163 lines
4.5 KiB
C++
163 lines
4.5 KiB
C++
#include "pch.h"
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#include "app.h"
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App App::I; // singleton
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void App::create()
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{
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width = 800;
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height = 500;
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}
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void App::init()
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{
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static const char* shader_v =
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"#version 150\n"
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"uniform mat4 mvp;"
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"in vec4 pos;"
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"in vec2 uvs;"
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"out vec3 uv;"
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"void main(){"
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" uv = vec3(uvs, pos.w);"
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" gl_Position = mvp * vec4(pos.xyz, 1.f);"
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"}";
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static const char* shader_f =
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"#version 150\n"
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"uniform sampler2D tex;"
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"in vec3 uv;"
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"out vec4 frag;"
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"void main(){"
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//" frag = texture(tex, uv.xy/uv.z);"
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" frag = texture(tex, uv.xy);"
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"}";
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static const char* shader_uv_f =
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"#version 150\n"
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"uniform sampler2D tex;"
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"in vec3 uv;"
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"out vec4 frag;"
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"void main(){"
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" frag = vec4(uv.xy,0,1);"
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"}";
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static const char* shader_color_v =
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"#version 150\n"
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"uniform mat4 mvp;"
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"in vec4 pos;"
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"void main(){"
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" gl_Position = mvp * pos;"
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"}";
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static const char* shader_color_f =
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"#version 150\n"
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"uniform vec4 col;"
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"out vec4 frag;"
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"void main(){"
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" frag = col;"
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"}";
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#ifdef _WIN32
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static CONSOLE_SCREEN_BUFFER_INFO info;
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GetConsoleScreenBufferInfo(GetStdHandle(STD_OUTPUT_HANDLE), &info);
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// colors: http://stackoverflow.com/questions/4053837/colorizing-text-in-the-console-with-c
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glDebugMessageCallback([](GLenum source, GLenum type, GLuint id,
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GLenum severity, GLsizei length, const GLchar* message, const void* userParam)
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{
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static std::map<GLenum, int> colors = {
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{ GL_DEBUG_SEVERITY_NOTIFICATION, 8 },
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{ GL_DEBUG_SEVERITY_LOW, 8 },
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{ GL_DEBUG_SEVERITY_MEDIUM, FOREGROUND_GREEN | FOREGROUND_INTENSITY },
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{ GL_DEBUG_SEVERITY_HIGH, FOREGROUND_RED | FOREGROUND_INTENSITY },
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};
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SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), colors[severity]);
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printf("%.*s\n", length, message);
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FlushConsoleInputBuffer(GetStdHandle(STD_OUTPUT_HANDLE));
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SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), info.wAttributes);
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}, nullptr);
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glEnable(GL_DEBUG_OUTPUT);
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#endif
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layout.load("data/layout.xml");
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layout["main"].update(width, height);
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sampler.create();
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ShaderManager::create(kShader::Texture, shader_v, shader_f);
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ShaderManager::create(kShader::Color, shader_color_v, shader_color_f);
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ShaderManager::create(kShader::UVs, shader_v, shader_uv_f);
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WidgetBorder::m_plane.create<1>(1, 1);
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if (!tex.load("data/uvs.jpg"))
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printf("error loading image\n");
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_DEPTH_TEST);
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glPointSize(5);
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glLineWidth(2);
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//int n;
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//glGetIntegerv(GL_NUM_EXTENSIONS, &n);
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//for (int i = 0; i < n; i++)
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//{
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// const unsigned char* s = glGetStringi(GL_EXTENSIONS, i);
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// printf("GL ext %03d: %s\n", i, s);
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//}
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printf("GL version: %s\n", glGetString(GL_VERSION));
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printf("GL vendor: %s\n", glGetString(GL_VENDOR));
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printf("GL renderer: %s\n", glGetString(GL_RENDERER));
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GLfloat width_range[2];
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glGetFloatv(GL_LINE_WIDTH_RANGE, width_range);
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printf("GL line range: %f - %f\n", width_range[0], width_range[1]);
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}
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void App::update(float dt)
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{
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constexpr auto main_id = const_hash("main");
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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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if (layout.reload())
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{
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layout[main_id].update(width, height);
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}
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glActiveTexture(GL_TEXTURE0);
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tex.bind();
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sampler.bind(0);
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ShaderManager::use(kShader::Texture);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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//glEnable(GL_SCISSOR_TEST);
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for (auto& n : layout[main_id])
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{
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if (n.m_widget)
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{
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auto box = n.m_widget->clip;
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glScissor(box.x, height - box.y - box.w, box.z, box.w);
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n.m_widget->draw();
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}
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}
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glDisable(GL_SCISSOR_TEST);
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tex.unbind();
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sampler.unbind();
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}
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void App::resize(float w, float h)
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{
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constexpr auto main_id = const_hash("main");
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layout[main_id].update(w, h);
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}
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void App::mouse_down(int button, float x, float y)
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{
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printf("mouse click %f %f\n", x, y);
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}
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void App::mouse_move(float x, float y)
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{
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}
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void App::mouse_up(int button, float x, float y)
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{
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}
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