[wip, win32, canvas] bin segments to screen tile queues
This commit is contained in:
parent
15c54b9385
commit
0870097262
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@ -30,7 +30,7 @@ int main()
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//NOTE: create surface
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mg_surface surface = mg_surface_create_for_window(window, MG_CANVAS);
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mg_surface_swap_interval(surface, 0);
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mg_surface_swap_interval(surface, 1);
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if(mg_surface_is_nil(surface))
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{
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@ -124,12 +124,10 @@ typedef struct mg_gl_canvas_backend
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GLuint vao;
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/*
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GLuint pathSetup;
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*/
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GLuint segmentSetup;
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/*
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GLuint backprop;
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/*
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GLuint merge;
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*/
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GLuint raster;
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@ -242,40 +240,49 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->tileOpCountBuffer);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(int), &zero, GL_DYNAMIC_COPY);
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/*
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glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
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//NOTE: path setup pass
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glUseProgram(backend->pathSetup);
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glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, backend->pathBuffer, backend->pathBufferOffset, pathCount*sizeof(mg_gl_path));
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->pathQueueBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->tileQueueBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->tileQueueCountBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, backend->tileQueueBuffer);
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glUniform1i(0, tileSize);
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glUniform1f(1, scale);
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// glUniform1i(0, tileSize);
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// glUniform1f(1, scale);
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glDispatchCompute(nTilesX, nTilesY, 1);
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glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
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glDispatchCompute(pathCount, 1, 1);
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*/
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//NOTE: segment setup pass
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glUseProgram(backend->segmentSetup);
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glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, backend->elementBuffer, backend->elementBufferOffset, eltCount*sizeof(mg_gl_path_elt));
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->segmentCountBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->segmentBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->tileOpCountBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, backend->tileOpBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, backend->tileQueueBuffer);
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glUniform1f(0, scale);
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glUniform1ui(1, tileSize);
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glUniform2i(2, nTilesX, nTilesY);
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glDispatchCompute(eltCount, 1, 1);
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/*
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glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
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//NOTE: backprop pass
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/*
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glUseProgram(backend->backprop);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, backend->pathQueueBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->tileQueueBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, backend->tileQueueBuffer);
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glDispatchCompute(pathCount*16, 1, 1);
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glUniform2i(0, nTilesX, nTilesY);
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glDispatchCompute(nTilesY, 1, 1);
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*/
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/*
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//NOTE: merge pass
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glUseProgram(backend->merge);
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@ -307,6 +314,8 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
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glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, backend->pathBuffer, backend->pathBufferOffset, pathCount*sizeof(mg_gl_path));
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->segmentCountBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->segmentBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->tileQueueBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, backend->tileOpBuffer);
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// glUniform1ui(0, tileSize);
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// glUniform1f(1, scale);
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@ -316,8 +325,6 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
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{
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log_error("gl error %i\n", err);
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}
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log_info("eltCount = %i\n", eltCount);
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ASSERT(eltCount != 0);
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@ -339,7 +346,7 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
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}
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*/
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glDispatchCompute(viewportSize.x, viewportSize.y, 1);
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glDispatchCompute(nTilesX, nTilesY, 1);
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//NOTE: blit pass
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glUseProgram(backend->blit);
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@ -741,12 +748,10 @@ mg_canvas_backend* gl_canvas_backend_create(mg_wgl_surface* surface)
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//NOTE: create programs
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int err = 0;
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/*
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err |= mg_gl_canvas_compile_compute_program(glsl_path_setup, &backend->pathSetup);
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*/
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err |= mg_gl_canvas_compile_compute_program(glsl_segment_setup, &backend->segmentSetup);
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/*
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err |= mg_gl_canvas_compile_compute_program(glsl_backprop, &backend->backprop);
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/*
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err |= mg_gl_canvas_compile_compute_program(glsl_merge, &backend->merge);
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*/
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err |= mg_gl_canvas_compile_compute_program(glsl_raster, &backend->raster);
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@ -4,17 +4,23 @@ layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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precision mediump float;
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layout(std430) buffer;
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layout(binding = 0) restrict readonly buffer pathQueueBufferSSBO
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{
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mg_gl_path_queue elements[];
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} pathQueueBuffer;
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layout(binding = 1) restrict writeonly buffer tileQueueBufferSSBO
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layout(binding = 0) restrict buffer tileQueueBufferSSBO
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{
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mg_gl_tile_queue elements[];
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} tileQueueBuffer;
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layout(location = 0) uniform ivec2 nTiles;
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void main()
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{
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int rowIndex = int(gl_WorkGroupID.x);
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int sum = 0;
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for(int x = nTiles.x-1; x >= 0; x--)
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{
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int tileIndex = rowIndex * nTiles.x + x;
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int offset = tileQueueBuffer.elements[tileIndex].windingOffset;
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tileQueueBuffer.elements[tileIndex].windingOffset = sum;
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sum += offset;
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}
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}
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@ -4,27 +4,18 @@ layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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precision mediump float;
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layout(std430) buffer;
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layout(binding = 0) restrict readonly buffer pathBufferSSBO
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{
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mg_gl_path elements[];
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} pathBuffer;
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layout(binding = 1) restrict writeonly buffer pathQueueBufferSSBO
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{
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mg_gl_path_queue elements[];
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} pathQueueBuffer;
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layout(binding = 2) restrict writeonly buffer tileQueueBufferSSBO
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layout(binding = 0) restrict writeonly buffer tileQueueBufferSSBO
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{
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mg_gl_tile_queue elements[];
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} tileQueueBuffer;
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layout(binding = 3) restrict writeonly buffer tileQueueCountBufferSSBO
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{
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int elements[];
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} tileQueueCountBuffer;
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void main()
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{
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uvec2 nTiles = gl_NumWorkGroups.xy;
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uvec2 tileCoord = gl_WorkGroupID.xy;
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uint tileIndex = tileCoord.y * nTiles.x + tileCoord.x;
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tileQueueBuffer.elements[tileIndex].windingOffset = 0;
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tileQueueBuffer.elements[tileIndex].first = -1;
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tileQueueBuffer.elements[tileIndex].last = -1;
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}
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@ -19,6 +19,17 @@ layout(binding = 2) restrict readonly buffer segmentBufferSSBO
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mg_gl_segment elements[];
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} segmentBuffer;
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layout(binding = 3) restrict readonly buffer tileQueuesBufferSSBO
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{
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mg_gl_tile_queue elements[];
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} tileQueuesBuffer;
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layout(binding = 4) restrict readonly buffer tileOpBufferSSBO
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{
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mg_gl_tile_op elements[];
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} tileOpBuffer;
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//layout(location = 0) uniform uint tileSize; // this has to be commented until it's effectively used!!
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//layout(location = 0) uniform float scale;
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@ -121,39 +132,64 @@ int side_of_segment(vec2 p, mg_gl_segment seg)
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void main()
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{
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int segCount = segmentCountBuffer.elements[0];
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vec2 sampleCoord = vec2(gl_WorkGroupID.xy*uvec2(16, 16) + gl_LocalInvocationID.xy);
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uvec2 nTiles = gl_NumWorkGroups.xy;
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uvec2 tileCoord = gl_WorkGroupID.xy;
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uint tileIndex = tileCoord.y * nTiles.x + tileCoord.x;
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ivec2 pixelCoord = ivec2(gl_WorkGroupID.xy*uvec2(16, 16) + gl_LocalInvocationID.xy);
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vec2 sampleCoord = vec2(pixelCoord);
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imageStore(outTexture, ivec2(sampleCoord), vec4(1, 1, 1, 1));
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mg_gl_tile_queue tileQueue = tileQueuesBuffer.elements[tileIndex];
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int opIndex = tileQueue.first;
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// int winding = tileQueue.windingOffset;
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int winding = 0;
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for(int segIndex=0; segIndex<segCount; segIndex++)
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if((pixelCoord.x % 16) == 0 || (pixelCoord.y % 16) == 0)
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{
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mg_gl_segment seg = segmentBuffer.elements[segIndex];
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imageStore(outTexture, ivec2(sampleCoord), vec4(0, 0, 0, 1));
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return;
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}
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if( (sampleCoord.y > seg.box.y)
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&&(sampleCoord.y <= seg.box.w)
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&&(side_of_segment(sampleCoord, seg) < 0))
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{
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winding += seg.windingIncrement;
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}
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int opCount = 0;
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while(opIndex >= 0)
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{
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//imageStore(outTexture, ivec2(sampleCoord), vec4(0, 1, 0, 1));
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//return;
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/*
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if(op->crossRight)
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mg_gl_tile_op op = tileOpBuffer.elements[opIndex];
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opIndex = op.next;
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if(op.kind == MG_GL_OP_SEGMENT)
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{
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if( (seg.config == MG_GL_BR || seg.config == MG_GL_TL)
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&&(sampleCoord.y > seg.box.w))
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int segIndex = op.index;
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mg_gl_segment seg = segmentBuffer.elements[segIndex];
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if( (sampleCoord.y > seg.box.y)
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&&(sampleCoord.y <= seg.box.w)
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&&(side_of_segment(sampleCoord, seg) < 0))
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{
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winding += seg.windingIncrement;
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}
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else if( (seg.config == MG_GL_BL || seg.config == MG_GL_TR)
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&&(sampleCoord.y > seg.box.y))
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{
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winding -= seg.windingIncrement;
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}
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}
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*/
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}
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/* if(op.crossRight)
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{
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if( (seg.config == MG_GL_BR || seg.config == MG_GL_TL)
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&&(sampleCoord.y > seg.box.w))
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{
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winding += seg.windingIncrement;
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}
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else if( (seg.config == MG_GL_BL || seg.config == MG_GL_TR)
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&&(sampleCoord.y > seg.box.y))
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{
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winding -= seg.windingIncrement;
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}
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}
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*/
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}
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}
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int pathIndex = 0;
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// vec4 clip = pathBuffer.elements[pathIndex].clip * scale;
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@ -9,18 +9,34 @@ layout(binding = 0) restrict readonly buffer elementBufferSSBO
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mg_gl_path_elt elements[];
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} elementBuffer;
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layout(binding = 1) restrict buffer segmentCountBufferSSBO
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layout(binding = 1) coherent restrict buffer segmentCountBufferSSBO
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{
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int elements[];
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} segmentCountBuffer;
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layout(binding = 2) restrict writeonly buffer segmentBufferSSBO
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layout(binding = 2) restrict buffer segmentBufferSSBO
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{
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mg_gl_segment elements[];
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} segmentBuffer;
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layout(location = 0) uniform float scale;
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layout(binding = 3) coherent restrict buffer tileOpCountBufferSSBO
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{
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int elements[];
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} tileOpCountBuffer;
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layout(binding = 4) restrict buffer tileOpBufferSSBO
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{
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mg_gl_tile_op elements[];
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} tileOpBuffer;
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layout(binding = 5) coherent restrict buffer tileQueuesBufferSSBO
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{
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mg_gl_tile_queue elements[];
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} tileQueuesBuffer;
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layout(location = 0) uniform float scale;
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layout(location = 1) uniform uint tileSize;
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layout(location = 2) uniform ivec2 nTiles;
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int push_segment(in vec2 p[4], int kind)
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{
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@ -82,12 +98,198 @@ int push_segment(in vec2 p[4], int kind)
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return(segIndex);
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}
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float ccw(vec2 a, vec2 b, vec2 c)
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{
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return((b.x-a.x)*(c.y-a.y) - (b.y-a.y)*(c.x-a.x));
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}
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int side_of_segment(vec2 p, mg_gl_segment seg)
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{
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int side = 0;
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if(p.y > seg.box.w || p.y <= seg.box.y)
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{
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if(p.x > seg.box.x && p.x <= seg.box.z)
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{
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if(p.y > seg.box.w)
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{
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side = (seg.config == MG_GL_TL || seg.config == MG_GL_BR)? -1 : 1;
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}
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else
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{
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side = (seg.config == MG_GL_TL || seg.config == MG_GL_BR)? 1 : -1;
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}
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}
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}
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else if(p.x > seg.box.z)
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{
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side = 1;
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}
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else if(p.x <= seg.box.x)
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{
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side = -1;
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}
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else
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{
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vec2 a, b, c;
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switch(seg.config)
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{
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case MG_GL_TL:
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a = seg.box.xy;
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b = seg.box.zw;
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break;
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case MG_GL_BR:
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a = seg.box.zw;
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b = seg.box.xy;
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break;
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case MG_GL_TR:
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a = seg.box.xw;
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b = seg.box.zy;
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break;
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case MG_GL_BL:
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a = seg.box.zy;
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b = seg.box.xw;
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break;
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}
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c = seg.hullVertex;
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if(ccw(a, b, p) < 0)
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{
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// other side of the diagonal
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side = (seg.config == MG_GL_BR || seg.config == MG_GL_TR) ? -1 : 1;
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}
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else if(ccw(b, c, p) < 0 || ccw(c, a, p) < 0)
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{
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// same side of the diagonal, but outside curve hull
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side = (seg.config == MG_GL_BL || seg.config == MG_GL_TL) ? -1 : 1;
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}
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else
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{
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// inside curve hull
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switch(seg.kind)
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{
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case MG_GL_LINE:
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side = 1;
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break;
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case MG_GL_QUADRATIC:
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{
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vec3 ph = {p.x, p.y, 1};
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vec3 klm = seg.implicitMatrix * ph;
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side = ((klm.x*klm.x - klm.y)*klm.z < 0)? -1 : 1;
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} break;
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case MG_GL_CUBIC:
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{
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vec3 ph = {p.x, p.y, 1};
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vec3 klm = seg.implicitMatrix * ph;
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side = (seg.sign*(klm.x*klm.x*klm.x - klm.y*klm.z) < 0)? -1 : 1;
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} break;
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}
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}
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}
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return(side);
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}
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void bin_to_tiles(int segIndex)
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{
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//NOTE: add segment index to the queues of tiles it overlaps with
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const mg_gl_segment seg = segmentBuffer.elements[segIndex];
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ivec4 pathArea = ivec4(0, 0, nTiles.x, nTiles.y);
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ivec4 coveredTiles = ivec4(seg.box)/int(tileSize);
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int xMin = max(0, coveredTiles.x - pathArea.x);
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int yMin = max(0, coveredTiles.y - pathArea.y);
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int xMax = min(coveredTiles.z - pathArea.x, pathArea.z-1);
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int yMax = min(coveredTiles.w - pathArea.y, pathArea.w-1);
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for(int y = yMin; y <= yMax; y++)
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{
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for(int x = xMin ; x <= xMax; x++)
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{
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vec4 tileBox = vec4(float(x + pathArea.x),
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float(y + pathArea.y),
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float(x + pathArea.x + 1),
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float(y + pathArea.y + 1)) * float(tileSize);
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vec2 bl = {tileBox.x, tileBox.y};
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vec2 br = {tileBox.z, tileBox.y};
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vec2 tr = {tileBox.z, tileBox.w};
|
||||
vec2 tl = {tileBox.x, tileBox.w};
|
||||
|
||||
int sbl = side_of_segment(bl, seg);
|
||||
int sbr = side_of_segment(br, seg);
|
||||
int str = side_of_segment(tr, seg);
|
||||
int stl = side_of_segment(tl, seg);
|
||||
|
||||
bool crossL = (stl*sbl < 0);
|
||||
bool crossR = (str*sbr < 0);
|
||||
bool crossT = (stl*str < 0);
|
||||
bool crossB = (sbl*sbr < 0);
|
||||
|
||||
vec2 s0, s1;
|
||||
if(seg.config == MG_GL_TL||seg.config == MG_GL_BR)
|
||||
{
|
||||
s0 = seg.box.xy;
|
||||
s1 = seg.box.zw;
|
||||
}
|
||||
else
|
||||
{
|
||||
s0 = seg.box.xw;
|
||||
s1 = seg.box.zy;
|
||||
}
|
||||
bool s0Inside = s0.x >= tileBox.x
|
||||
&& s0.x < tileBox.z
|
||||
&& s0.y >= tileBox.y
|
||||
&& s0.y < tileBox.w;
|
||||
|
||||
bool s1Inside = s1.x >= tileBox.x
|
||||
&& s1.x < tileBox.z
|
||||
&& s1.y >= tileBox.y
|
||||
&& s1.y < tileBox.w;
|
||||
|
||||
if(crossL || crossR || crossT || crossB || s0Inside || s1Inside)
|
||||
{
|
||||
int tileOpIndex = atomicAdd(tileOpCountBuffer.elements[0], 1);
|
||||
|
||||
tileOpBuffer.elements[tileOpIndex].kind = MG_GL_OP_SEGMENT;
|
||||
tileOpBuffer.elements[tileOpIndex].index = segIndex;
|
||||
tileOpBuffer.elements[tileOpIndex].crossRight = false;
|
||||
tileOpBuffer.elements[tileOpIndex].next = -1;
|
||||
|
||||
int tileIndex = y*pathArea.z + x;
|
||||
|
||||
tileOpBuffer.elements[tileOpIndex].next = atomicExchange(tileQueuesBuffer.elements[tileIndex].first, tileOpIndex);
|
||||
if(tileOpBuffer.elements[tileOpIndex].next == -1)
|
||||
{
|
||||
tileQueuesBuffer.elements[tileIndex].last = tileOpIndex;
|
||||
}
|
||||
|
||||
//NOTE: if the segment crosses the tile's bottom boundary, update the tile's winding offset
|
||||
if(crossB)
|
||||
{
|
||||
atomicAdd(tileQueuesBuffer.elements[tileIndex].windingOffset, seg.windingIncrement);
|
||||
}
|
||||
|
||||
//NOTE: if the segment crosses the right boundary, mark it.
|
||||
if(crossR)
|
||||
{
|
||||
tileOpBuffer.elements[tileOpIndex].crossRight = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void line_setup(vec2 p[4])
|
||||
{
|
||||
int segIndex = push_segment(p, MG_GL_LINE);
|
||||
segmentBuffer.elements[segIndex].hullVertex = p[0];
|
||||
|
||||
//TODO later bin to tiles
|
||||
bin_to_tiles(segIndex);
|
||||
}
|
||||
|
||||
void main()
|
||||
|
|
Loading…
Reference in New Issue