Files
armorpaint/base/Sources/LineDraw.ts
T
luboslenco 299ea5f99e Refactor
2024-02-07 21:39:06 +01:00

194 lines
6.9 KiB
TypeScript

class LineDraw {
static color: Color = 0xffff0000;
static strength = 0.005;
static mat: mat4_t = null;
static dim: vec4_t = null;
static vertexBuffer: vertex_buffer_t;
static indexBuffer: index_buffer_t;
static pipeline: pipeline_t = null;
static vp: mat4_t;
static vpID: kinc_const_loc_t;
static vbData: DataView;
static ibData: Uint32Array;
static maxLines = 300;
static maxVertices = LineDraw.maxLines * 4;
static maxIndices = LineDraw.maxLines * 6;
static lines = 0;
static render = (matrix: mat4_t) => {
LineDraw.mat = matrix;
LineDraw.dim = mat4_get_scale(matrix);
if (LineDraw.pipeline == null) {
let structure = vertex_struct_create();
vertex_struct_add(structure, "pos", VertexData.F32_3X);
vertex_struct_add(structure, "col", VertexData.F32_3X);
LineDraw.pipeline = pipeline_create();
LineDraw.pipeline.input_layout = [structure];
LineDraw.pipeline.fragment_shader = sys_get_shader("line.frag");
LineDraw.pipeline.vertex_shader = sys_get_shader("line.vert");
LineDraw.pipeline.depth_write = true;
LineDraw.pipeline.depth_mode = CompareMode.Less;
LineDraw.pipeline.cull_mode = CullMode.None;
LineDraw.pipeline.color_attachment_count = 3;
LineDraw.pipeline.color_attachments[0] = TextureFormat.RGBA64;
LineDraw.pipeline.color_attachments[1] = TextureFormat.RGBA64;
LineDraw.pipeline.color_attachments[2] = TextureFormat.RGBA64;
LineDraw.pipeline.depth_attachment = DepthFormat.DepthOnly;
pipeline_compile(LineDraw.pipeline);
LineDraw.vpID = pipeline_get_const_loc(LineDraw.pipeline, "VP");
LineDraw.vp = mat4_identity();
LineDraw.vertexBuffer = vertex_buffer_create(LineDraw.maxVertices, structure, Usage.DynamicUsage);
LineDraw.indexBuffer = index_buffer_create(LineDraw.maxIndices);
}
LineDraw.begin();
LineDraw.bounds(LineDraw.mat, LineDraw.dim);
LineDraw.end();
}
static wpos: vec4_t;
static vx = vec4_create();
static vy = vec4_create();
static vz = vec4_create();
static bounds = (mat: mat4_t, dim: vec4_t) => {
LineDraw.wpos = mat4_get_loc(mat);
let dx = dim.x / 2;
let dy = dim.y / 2;
let dz = dim.z / 2;
let up = mat4_up(mat);
let look = mat4_look(mat);
let right = mat4_right(mat);
vec4_normalize(up);
vec4_normalize(look);
vec4_normalize(right);
vec4_set_from(LineDraw.vx, right);
vec4_mult(LineDraw.vx, dx);
vec4_set_from(LineDraw.vy, look);
vec4_mult(LineDraw.vy, dy);
vec4_set_from(LineDraw.vz, up);
vec4_mult(LineDraw.vz, dz);
LineDraw.lineb(-1, -1, -1, 1, -1, -1);
LineDraw.lineb(-1, 1, -1, 1, 1, -1);
LineDraw.lineb(-1, -1, 1, 1, -1, 1);
LineDraw.lineb(-1, 1, 1, 1, 1, 1);
LineDraw.lineb(-1, -1, -1, -1, 1, -1);
LineDraw.lineb(-1, -1, 1, -1, 1, 1);
LineDraw.lineb( 1, -1, -1, 1, 1, -1);
LineDraw.lineb( 1, -1, 1, 1, 1, 1);
LineDraw.lineb(-1, -1, -1, -1, -1, 1);
LineDraw.lineb(-1, 1, -1, -1, 1, 1);
LineDraw.lineb( 1, -1, -1, 1, -1, 1);
LineDraw.lineb( 1, 1, -1, 1, 1, 1);
}
static v1 = vec4_create();
static v2 = vec4_create();
static t = vec4_create();
static lineb = (a: i32, b: i32, c: i32, d: i32, e: i32, f: i32) => {
vec4_set_from(LineDraw.v1, LineDraw.wpos);
vec4_set_from(LineDraw.t, LineDraw.vx); vec4_mult(LineDraw.t, a); vec4_add(LineDraw.v1, LineDraw.t);
vec4_set_from(LineDraw.t, LineDraw.vy); vec4_mult(LineDraw.t, b); vec4_add(LineDraw.v1, LineDraw.t);
vec4_set_from(LineDraw.t, LineDraw.vz); vec4_mult(LineDraw.t, c); vec4_add(LineDraw.v1, LineDraw.t);
vec4_set_from(LineDraw.v2, LineDraw.wpos);
vec4_set_from(LineDraw.t, LineDraw.vx); vec4_mult(LineDraw.t, d); vec4_add(LineDraw.v2, LineDraw.t);
vec4_set_from(LineDraw.t, LineDraw.vy); vec4_mult(LineDraw.t, e); vec4_add(LineDraw.v2, LineDraw.t);
vec4_set_from(LineDraw.t, LineDraw.vz); vec4_mult(LineDraw.t, f); vec4_add(LineDraw.v2, LineDraw.t);
LineDraw.line(LineDraw.v1.x, LineDraw.v1.y, LineDraw.v1.z, LineDraw.v2.x, LineDraw.v2.y, LineDraw.v2.z);
}
static midPoint = vec4_create();
static midLine = vec4_create();
static corner1 = vec4_create();
static corner2 = vec4_create();
static corner3 = vec4_create();
static corner4 = vec4_create();
static cameraLook = vec4_create();
static line = (x1: f32, y1: f32, z1: f32, x2: f32, y2: f32, z2: f32) => {
if (LineDraw.lines >= LineDraw.maxLines) {
LineDraw.end();
LineDraw.begin();
}
vec4_set(LineDraw.midPoint, x1 + x2, y1 + y2, z1 + z2);
vec4_mult(LineDraw.midPoint, 0.5);
vec4_set(LineDraw.midLine, x1, y1, z1);
vec4_sub(LineDraw.midLine, LineDraw.midPoint);
let camera = scene_camera;
LineDraw.cameraLook = mat4_get_loc(camera.base.transform.world);
vec4_sub(LineDraw.cameraLook, LineDraw.midPoint);
let lineWidth = vec4_cross(LineDraw.cameraLook, LineDraw.midLine);
vec4_normalize(lineWidth, );
vec4_mult(lineWidth, LineDraw.strength);
vec4_add(vec4_set(LineDraw.corner1, x1, y1, z1), lineWidth);
vec4_sub(vec4_set(LineDraw.corner2, x1, y1, z1), lineWidth);
vec4_sub(vec4_set(LineDraw.corner3, x2, y2, z2), lineWidth);
vec4_add(vec4_set(LineDraw.corner4, x2, y2, z2), lineWidth);
let i = LineDraw.lines * 24; // 4 * 6 (structure len)
LineDraw.addVbData(i, [LineDraw.corner1.x, LineDraw.corner1.y, LineDraw.corner1.z, color_get_rb(LineDraw.color) / 255, color_get_gb(LineDraw.color) / 255, color_get_ab(LineDraw.color) / 255]);
i += 6;
LineDraw.addVbData(i, [LineDraw.corner2.x, LineDraw.corner2.y, LineDraw.corner2.z, color_get_rb(LineDraw.color) / 255, color_get_gb(LineDraw.color) / 255, color_get_ab(LineDraw.color) / 255]);
i += 6;
LineDraw.addVbData(i, [LineDraw.corner3.x, LineDraw.corner3.y, LineDraw.corner3.z, color_get_rb(LineDraw.color) / 255, color_get_gb(LineDraw.color) / 255, color_get_ab(LineDraw.color) / 255]);
i += 6;
LineDraw.addVbData(i, [LineDraw.corner4.x, LineDraw.corner4.y, LineDraw.corner4.z, color_get_rb(LineDraw.color) / 255, color_get_gb(LineDraw.color) / 255, color_get_ab(LineDraw.color) / 255]);
i = LineDraw.lines * 6;
LineDraw.ibData[i ] = LineDraw.lines * 4;
LineDraw.ibData[i + 1] = LineDraw.lines * 4 + 1;
LineDraw.ibData[i + 2] = LineDraw.lines * 4 + 2;
LineDraw.ibData[i + 3] = LineDraw.lines * 4 + 2;
LineDraw.ibData[i + 4] = LineDraw.lines * 4 + 3;
LineDraw.ibData[i + 5] = LineDraw.lines * 4;
LineDraw.lines++;
}
static begin = () => {
LineDraw.lines = 0;
LineDraw.vbData = vertex_buffer_lock(LineDraw.vertexBuffer);
LineDraw.ibData = index_buffer_lock(LineDraw.indexBuffer);
}
static end = () => {
vertex_buffer_unlock(LineDraw.vertexBuffer);
index_buffer_unlock(LineDraw.indexBuffer);
g4_set_vertex_buffer(LineDraw.vertexBuffer);
g4_set_index_buffer(LineDraw.indexBuffer);
g4_set_pipeline(LineDraw.pipeline);
let camera = scene_camera;
mat4_set_from(LineDraw.vp, camera.v);
mat4_mult_mat(LineDraw.vp, camera.p);
g4_set_mat(LineDraw.vpID, LineDraw.vp);
g4_draw(0, LineDraw.lines * 6);
}
static addVbData = (i: i32, data: f32[]) => {
for (let offset = 0; offset < 6; ++offset) {
LineDraw.vbData.setFloat32((i + offset) * 4, data[offset], true);
}
}
}