Changed draw.odin, removed DearImgui
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// SPDX-FileCopyrightText: 2024 Erin Catto
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// SPDX-License-Identifier: MIT
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#version 330
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uniform mat4 projectionMatrix;
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uniform float pixelScale;
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layout(location = 0) in vec2 v_localPosition;
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layout(location = 1) in vec4 v_instanceTransform;
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layout(location = 2) in vec4 v_instancePoints12;
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layout(location = 3) in vec4 v_instancePoints34;
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layout(location = 4) in vec4 v_instancePoints56;
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layout(location = 5) in vec4 v_instancePoints78;
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layout(location = 6) in int v_instanceCount;
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layout(location = 7) in float v_instanceRadius;
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layout(location = 8) in vec4 v_instanceColor;
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out vec2 f_position;
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out vec4 f_color;
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out vec2 f_points[8];
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flat out int f_count;
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out float f_radius;
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out float f_thickness;
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void main()
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{
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f_position = v_localPosition;
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f_color = v_instanceColor;
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f_radius = v_instanceRadius;
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f_count = v_instanceCount;
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f_points[0] = v_instancePoints12.xy;
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f_points[1] = v_instancePoints12.zw;
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f_points[2] = v_instancePoints34.xy;
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f_points[3] = v_instancePoints34.zw;
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f_points[4] = v_instancePoints56.xy;
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f_points[5] = v_instancePoints56.zw;
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f_points[6] = v_instancePoints78.xy;
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f_points[7] = v_instancePoints78.zw;
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// Compute polygon AABB
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vec2 lower = f_points[0];
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vec2 upper = f_points[0];
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for (int i = 1; i < v_instanceCount; ++i)
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{
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lower = min(lower, f_points[i]);
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upper = max(upper, f_points[i]);
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}
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vec2 center = 0.5 * (lower + upper);
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vec2 width = upper - lower;
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float maxWidth = max(width.x, width.y);
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float scale = f_radius + 0.5 * maxWidth;
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float invScale = 1.0 / scale;
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// Shift and scale polygon points so they fit in 2x2 quad
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for (int i = 0; i < f_count; ++i)
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{
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f_points[i] = invScale * (f_points[i] - center);
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}
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// Scale radius as well
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f_radius = invScale * f_radius;
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// resolution.y = pixelScale * scale
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f_thickness = 3.0f / (pixelScale * scale);
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// scale up and transform quad to fit polygon
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float x = v_instanceTransform.x;
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float y = v_instanceTransform.y;
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float c = v_instanceTransform.z;
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float s = v_instanceTransform.w;
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vec2 p = vec2(scale * v_localPosition.x, scale * v_localPosition.y) + center;
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p = vec2((c * p.x - s * p.y) + x, (s * p.x + c * p.y) + y);
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gl_Position = projectionMatrix * vec4(p, 0.0f, 1.0f);
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}
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