implement the complete stroke shader with custom blending mode
This commit is contained in:
@@ -223,7 +223,7 @@ static int engine_init_display(struct engine* engine) {
|
||||
glGetIntegerv(GL_NUM_EXTENSIONS, &n_exts);
|
||||
for (int i = 0; i < n_exts; i++)
|
||||
{
|
||||
ext_map.emplace(glGetStringi(GL_EXTENSIONS, i), true);
|
||||
ext_map.emplace((char*)glGetStringi(GL_EXTENSIONS, i), true);
|
||||
}
|
||||
|
||||
//const char* ext = (const char*) glGetString(GL_EXTENSIONS);
|
||||
|
||||
@@ -157,6 +157,44 @@ void App::initShaders()
|
||||
|
||||
// STROKE
|
||||
static const char* shader_stroke_v =
|
||||
SHADER_VERSION
|
||||
"uniform mat4 mvp;\n"
|
||||
"uniform vec2 tof;\n"
|
||||
"uniform vec2 tsz;\n"
|
||||
"in vec4 pos;\n"
|
||||
"in vec2 uvs;\n"
|
||||
"out vec2 uv1;\n"
|
||||
"out vec2 uv2;\n"
|
||||
"void main(){\n"
|
||||
" uv1 = uvs;\n"
|
||||
" uv2 = tof + tsz * uvs;\n"
|
||||
" gl_Position = mvp * vec4(pos.xyz, 1.0);\n"
|
||||
"}\n";
|
||||
static const char* shader_stroke_f =
|
||||
SHADER_VERSION
|
||||
"uniform mediump sampler2D tex;\n"
|
||||
"uniform mediump sampler2D tex_bg;\n"
|
||||
"uniform mediump vec4 col;\n"
|
||||
"uniform mediump vec2 resolution;\n"
|
||||
"uniform mediump float alpha;\n"
|
||||
"in mediump vec2 uv1;\n"
|
||||
"in mediump vec2 uv2;\n"
|
||||
"out mediump vec4 frag;\n"
|
||||
"void main(){\n"
|
||||
" mediump vec2 uv2 = gl_FragCoord.st / resolution;\n"
|
||||
" mediump float brush = ( 1.0 - texture(tex, uv1).r ) * alpha;\n"
|
||||
" mediump vec4 bg = texture(tex_bg, uv2);\n"
|
||||
" mediump vec3 rgb = mix( bg.rgb, col.rgb, clamp( brush/(brush + bg.a), 0.0, 1.0 ) );\n"
|
||||
" mediump float a = bg.a + (1.0 - bg.a) * brush;\n"
|
||||
" frag = vec4(rgb, a);\n"
|
||||
|
||||
// " mediump vec4 bg = texture(tex_bg, uv.xy);"
|
||||
// " mediump float a = (1.0 - texture(tex, uv.xy).r) * alpha;"
|
||||
// " frag = bg;// * vec4(col.rgb, a);\n"
|
||||
"}\n";
|
||||
|
||||
// STROKE LAYER BLEND
|
||||
static const char* shader_stroke_layer_v =
|
||||
SHADER_VERSION
|
||||
"uniform mat4 mvp;"
|
||||
"in vec4 pos;"
|
||||
@@ -166,16 +204,19 @@ void App::initShaders()
|
||||
" uv = vec3(uvs, pos.w);"
|
||||
" gl_Position = mvp * vec4(pos.xyz, 1.0);"
|
||||
"}";
|
||||
static const char* shader_stroke_f =
|
||||
static const char* shader_stroke_layer_f =
|
||||
SHADER_VERSION
|
||||
"uniform mediump sampler2D tex;"
|
||||
"uniform mediump vec4 col;"
|
||||
"uniform mediump float alpha;"
|
||||
"uniform mediump sampler2D tex_fg;" // foreground
|
||||
"uniform mediump sampler2D tex_bg;" // canvas
|
||||
"uniform mediump float alpha;" // opacity
|
||||
"in mediump vec3 uv;"
|
||||
"out mediump vec4 frag;"
|
||||
"void main(){"
|
||||
" mediump float a = (1.0 - texture(tex, uv.xy).r) * alpha;"
|
||||
" frag = vec4(col.rgb, a);"
|
||||
" mediump vec4 c1 = texture2D(tex_fg, uv);"
|
||||
" mediump vec4 c2 = texture2D(tex_bg, uv);"
|
||||
" mediump float t = clamp(c1.a / (c1.a + c2.a), 0.0, 1.0));"
|
||||
" mediump vec3 rgb = mix(c1.rgb, c2.rgb, t);"
|
||||
" frag = vec4(rgb, c1.a + c2.a);"
|
||||
"}";
|
||||
|
||||
LOG("initializing shaders");
|
||||
@@ -195,6 +236,8 @@ void App::initShaders()
|
||||
LOG("Failed to create shader Atlas");
|
||||
if (!ShaderManager::create(kShader::Stroke, shader_stroke_v, shader_stroke_f))
|
||||
LOG("Failed to create shader Stroke");
|
||||
if (!ShaderManager::create(kShader::StrokeLayer, shader_stroke_layer_v, shader_stroke_layer_f))
|
||||
LOG("Failed to create shader StrokeLayer");
|
||||
LOG("shaders initialized");
|
||||
}
|
||||
|
||||
@@ -475,13 +518,6 @@ void App::init()
|
||||
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
|
||||
#endif
|
||||
|
||||
//int n;
|
||||
//glGetIntegerv(GL_NUM_EXTENSIONS, &n);
|
||||
//for (int i = 0; i < n; i++)
|
||||
//{
|
||||
// const unsigned char* s = glGetStringi(GL_EXTENSIONS, i);
|
||||
// LOG("GL ext %03d: %s\n", i, s);
|
||||
//}
|
||||
LOG("GL version: %s", glGetString(GL_VERSION));
|
||||
LOG("GL vendor: %s", glGetString(GL_VENDOR));
|
||||
LOG("GL renderer: %s", glGetString(GL_RENDERER));
|
||||
|
||||
@@ -75,7 +75,7 @@ bool ui::BrushMesh::create()
|
||||
{ { .5f, -.5f, 0, 1 }, { 1, 0 } }, // D A----D
|
||||
};
|
||||
glGenBuffers(3, buffers);
|
||||
if (!buffers)
|
||||
if (!(buffers[0] && buffers[1] && buffers[2]))
|
||||
return false;
|
||||
|
||||
static instance_t inst{ glm::mat4(), .1f };
|
||||
@@ -170,6 +170,7 @@ ui::StrokeSample ui::Stroke::randomize_sample(const glm::vec2& pos, float pressu
|
||||
}
|
||||
std::vector<ui::StrokeSample> ui::Stroke::compute_samples()
|
||||
{
|
||||
if (m_keypoints.empty()) return {};
|
||||
int nsamples = (int)glm::floor((m_keypoints.back().dist - m_dist) / m_step);
|
||||
std::vector<StrokeSample> samples;
|
||||
samples.reserve(nsamples); // preallocate the estimate number of samples
|
||||
|
||||
@@ -11,7 +11,7 @@ void ui::Canvas::clear()
|
||||
glGetIntegerv(GL_VIEWPORT, vp);
|
||||
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
|
||||
|
||||
glClearColor(1, 1, 1, 1);
|
||||
glClearColor(1, 1, 1, 0);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glViewport(0, 0, m_width, m_height);
|
||||
|
||||
@@ -25,6 +25,8 @@ void ui::Canvas::clear()
|
||||
void ui::Canvas::stroke_end()
|
||||
{
|
||||
m_current_stroke = nullptr;
|
||||
//stroke_commit();
|
||||
m_show_tmp = false;
|
||||
}
|
||||
void ui::Canvas::stroke_draw()
|
||||
{
|
||||
@@ -39,17 +41,20 @@ void ui::Canvas::stroke_draw()
|
||||
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
|
||||
|
||||
glViewport(0, 0, m_width, m_height);
|
||||
glEnable(GL_BLEND);
|
||||
|
||||
auto proj = glm::ortho(0.f, (float)m_width, (float)m_height, 0.f, -1.f, 1.f);
|
||||
auto proj = glm::ortho(0.f, (float)m_width, 0.f, (float)m_height, -1.f, 1.f);
|
||||
auto m_brush = m_current_stroke->m_brush;
|
||||
auto samples = m_current_stroke->compute_samples();
|
||||
auto& tex = TextureManager::get(m_brush.m_tex_id);
|
||||
tex.bind();
|
||||
m_sampler.bind(0);
|
||||
m_sampler_bg.bind(1);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_tex.bind();
|
||||
|
||||
if (m_use_instanced)
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
m_mesh.shader.use();
|
||||
m_mesh.shader.u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
|
||||
m_mesh.shader.u_int(kShaderUniform::Tex, 0);
|
||||
@@ -57,9 +62,12 @@ void ui::Canvas::stroke_draw()
|
||||
}
|
||||
else
|
||||
{
|
||||
ShaderManager::use("stroke");
|
||||
glDisable(GL_BLEND);
|
||||
ShaderManager::use(ui::kShader::Stroke);
|
||||
ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
|
||||
ShaderManager::u_int(kShaderUniform::Tex, 0);
|
||||
ShaderManager::u_int(kShaderUniform::TexBG, 1);
|
||||
ShaderManager::u_vec2(kShaderUniform::Resolution, { m_width, m_height });
|
||||
for (const auto& s : samples)
|
||||
{
|
||||
auto mvp = proj *
|
||||
@@ -67,16 +75,113 @@ void ui::Canvas::stroke_draw()
|
||||
glm::scale(glm::vec3(s.size, s.size, 1)) *
|
||||
glm::eulerAngleZ(s.angle);
|
||||
|
||||
//ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
|
||||
//ShaderManager::u_float(kShaderUniform::Alpha, s.flow);
|
||||
//m_plane.draw_fill();
|
||||
|
||||
glm::vec4 P[4] {
|
||||
mvp * glm::vec4(glm::vec2(-.5f, -.5f), 0, 1.f), // A - bottom-left
|
||||
mvp * glm::vec4(glm::vec2(-.5f, +.5f), 0, 1.f), // B - top-left
|
||||
mvp * glm::vec4(glm::vec2(+.5f, +.5f), 0, 1.f), // C - top-right
|
||||
mvp * glm::vec4(glm::vec2(+.5f, -.5f), 0, 1.f), // D - bottom-right
|
||||
};
|
||||
//auto mvp_inv = glm::translate(glm::vec3(0, m_height, 0)) * glm::inverse(proj * glm::scale(glm::vec3(1, -1, 1)));
|
||||
auto mvp_inv = glm::inverse(proj);
|
||||
glm::vec4 P2[4]{
|
||||
mvp_inv * P[0],
|
||||
mvp_inv * P[1],
|
||||
mvp_inv * P[2],
|
||||
mvp_inv * P[3],
|
||||
};
|
||||
|
||||
glm::vec2 bb_min(m_width, m_height);
|
||||
glm::vec2 bb_max(0, 0);
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
bb_min = glm::max({ 0, 0 }, glm::min(bb_min, P2[i].xy()));
|
||||
bb_max = glm::min({ m_width, m_height }, glm::max(bb_max, P2[i].xy()));
|
||||
}
|
||||
auto bb_sz = bb_max - bb_min;
|
||||
// TODO: use floor and ceil to round to pixel
|
||||
|
||||
glm::vec2 pad(0);
|
||||
glm::ivec2 tex_pos = glm::clamp(glm::floor(bb_min) - pad , { 0, 0 }, { m_width, m_height });
|
||||
glm::ivec2 tex_sz = glm::clamp(glm::floor(bb_sz ) + pad, { 0, 0 }, { m_width, m_height });
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
|
||||
tex_pos.x, tex_pos.y,
|
||||
tex_pos.x, tex_pos.y,
|
||||
tex_sz.x, tex_sz.y);
|
||||
|
||||
// glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
|
||||
// 0, 0,
|
||||
// 0, 0,
|
||||
// m_width, m_height);
|
||||
|
||||
//glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
|
||||
// (int)floor(bb_min.x), (int)floor(bb_min.y),
|
||||
// (int)ceil(bb_sz.x), (int)ceil(bb_sz.y), 0);
|
||||
|
||||
// auto tof = bb_min / glm::vec2(m_width, m_height);
|
||||
// auto tsz = bb_sz / glm::vec2(m_width, m_height);
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
|
||||
// ShaderManager::u_vec2(kShaderUniform::Tof, tof);
|
||||
// ShaderManager::u_vec2(kShaderUniform::Tsz, tsz);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, s.flow);
|
||||
//m_plane.update_vertices(P);
|
||||
m_plane.draw_fill();
|
||||
}
|
||||
}
|
||||
|
||||
m_tex.unbind();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_sampler.unbind();
|
||||
m_sampler_bg.unbind();
|
||||
tex.unbind();
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
m_fb.unbindFramebuffer();
|
||||
|
||||
|
||||
// m_fb.bindFramebuffer();
|
||||
// {
|
||||
// m_tmp.bindTexture();
|
||||
// m_sampler.bind(0);
|
||||
// ShaderManager::use(ui::kShader::Texture);
|
||||
// ShaderManager::u_int(kShaderUniform::Tex, 0);
|
||||
// ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
|
||||
// m_plane.draw_fill();
|
||||
// m_sampler.unbind();
|
||||
// m_tmp.unbindTexture();
|
||||
// }
|
||||
// m_fb.unbindFramebuffer();
|
||||
|
||||
glViewport(vp[0], vp[1], vp[2], vp[3]);
|
||||
glClearColor(cc[0], cc[1], cc[2], cc[3]);
|
||||
|
||||
}
|
||||
void ui::Canvas::stroke_commit()
|
||||
{
|
||||
m_fb.bindFramebuffer();
|
||||
|
||||
GLint vp[4];
|
||||
GLfloat cc[4];
|
||||
glGetIntegerv(GL_VIEWPORT, vp);
|
||||
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
|
||||
|
||||
glViewport(0, 0, m_width, m_height);
|
||||
GLboolean blend = glIsEnabled(GL_BLEND);
|
||||
if (!blend) glEnable(GL_BLEND);
|
||||
|
||||
m_tmp.bindTexture();
|
||||
m_sampler.bind(0);
|
||||
ShaderManager::use(ui::kShader::Texture);
|
||||
ShaderManager::u_int(kShaderUniform::Tex, 0);
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
|
||||
m_plane.draw_fill();
|
||||
m_sampler.unbind();
|
||||
m_tmp.unbindTexture();
|
||||
|
||||
if (!blend) glDisable(GL_BLEND);
|
||||
|
||||
glViewport(vp[0], vp[1], vp[2], vp[3]);
|
||||
glClearColor(cc[0], cc[1], cc[2], cc[3]);
|
||||
@@ -93,6 +198,17 @@ void ui::Canvas::stroke_start(glm::vec2 point, float pressure, const ui::Brush&
|
||||
m_strokes.back().start(brush);
|
||||
m_strokes.back().add_point(point, pressure);
|
||||
m_current_stroke = &m_strokes.back();
|
||||
|
||||
m_tmp.bindFramebuffer();
|
||||
m_tmp.clear({ 1, 1, 1, 0 });
|
||||
m_tmp.unbindFramebuffer();
|
||||
m_show_tmp = true;
|
||||
|
||||
// m_fb.bindFramebuffer();
|
||||
// m_tex.bind();
|
||||
// glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
|
||||
// m_tex.unbind();
|
||||
// m_fb.unbindFramebuffer();
|
||||
}
|
||||
void ui::Canvas::layer_add(std::string name)
|
||||
{
|
||||
@@ -103,18 +219,20 @@ void ui::Canvas::resize(int width, int height)
|
||||
{
|
||||
m_width = width;
|
||||
m_height = height;
|
||||
m_tmp->create(width, height, "tmp");
|
||||
m_tmp.create(width, height);
|
||||
m_fb.create(width, height);
|
||||
m_tex.create(width, height);
|
||||
}
|
||||
bool ui::Canvas::create(int width, int height)
|
||||
{
|
||||
m_width = width;
|
||||
m_height = height;
|
||||
m_tmp = std::make_unique<Layer>();
|
||||
m_tmp->create(width, height, "tmp");
|
||||
m_tmp.create(width, height);
|
||||
m_fb.create(width, height);
|
||||
m_tex.create(width, height);
|
||||
m_sampler.create();
|
||||
m_sampler_bg.create();
|
||||
m_plane.create<1>(1, 1);
|
||||
m_mesh.create();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -17,11 +17,14 @@ public:
|
||||
int m_width;
|
||||
int m_height;
|
||||
bool m_use_instanced = false;
|
||||
bool m_show_tmp = false;
|
||||
std::vector<Layer> m_layers;
|
||||
std::vector<Stroke> m_strokes;
|
||||
std::unique_ptr<Layer> m_tmp;
|
||||
RTT m_tmp;
|
||||
RTT m_fb;
|
||||
Texture2D m_tex;
|
||||
Sampler m_sampler;
|
||||
Sampler m_sampler_bg;
|
||||
|
||||
bool create(int width, int height);
|
||||
void resize(int width, int height);
|
||||
@@ -30,6 +33,7 @@ public:
|
||||
void stroke_update(glm::vec2 point, float pressure);
|
||||
void stroke_draw();
|
||||
void stroke_end();
|
||||
void stroke_commit();
|
||||
void clear();
|
||||
};
|
||||
|
||||
|
||||
@@ -1878,21 +1878,36 @@ public:
|
||||
glViewport(c.x, c.y, c.z, c.w);
|
||||
|
||||
glm::vec2 sz = { m_canvas->m_width, m_canvas->m_height };
|
||||
auto mvp = glm::ortho(0.f, box.z, box.w, 0.f, -1.f, 1.f) *
|
||||
auto mvp = glm::ortho(0.f, box.z, 0.f, box.w, -1.f, 1.f) *
|
||||
//glm::translate(glm::vec3((m_size - sz) * 0.5f, 0)) * // center
|
||||
glm::translate(glm::vec3(0)) * // corner
|
||||
glm::scale(glm::vec3(sz * zoom, 1)) *
|
||||
glm::translate(glm::vec3(.5f, .5f, 0.f)); // pivot
|
||||
|
||||
m_canvas->m_fb.bindTexture();
|
||||
m_canvas->m_sampler.bind(0);
|
||||
ui::ShaderManager::use(kShader::Texture);
|
||||
ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
|
||||
ui::ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
|
||||
|
||||
bool blend = glIsEnabled(GL_BLEND);
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
m_canvas->m_fb.bindTexture();
|
||||
NodeBorder::m_plane.draw_fill();
|
||||
m_canvas->m_sampler.unbind();
|
||||
m_canvas->m_fb.unbindTexture();
|
||||
|
||||
if (m_canvas->m_show_tmp)
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
m_canvas->m_tmp.bindTexture();
|
||||
NodeBorder::m_plane.draw_fill();
|
||||
m_canvas->m_tmp.unbindTexture();
|
||||
}
|
||||
|
||||
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
|
||||
|
||||
m_canvas->m_sampler.unbind();
|
||||
|
||||
|
||||
glViewport(vp[0], vp[1], vp[2], vp[3]);
|
||||
glClearColor(cc[0], cc[1], cc[2], cc[3]);
|
||||
|
||||
@@ -69,6 +69,8 @@ bool RTT::create(int width, int height, int tex/* = -1*/)
|
||||
// glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
|
||||
// glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||
|
||||
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &oldFboID);
|
||||
|
||||
// Create a framebuffer object
|
||||
glGenFramebuffers(1, &fboID);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, fboID);
|
||||
@@ -94,22 +96,34 @@ bool RTT::create(int width, int height, int tex/* = -1*/)
|
||||
// Check FBO status
|
||||
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
if (status != GL_FRAMEBUFFER_COMPLETE)
|
||||
LOG("createColorBuffer failed because: %s", err2str(status));
|
||||
LOG("RTT::create failed because: %s", err2str(status));
|
||||
|
||||
// Switch back to window-system-provided framebuffer
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, oldFboID);
|
||||
oldFboID = 0;
|
||||
|
||||
return status == GL_FRAMEBUFFER_COMPLETE;
|
||||
}
|
||||
|
||||
void RTT::bindFramebuffer()
|
||||
{
|
||||
#ifdef DEBUG
|
||||
if (bound)
|
||||
{
|
||||
LOG("framebuffer bound twice!");
|
||||
__debugbreak();
|
||||
}
|
||||
#endif // _DEBUG
|
||||
bound = true;
|
||||
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &oldFboID);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, fboID);
|
||||
}
|
||||
|
||||
void RTT::unbindFramebuffer()
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, oldFboID);
|
||||
oldFboID = 0;
|
||||
bound = false;
|
||||
}
|
||||
|
||||
void RTT::clear(glm::vec4 color)
|
||||
|
||||
@@ -2,6 +2,8 @@
|
||||
|
||||
class RTT
|
||||
{
|
||||
bool bound = false;
|
||||
GLint oldFboID = 0;
|
||||
GLuint fboID;
|
||||
GLuint rboID;
|
||||
GLuint texID;
|
||||
|
||||
@@ -131,6 +131,7 @@ GLint ui::Shader::GetAttribLocation(const char* name)
|
||||
}
|
||||
bool ShaderManager::create(kShader id, const char* vertex, const char* fragment)
|
||||
{
|
||||
m_shaders[id].name = id;
|
||||
return m_shaders[id].create(vertex, fragment);
|
||||
}
|
||||
|
||||
|
||||
@@ -7,25 +7,13 @@ enum class kShaderUniform : uint16_t
|
||||
{
|
||||
MVP = const_hash("mvp"),
|
||||
Tex = const_hash("tex"),
|
||||
TexFG = const_hash("tex_fg"),
|
||||
TexBG = const_hash("tex_bg"),
|
||||
Col = const_hash("col"),
|
||||
Tof = const_hash("tof"),
|
||||
Tsz = const_hash("tsz"),
|
||||
Alpha = const_hash("alpha"),
|
||||
};
|
||||
|
||||
class Shader
|
||||
{
|
||||
std::map<kShaderUniform, GLuint> m_umap;
|
||||
GLuint prog;
|
||||
public:
|
||||
bool create(const char* vertex, const char* fragment);
|
||||
void use();
|
||||
void u_vec4(kShaderUniform id, const glm::vec4& v);
|
||||
void u_vec2(kShaderUniform id, const glm::vec2& v);
|
||||
void u_mat4(kShaderUniform id, const glm::mat4& m);
|
||||
void u_int(kShaderUniform id, int i);
|
||||
void u_float(kShaderUniform id, float f);
|
||||
GLint GetAttribLocation(const char* name);
|
||||
Resolution = const_hash("resolution"),
|
||||
};
|
||||
|
||||
enum class kShader : uint16_t
|
||||
@@ -38,6 +26,23 @@ enum class kShader : uint16_t
|
||||
Font = const_hash("font"),
|
||||
Atlas = const_hash("atlas"),
|
||||
Stroke = const_hash("stroke"),
|
||||
StrokeLayer = const_hash("stroke-layer"),
|
||||
};
|
||||
|
||||
class Shader
|
||||
{
|
||||
std::map<kShaderUniform, GLuint> m_umap;
|
||||
GLuint prog;
|
||||
public:
|
||||
kShader name;
|
||||
bool create(const char* vertex, const char* fragment);
|
||||
void use();
|
||||
void u_vec4(kShaderUniform id, const glm::vec4& v);
|
||||
void u_vec2(kShaderUniform id, const glm::vec2& v);
|
||||
void u_mat4(kShaderUniform id, const glm::mat4& m);
|
||||
void u_int(kShaderUniform id, int i);
|
||||
void u_float(kShaderUniform id, float f);
|
||||
GLint GetAttribLocation(const char* name);
|
||||
};
|
||||
|
||||
class ShaderManager
|
||||
|
||||
@@ -149,7 +149,29 @@ void Plane::create_impl(float w, float h, int div, GLushort *idx, Shape::vertex_
|
||||
*idx++ = div; // D
|
||||
*idx++ = 0; // A
|
||||
}
|
||||
void ui::Plane::update_vertices(const glm::vec4* data)
|
||||
{
|
||||
static vertex_t vertices[4];
|
||||
vertices[0] = { data[0],{ 0, 0 } }; // A
|
||||
vertices[1] = { data[1],{ 0, 1 } }; // B
|
||||
vertices[2] = { data[2],{ 1, 1 } }; // C
|
||||
vertices[3] = { data[3],{ 1, 0 } }; // D
|
||||
glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||
static GLushort idx[6 + 8]{
|
||||
0, 1, 2,
|
||||
0, 2, 3,
|
||||
0, 1,
|
||||
1, 2,
|
||||
2, 3,
|
||||
3, 0,
|
||||
};
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(idx), idx, GL_STATIC_DRAW);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
}
|
||||
void Circle::create_impl(float radius, int div, GLushort* idx, vertex_t* vertices)
|
||||
{
|
||||
count[0] = div * 3;
|
||||
|
||||
@@ -59,6 +59,7 @@ public:
|
||||
create_impl(w, h, div, idx, vertices);
|
||||
return create_buffers(idx, vertices, sizeof(idx), sizeof(vertices));
|
||||
}
|
||||
void update_vertices(const glm::vec4* data);
|
||||
/*
|
||||
bool create(att::Divisions divisions, att::Width w, att::Height h)
|
||||
{
|
||||
|
||||
@@ -9,7 +9,7 @@ class Texture2D
|
||||
GLint m_format;
|
||||
GLint m_iformat;
|
||||
public:
|
||||
bool create(int width, int height, GLint internal_format, GLint format = GL_RGBA, const uint8_t* data = nullptr);
|
||||
bool create(int width, int height, GLint internal_format = GL_RGBA8, GLint format = GL_RGBA, const uint8_t* data = nullptr);
|
||||
bool create(const ui::Image& img);
|
||||
void assign(GLuint tex, int w = -1, int h = -1, GLuint internal_format = GL_RGBA8, GLuint format = GL_RGBA);
|
||||
bool load(std::string filename);
|
||||
|
||||
Reference in New Issue
Block a user