Lumenarium/src_v2/editor/lumenarium_editor.cpp

126 lines
4.5 KiB
C++

static r32 z_ = 0;
static r32 r_ = 0.3f;
static r32 quad_verts[] = {
-r_, -r_, z_, 1.0f, 0, 0,
r_, -r_, z_, 1.0f, 1, 0,
r_, r_, z_, 1.0f, 1, 1,
-r_, r_, z_, 1.0f, 0, 1,
};
static u32 quad_indices[] = {
0, 1, 2,
0, 2, 3,
};
static String shader_code_vert_win32 = lit_str(
"#version 330 core\n"
"layout (location = 0) in vec4 coordinates;\n"
"layout (location = 1) in vec2 uv;\n"
"out vec2 tex_coord;\n"
"void main(void) {\n"
" gl_Position = coordinates;\n"
" tex_coord = uv;\n"
"}"
);
static String shader_code_vert_wasm = lit_str(
"precision highp float;\n"
"attribute vec4 coordinates;\n"
"attribute vec2 uv;\n"
"varying vec2 tex_coord;\n"
"void main(void) {\n"
" gl_Position = coordinates;\n"
" tex_coord = uv;\n"
"}");
static String shader_code_frag_win32 = lit_str(
"#version 330 core\n"
"in vec2 tex_coord;\n"
"out vec4 FragColor;\n"
"uniform sampler2D texture;\n"
"void main(void) {\n"
"// FragColor = vec4(1,tex_coord.x,tex_coord.y,1);\n"
" FragColor = texture(texture, tex_coord);\n"
"}"
);
static String shader_code_frag_wasm = lit_str(
"precision highp float;\n"
"varying vec2 tex_coord;\n"
"uniform sampler2D texture;\n"
"void main(void) {\n"
" gl_FragColor = texture2D(texture, tex_coord);\n"
" // vec4(1, tex_coord.x, tex_coord.y, 1);\n"
"}");
static u32 pix[] = {
0xFF000000, 0xFFFFFFFF, 0xFF000000, 0xFFFFFFFF,
0xFFFFFFFF, 0xFF000000, 0xFFFFFFFF, 0xFF000000,
0xFF000000, 0xFFFFFFFF, 0xFF000000, 0xFFFFFFFF,
0xFFFFFFFF, 0xFF000000, 0xFFFFFFFF, 0xFF000000,
};
void make_quad(Platform_Geometry_Buffer* geo, Platform_Shader* shd, Platform_Texture* tex)
{
// TODO(PS): TEMP
#if defined(PLATFORM_win32)
String shader_code_vert = shader_code_vert_win32;
String shader_code_frag = shader_code_frag_win32;
#elif defined(PLATFORM_wasm)
String shader_code_vert = shader_code_vert_wasm;
String shader_code_frag = shader_code_frag_wasm;
#endif
*geo = platform_geometry_buffer_create(
quad_verts, 24, quad_indices, 6
);
String attribs[] = {
lit_str("coordinates"),
lit_str("uv"),
};
*shd = platform_shader_create(
shader_code_vert, shader_code_frag, attribs, 2
);
platform_vertex_attrib_pointer(*geo, *shd, 4, shd->attrs[0], 6, 0);
platform_vertex_attrib_pointer(*geo, *shd, 2, shd->attrs[1], 6, 4);
*tex = platform_texture_create((u8*)pix, 4, 4, 4);
}
internal void
ed_init(App_State* state)
{
Editor* editor = allocator_alloc_struct(permanent, Editor);
state->editor = editor;
make_quad(&editor->renderer.geo, &editor->renderer.shd, &editor->renderer.tex);
}
internal void
ed_frame_prepare(App_State* state)
{
}
internal void
ed_frame(App_State* state)
{
for (u32 i = 0; i < 16; i++)
{
if (i % 2 == 1) continue;
pix[i] += 1;
}
platform_texture_update(state->editor->renderer.tex, (u8*)pix, 4, 4, 4);
edr_render(state);
}
internal void
ed_cleanup(App_State* state)
{
}