| ... | ... |
@@ -1,4 +1,5 @@ |
| 1 | 1 |
#include <iostream> |
| 2 |
+#include <fstream> |
|
| 2 | 3 |
|
| 3 | 4 |
#include <GL/glew.h> |
| 4 | 5 |
#include <GLFW/glfw3.h> |
| ... | ... |
@@ -20,7 +21,7 @@ static void APIENTRY debug_message_callback( |
| 20 | 21 |
std::cerr << message << std::endl; |
| 21 | 22 |
}; |
| 22 | 23 |
|
| 23 |
-int main() |
|
| 24 |
+int main(int argc, char const * argv[]) |
|
| 24 | 25 |
{
|
| 25 | 26 |
/// Window/context |
| 26 | 27 |
glfwInit(); |
| ... | ... |
@@ -181,6 +182,26 @@ int main() |
| 181 | 182 |
glfwSwapBuffers(window); |
| 182 | 183 |
} |
| 183 | 184 |
|
| 185 |
+ /// Optionally write to file |
|
| 186 |
+ if (argc >= 2) |
|
| 187 |
+ {
|
|
| 188 |
+ auto ostream = std::ofstream(argv[1]); |
|
| 189 |
+ ostream |
|
| 190 |
+ << "P6" << "\n" |
|
| 191 |
+ << width << " " << height << "\n" |
|
| 192 |
+ << "255" << "\n"; |
|
| 193 |
+ char data[3*width*height]; |
|
| 194 |
+ glPixelStorei(GL_PACK_ALIGNMENT, 1); |
|
| 195 |
+ for (int y = 0; y < height; ++y) |
|
| 196 |
+ glReadPixels( |
|
| 197 |
+ 0, y, |
|
| 198 |
+ width, 1, |
|
| 199 |
+ GL_RGB, GL_UNSIGNED_BYTE, |
|
| 200 |
+ &data[3*width*(height-1-y)] |
|
| 201 |
+ ); |
|
| 202 |
+ ostream.write(data, 3*width*height); |
|
| 203 |
+ } |
|
| 204 |
+ |
|
| 184 | 205 |
/// Cleanup |
| 185 | 206 |
glfwDestroyWindow(window); |
| 186 | 207 |
glfwTerminate(); |
| ... | ... |
@@ -3,8 +3,8 @@ |
| 3 | 3 |
#include <GL/glew.h> |
| 4 | 4 |
#include <GLFW/glfw3.h> |
| 5 | 5 |
|
| 6 |
-constexpr auto width = 640; |
|
| 7 |
-constexpr auto height = 480; |
|
| 6 |
+constexpr auto width = 419; |
|
| 7 |
+constexpr auto height = 293; |
|
| 8 | 8 |
constexpr auto title = "sdf-winding"; |
| 9 | 9 |
|
| 10 | 10 |
static void APIENTRY debug_message_callback( |
| ... | ... |
@@ -63,27 +63,118 @@ int main() |
| 63 | 63 |
glLinkProgram(program); |
| 64 | 64 |
return program; |
| 65 | 65 |
}; |
| 66 |
- auto tex_coord_program = make_program(R"( |
|
| 66 |
+ auto circle_program = make_program(R"( |
|
| 67 | 67 |
#version 140 |
| 68 | 68 |
|
| 69 |
+ uniform float smoothing; |
|
| 70 |
+ uniform vec2 center; |
|
| 71 |
+ uniform float radius; |
|
| 72 |
+ uniform int winding; |
|
| 73 |
+ |
|
| 74 |
+ out float windings; |
|
| 75 |
+ |
|
| 76 |
+ void main() |
|
| 77 |
+ {
|
|
| 78 |
+ vec2 pos = gl_FragCoord.xy; |
|
| 79 |
+ float sdf = length(pos - center) - radius; |
|
| 80 |
+ windings = winding * smoothstep( |
|
| 81 |
+ -smoothing/2, |
|
| 82 |
+ +smoothing/2, |
|
| 83 |
+ -sdf |
|
| 84 |
+ ); |
|
| 85 |
+ } |
|
| 86 |
+ )"); |
|
| 87 |
+ auto resolve_program = make_program(R"( |
|
| 88 |
+ #version 140 |
|
| 89 |
+ |
|
| 90 |
+ uniform int view; |
|
| 91 |
+ uniform sampler2D windings; |
|
| 92 |
+ |
|
| 69 | 93 |
in vec2 tex_coord; |
| 70 | 94 |
|
| 71 | 95 |
void main() |
| 72 | 96 |
{
|
| 73 |
- gl_FragColor = vec4(tex_coord, 0, 1); |
|
| 97 |
+ float winding = texture(windings, tex_coord).r; |
|
| 98 |
+ switch (view) |
|
| 99 |
+ {
|
|
| 100 |
+ case 0: gl_FragColor = vec4(0.5 + 0.25 * winding); break; |
|
| 101 |
+ case 1: gl_FragColor = vec4(abs(winding)); break; |
|
| 102 |
+ } |
|
| 74 | 103 |
} |
| 75 | 104 |
)"); |
| 76 | 105 |
|
| 106 |
+ /// Texture |
|
| 107 |
+ GLuint windings; |
|
| 108 |
+ glGenTextures(1, &windings); |
|
| 109 |
+ glBindTexture(GL_TEXTURE_2D, windings); |
|
| 110 |
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); |
|
| 111 |
+ glTexImage2D( |
|
| 112 |
+ GL_TEXTURE_2D, 0, |
|
| 113 |
+ GL_R32F, |
|
| 114 |
+ width, height, 0, |
|
| 115 |
+ GL_RED, GL_FLOAT, nullptr |
|
| 116 |
+ ); |
|
| 117 |
+ |
|
| 118 |
+ /// Framebuffer |
|
| 119 |
+ GLuint framebuffer; |
|
| 120 |
+ glGenFramebuffers(1, &framebuffer); |
|
| 121 |
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); |
|
| 122 |
+ glFramebufferTexture( |
|
| 123 |
+ GL_FRAMEBUFFER, |
|
| 124 |
+ GL_COLOR_ATTACHMENT0, |
|
| 125 |
+ windings, |
|
| 126 |
+ 0 |
|
| 127 |
+ ); |
|
| 128 |
+ |
|
| 77 | 129 |
/// Draw loop |
| 130 |
+ float smoothing = 10; |
|
| 131 |
+ int view = 0; |
|
| 132 |
+ struct Circle |
|
| 133 |
+ {
|
|
| 134 |
+ float center[2]; |
|
| 135 |
+ float radius; |
|
| 136 |
+ int winding; |
|
| 137 |
+ }; |
|
| 138 |
+ glEnable(GL_BLEND); |
|
| 139 |
+ glBlendFunc(GL_ONE, GL_ONE); |
|
| 140 |
+ glBlendEquation(GL_FUNC_ADD); |
|
| 78 | 141 |
while (glfwPollEvents(), !glfwWindowShouldClose(window)) |
| 79 | 142 |
{
|
| 80 | 143 |
//// Input |
| 81 | 144 |
if (glfwGetKey(window, GLFW_KEY_Q)) |
| 82 | 145 |
glfwSetWindowShouldClose(window, GLFW_TRUE); |
| 146 |
+ if (glfwGetKey(window, GLFW_KEY_J)) |
|
| 147 |
+ smoothing += 1; |
|
| 148 |
+ if (glfwGetKey(window, GLFW_KEY_K)) |
|
| 149 |
+ smoothing -= smoothing < 1 ? smoothing : 1; |
|
| 150 |
+ if (glfwGetKey(window, GLFW_KEY_H)) |
|
| 151 |
+ view = 0; |
|
| 152 |
+ if (glfwGetKey(window, GLFW_KEY_L)) |
|
| 153 |
+ view = 1; |
|
| 154 |
+ |
|
| 155 |
+ //// Generate smoothed windings |
|
| 156 |
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); |
|
| 157 |
+ glClear(GL_COLOR_BUFFER_BIT); |
|
| 158 |
+ glUseProgram(circle_program); |
|
| 159 |
+ for (auto const & circle : {
|
|
| 160 |
+ Circle{{(249+ 69)/2.0+0.5, height-1-(251+ 71)/2.0+0.5}, (251- 71)/2.0, +1},
|
|
| 161 |
+ Circle{{(192+133)/2.0+0.5, height-1-(241+182)/2.0+0.5}, (241-182)/2.0, +1},
|
|
| 162 |
+ Circle{{(138+ 79)/2.0+0.5, height-1-(199+140)/2.0+0.5}, (199-140)/2.0, -1},
|
|
| 163 |
+ Circle{{(274+173)/2.0+0.5, height-1-(134+ 33)/2.0+0.5}, (134- 33)/2.0, -1},
|
|
| 164 |
+ }) |
|
| 165 |
+ {
|
|
| 166 |
+ glUniform1fv(glGetUniformLocation(circle_program, "smoothing"), 1, &smoothing); |
|
| 167 |
+ glUniform2fv(glGetUniformLocation(circle_program, "center"), 1, circle.center); |
|
| 168 |
+ glUniform1fv(glGetUniformLocation(circle_program, "radius"), 1, &circle.radius); |
|
| 169 |
+ glUniform1iv(glGetUniformLocation(circle_program, "winding"), 1, &circle.winding); |
|
| 170 |
+ glDrawArrays(GL_TRIANGLES, 0, 3); |
|
| 171 |
+ } |
|
| 83 | 172 |
|
| 84 |
- //// Draw |
|
| 173 |
+ //// Resolve |
|
| 174 |
+ glBindFramebuffer(GL_FRAMEBUFFER, 0); |
|
| 85 | 175 |
glClear(GL_COLOR_BUFFER_BIT); |
| 86 |
- glUseProgram(tex_coord_program); |
|
| 176 |
+ glUseProgram(resolve_program); |
|
| 177 |
+ glUniform1iv(glGetUniformLocation(resolve_program, "view"), 1, &view); |
|
| 87 | 178 |
glDrawArrays(GL_TRIANGLES, 0, 3); |
| 88 | 179 |
|
| 89 | 180 |
//// Swap |
| 1 | 1 |
new file mode 100644 |
| ... | ... |
@@ -0,0 +1,96 @@ |
| 1 |
+#include <iostream> |
|
| 2 |
+ |
|
| 3 |
+#include <GL/glew.h> |
|
| 4 |
+#include <GLFW/glfw3.h> |
|
| 5 |
+ |
|
| 6 |
+constexpr auto width = 640; |
|
| 7 |
+constexpr auto height = 480; |
|
| 8 |
+constexpr auto title = "sdf-winding"; |
|
| 9 |
+ |
|
| 10 |
+static void APIENTRY debug_message_callback( |
|
| 11 |
+ GLenum /* source */, |
|
| 12 |
+ GLenum /* type */, |
|
| 13 |
+ GLuint /* id */, |
|
| 14 |
+ GLenum /* severity */, |
|
| 15 |
+ GLsizei /* length */, |
|
| 16 |
+ GLchar const * message, |
|
| 17 |
+ void const * /* param */ |
|
| 18 |
+) |
|
| 19 |
+{
|
|
| 20 |
+ std::cerr << message << std::endl; |
|
| 21 |
+}; |
|
| 22 |
+ |
|
| 23 |
+int main() |
|
| 24 |
+{
|
|
| 25 |
+ /// Window/context |
|
| 26 |
+ glfwInit(); |
|
| 27 |
+ auto window = glfwCreateWindow(width, height, title, nullptr, nullptr); |
|
| 28 |
+ glfwMakeContextCurrent(window); |
|
| 29 |
+ glewInit(); |
|
| 30 |
+ |
|
| 31 |
+ /// Debug |
|
| 32 |
+ glEnable(GL_DEBUG_OUTPUT); |
|
| 33 |
+ glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); |
|
| 34 |
+ glDebugMessageCallback(debug_message_callback, nullptr); |
|
| 35 |
+ |
|
| 36 |
+ /// Shader |
|
| 37 |
+ auto make_program = [](char const * fragment_source) |
|
| 38 |
+ {
|
|
| 39 |
+ auto program = glCreateProgram(); |
|
| 40 |
+ auto attach = [&](GLenum type, char const * source) |
|
| 41 |
+ {
|
|
| 42 |
+ auto shader = glCreateShader(type); |
|
| 43 |
+ glShaderSource(shader, 1, &source, nullptr); |
|
| 44 |
+ glCompileShader(shader); |
|
| 45 |
+ glAttachShader(program, shader); |
|
| 46 |
+ }; |
|
| 47 |
+ attach(GL_VERTEX_SHADER, R"( |
|
| 48 |
+ #version 140 |
|
| 49 |
+ |
|
| 50 |
+ out vec2 tex_coord; |
|
| 51 |
+ |
|
| 52 |
+ void main() |
|
| 53 |
+ {
|
|
| 54 |
+ tex_coord = vec2[]( |
|
| 55 |
+ vec2(0, 0), |
|
| 56 |
+ vec2(2, 0), |
|
| 57 |
+ vec2(0, 2) |
|
| 58 |
+ )[gl_VertexID]; |
|
| 59 |
+ gl_Position = vec4(tex_coord*2-1, 0, 1); |
|
| 60 |
+ } |
|
| 61 |
+ )"); |
|
| 62 |
+ attach(GL_FRAGMENT_SHADER, fragment_source); |
|
| 63 |
+ glLinkProgram(program); |
|
| 64 |
+ return program; |
|
| 65 |
+ }; |
|
| 66 |
+ auto tex_coord_program = make_program(R"( |
|
| 67 |
+ #version 140 |
|
| 68 |
+ |
|
| 69 |
+ in vec2 tex_coord; |
|
| 70 |
+ |
|
| 71 |
+ void main() |
|
| 72 |
+ {
|
|
| 73 |
+ gl_FragColor = vec4(tex_coord, 0, 1); |
|
| 74 |
+ } |
|
| 75 |
+ )"); |
|
| 76 |
+ |
|
| 77 |
+ /// Draw loop |
|
| 78 |
+ while (glfwPollEvents(), !glfwWindowShouldClose(window)) |
|
| 79 |
+ {
|
|
| 80 |
+ //// Input |
|
| 81 |
+ if (glfwGetKey(window, GLFW_KEY_Q)) |
|
| 82 |
+ glfwSetWindowShouldClose(window, GLFW_TRUE); |
|
| 83 |
+ |
|
| 84 |
+ //// Draw |
|
| 85 |
+ glClear(GL_COLOR_BUFFER_BIT); |
|
| 86 |
+ glUseProgram(tex_coord_program); |
|
| 87 |
+ glDrawArrays(GL_TRIANGLES, 0, 3); |
|
| 88 |
+ |
|
| 89 |
+ //// Swap |
|
| 90 |
+ glfwSwapBuffers(window); |
|
| 91 |
+ } |
|
| 92 |
+ |
|
| 93 |
+ /// Cleanup |
|
| 94 |
+ glfwDestroyWindow(window); |
|
| 95 |
+ glfwTerminate(); |
|
| 96 |
+} |