2022-04-12 05:53:32 +00:00
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static String sculpture_shd_vert_win32 = lit_str(
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"#version 330 core\n"
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"layout (location = 0) in vec3 a_pos;\n"
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"layout (location = 1) in vec2 a_uv;\n"
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"out vec2 uv;\n"
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"uniform mat4 proj;\n"
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"void main(void) {\n"
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" gl_Position = proj * vec4(a_pos, 1.0);\n"
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" uv = a_uv;\n"
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"}"
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);
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static String sculpture_shd_vert_wasm = lit_str(
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"precision highp float;\n"
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"attribute vec3 a_pos;\n"
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"attribute vec2 a_uv;\n"
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"varying vec2 uv;\n"
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"uniform mat4 proj;\n"
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"void main(void) {\n"
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" gl_Position = proj * vec4(a_pos, 1.0);\n"
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" uv = a_uv;\n"
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"}"
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);
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static String sculpture_shd_frag_win32 = lit_str(
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"#version 330 core\n"
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"in vec2 uv;\n"
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"out vec4 FragColor;\n"
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"uniform sampler2D texture;\n"
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"void main(void) {\n"
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" FragColor = texture(texture, uv);\n"
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"}"
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);
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static String sculpture_shd_frag_wasm = lit_str(
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"precision highp float;\n"
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"varying vec2 uv;\n"
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"uniform sampler2D texture;\n"
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"void main(void) {\n"
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" //gl_FragColor = texture2D(texture, uv) * color;\n"
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" gl_FragColor = vec4(uv.x,1,uv.y,1);\n"
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"}"
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);
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internal void
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ed_sculpture_visualizer_init(App_State* state)
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{
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Editor* editor = state->editor;
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#if defined(PLATFORM_win32)
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String vert = sculpture_shd_vert_win32;
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String frag = sculpture_shd_frag_win32;
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#elif defined(PLATFORM_wasm)
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String vert = sculpture_shd_vert_wasm;
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String frag = sculpture_shd_frag_wasm;
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#endif
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String attrs[] = { lit_str("a_pos"), lit_str("a_uv") };
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String uniforms[] = { lit_str("proj") };
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editor->sculpture_shd = platform_shader_create(
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vert, frag, attrs, 2, uniforms, 1
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);
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}
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r32 cam_theta = 0;
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internal void
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ed_sculpture_visualizer(App_State* state)
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{
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Editor* ed = state->editor;
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// Set the viewport to the current layout's region so that the sculpture
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// never overlaps any other ui elements
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UI_Layout l = *ed->ui.layout;
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v2 view_dim = l.bounds_max - l.bounds_min;
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glViewport(
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(s32)l.bounds_min.x,
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(s32)l.bounds_min.y,
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(s32)view_dim.x,
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(s32)view_dim.y
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);
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// TODO(PS): TEMPORARY CAMERA CODE
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2022-04-13 14:23:53 +00:00
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//cam_theta += 0.05f;
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2022-04-12 05:53:32 +00:00
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v3 camera_pos = v3{sinf(cam_theta) * 50, 0, cosf(cam_theta) * 50};
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r32 aspect = view_dim.x / view_dim.y;
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m44 proj = HMM_Perspective(45.0, aspect, 0.01f, 500);
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m44 view = HMM_LookAt(camera_pos, v3{0,0,0}, v3{0,1,0});
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platform_shader_bind(ed->sculpture_shd);
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platform_set_uniform(ed->sculpture_shd, 0, proj * view);
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platform_texture_bind(ed->sculpture_tex);
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platform_geometry_bind(ed->sculpture_geo);
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platform_geometry_draw(ed->sculpture_geo, ed->sculpture_geo.indices_len);
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// reset the viewport for all other rendering
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glViewport(0, 0, (s32)ed->window_dim.x, (s32)ed->window_dim.y);
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}
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