2026-03-19 22:41:39 +00:00

140 lines
2.7 KiB
C

#pragma once
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
// 3 axis lines: X=red, Y=green, Z=blue
// Each line: 2 vertices, each vertex has pos(3) + color(3)
static const float AXIS_VERTICES[] = {
// X axis - red
0.0f,
0.0f,
0.0f,
1.0f,
0.2f,
0.2f,
1.0f,
0.0f,
0.0f,
1.0f,
0.2f,
0.2f,
// Y axis - green
0.0f,
0.0f,
0.0f,
0.2f,
1.0f,
0.2f,
0.0f,
1.0f,
0.0f,
0.2f,
1.0f,
0.2f,
// Z axis - blue
0.0f,
0.0f,
0.0f,
0.2f,
0.4f,
1.0f,
0.0f,
0.0f,
1.0f,
0.2f,
0.4f,
1.0f,
};
struct AxisRenderer {
unsigned int VAO, VBO;
unsigned int shader;
};
static const char *AXIS_VERT_SRC = R"(
#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aColor;
out vec3 vColor;
uniform mat4 uMVP;
void main() {
vColor = aColor;
gl_Position = uMVP * vec4(aPos, 1.0);
}
)";
static const char *AXIS_FRAG_SRC = R"(
#version 330 core
in vec3 vColor;
out vec4 FragColor;
void main() {
FragColor = vec4(vColor, 1.0);
}
)";
inline AxisRenderer axis_init() {
AxisRenderer r;
// Compile inline shaders
int success;
char log[512];
unsigned int vert = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vert, 1, &AXIS_VERT_SRC, NULL);
glCompileShader(vert);
glGetShaderiv(vert, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vert, 512, NULL, log);
fprintf(stderr, "Axis vert: %s\n", log);
}
unsigned int frag = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(frag, 1, &AXIS_FRAG_SRC, NULL);
glCompileShader(frag);
glGetShaderiv(frag, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(frag, 512, NULL, log);
fprintf(stderr, "Axis frag: %s\n", log);
}
r.shader = glCreateProgram();
glAttachShader(r.shader, vert);
glAttachShader(r.shader, frag);
glLinkProgram(r.shader);
glDeleteShader(vert);
glDeleteShader(frag);
glGenVertexArrays(1, &r.VAO);
glGenBuffers(1, &r.VBO);
glBindVertexArray(r.VAO);
glBindBuffer(GL_ARRAY_BUFFER, r.VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(AXIS_VERTICES), AXIS_VERTICES, GL_STATIC_DRAW);
// pos
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
// color
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
return r;
}
inline void axis_draw(const AxisRenderer &r, const glm::mat4 &mvp) {
glUseProgram(r.shader);
glUniformMatrix4fv(glGetUniformLocation(r.shader, "uMVP"), 1, GL_FALSE, glm::value_ptr(mvp));
glBindVertexArray(r.VAO);
glLineWidth(2.0f);
glDrawArrays(GL_LINES, 0, 6);
glBindVertexArray(0);
}
inline void axis_destroy(AxisRenderer &r) {
glDeleteVertexArrays(1, &r.VAO);
glDeleteBuffers(1, &r.VBO);
glDeleteProgram(r.shader);
}