Files
panopainter/engine/app.cpp

158 lines
5.0 KiB
C++

#include "pch.h"
#include "app.hpp"
App App::I; // singleton
void App::create()
{
width = 800;
height = 800;
}
void App::init()
{
static const char* shader_v =
"#version 150\n"
"uniform mat4 mvp;"
"in vec4 pos;"
"in vec2 uvs;"
"out vec2 uv;"
"void main(){"
" gl_Position = mvp * pos;"
" uv = uvs;"
"}";
static const char* shader_f =
"#version 150\n"
"uniform sampler2D tex;"
"in vec2 uv;"
"out vec4 frag;"
"void main(){"
" frag = texture(tex, uv);"
"}";
static const char* shader_uv_f =
"#version 150\n"
"uniform sampler2D tex;"
"in vec2 uv;"
"out vec4 frag;"
"void main(){"
" frag = vec4(uv,0,1);"
"}";
static const char* shader_color_v =
"#version 150\n"
"uniform mat4 mvp;"
"in vec4 pos;"
"void main(){"
" gl_Position = mvp * pos;"
"}";
static const char* shader_color_f =
"#version 150\n"
"uniform vec4 col;"
"out vec4 frag;"
"void main(){"
" frag = col;"
"}";
shader.create(shader_v, shader_f);
shader_color.create(shader_color_v, shader_color_f);
shader_uv.create(shader_v, shader_uv_f);
plane.create<5>(50, 50);
circle.create<10>(25);
circle2.create<10>(25, Circle::kUVMapping::Tube);
circle3.create<10>(25, 12, Circle::kUVMapping::Tube);
circle4.create<10>(25, 12, Circle::kUVMapping::Planar);
rounded.create<3>(50, 50, 10);
slice.create(50, 50, 10, .3f);
if (!tex.load("data/uvs.jpg"))
printf("error loading image\n");
glViewport(0, 0, width, height);
glEnable(GL_TEXTURE);
glDisable(GL_DEPTH_TEST);
glPointSize(5);
glLineWidth(1);
//int n;
//glGetIntegerv(GL_NUM_EXTENSIONS, &n);
//for (int i = 0; i < n; i++)
//{
// const unsigned char* s = glGetStringi(GL_EXTENSIONS, i);
// printf("GL ext %03d: %s\n", i, s);
//}
printf("GL version: %s\n", glGetString(GL_VERSION));
printf("GL vendor: %s\n", glGetString(GL_VENDOR));
printf("GL renderer: %s\n", glGetString(GL_RENDERER));
GLfloat width_range[2];
glGetFloatv(GL_LINE_WIDTH_RANGE, width_range);
printf("GL line range: %f - %f\n", width_range[0], width_range[1]);
}
void App::update(float dt)
{
// static float theta = 0;
// theta += M_PI * 0.5f * dt;
// float red = fabsf(sinf(theta));
// glm::mat4 proj = glm::perspective(glm::radians(85.f), 1.f, .1f, 100.f);
// glm::mat4 model = glm::translate(glm::vec3(0, 0, 0));
// glm::mat4 view = glm::lookAt(glm::vec3(sinf(theta), 0, 1), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));
glm::mat4 proj = glm::ortho(0.f, (float)width, (float)height, 0.f, -1.f, 1.f);
Shape* shapes[] = { &circle, &circle2, &circle3, &circle4, &plane, &rounded, &slice };
//glClearColor(red, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
auto s = glm::scale(glm::vec3(1.5));
int h = 100;
for (int i = 0; i < sizeof(shapes)/sizeof(Shape*); i++)
{
shader.use();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glActiveTexture(GL_TEXTURE0);
tex.bind();
shader.u_int("tex", 0);
shader.u_mat4("mvp", proj * glm::translate(glm::vec3{75 + h * 1, 75 + h * i, 0.f}) * s);
shapes[i]->draw_fill();
tex.unbind();
shader_color.use();
shader_color.u_mat4("mvp", proj * glm::translate(glm::vec3{75 + h * 2, 75 + h * i, 0.f}) * s);
shader_color.u_vec4("col", {1, 1, 1, 1});
shapes[i]->draw_stroke();
shader_color.u_mat4("mvp", proj * glm::translate(glm::vec3{75 + h * 0, 75 + h * i, 0.f}) * s);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
shapes[i]->draw_fill();
shader_uv.use();
shader_uv.u_mat4("mvp", proj * glm::translate(glm::vec3{75 + h * 3, 75 + h * i, 0.f}) * s);
shader_uv.u_int("tex", 0);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
shapes[i]->draw_fill();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
shader_uv.u_mat4("mvp", proj * glm::translate(glm::vec3{75 + h * 4, 75 + h * i, 0.f}) * s);
shapes[i]->draw_fill();
tex.unbind();
}
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
//shader_color.use();
//shader_color.u_mat4("mvp", proj * glm::translate(glm::vec3{width/2, height/2, 0.f}) * glm::scale(glm::vec3(8)));
//shader_color.u_vec4("col", {1, 1, 1, 1});
//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
//tex.bind();
//shader.use();
//shader.u_mat4("mvp", proj * glm::translate(glm::vec3{ width / 2, height / 2, 0.f }) * glm::scale(glm::vec3(8)));
//shader.u_int("tex", 0);
//circle3.draw_fill();
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
//shader_color.use();
//shader_color.u_mat4("mvp", proj * glm::translate(glm::vec3{width/2, height/2, 0.f}) * glm::scale(glm::vec3(8)));
//shader_color.u_vec4("col", {1, 1, 1, 1});
//glLineWidth(2);
//circle3.draw_fill();
}