hh parse_numbers.hh
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clang++ -W -Wall -O2 -g -std=c++11 $(filter %.cc, $^) -o $@ -lboost_random
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HEADERS:
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dashing: main.o dashing.o
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g++ -W -Wall -O2 -g -std=c++11 $^ -o $@
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dashing%: main%.o dashing%.o
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g++ -W -Wall -O2 -g -std=c++11 $^ -o $@
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HEADERS := $(wildcard *.hh)
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default: gldashing
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gldashing: glmain.o dashing.o glsetup.o
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g++ -o $@ $^ -lSDL2 -lGLEW -lGL -lrt
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gldashing%: glmain%.o dashing%.o glsetup%.o
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g++ -o $@ $^ -lSDL2 -lGLEW -lGL -lrt
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%.o: %.cc $(HEADERS)
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g++ -W -Wall -O2 -g -std=c++11 -c $< -o $@
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%-noopt.o: %.cc $(HEADERS)
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g++ -W -Wall -O0 -g -std=c++11 -c $< -o $@
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%-clang.o: %.cc $(HEADERS)
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clang++ -W -Wall -O0 -g -std=c++11 -c $< -o $@
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.PHONY: clean
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clean:
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rm -f dashing dashing-noopt dashing-clang \
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gldashing gldashing-noopt gldashing-clang \
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*.o *.d
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@ -1,3 +1,5 @@
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#pragma once
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#include "dashing.hh"
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#include "parse_numbers.hh"
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#include <random>
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@ -10,7 +12,7 @@ typedef std::vector<Segment> Segments;
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typedef std::vector<Point> Contour;
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typedef std::vector<Contour> Contours;
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void ContourToSegments(Segments &dest,
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inline void ContourToSegments(Segments &dest,
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/* EXPLICIT COPY */ Contour src,
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double jitter = 0)
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{
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@ -32,7 +34,7 @@ void ContourToSegments(Segments &dest,
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dest.emplace_back(Segment{src[i-1], src[0], false});
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}
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void ContoursToSegments(Segments &dest, Contours const &src, double jitter=0)
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inline void ContoursToSegments(Segments &dest, Contours const &src, double jitter=0)
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{
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dest.clear();
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@ -42,7 +44,7 @@ void ContoursToSegments(Segments &dest, Contours const &src, double jitter=0)
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}
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}
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Contours ContoursFromFile(std::istream &fi)
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inline Contours ContoursFromFile(std::istream &fi)
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{
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auto result = Contours{};
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auto line = std::string{};
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@ -62,14 +64,20 @@ Contours ContoursFromFile(std::istream &fi)
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return result;
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}
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Segments SegmentsFromFile(std::istream &fi, double jitter) {
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inline Contours ContoursFromFile(const char *filename)
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{
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std::fstream fi(filename);
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return ContoursFromFile(fi);
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}
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inline Segments SegmentsFromFile(std::istream &fi, double jitter) {
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auto && contours = ContoursFromFile(fi);
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auto result = Segments{};
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ContoursToSegments(result, contours, jitter);
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return result;
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}
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std::vector<Segment> SegmentsFromFile(const char *filename, double jitter) {
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inline std::vector<Segment> SegmentsFromFile(const char *filename, double jitter) {
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std::fstream fi(filename);
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return SegmentsFromFile(fi, jitter);
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}
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@ -18,8 +18,7 @@ freely, subject to the following restrictions:
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef DASHING_H
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#define DASHING_H
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#pragma once
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#include <cmath>
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#include <cassert>
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@ -44,6 +43,7 @@ PSMatrix Translation(double x, double y);
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PSMatrix Rotation(double theta);
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PSMatrix XSkew(double xk);
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PSMatrix YScale(double ys);
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PSMatrix Scale(double s);
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struct Point { double x, y; };
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inline Point operator*(const Point &p, const PSMatrix &m) {
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@ -244,4 +244,3 @@ void xyhatch(const HatchPattern &pattern, const C &c, Cb cb, Wr wr) {
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}
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}
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#endif
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23
gldashing.hh
Normal file
23
gldashing.hh
Normal file
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@ -0,0 +1,23 @@
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#include "dashing.hh"
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#include "contours_and_segments.hh"
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#include <GL/glew.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/type_precision.hpp>
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#include <glm/gtx/transform.hpp>
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void setup();
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struct AppState
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{
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double jitter, scale;
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const char *rule;
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int attribute_aPos, attribute_aColor, uniform_uXf, uniform_uTex;
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unsigned texture;
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glm::fmat4x4 mat;
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dashing::Contours c;
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dashing::HatchPattern h;
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};
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extern AppState st;
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300
glmain.cc
Normal file
300
glmain.cc
Normal file
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@ -0,0 +1,300 @@
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/*
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Copyright (c) 2015 Jeff Epler
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgement in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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// demo and benchmark program for dashing
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#include "dashing.hh"
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#include "contours_and_segments.hh"
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#include <SDL2/SDL.h>
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#include "gldashing.hh"
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using namespace dashing;
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AppState st;
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const char *argv0 = "dashing";
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#ifdef __GNUC__
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void usage() __attribute__((noreturn));
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#endif
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void usage() {
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fprintf(stderr,
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"Usage: %s [-b] [-s scale] [-j jitter] [-r rulename] patfile segfile\n",
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argv0);
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exit(1);
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}
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template<class C, class Cb>
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void xyhatch(const HatchPattern &pattern, const C &c, Cb cb, const char *arg) {
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if(!strcmp(arg, "odd"))
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return xyhatch(pattern, c, cb, [](int i) { return i % 2 != 0; });
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if(!strcmp(arg, "nonzero"))
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return xyhatch(pattern, c, cb, [](int i) { return i != 0; });
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if(!strcmp(arg, "positive"))
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return xyhatch(pattern, c, cb, [](int i) { return i > 0; });
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if(!strcmp(arg, "negative"))
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return xyhatch(pattern, c, cb, [](int i) { return i < 0; });
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if(!strcmp(arg, "abs_geq_two"))
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return xyhatch(pattern, c, cb, [](int i) { return abs(i) >= 2; });
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fprintf(stderr, "Unrecognized winding rule '%s'\n", arg);
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fprintf(stderr, "Rules are: odd nonzero positive negative abs_geq_two\n");
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usage();
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}
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template<class Cb, class Wr>
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void glspans(std::vector<Segment> && segments, Cb cb, std::vector<Intersection> &uu, Wr wr) {
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if(segments.empty()) return; // no segments
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for(auto &s : segments) ysort(s);
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std::sort(segments.begin(), segments.end(),
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[](const Segment &a, const Segment &b) {
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return a.p.y < b.p.y; // sort in increasing p.y
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});
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// we want to maintain the heap condition in such a way that we can always
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// quickly pop items that our span has moved past.
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// C++ heaps are max-heaps, so we need a decreasing sort.
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auto heapcmp = [](const Segment &a, const Segment &b) {
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return b.q.y < a.q.y; // sort in decreasing q.y;
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};
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auto segments_begin = segments.begin();
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auto heap_begin = segments.begin(), heap_end = segments.begin();
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auto vstart = intfloor(segments.front().p.y);
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auto vend = intceil(std::max_element(segments.begin(), segments.end(),
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[](const Segment &a, const Segment &b) {
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return a.q.y < b.q.y; // sort in increasing q.y;
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})->q.y);
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// sweep-line algorithm to intersects spans with segments
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// "active" holds segments that may intersect with this span;
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// when v moves below an active segment, drop it from the active heap.
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// when v moves into a remaining segment, move it from segments to active.
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for(auto v = vstart; v != vend; v++) {
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uu.clear();
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while(heap_begin != heap_end && heap_begin->q.y < v)
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{
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std::pop_heap(heap_begin, heap_end, heapcmp);
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heap_end --;
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}
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while(segments_begin != segments.end() && segments_begin->p.y < v) {
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const auto &s = *segments_begin;
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if(s.q.y >= v) {
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*heap_end++ = s;
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std::push_heap(heap_begin, heap_end, heapcmp);
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}
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segments_begin ++;
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}
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for(const auto &s : boost::make_iterator_range(heap_begin, heap_end)) {
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auto du = s.q.x - s.p.x;
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auto dv = s.q.y - s.p.y;
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assert(dv);
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if(dv) uu.push_back(
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Intersection{s.p.x + du * (v - s.p.y) / dv,s.swapped});
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}
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std::sort(uu.begin(), uu.end());
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int winding = 0;
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double old_u = -std::numeric_limits<double>::infinity();
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for(const auto &isect : uu) {
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if(wr(winding)) cb(v, old_u, isect.u);
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winding += 2*isect.positive - 1;
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old_u = isect.u;
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}
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}
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}
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template<class It, class Cb>
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void glhatch(int i, const Dash &pattern, It start, It end, Cb cb, std::vector<Segment> &uvsegments, std::vector<Intersection> &uu) {
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uvsegments.clear();
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bool swapped = pattern.tf.determinant() < 0;
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std::transform(start, end, std::back_inserter(uvsegments),
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[&](const Segment &s)
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{ return Segment{s.p * pattern.tf, s.q * pattern.tf, swapped != s.swapped };
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});
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auto recip = 1./pattern.sum.back();
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glspans(std::move(uvsegments), [&](double v, double u1, double u2) {
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auto p = Point{u1, v} * pattern.tr;
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auto q = Point{u2, v} * pattern.tr;
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cb(i, p.x, p.y, u1*recip, q.x, q.y, u2*recip);
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}, uu, [](int i) { return !!i; } );
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}
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template<class It, class Cb>
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void glhatch(const HatchPattern &pattern, It start, It end, Cb cb) {
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std::vector<Segment> uvsegments;
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uvsegments.reserve(end-start);
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std::vector<Intersection> uu;
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uu.reserve(8);
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for(size_t i=0; i<pattern.d.size(); i++)
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glhatch(i, pattern.d[i], start, end, cb, uvsegments, uu);
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}
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template<class C, class Cb>
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void glhatch(const HatchPattern &pattern, const C &c, Cb cb) {
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glhatch(pattern, std::begin(c), std::end(c), cb);
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}
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size_t render(SDL_Window *window __attribute__((unused)))
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{
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glClear(GL_COLOR_BUFFER_BIT);
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static Segments s;
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ContoursToSegments(s, st.c, st.jitter);
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static std::vector<float> p;
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p.clear();
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for(auto && si : s)
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{
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p.push_back(si.p.x);
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p.push_back(si.p.y);
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p.push_back(0.f);
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p.push_back(-1);
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p.push_back(si.q.x);
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p.push_back(si.q.y);
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p.push_back(0.f);
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p.push_back(-1);
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}
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// draw outline of shape
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glVertexAttrib3f(st.attribute_aColor, 0., 0., 0.);
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glVertexAttribPointer(st.attribute_aPos, 4, GL_FLOAT, GL_FALSE,
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0, &p[0]);
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glDrawArrays(GL_LINES, 0, p.size()/4);
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p.clear();
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auto scale = pow(1.25, st.scale);
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auto sf = PSMatrix{scale, 0., 0., scale, 0., 0.};
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auto sr = PSMatrix{1./scale, 0., 0., 1./scale, 0., 0.};
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auto h = st.h;
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for(auto & i : h.d)
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{
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i.tf = i.tf * sf;
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i.tr = sr * i.tr;
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}
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double frac = 1.*h.d.size();
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glhatch(h, s, [frac](int i, double x1, double y1, double u1, double x2, double y2, double u2) {
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p.push_back(x1);
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p.push_back(y1);
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p.push_back(u1);
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p.push_back(i);
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p.push_back(x2);
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p.push_back(y2);
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p.push_back(u2);
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p.push_back(i);
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});
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// draw dashes of shape
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glVertexAttrib3f(st.attribute_aColor, 0., 0., 1.);
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glVertexAttribPointer(st.attribute_aPos, 4, GL_FLOAT, GL_FALSE,
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0, &p[0]);
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glDrawArrays(GL_LINES, 0, p.size()/4);
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SDL_GL_SwapWindow(window);
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return p.size() / 16;
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}
|
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|
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double now()
|
||||
{
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struct timespec ts;
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clock_gettime(CLOCK_MONOTONIC, &ts);
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return ts.tv_sec + ts.tv_nsec * 1e-9;
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}
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|
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void mainloop(SDL_Window *window)
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{
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SDL_Event ev;
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auto t0 = now();
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while(1) {
|
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while(SDL_PollEvent(&ev)) {
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||||
if(ev.type == SDL_QUIT) return;
|
||||
if(ev.type == SDL_KEYDOWN)
|
||||
{
|
||||
if(ev.key.keysym.sym == SDLK_LEFT) st.scale -= 1;
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if(ev.key.keysym.sym == SDLK_RIGHT) st.scale += 1;
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}
|
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}
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auto n = render(window);
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auto t1 = now();
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printf("scale = %5.2f frame time = %6.4f [est fps=%4.1f] segments=%zd [est Mseg/s=%5.1f]\n", pow(1.25, -st.scale), t1 - t0, 1/(t1-t0), n, n/(t1-t0)/1e6);
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t0 = t1;
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}
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||||
}
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int main(int argc, char **argv) {
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st.jitter = 0.;
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st.rule = "odd";
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int c;
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while((c = getopt(argc, argv, "s:j:r:")) > 0) {
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switch(c) {
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case 'r': st.rule = optarg; break;
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case 's': st.scale = atof(optarg); break;
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||||
case 'j': st.jitter = atof(optarg); break;
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default:
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usage();
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||||
}
|
||||
}
|
||||
auto nargs = argc - optind;
|
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if(nargs != 2) usage();
|
||||
|
||||
auto patfile = argv[optind];
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auto segfile = argv[optind+1];
|
||||
|
||||
st.h = HatchPattern::FromFile(patfile, 1.);
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st.c = ContoursFromFile(segfile);
|
||||
|
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Segments s;
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ContoursToSegments(s, st.c);
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|
||||
static auto cmp_x = [](const Segment &a, const Segment & b)
|
||||
{ return a.p.x < b.p.x; };
|
||||
static auto cmp_y = [](const Segment &a, const Segment & b)
|
||||
{ return a.p.y < b.p.y; };
|
||||
|
||||
float min_x = std::min_element(s.begin(), s.end(), cmp_x)->p.x * 1.1;
|
||||
float max_x = std::max_element(s.begin(), s.end(), cmp_x)->p.x * 1.1;
|
||||
float min_y = -std::max_element(s.begin(), s.end(), cmp_y)->p.y * 1.1;
|
||||
float max_y = -std::min_element(s.begin(), s.end(), cmp_y)->p.y * 1.1;
|
||||
float d_x = max_x - min_x;
|
||||
float d_y = max_y - min_y;
|
||||
|
||||
// set up view matrix
|
||||
st.mat =
|
||||
glm::translate(glm::fvec3{-1.f, -1.f, 0.f}) *
|
||||
glm::scale(glm::fvec3{2.f/d_x, 2.f/d_y, 1.f}) *
|
||||
glm::translate(glm::fvec3{-min_x, -min_y, 0.f});
|
||||
|
||||
|
||||
SDL_Init(SDL_INIT_VIDEO);
|
||||
SDL_Window* window = SDL_CreateWindow("GL Dashing",
|
||||
0, 0, 1600, 900, SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL);
|
||||
SDL_GL_CreateContext(window);
|
||||
|
||||
setup();
|
||||
mainloop(window);
|
||||
return 0;
|
||||
}
|
||||
143
glsetup.cc
Normal file
143
glsetup.cc
Normal file
|
|
@ -0,0 +1,143 @@
|
|||
#include <GL/glew.h>
|
||||
#include <cstdio>
|
||||
#include <cmath>
|
||||
#include <iostream>
|
||||
#include "gldashing.hh"
|
||||
|
||||
int ifloor(double x) { return int(floor(x)); }
|
||||
int iceil(double x) { return int(ceil(x)); }
|
||||
int iround(double x) { return int(round(x)); }
|
||||
|
||||
#define SHADER_SOURCE(...) #__VA_ARGS__
|
||||
void setup()
|
||||
{
|
||||
glewInit();
|
||||
|
||||
GLint compile_ok = GL_FALSE, link_ok = GL_FALSE;
|
||||
|
||||
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
|
||||
const char *vs_source =
|
||||
"#version 300 es\n"
|
||||
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
|
||||
"# define maxfragp highp\n"
|
||||
"#else\n"
|
||||
"# define maxfragp medp\n"
|
||||
"#endif\n"
|
||||
SHADER_SOURCE(
|
||||
uniform maxfragp mat4 uXf;
|
||||
in maxfragp vec4 aPos;
|
||||
in mediump vec3 aColor;
|
||||
out vec4 vColor;
|
||||
out vec2 vTexCoord;
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = uXf * vec4(aPos.xy, 0., 1.);
|
||||
vColor = vec4(aColor, 1.);
|
||||
vTexCoord = aPos.zw;
|
||||
}
|
||||
);
|
||||
glShaderSource(vs, 1, &vs_source, NULL);
|
||||
glCompileShader(vs);
|
||||
glGetShaderiv(vs, GL_COMPILE_STATUS, &compile_ok);
|
||||
if (!compile_ok) {
|
||||
std::cerr << "Error in vertex shader\n";
|
||||
abort();
|
||||
}
|
||||
|
||||
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
const char *fs_source =
|
||||
"#version 300 es\n"
|
||||
SHADER_SOURCE(
|
||||
in mediump vec4 vColor;
|
||||
in mediump vec2 vTexCoord;
|
||||
out mediump vec4 fragColor;
|
||||
uniform mediump sampler2DArray uTex;
|
||||
void main(void) {
|
||||
mediump float coverage =
|
||||
texture(uTex, vec3(vTexCoord.x, 0, vTexCoord.y)).r;
|
||||
coverage = (vTexCoord.y < 0.) ? 1. : coverage;
|
||||
fragColor = vec4(vColor.rgb * coverage, coverage);
|
||||
}
|
||||
);
|
||||
glShaderSource(fs, 1, &fs_source, NULL);
|
||||
glCompileShader(fs);
|
||||
glGetShaderiv(fs, GL_COMPILE_STATUS, &compile_ok);
|
||||
if (!compile_ok) {
|
||||
std::cerr << "Error in fragment shader\n";
|
||||
printf("%s\n", fs_source);
|
||||
abort();
|
||||
}
|
||||
|
||||
GLuint program = glCreateProgram();
|
||||
glAttachShader(program, vs);
|
||||
glAttachShader(program, fs);
|
||||
glLinkProgram(program);
|
||||
glGetProgramiv(program, GL_LINK_STATUS, &link_ok);
|
||||
if (!link_ok) {
|
||||
std::cerr << "Error in glLinkProgram\n";
|
||||
abort();
|
||||
}
|
||||
|
||||
glUseProgram(program);
|
||||
glClearColor(1., 1., 1., 1.);
|
||||
|
||||
st.attribute_aPos = glGetAttribLocation(program, "aPos");
|
||||
st.attribute_aColor = glGetAttribLocation(program, "aColor");
|
||||
st.uniform_uXf = glGetUniformLocation(program, "uXf");
|
||||
st.uniform_uTex = glGetUniformLocation(program, "uTex");
|
||||
|
||||
glEnableVertexAttribArray(st.attribute_aPos);
|
||||
glUniformMatrix4fv(st.uniform_uXf, 1, false, &st.mat[0][0]);
|
||||
glGenTextures(1, &st.texture);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, st.texture);
|
||||
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_R8, 256, 256, st.h.d.size());
|
||||
glUniform1i(st.uniform_uTex, 0);
|
||||
|
||||
for(size_t i=0; i<st.h.d.size(); i++) {
|
||||
auto &th = st.h.d[i];
|
||||
auto total = th.sum.back();
|
||||
float coverage[256];
|
||||
auto np = 256;
|
||||
std::fill(coverage, coverage+np, 0.f);
|
||||
for(size_t j=0; j<th.dash.size(); j++) {
|
||||
auto di = th.dash[j];
|
||||
if(di < 0) continue;
|
||||
|
||||
auto lo = th.sum[j], lof = lo * np/total;
|
||||
auto lop = ifloor(lof);
|
||||
auto loc = (lop + 1) - lof;
|
||||
|
||||
if(di == 0) { coverage[lop] += 256. / np; continue; }
|
||||
|
||||
auto hi = th.sum[j+1], hif = hi * np/total;
|
||||
auto hip = iceil(hif);
|
||||
auto hic = 1 - (hip - hif);
|
||||
|
||||
coverage[lop] += loc;
|
||||
for(int k = lop+1; k < hip-1; k++) coverage[k] = 1.;
|
||||
coverage[hip-1] += hic;
|
||||
}
|
||||
for(auto j=0; j<np; j++) coverage[j] = std::min(1.f, std::max(0.f, coverage[j]));
|
||||
|
||||
for(auto j=0; j<np; j++)
|
||||
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, j, i, np, 1, 1, GL_RED, GL_FLOAT, coverage);
|
||||
|
||||
}
|
||||
glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
//glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
//glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
|
||||
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
||||
|
||||
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
||||
glEnable(GL_BLEND);
|
||||
auto i = glGetError();
|
||||
if(i) { printf("gl error: %d\n", (int)i); abort(); }
|
||||
}
|
||||
1
main.cc
1
main.cc
|
|
@ -128,7 +128,6 @@ int main(int argc, char **argv) {
|
|||
for(const auto i : s) print_seg(i);
|
||||
std::cout << "\"/>";
|
||||
|
||||
std::vector<Segment> segs;
|
||||
std::cout << "<path fill=\"none\" stroke=\"blue\" stroke-opacity=\".8\" "
|
||||
"stroke-linecap=\"round\" d=\"";
|
||||
xyhatch(h, s, print_seg, rule);
|
||||
|
|
|
|||
Loading…
Reference in a new issue