Changed draw.odin, removed DearImgui

This commit is contained in:
sam
2026-03-22 08:34:27 +05:45
parent 09941e3e1d
commit 9af832adf6
17 changed files with 56 additions and 43 deletions
+79
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// SPDX-FileCopyrightText: 2024 Erin Catto
// SPDX-License-Identifier: MIT
#version 330
uniform mat4 projectionMatrix;
uniform float pixelScale;
layout(location = 0) in vec2 v_localPosition;
layout(location = 1) in vec4 v_instanceTransform;
layout(location = 2) in vec4 v_instancePoints12;
layout(location = 3) in vec4 v_instancePoints34;
layout(location = 4) in vec4 v_instancePoints56;
layout(location = 5) in vec4 v_instancePoints78;
layout(location = 6) in int v_instanceCount;
layout(location = 7) in float v_instanceRadius;
layout(location = 8) in vec4 v_instanceColor;
out vec2 f_position;
out vec4 f_color;
out vec2 f_points[8];
flat out int f_count;
out float f_radius;
out float f_thickness;
void main()
{
f_position = v_localPosition;
f_color = v_instanceColor;
f_radius = v_instanceRadius;
f_count = v_instanceCount;
f_points[0] = v_instancePoints12.xy;
f_points[1] = v_instancePoints12.zw;
f_points[2] = v_instancePoints34.xy;
f_points[3] = v_instancePoints34.zw;
f_points[4] = v_instancePoints56.xy;
f_points[5] = v_instancePoints56.zw;
f_points[6] = v_instancePoints78.xy;
f_points[7] = v_instancePoints78.zw;
// Compute polygon AABB
vec2 lower = f_points[0];
vec2 upper = f_points[0];
for (int i = 1; i < v_instanceCount; ++i)
{
lower = min(lower, f_points[i]);
upper = max(upper, f_points[i]);
}
vec2 center = 0.5 * (lower + upper);
vec2 width = upper - lower;
float maxWidth = max(width.x, width.y);
float scale = f_radius + 0.5 * maxWidth;
float invScale = 1.0 / scale;
// Shift and scale polygon points so they fit in 2x2 quad
for (int i = 0; i < f_count; ++i)
{
f_points[i] = invScale * (f_points[i] - center);
}
// Scale radius as well
f_radius = invScale * f_radius;
// resolution.y = pixelScale * scale
f_thickness = 3.0f / (pixelScale * scale);
// scale up and transform quad to fit polygon
float x = v_instanceTransform.x;
float y = v_instanceTransform.y;
float c = v_instanceTransform.z;
float s = v_instanceTransform.w;
vec2 p = vec2(scale * v_localPosition.x, scale * v_localPosition.y) + center;
p = vec2((c * p.x - s * p.y) + x, (s * p.x + c * p.y) + y);
gl_Position = projectionMatrix * vec4(p, 0.0f, 1.0f);
}