Bloom on sculpture
This commit is contained in:
parent
d7520367e2
commit
1b7a9c6841
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@ -1,3 +1,3 @@
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SCRIPT_REL_DIR=$(dirname "${BASH_SOURCE[0]}")
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$SCRIPT_REL_DIR/build_.sh prod osx arm64
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$SCRIPT_REL_DIR/build_.sh debug osx arm64
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# $SCRIPT_REL_DIR/build_.sh debug wasm intel
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@ -42,12 +42,18 @@ struct Geometry_Buffer
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u32 indices_len;
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};
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typedef struct Texture_Desc Texture_Desc;
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struct Texture_Desc
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{
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u32 w, h, s;
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u32 mag_filter, min_filter, fmt_internal, fmt_data;
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};
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typedef struct Texture Texture;
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struct Texture
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{
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u32 id;
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u32 w, h, s;
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Texture_Desc desc;
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};
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typedef struct Graphics_Frame_Desc Graphics_Frame_Desc;
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@ -66,6 +72,8 @@ Geometry_Buffer geometry_buffer_create(r32* vertices, u32 vertices_len, u32* ind
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Shader shader_create(String code_vert, String code_frag, String* attribs, u32 attribs_len, String* uniforms, u32 uniforms_len);
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void geometry_buffer_update(Geometry_Buffer* buffer, r32* verts, u32 verts_offset, u32 verts_len, u32* indices, u32 indices_offset, u32 indices_len);
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Geometry_Buffer unit_quad_create();
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// Shaders
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void geometry_bind(Geometry_Buffer geo);
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void shader_bind(Shader shader);
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@ -75,7 +83,7 @@ void vertex_attrib_pointer(Geometry_Buffer geo, Shader shader, u32 count, u32 at
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void set_uniform(Shader shader, u32 index, m44 u);
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// Textures
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Texture texture_create(u8* pixels, u32 width, u32 height, u32 stride);
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Texture texture_create(Texture_Desc desc, u8* pixels);
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void texture_bind(Texture tex);
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void texture_update(Texture tex, u8* new_pixels, u32 width, u32 height, u32 stride);
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@ -170,6 +178,22 @@ geometry_buffer_update(
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os_gl_no_error();
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}
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Geometry_Buffer
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unit_quad_create()
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{
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r32 z = 0;
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r32 r = 1;
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r32 verts[] = {
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// pos uv
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-r, -r, z, 0, 0,
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r, -r, z, 1, 0,
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r, r, z, 1, 1,
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-1, r, z, 0, 1,
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};
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u32 indices[] = { 0, 1, 2, 0, 2, 3 };
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return geometry_buffer_create(verts, sizeof(verts) / sizeof(r32), indices, 6);
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}
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Shader
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shader_create(String code_vert, String code_frag, String* attrs, u32 attrs_len, String* uniforms, u32 uniforms_len){
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Shader result = {};
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@ -300,8 +324,22 @@ void vertex_attrib_pointer(Geometry_Buffer geo, Shader shader, GLuint count, GLu
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os_gl_no_error();
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}
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Texture_Desc
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texture_desc_default(u32 width, u32 height)
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{
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return (Texture_Desc){
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.w = width,
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.h = height,
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.s = width,
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.min_filter = GL_NEAREST,
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.mag_filter = GL_LINEAR,
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.fmt_internal = GL_RGBA,
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.fmt_data = GL_RGBA
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};
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}
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Texture
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texture_create(u8* pixels, u32 width, u32 height, u32 stride)
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texture_create(Texture_Desc desc, u8* pixels)
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{
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Texture result = {};
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glGenTextures(1, &result.id);
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@ -312,27 +350,26 @@ texture_create(u8* pixels, u32 width, u32 height, u32 stride)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, desc.min_filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, desc.mag_filter);
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os_gl_no_error();
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_RGBA,
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width,
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height,
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desc.fmt_internal,
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desc.w,
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desc.h,
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0,
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GL_RGBA,
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desc.fmt_data,
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GL_UNSIGNED_BYTE,
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pixels
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);
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os_gl_no_error();
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result.w = width;
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result.h = height;
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result.s = stride;
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result.desc = desc;
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glBindTexture(GL_TEXTURE_2D, 0);
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return result;
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}
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@ -342,7 +379,7 @@ texture_update(Texture tex, u8* new_pixels, u32 width, u32 height, u32 stride)
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// NOTE(PS): this function simply replaces the entire image
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// we can write a more granular version if we need it
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assert(tex.w == width && tex.h == height && tex.s == stride);
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assert(tex.desc.w == width && tex.desc.h == height && tex.desc.s == stride);
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texture_bind(tex);
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glTexSubImage2D(
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GL_TEXTURE_2D,
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@ -370,8 +407,8 @@ frame_begin(Graphics_Frame_Desc desc)
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glClearColor(cc.r, cc.g, cc.b, cc.a);
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v2 vmin = desc.viewport_min;
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v2 vmax = desc.viewport_max;
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glViewport((GLsizei)vmin.x, (GLsizei)vmin.y, (GLint)vmax.x, (GLint)vmax.y);
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v2 vdim = HMM_SubtractVec2(desc.viewport_max, desc.viewport_min);
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glViewport((GLsizei)vmin.x, (GLsizei)vmin.y, (GLint)vdim.x, (GLint)vdim.y);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -11,7 +11,7 @@ ed_load_font_cb(File_Async_Job_Args result, u8* user_data)
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invalid_code_path;
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}
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r32 scale = stbtt_ScaleForPixelHeight(&font, 18.0f);
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r32 scale = stbtt_ScaleForPixelHeight(&font, 16.0f);
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s32 ascent, descent, line_gap;
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stbtt_GetFontVMetrics(&font, &ascent, &descent, &line_gap);
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ui->font_ascent = (r32)ascent * scale;
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ui->font_line_gap = (r32)line_gap * scale;
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if (ui->font_line_gap == 0) ui->font_line_gap = 5;
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ui->font_texture_scale = 2;
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scale *= ui->font_texture_scale;
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String c = lit_str("abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789!@#$%^&*()-=_+[]{}\\|;:'\",<.>/?`~");
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for (u64 i = 0; i < c.len; i++)
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{
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s32 x0, y0, x1, y1;
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stbtt_GetCodepointBitmapBoxSubpixel(&font, (char)c.str[i], scale, scale, 0, 0, &x0, &y0, &x1, &y1);
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v2 offset = (v2){ 0, (r32)y0 };
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v2 offset = (v2){ 0, (r32)y0 / ui->font_texture_scale };
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texture_atlas_register(&state->editor->ui.atlas, bp, (u32)w, (u32)h, id, offset, TextureAtlasRegistration_PixelFormat_Alpha);
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stbtt_FreeBitmap(bp, 0);
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}
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@ -103,14 +105,15 @@ Shader shd;
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Texture tex;
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internal void
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ed_init(App_State* state)
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ed_init(App_State* state, Editor_Desc* desc)
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{
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lumenarium_env_validate();
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Editor* editor = allocator_alloc_struct(permanent, Editor);
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zero_struct(*editor);
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state->editor = editor;
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editor->content_scale = (v2){1,1};
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editor->window_dim = desc->init_window_dim;
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editor->content_scale = desc->content_scale;
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editor->ui = ui_create(4096, 4096, state->input_state, permanent);
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editor->ui.draw_panel_cb = ed_draw_panel;
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editor->ui.draw_panel_cb_data = (u8*)state;
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@ -158,7 +161,7 @@ ed_init(App_State* state)
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vertex_attrib_pointer(b, shd, 2, shd.attrs[1], 5, 3);
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u32 tex_pix[] = { 0xFFFFFFFF, 0xFF00FFFF, 0xFFFFFF00, 0xFFFF00FF };
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tex = texture_create((u8*)tex_pix, 2, 2, 2);
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tex = texture_create(texture_desc_default(2, 2), (u8*)tex_pix);
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ed_sculpture_visualizer_init(state);
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lumenarium_env_validate();
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@ -270,27 +273,20 @@ ed_sculpture_updated(App_State* state, r32 scale, r32 led_size)
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geo.buffer_index.values,
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geo.buffer_index.len
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);
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for (u32 i = 0; i < 6; i++)
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{
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u32 index = geo.buffer_index.values[1008 + i];
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r32* values = geo.buffer_vertex.values + (index * 5);
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printf("%d -> %f %f %f, %f %f\n", index, values[0], values[1], values[2], values[3], values[4]);
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}
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vertex_attrib_pointer(ed->sculpture_geo, ed->sculpture_shd, 3, ed->sculpture_shd.attrs[0], 5, 0);
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vertex_attrib_pointer(ed->sculpture_geo, ed->sculpture_shd, 2, ed->sculpture_shd.attrs[1], 5, 3);
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// TODO(PS): make this have enough pixels for the sculpture
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// TODO(PS): map leds to pixels
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if (ed->sculpture_tex.w != 0)
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if (ed->sculpture_tex.desc.w != 0)
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{
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invalid_code_path;
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// TODO(PS): destroy the old texture
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}
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u8* pixels = ed_leds_to_texture(state, &scratch, pixels_dim);
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ed->sculpture_tex = texture_create(pixels, pixels_dim, pixels_dim, pixels_dim);
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ed->sculpture_tex = texture_create(texture_desc_default(pixels_dim, pixels_dim), pixels);
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scratch_release(scratch);
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lumenarium_env_validate();
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{
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scratch_get(scratch);
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u32 w = ed->sculpture_tex.w;
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u32 w = ed->sculpture_tex.desc.w;
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u8* pixels = ed_leds_to_texture(state, &scratch, w);
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texture_update(ed->sculpture_tex, pixels, w, w, w);
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scratch_release(scratch);
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@ -3,6 +3,13 @@
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#ifndef LUMENARIUM_EDITOR_H
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#define LUMENARIUM_EDITOR_H
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typedef struct Editor_Desc Editor_Desc;
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struct Editor_Desc
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{
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v2 content_scale;
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v2 init_window_dim;
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};
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typedef struct Editor Editor;
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struct Editor
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{
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@ -1,5 +1,11 @@
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#include "lumenarium_editor_sculpture_visualizer_shaders.h"
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u32 fbo;
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Texture fbo_tex_c;
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u32 fbo_rbo;
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Geometry_Buffer fs_quad;
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Shader fs_shd;
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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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@ -11,6 +17,64 @@ ed_sculpture_visualizer_init(App_State* state)
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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 = shader_create(vert, frag, attrs, 2, uniforms, 1);
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{
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glGenFramebuffers(1, &fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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v2 wds = HMM_MultiplyVec2(editor->window_dim, editor->content_scale);
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s32 w = (s32)wds.x;
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s32 h = (s32)wds.y;
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fbo_tex_c = texture_create(
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(Texture_Desc){
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.w = w, .h = h, .s = w,
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.min_filter = GL_LINEAR,
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.mag_filter = GL_LINEAR,
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.fmt_internal = GL_RGBA,
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.fmt_data = GL_RGBA,
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},
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0
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);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo_tex_c.id, 0);
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glGenRenderbuffers(1, &fbo_rbo);
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glBindRenderbuffer(GL_RENDERBUFFER, fbo_rbo);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, w, h);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo_rbo);
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u32 status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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u32 complete = GL_FRAMEBUFFER_COMPLETE;
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if (status != complete)
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{
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#define GL_ENUM_ERROR_CASE(e, msg) case e: { printf("Error: %s - %s\n", #e, msg); } break
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switch (status) {
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GL_ENUM_ERROR_CASE(GL_FRAMEBUFFER_UNDEFINED, "");
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GL_ENUM_ERROR_CASE(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, "");
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GL_ENUM_ERROR_CASE(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT, "");
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GL_ENUM_ERROR_CASE(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER, "");
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GL_ENUM_ERROR_CASE(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER, "");
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GL_ENUM_ERROR_CASE(GL_FRAMEBUFFER_UNSUPPORTED, "");
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GL_ENUM_ERROR_CASE(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE, "");
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//GL_ENUM_ERROR_CASE(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS, "");
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default: {
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os_gl_no_error();
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} break;
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}
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printf("Error: unable to complete framebuffer\n");
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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String vert = xplatform_shader_program_get_vert(sculpture_comp_shd);
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String frag = xplatform_shader_program_get_frag(sculpture_comp_shd);
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String shd_a[] = { lit_str("a_pos"), lit_str("a_uv") };
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String shd_u[] = { lit_str("proj") };
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fs_shd = shader_create(vert, frag, shd_a, 2, shd_u, 1);
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fs_quad = unit_quad_create();
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vertex_attrib_pointer(fs_quad, fs_shd, 3, fs_shd.attrs[0], 5, 0);
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vertex_attrib_pointer(fs_quad, fs_shd, 2, fs_shd.attrs[1], 5, 3);
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}
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}
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r32 cam_theta = 0;
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@ -21,24 +85,11 @@ ed_sculpture_visualizer(App_State* state)
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{
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Editor* ed = state->editor;
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Input_State* in = state->input_state;
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u32 delta = 1;
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if (input_key_is_down(in, KeyCode_LeftShift) || input_key_is_down(in, KeyCode_RightShift))
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{
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delta = 100;
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}
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if (input_key_went_down(in, KeyCode_UpArrow))
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{
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offset += delta;
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printf("%d\n", offset);
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}
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if (input_key_went_down(in, KeyCode_DownArrow))
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{
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offset -= delta;
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printf("%d\n", offset);
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}
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offset = clamp(0, offset, ed->sculpture_geo.indices_len);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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os_gl_no_error();
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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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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@ -75,6 +126,19 @@ ed_sculpture_visualizer(App_State* state)
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geometry_drawi(ed->sculpture_geo, k, 0);
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// reset the viewport for all other rendering
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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v2 wds = HMM_MultiplyVec2(ed->window_dim, ed->content_scale);
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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});
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m44 model = HMM_MultiplyMat4(pos, scale);
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m44 mvp = HMM_MultiplyMat4(ortho, model);
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shader_bind(fs_shd);
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set_uniform(fs_shd, 0, mvp);
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texture_bind(fbo_tex_c);
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geometry_bind(fs_quad);
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geometry_drawi(fs_quad, 6, 0);
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}
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@ -62,4 +62,75 @@ global XPlatform_Shader_Program_Src sculpture_shd = {
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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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||||
};
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||||
};
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||||
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||||
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||||
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global XPlatform_Shader_Program_Src sculpture_comp_shd = {
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.win32_vert = lit_str(""
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),
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.win32_frag = lit_str(
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""
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||||
),
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||||
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.osx_vert = 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"
|
||||
"out vec2 uv;\n"
|
||||
"uniform mat4 proj;\n"
|
||||
"void main(void) {\n"
|
||||
" gl_Position = proj * vec4(a_pos, 1.0);\n"
|
||||
" uv = a_uv;\n"
|
||||
"}"
|
||||
),
|
||||
.osx_frag = lit_str(
|
||||
"#version 330 core\n"
|
||||
"in vec2 uv;\n"
|
||||
"out vec4 FragColor;\n"
|
||||
"uniform sampler2D tex;\n"
|
||||
"float normpdf(in float x, in float sigma) { return 0.39894*exp(-0.5*x*x/(sigma*sigma))/sigma; }\n"
|
||||
"void main(void) {\n"
|
||||
" vec4 orig_p = texture(tex, uv);\n"
|
||||
" vec2 tex_size = textureSize(tex, 0);\n"
|
||||
" vec2 tex_offset = 1.0 / tex_size;\n"
|
||||
" "
|
||||
" const int m_size = 15;\n // must be odd\n"
|
||||
" const int k_size = (m_size - 1) / 2;\n"
|
||||
" float kernel[m_size];\n"
|
||||
" float sigma = 7.0;\n"
|
||||
" float z = 0;\n"
|
||||
" for (int i = 0; i <= k_size; i++) {\n"
|
||||
" float v = normpdf(float(i), sigma);\n"
|
||||
" kernel[k_size + i] = v; kernel[k_size - i] = v;\n"
|
||||
" }\n"
|
||||
" for (int i = 0; i < m_size; i++) {\n"
|
||||
" z += kernel[i];\n"
|
||||
" }\n"
|
||||
" vec3 bloom_acc = vec3(0);\n"
|
||||
" for (int i = -k_size; i <= k_size; i++) {\n"
|
||||
" for (int j = -k_size; j <= k_size; j++) {\n"
|
||||
" vec2 uvp = uv + (vec2(float(i), float(j)) / tex_size);\n"
|
||||
" bloom_acc += kernel[k_size + j] * kernel[k_size + i] * texture(tex, uvp).xyz;\n"
|
||||
" }\n"
|
||||
" }\n"
|
||||
" vec3 bloom_color = bloom_acc / (z * z);\n"
|
||||
" vec3 final_color = orig_p.xyz + bloom_color;\n"
|
||||
// tone mapping
|
||||
" float exposure = 1.0;\n"
|
||||
" float gamma = 2.2;\n"
|
||||
" vec3 result = vec3(1.0) - exp(-final_color * exposure);\n"
|
||||
// also gamma correct while we're at it
|
||||
" result = pow(result, vec3(1.0 / gamma));\n"
|
||||
" FragColor = vec4(result, 1.0);\n"
|
||||
"}"
|
||||
),
|
||||
|
||||
.wasm_vert = lit_str(
|
||||
""
|
||||
),
|
||||
.wasm_frag = lit_str(
|
||||
""
|
||||
),
|
||||
};
|
||||
|
||||
|
|
|
@ -47,7 +47,7 @@ ui_create(u32 widget_pool_cap, u32 verts_cap, Input_State* input, Allocator* a)
|
|||
|
||||
// Texture Atlas
|
||||
result.atlas = texture_atlas_create(1024, 1024, 512, permanent);
|
||||
result.atlas_texture = texture_create(result.atlas.pixels, 1024, 1024, 1024);
|
||||
result.atlas_texture = texture_create(texture_desc_default(1024, 1024), result.atlas.pixels);
|
||||
|
||||
u32 white_sprite[] = {
|
||||
0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF,
|
||||
|
@ -117,8 +117,8 @@ ui_sprite_char_get_draw_cmd(UI* ui, v3 at, u32 codepoint)
|
|||
result.uv = texture_atlas_sprite_get_uvs(&ui->atlas, sprite);
|
||||
|
||||
v3 dim = (v3){
|
||||
(r32)(sprite.max_x - sprite.min_x),
|
||||
(r32)(sprite.max_y - sprite.min_y),
|
||||
(r32)(sprite.max_x - sprite.min_x) / ui->font_texture_scale,
|
||||
(r32)(sprite.max_y - sprite.min_y) / ui->font_texture_scale,
|
||||
0,
|
||||
};
|
||||
result.pmin = at;
|
||||
|
@ -126,7 +126,7 @@ ui_sprite_char_get_draw_cmd(UI* ui, v3 at, u32 codepoint)
|
|||
result.pmin.XY = v2_floor(result.pmin.XY);
|
||||
result.pmax = HMM_AddVec3(result.pmin, dim);
|
||||
|
||||
result.baseline_after = (v3){ result.pmax.x, at.y, at.z };
|
||||
result.baseline_after = (v3){ result.pmax.x + 1.5f, at.y, at.z };
|
||||
|
||||
return result;
|
||||
}
|
||||
|
@ -193,12 +193,10 @@ ui_draw_panel(BSP* tree, BSP_Node_Id id, BSP_Node* node, u8* user_data)
|
|||
c = PINK_V4;
|
||||
}
|
||||
|
||||
#if 0
|
||||
ui_sprite_push_color(ui, l0p0, l0p1, sid, c);
|
||||
ui_sprite_push_color(ui, l1p0, l1p1, sid, c);
|
||||
ui_sprite_push_color(ui, l2p0, l2p1, sid, c);
|
||||
ui_sprite_push_color(ui, l3p0, l3p1, sid, c);
|
||||
#endif
|
||||
}
|
||||
|
||||
internal void
|
||||
|
|
|
@ -187,6 +187,7 @@ struct UI
|
|||
|
||||
Texture_Atlas atlas;
|
||||
r32 font_ascent, font_descent, font_line_gap, font_space_width;
|
||||
r32 font_texture_scale;
|
||||
|
||||
UI_Widget_Pool widgets;
|
||||
UI_Style_Sheet* style_sheet;
|
||||
|
|
|
@ -72,4 +72,5 @@ global XPlatform_Shader_Program_Src ui_shader = {
|
|||
" gl_FragColor = texture2D(tex, uv) * color;\n"
|
||||
"}"
|
||||
),
|
||||
};
|
||||
};
|
||||
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
#include "user_space/user_space_incenter.cpp"
|
||||
|
||||
internal App_State*
|
||||
lumenarium_init()
|
||||
lumenarium_init(Editor_Desc* ed_desc)
|
||||
{
|
||||
App_State* state = 0;
|
||||
|
||||
|
@ -48,7 +48,7 @@ lumenarium_init()
|
|||
|
||||
|
||||
en_init(state, desc);
|
||||
if (has_flag(state->flags, AppState_RunEditor)) ed_init(state);
|
||||
if (has_flag(state->flags, AppState_RunEditor)) ed_init(state, ed_desc);
|
||||
if (has_flag(state->flags, AppState_RunUserSpace)) incenter_init(state);
|
||||
scratch_release(scratch);
|
||||
return state;
|
||||
|
|
|
@ -289,12 +289,15 @@ int main (int arg_count, char** args)
|
|||
}
|
||||
glfwSetErrorCallback(glfw_error_callback);
|
||||
|
||||
s32 init_window_width = 1400;
|
||||
s32 init_window_height = 700;
|
||||
|
||||
glfwWindowHint(GLFW_DOUBLEBUFFER, true);
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, 1);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
GLFWwindow* window = glfwCreateWindow(1400, 700, "Lumenarium", NULL, NULL);
|
||||
GLFWwindow* window = glfwCreateWindow(init_window_width, init_window_width, "Lumenarium", NULL, NULL);
|
||||
if (!window)
|
||||
{
|
||||
printf("Error: Unable to create a glfw window\n");
|
||||
|
@ -310,15 +313,14 @@ int main (int arg_count, char** args)
|
|||
glfwSetCursorPosCallback(window, cursor_position_callback);
|
||||
glfwSetScrollCallback(window, scroll_callback);
|
||||
|
||||
App_State* state = lumenarium_init();
|
||||
app_state_data = (u8*)state;
|
||||
Editor_Desc ed_desc = {};
|
||||
float xscale, yscale;
|
||||
glfwGetWindowContentScale(window, &xscale, &yscale);
|
||||
ed_desc.content_scale = (v2){ xscale, yscale };
|
||||
ed_desc.init_window_dim = (v2){init_window_width, init_window_height};
|
||||
|
||||
if (has_flag(state->flags, AppState_RunEditor))
|
||||
{
|
||||
float xscale, yscale;
|
||||
glfwGetWindowContentScale(window, &xscale, &yscale);
|
||||
state->editor->content_scale = (v2){ xscale, yscale };
|
||||
}
|
||||
App_State* state = lumenarium_init(&ed_desc);
|
||||
app_state_data = (u8*)state;
|
||||
|
||||
bool running = true;
|
||||
r64 target_seconds_per_frame = 1.0 / 30.0f;
|
||||
|
|
Loading…
Reference in New Issue