Lumenarium/src_v2/editor/lumenarium_editor_sculpture...

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#include "lumenarium_editor_sculpture_visualizer_shaders.h"
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u32 fbo;
Texture fbo_tex_c;
u32 fbo_rbo;
Geometry_Buffer fs_quad;
Shader fs_shd;
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internal void
ed_sculpture_visualizer_init(App_State* state)
{
Editor* editor = state->editor;
String vert = xplatform_shader_program_get_vert(sculpture_shd);
String frag = xplatform_shader_program_get_frag(sculpture_shd);
String attrs[] = { lit_str("a_pos"), lit_str("a_uv") };
String uniforms[] = { lit_str("proj") };
editor->sculpture_shd = shader_create(vert, frag, attrs, 2, uniforms, 1);
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{
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
v2 wds = HMM_MultiplyVec2(editor->window_dim, editor->content_scale);
s32 w = (s32)wds.x;
s32 h = (s32)wds.y;
fbo_tex_c = texture_create(
(Texture_Desc){
.w = w, .h = h, .s = w,
.min_filter = GL_LINEAR,
.mag_filter = GL_LINEAR,
.fmt_internal = GL_RGBA,
.fmt_data = GL_RGBA,
},
0
);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo_tex_c.id, 0);
glGenRenderbuffers(1, &fbo_rbo);
glBindRenderbuffer(GL_RENDERBUFFER, fbo_rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, w, h);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo_rbo);
u32 status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
u32 complete = GL_FRAMEBUFFER_COMPLETE;
if (status != complete)
{
#define GL_ENUM_ERROR_CASE(e, msg) case e: { printf("Error: %s - %s\n", #e, msg); } break
switch (status) {
GL_ENUM_ERROR_CASE(GL_FRAMEBUFFER_UNDEFINED, "");
GL_ENUM_ERROR_CASE(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, "");
GL_ENUM_ERROR_CASE(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT, "");
GL_ENUM_ERROR_CASE(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER, "");
GL_ENUM_ERROR_CASE(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER, "");
GL_ENUM_ERROR_CASE(GL_FRAMEBUFFER_UNSUPPORTED, "");
GL_ENUM_ERROR_CASE(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE, "");
//GL_ENUM_ERROR_CASE(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS, "");
default: {
os_gl_no_error();
} break;
}
printf("Error: unable to complete framebuffer\n");
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
String vert = xplatform_shader_program_get_vert(sculpture_comp_shd);
String frag = xplatform_shader_program_get_frag(sculpture_comp_shd);
String shd_a[] = { lit_str("a_pos"), lit_str("a_uv") };
String shd_u[] = { lit_str("proj") };
fs_shd = shader_create(vert, frag, shd_a, 2, shd_u, 1);
fs_quad = unit_quad_create();
vertex_attrib_pointer(fs_quad, fs_shd, 3, fs_shd.attrs[0], 5, 0);
vertex_attrib_pointer(fs_quad, fs_shd, 2, fs_shd.attrs[1], 5, 3);
}
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}
r32 cam_theta = 0;
u32 offset = 0;
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internal void
ed_sculpture_visualizer(App_State* state)
{
Editor* ed = state->editor;
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incenter_sculpture_visualizer_ui(state, ed);
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#define SCULPTURE_VIZ_BLOOM 0
#if SCULPTURE_VIZ_BLOOM
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
os_gl_no_error();
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
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#endif
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// Set the viewport to the current layout's region so that the sculpture
// never overlaps any other ui elements
UI_Layout l = *ed->ui.layout;
v2 view_dim = HMM_SubtractVec2(l.bounds_max, l.bounds_min);
v2 view_min = l.bounds_min;
v2 view_max = l.bounds_max;
v2 view_min_scaled = HMM_MultiplyVec2(view_min, ed->content_scale);
v2 view_dim_scaled = HMM_MultiplyVec2(view_dim, ed->content_scale);
glViewport(
(s32)view_min_scaled.x,
(s32)view_min_scaled.y,
(u32)view_dim_scaled.x,
(u32)view_dim_scaled.y
);
// TODO(PS): TEMPORARY CAMERA CODE
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cam_theta += 0.005f;
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r32 cam_r = 50;
v3 camera_pos = (v3){ 0, -4.9, -cam_r };
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camera_pos = (v3){sinf(cam_theta) * cam_r, -4.9f, cosf(cam_theta) * cam_r};
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r32 aspect = view_dim.x / view_dim.y;
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m44 proj = HMM_Perspective(72.0, aspect, 0.01f, 500);
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m44 view = HMM_LookAt(camera_pos, (v3){0,2,0}, (v3){0,1,0});
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shader_bind(ed->sculpture_shd);
set_uniform(ed->sculpture_shd, 0, HMM_MultiplyMat4(proj, view));
texture_bind(ed->sculpture_tex);
geometry_bind(ed->sculpture_geo);
u32 i = 1008;
u32 j = 2868;
u32 k = ed->sculpture_geo.indices_len;
u32 h = (i * 6) + 3;
geometry_drawi(ed->sculpture_geo, k, 0);
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// reset the viewport for all other rendering
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#if SCULPTURE_VIZ_BLOOM
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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v2 wds = HMM_MultiplyVec2(ed->window_dim, ed->content_scale);
glViewport(0, 0, (s32)wds.x, (s32)wds.y);
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m44 ortho = HMM_Orthographic(0, ed->window_dim.x, ed->window_dim.y, 0, 0.01f, 200.0f);
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m44 scale = HMM_Scale((v3){ed->window_dim.x / 2, -ed->window_dim.y / 2, 100});
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m44 pos = HMM_Translate((v3){ed->window_dim.x / 2, ed->window_dim.y / 2, -99});
m44 model = HMM_MultiplyMat4(pos, scale);
m44 mvp = HMM_MultiplyMat4(ortho, model);
shader_bind(fs_shd);
set_uniform(fs_shd, 0, mvp);
texture_bind(fbo_tex_c);
geometry_bind(fs_quad);
geometry_drawi(fs_quad, 6, 0);
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#endif // SCULPTURE_VIZ_BLOOM
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}