minor changes and added namespace to avoid conflicts when integrating with PanoPainter
This commit is contained in:
@@ -1,6 +1,8 @@
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#include "pch.h"
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#include "app.h"
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using namespace ui;
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App App::I; // singleton
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#ifdef __APPLE__
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@@ -18,6 +20,13 @@ void App::create()
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height = 500;
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}
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void App::clear()
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{
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glClearColor(.1f, .1f, .1f, 1.f);
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glViewport(0, 0, (GLsizei)width, (GLsizei)height);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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void App::initShaders()
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{
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static const char* shader_v =
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@@ -143,6 +152,7 @@ void App::initLayout()
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LOG("initializing layout updating after load");
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layout[main_id]->update(width, height, zoom);
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LOG("initializing layout components");
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sidebar = layout[main_id]->find<NodeBorder>("sidebar");
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if (auto* button = layout[main_id]->find<NodeButton>("btn-close"))
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{
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button->on_click = [] { exit(0); };
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@@ -264,11 +274,11 @@ void App::init()
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void App::update(float dt)
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{
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glClearColor(.1f, .1f, .1f, 1.f);
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glViewport(0, 0, (GLsizei)width, (GLsizei)height);
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glClear(GL_COLOR_BUFFER_BIT);
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//glClearColor(.1f, .1f, .1f, 1.f);
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//glViewport(0, 0, (GLsizei)width, (GLsizei)height);
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//glClear(GL_COLOR_BUFFER_BIT);
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//layout.reload();
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layout.reload();
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if (auto* main = layout[main_id])
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main->update(width, height, zoom);
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@@ -295,7 +305,7 @@ void App::resize(float w, float h)
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width = w;
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height = h;
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if (auto* main = layout[main_id])
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main->update(w, h, zoom);
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main->update(w , h, zoom);
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}
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void App::mouse_down(int button, float x, float y)
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@@ -8,6 +8,8 @@
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class App
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{
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public:
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static App I;
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Sampler sampler;
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Texture2D tex;
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LayoutManager layout;
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@@ -17,9 +19,8 @@ class App
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NodePopupMenu* menu_file = nullptr;
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NodePopupMenu* menu_edit = nullptr;
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NodePopupMenu* menu_layers = nullptr;
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NodeBorder* sidebar = nullptr;
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const uint16_t main_id = const_hash("main");
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public:
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static App I;
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float width;
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float height;
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#ifdef __ANDROID__
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@@ -32,6 +33,7 @@ public:
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void initAssets();
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void initLayout();
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void create();
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void clear();
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void update(float dt);
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void resize(float w, float h);
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void mouse_down(int button, float x, float y);
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@@ -51,7 +51,8 @@ void Asset::close()
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#ifdef __ANDROID__
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AAsset_close(m_asset);
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#else
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fclose(m_fp);
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if (m_fp)
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fclose(m_fp);
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if (m_data)
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delete m_data;
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m_data = nullptr;
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@@ -123,6 +123,8 @@ void TextMesh::draw()
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(glm::vec4), (GLvoid*)0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(glm::vec4), (GLvoid*)(sizeof(float) * 2));
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glDrawElements(GL_TRIANGLES, font_array_count, GL_UNSIGNED_SHORT, 0);
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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#endif // USE_VBO
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@@ -1,6 +1,7 @@
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#pragma once
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#include "texture.h"
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#include "util.h"
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#include <stb/stb_truetype.h>
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enum class kFont : uint16_t
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{
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@@ -4,9 +4,11 @@
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#include <stb/stb_image.h>
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using namespace ui;
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bool Image::load(std::string filename)
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{
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//stbi_set_flip_vertically_on_load(true);
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stbi_set_flip_vertically_on_load(false);
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Asset file;
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if (!(file.open(filename.c_str()) && file.read_all()))
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{
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@@ -1,5 +1,7 @@
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#pragma once
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namespace ui {
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class Image
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{
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std::unique_ptr<uint8_t[]> m_data;
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@@ -11,3 +13,5 @@ public:
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const uint8_t* data() const { return m_data.get(); }
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int size() const { return width * height * comp; }
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};
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}
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@@ -3,6 +3,8 @@
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#include "util.h"
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#include "asset.h"
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using namespace ui;
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Plane NodeBorder::m_plane;
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Plane NodeImage::m_plane;
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Sampler NodeImage::m_sampler;
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@@ -137,8 +139,9 @@ void Node::update_internal(const glm::vec2& origin, const glm::mat4& proj)
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glm::mat4 pivot = glm::translate(glm::vec3(.5f, .5f, 0.f));
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glm::mat4 scale = glm::scale(glm::vec3(m_size, 1.f));
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glm::mat4 prescale = glm::scale(glm::vec3(m_scale, 1.f));
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glm::mat4 pos = glm::translate(glm::vec3(m_pos, 0));
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m_mvp = proj * pos * scale * pivot;
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m_mvp = proj * pos * scale * pivot * prescale;
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m_proj = proj;
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for (int i = 0; i < m_children.size(); i++)
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@@ -4,6 +4,8 @@
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#include "shader.h"
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#include "font.h"
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#include "asset.h"
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#include <tinyxml2.h>
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#include <yoga/Yoga.h>
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enum class kAttribute : uint16_t
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{
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@@ -106,7 +108,11 @@ public:
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std::function<void()> on_loaded;
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bool load(const char* path);
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bool reload();
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class Node* operator[](uint16_t id) { return m_layouts[id].get(); }
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class Node* operator[](uint16_t id)
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{
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auto i = m_layouts.find(id);
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return i == m_layouts.end() ? nullptr : i->second.get();
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}
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//Node& operator[](const char* ids) { return m_layouts[const_hash(ids)]; }
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};
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@@ -128,6 +134,7 @@ public:
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bool m_destroyed = false;
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float m_zoom = 1.f;
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glm::vec2 m_scale{ 1.f };
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glm::vec2 m_pos;
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glm::vec2 m_size;
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glm::vec4 m_clip;
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@@ -195,6 +202,7 @@ public:
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void SetJustify(YGJustify value) { YGNodeStyleSetJustifyContent(y_node, value); }
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void SetAlign(YGAlign value) { YGNodeStyleSetAlignItems(y_node, value); }
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void SetPositioning(YGPositionType value) { YGNodeStyleSetPositionType(y_node, value); }
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void SetAspectRatio(float ar) { YGNodeStyleSetAspectRatio(y_node, ar); }
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glm::vec4 rect_intersection(glm::vec4 a, glm::vec4 b)
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{
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@@ -287,7 +295,7 @@ public:
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class NodeBorder : public Node
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{
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public:
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static Plane m_plane;
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static ui::Plane m_plane;
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glm::vec4 m_color{ 0, 0, 0, 1 };
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glm::vec4 m_border_color{ 1, 1, 1, 1 };
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float m_thinkness{ 0 };
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@@ -338,19 +346,20 @@ public:
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}
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virtual void draw() override
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{
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ShaderManager::use(kShader::Color);
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ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp);
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using namespace ui;
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ui::ShaderManager::use(kShader::Color);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp);
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if (m_color.a != 1.f)
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glEnable(GL_BLEND);
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ShaderManager::u_vec4(kShaderUniform::Col, m_color);
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ui::ShaderManager::u_vec4(kShaderUniform::Col, m_color);
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m_plane.draw_fill();
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if (m_thinkness > 0)
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{
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glLineWidth(m_thinkness);
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ShaderManager::u_vec4(kShaderUniform::Col, m_border_color);
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ui::ShaderManager::u_vec4(kShaderUniform::Col, m_border_color);
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m_plane.draw_stroke();
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}
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@@ -417,12 +426,13 @@ public:
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}
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virtual void draw() override
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{
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using namespace ui;
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glm::mat4 pos = glm::translate(glm::vec3(glm::floor(m_pos), 0));
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m_mvp = m_proj * pos;
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ShaderManager::use(kShader::Font);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp);
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ShaderManager::u_vec4(kShaderUniform::Col, m_color);
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ui::ShaderManager::use(kShader::Font);
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ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp);
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ui::ShaderManager::u_vec4(kShaderUniform::Col, m_color);
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glEnable(GL_BLEND);
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m_text_mesh.draw();
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glDisable(GL_BLEND);
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@@ -432,9 +442,9 @@ public:
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class NodeImage : public Node
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{
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public:
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static Plane m_plane;
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static ui::Plane m_plane;
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static Sampler m_sampler;
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bool m_use_atlas;
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bool m_use_atlas = false;
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glm::vec4 m_region;
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glm::vec2 m_off;
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glm::vec2 m_sz;
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@@ -459,7 +469,7 @@ public:
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}
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virtual void create() override
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{
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if (TextureManager::load(m_path.c_str()))
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if (!m_path.empty() && TextureManager::load(m_path.c_str()))
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{
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auto tex_sz = TextureManager::get(m_tex_id).size();
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m_off = m_region.xy / tex_sz;
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@@ -492,21 +502,22 @@ public:
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}
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virtual void draw() override
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{
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using namespace ui;
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TextureManager::get(m_tex_id).bind();
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m_sampler.bind(0);
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glEnable(GL_BLEND);
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if (m_use_atlas)
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{
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ShaderManager::use(kShader::Atlas);
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ShaderManager::u_vec2(kShaderUniform::Tof, m_off);
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ShaderManager::u_vec2(kShaderUniform::Tsz, m_sz);
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ui::ShaderManager::use(kShader::Atlas);
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ui::ShaderManager::u_vec2(kShaderUniform::Tof, m_off);
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ui::ShaderManager::u_vec2(kShaderUniform::Tsz, m_sz);
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}
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else
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{
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ShaderManager::use(kShader::Texture);
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ui::ShaderManager::use(kShader::Texture);
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}
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp);
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ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp);
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m_plane.draw_fill();
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m_sampler.unbind();
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TextureManager::get(m_tex_id).unbind();
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@@ -787,7 +798,7 @@ public:
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class NodeViewport : public Node
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{
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public:
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std::unique_ptr<Plane> m_faces;
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std::unique_ptr<ui::Plane> m_faces;
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std::unique_ptr<Sampler> m_sampler;
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uint16_t m_tex_id;
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glm::vec2 drag_start;
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@@ -798,7 +809,8 @@ public:
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virtual void draw() override
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{
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glm::mat4 cam = glm::lookAt(glm::vec3(sinf(angle)*10, 0, -10), glm::vec3(0, 0, 0), glm::vec3(0, -1, 0));
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using namespace ui;
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glm::mat4 cam = glm::lookAt(glm::vec3(sinf(angle) * 10, 0, -10), glm::vec3(0, 0, 0), glm::vec3(0, -1, 0));
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glm::mat4 proj = glm::perspective<float>(glm::radians(45.f), m_clip.z / m_clip.w, .1f, 100);
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GLint vp[4];
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@@ -814,9 +826,9 @@ public:
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TextureManager::get(m_tex_id).bind();
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m_sampler->bind(0);
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glEnable(GL_BLEND);
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ShaderManager::use(kShader::Texture);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_mat4(kShaderUniform::MVP, proj * cam);
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ui::ShaderManager::use(kShader::Texture);
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ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, proj * cam);
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m_faces->draw_fill();
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m_sampler->unbind();
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TextureManager::get(m_tex_id).unbind();
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@@ -831,7 +843,7 @@ public:
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}
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virtual void create() override
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{
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m_faces = std::make_unique<Plane>();
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m_faces = std::make_unique<ui::Plane>();
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m_faces->create<1>(10, 10);
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m_sampler = std::make_unique<Sampler>();
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m_sampler->create();
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@@ -427,6 +427,7 @@ int main()
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float dt = (float)(t1 - t0) / 1000.0f;
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if (dt > 1.0f / 60.0f)
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{
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App::I.clear();
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App::I.update((float)(t1 - t0) / 1000.0f);
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t0 = t1;
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SwapBuffers(hDC);
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@@ -452,6 +453,7 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT msg, WPARAM wp, LPARAM lp)
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break;
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case WM_SIZE:
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App::I.resize((float)LOWORD(lp), (float)HIWORD(lp));
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App::I.clear();
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App::I.update(0.f);
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SwapBuffers(hDC);
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break;
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@@ -1,6 +1,8 @@
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#include "pch.h"
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#include "shader.h"
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using namespace ui;
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std::map<kShader, Shader> ShaderManager::m_shaders;
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Shader* ShaderManager::m_current;
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@@ -1,6 +1,8 @@
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#pragma once
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#include "util.h"
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namespace ui {
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enum class kShaderUniform : uint16_t
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{
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MVP = const_hash("mvp"),
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@@ -45,3 +47,5 @@ public:
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static void u_mat4(kShaderUniform id, const glm::mat4& m);
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static void u_int(kShaderUniform id, int i);
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};
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}
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@@ -1,6 +1,8 @@
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#include "pch.h"
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#include "shape.h"
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using namespace ui;
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bool Shape::create_buffers(GLvoid* idx, GLvoid* vertices, int isize, int vsize)
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{
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glGenBuffers(2, buffers);
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@@ -46,6 +48,8 @@ void Shape::draw_fill() const
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, uvs));
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glDrawElements(GL_TRIANGLES, count[0], GL_UNSIGNED_SHORT, ioff[0]);
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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#endif // USE_VBO
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@@ -64,6 +68,10 @@ void Shape::draw_stroke() const
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, uvs));
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glDrawElements(GL_LINES, count[1], GL_UNSIGNED_SHORT, ioff[1]);
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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#endif // USE_VBO
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}
|
||||
|
||||
|
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@@ -1,5 +1,7 @@
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#pragma once
|
||||
|
||||
namespace ui {
|
||||
|
||||
class Shape
|
||||
{
|
||||
protected:
|
||||
@@ -149,3 +151,5 @@ public:
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||||
return create_buffers(idx, vertices, sizeof(idx), sizeof(vertices));
|
||||
}
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -1,6 +1,5 @@
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||||
#include "pch.h"
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||||
#include "texture.h"
|
||||
#include "image.h"
|
||||
#include "util.h"
|
||||
|
||||
std::map<uint16_t, Texture2D> TextureManager::m_textures;
|
||||
@@ -15,6 +14,11 @@ bool TextureManager::load(const char* path)
|
||||
return true;
|
||||
}
|
||||
|
||||
void TextureManager::assign(uint16_t id, GLuint tex, int w/* = -1*/, int h/* = -1*/, GLuint format/* = GL_RGBA*/)
|
||||
{
|
||||
m_textures[id].assign(tex, w, h, format);
|
||||
}
|
||||
|
||||
Texture2D& TextureManager::get(uint16_t id)
|
||||
{
|
||||
return m_textures[id];
|
||||
@@ -31,14 +35,23 @@ bool Texture2D::create(int width, int height, GLint format, const uint8_t* data)
|
||||
unbind();
|
||||
return true;
|
||||
}
|
||||
bool Texture2D::create(const Image& img)
|
||||
bool Texture2D::create(const ui::Image& img)
|
||||
{
|
||||
static GLint formats[] = { 0, 0, GL_RGB, GL_RGBA };
|
||||
return create(img.width, img.height, formats[img.comp - 1], img.data());
|
||||
}
|
||||
|
||||
void Texture2D::assign(GLuint tex, int w/* = -1*/, int h/* = -1*/, GLuint format/* = GL_RGBA*/)
|
||||
{
|
||||
m_tex = tex;
|
||||
m_width = w;
|
||||
m_height = h;
|
||||
m_format = format;
|
||||
}
|
||||
|
||||
bool Texture2D::load(std::string filename)
|
||||
{
|
||||
Image img;
|
||||
ui::Image img;
|
||||
if (!img.load(filename))
|
||||
return false;
|
||||
return create(img);
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#pragma once
|
||||
#include "image.h"
|
||||
|
||||
class Texture2D
|
||||
{
|
||||
@@ -8,7 +9,8 @@ class Texture2D
|
||||
GLint m_format;
|
||||
public:
|
||||
bool create(int width, int height, GLint format = GL_RGBA, const uint8_t* data = nullptr);
|
||||
bool create(const class Image& img);
|
||||
bool create(const ui::Image& img);
|
||||
void assign(GLuint tex, int w = -1, int h = -1, GLuint format = GL_RGBA);
|
||||
bool load(std::string filename);
|
||||
void destroy() { glDeleteTextures(1, &m_tex); }
|
||||
void bind() const { glBindTexture(GL_TEXTURE_2D, m_tex); }
|
||||
@@ -35,5 +37,6 @@ class TextureManager
|
||||
public:
|
||||
static std::map<uint16_t, Texture2D> m_textures;
|
||||
static bool load(const char* path);
|
||||
static void assign(uint16_t id, GLuint tex, int w = -1, int h = -1, GLuint format = GL_RGBA);
|
||||
static Texture2D& get(uint16_t id);
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user