use a geometry shader to render rectangles

This commit is contained in:
2025-06-06 17:13:41 +02:00
parent ed7a157ee3
commit 89a82a6be2
4 changed files with 82 additions and 28 deletions

25
res/sh.geom.glsl Normal file
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@@ -0,0 +1,25 @@
#version 330 core
layout(points) in;
layout(triangle_strip, max_vertices = 4) out; // output the vertices of this rectangle
void push_vert(float x, float y) {
gl_Position = vec4(x, y, 0.0F, 1.0F);
EmitVertex();
}
void main() {
// position data is stored as (x,y,w,h)
vec4 rect_a = gl_in[0].gl_Position; // get the rectangle data which will be our first point of the rectangle
vec2 rect_d = vec2( // compute point D
rect_a.x + rect_a.z,
rect_a.y - rect_a.w);
// A---B
// C---D
// triangle_strip will use the last two vertices to create a triangle
push_vert(rect_a.x, rect_a.y); // A
push_vert(rect_d.x, rect_a.y); // B
push_vert(rect_a.x, rect_d.y); // C
push_vert(rect_d.x, rect_d.y); // D
EndPrimitive();
}

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@@ -1,7 +1,22 @@
#version 330 core #version 330 core
layout(location = 0) in ivec4 rect; // rectangle data
uniform ivec2 screen; // current screen dimensions
layout(location = 0) in vec4 pos; /* this vertex shader takes in unsigned integers formatted as (x,y,w,h), which denote rectangles
* the shader is responsible to output the data for this rectangle in the same format,
* but transformed to match the OpenGL coördinate space.
* I found the formula `(x-0.5*l)/0.5*l` to work well for scaling an axis to fit within the -1—1 coördinate space.
* And for transforming width/height, you just divide by the length of the corresponding axis.
* I demonstrate this here: https://www.desmos.com/calculator/ptwuyiv6bh */
void main() { void main() {
gl_Position = vec4(pos.x, pos.y, 0.0F, 1.0F); // divide the screen x and y coördinates by 2
// using bit shift because I don't trust the compiler optimiser since I've got less control.
int w_2 = screen.x >> 1;
int h_2 = screen.y >> 1;
gl_Position = vec4(
(rect.x - w_2) / float(w_2), // scale the rect X point
(screen.y - rect.y - h_2) / float(h_2), // scale the rect Y point and invert the axis for top left alignment
rect.z / float(w_2), // scale the rect width
rect.w / float(h_2)); // scale the rect height
} }

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@@ -8,23 +8,27 @@
#include <stdint.h> #include <stdint.h>
#include <stdlib.h> #include <stdlib.h>
#include "../util/vec/float2.h"
#include "shader.h"
#include "../error.h" #include "../error.h"
#include "shader.h"
#define VERTC 6 // include GLFW
GLuint pipe; #include <GLFW/glfw3.h>
float2 verts[VERTC] = {
{-1, -1 }, // pnt A
{1, -1 }, // pnt B
{1, -0.9F}, // pnt C
{-1, -0.9F}, // pnt D #define VERTC 1
{1, -0.9F}, // pnt C static GLuint pipe;
{-1, -1 }, // pnt A static GLuint vbo; // vertex buffer object
static GLuint vao; // vertex array object
static GLuint screen_loc; // location to where OpenGL sends to the shaders of the screen dimensions
static void screen_resize(int w, int h) {
int32_t verts[VERTC][4] = {
{0, h, w, -20},
}; };
GLuint vbo; // vertex buffer object
GLuint vao; // vertex array object glUniform2i(screen_loc, w, h); // send the screen dimensions to the shader pipeline
glViewport(0, 0, w, h); // update the viewport
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_DYNAMIC_DRAW); // bind the data to it
}
int render_init(void) { int render_init(void) {
pipe = glCreateProgram(); pipe = glCreateProgram();
@@ -32,11 +36,6 @@ int render_init(void) {
glLinkProgram(pipe); // link the application glLinkProgram(pipe); // link the application
glValidateProgram(pipe); // validate that what we've done is correct glValidateProgram(pipe); // validate that what we've done is correct
// init the VBO
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
int len; int len;
glGetProgramiv(pipe, GL_INFO_LOG_LENGTH, &len); glGetProgramiv(pipe, GL_INFO_LOG_LENGTH, &len);
if (len > 0) { if (len > 0) {
@@ -46,14 +45,18 @@ int render_init(void) {
fatal("error whilst linking the pipe: '%s'", log); fatal("error whilst linking the pipe: '%s'", log);
} }
// init the VAO screen_loc = glGetUniformLocation(pipe, "screen");
glGenBuffers(1, &vbo); // create the vertex buffer objects
glBindBuffer(GL_ARRAY_BUFFER, vbo); // bind to it
glGenVertexArrays(1, &vao); glGenVertexArrays(1, &vao);
glBindVertexArray(vao); glBindVertexArray(vao);
// set VBO info // set VBO info
glBindBuffer(GL_ARRAY_BUFFER, vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo);
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float2), NULL); glVertexAttribIPointer(0, 4, GL_INT, 4 * sizeof(int32_t), NULL);
glBindVertexArray(0); glBindVertexArray(0);
return 0; return 0;
@@ -65,11 +68,16 @@ void render_update(GLFWwindow* win) {
int w, h; int w, h;
glfwGetWindowSize(win, &w, &h); glfwGetWindowSize(win, &w, &h);
glViewport(0, 0, w, h);
glClearColor(0.1F, 0.1F, 0.1F, 1.0F);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glUseProgram(pipe); glUseProgram(pipe);
glBindVertexArray(vao); static int d = -1; // initialize d to an impossible value so the condition below is always true on first execution
glDrawArrays(GL_TRIANGLES, 0, VERTC); if ((h ^ w) != d) { // false negative when h and w swap integers, but this is quite a rare occurrence and it's impact is minimal
screen_resize(w, h);
d = h ^ w;
}
glClearColor(0.1F, 0.1F, 0.1F, 1.0F);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glBindVertexArray(vao);
glDrawArrays(GL_POINTS, 0, VERTC);
} }

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@@ -16,6 +16,8 @@ extern char const NAM_S(sh_vert_glsl)[];
extern char const NAM_E(sh_vert_glsl)[]; extern char const NAM_E(sh_vert_glsl)[];
extern char const NAM_S(sh_frag_glsl)[]; extern char const NAM_S(sh_frag_glsl)[];
extern char const NAM_E(sh_frag_glsl)[]; extern char const NAM_E(sh_frag_glsl)[];
extern char const NAM_S(sh_geom_glsl)[];
extern char const NAM_E(sh_geom_glsl)[];
// NOLINTEND // NOLINTEND
/* compile a shader */ /* compile a shader */
@@ -41,10 +43,14 @@ static GLuint shader_compile(GLenum type, char const* src, size_t len) {
int shader_init(GLuint pipe) { int shader_init(GLuint pipe) {
GLuint vs = COMPILE_NAME(GL_VERTEX_SHADER, sh_vert_glsl); GLuint vs = COMPILE_NAME(GL_VERTEX_SHADER, sh_vert_glsl);
GLuint fs = COMPILE_NAME(GL_FRAGMENT_SHADER, sh_frag_glsl); GLuint fs = COMPILE_NAME(GL_FRAGMENT_SHADER, sh_frag_glsl);
GLuint gs = COMPILE_NAME(GL_GEOMETRY_SHADER, sh_geom_glsl);
glAttachShader(pipe, vs); glAttachShader(pipe, vs);
glAttachShader(pipe, fs); glAttachShader(pipe, fs);
glAttachShader(pipe, gs);
glDeleteShader(vs); glDeleteShader(vs);
glDeleteShader(fs); glDeleteShader(fs);
glDeleteShader(gs);
return 1; return 1;
} }