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-rw-r--r--shaders/main.cc791
1 files changed, 0 insertions, 791 deletions
diff --git a/shaders/main.cc b/shaders/main.cc
deleted file mode 100644
index c026eb2..0000000
--- a/shaders/main.cc
+++ /dev/null
@@ -1,791 +0,0 @@
-// --------------------------------------------------------------------------------
-// OpenGL shader sandbox
-//
-// SPDX-License-Identifier: 0BSD
-// --------------------------------------------------------------------------------
-
-#define GLAD_GL_IMPLEMENTATION
-#include "../common/c_cpp/thirdparty/glad33/glad33.h"
-
-#define SDL_MAIN_USE_CALLBACKS
-#include <SDL3/SDL.h>
-#include <SDL3/SDL_main.h>
-#include <SDL3/SDL_opengl.h>
-
-#define IMGUI_IMPL_OPENGL_LOADER_CUSTOM
-#include "imgui.h"
-#include "imgui_impl_opengl3.cpp"
-#include "imgui_impl_sdl3.cpp"
-
-#include <cctype>
-#include <cmath>
-#include <cstddef>
-
-// --------------------------------------------------------------------------------
-// Geometry
-// --------------------------------------------------------------------------------
-
-constexpr float Pi = 3.1415926535f;
-
-template <typename T>
-static inline T Min(T lhs, T rhs)
-{
- return (lhs < rhs) ? lhs : rhs;
-}
-
-template <typename T>
-static inline T Max(T lhs, T rhs)
-{
- return (lhs > rhs) ? lhs : rhs;
-}
-
-template <typename T>
-static inline T Clamp(T val, T vmin, T vmax)
-{
- return Min(Max(val, vmin), vmax);
-}
-
-static inline float Radians(float degrees)
-{
- return degrees * Pi / 180.0f;
-}
-
-class Vec2
-{
-public:
- float x = 0.0f;
- float y = 0.0f;
-public:
- Vec2() = default;
- Vec2(float x, float y) : x(x), y(y) { }
-};
-
-class Vec3
-{
-public:
- float x = 0.0f;
- float y = 0.0f;
- float z = 0.0f;
-public:
- Vec3() = default;
- Vec3(float x, float y, float z) : x(x), y(y), z(z) { }
-
- inline Vec3 operator+(const Vec3& rhs) const
- {
- return Vec3(x + rhs.x, y + rhs.y, z + rhs.z);
- }
-
- inline Vec3 operator-(const Vec3& rhs) const
- {
- return Vec3(x - rhs.x, y - rhs.y, z - rhs.z);
- }
-
- inline Vec3 operator*(float scalar) const
- {
- return Vec3(x * scalar, y * scalar, z * scalar);
- }
-
- inline float Length() const
- {
- return std::sqrtf(x * x + y * y + z * z);
- }
-
- inline Vec3 Normalize() const
- {
- float l = Length();
- if (l == 0.0f) { l = 1.0f; }
- return Vec3(x / l, y / l, z / l);
- }
-
- inline float Dot(const Vec3& rhs) const
- {
- return x * rhs.x + y * rhs.y + z * rhs.z;
- }
-
- inline Vec3 Cross(const Vec3& rhs) const
- {
- return Vec3(
- y * rhs.z - z * rhs.y,
- z * rhs.x - x * rhs.z,
- x * rhs.y - y * rhs.x
- );
- }
-public:
- static Vec3 FromEuler(Vec2 angles)
- {
- const float rx = Radians(angles.x);
- const float ry = Radians(angles.y);
- const float x = cosf(ry) * sinf(rx);
- const float y = sinf(ry);
- const float z = cosf(ry) * cosf(rx);
- return Vec3(x, y, z);
- }
-};
-
-class Vec4
-{
-public:
- float x = 0.0f;
- float y = 0.0f;
- float z = 0.0f;
- float w = 1.0f;
-public:
- Vec4() = default;
- Vec4(float x, float y, float z) : x(x), y(y), z(z), w(1.0f) { }
- Vec4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) { }
-};
-
-class Mat4x4
-{
-private:
- float m[4 * 4];
-public:
- inline float& operator[](std::size_t s) { return m[s]; }
- inline float operator[](std::size_t s) const { return m[s]; }
-
- inline float* Base() { return m; }
-
- inline Mat4x4 operator*(const Mat4x4& rhs)
- {
- Mat4x4 r = { };
- for (int col = 0; col < 4; ++col) {
- for (int row = 0; row < 4; ++row) {
- r[col * 4 + row] =
- m[0 * 4 + row] * rhs[col * 4 + 0] +
- m[1 * 4 + row] * rhs[col * 4 + 1] +
- m[2 * 4 + row] * rhs[col * 4 + 2] +
- m[3 * 4 + row] * rhs[col * 4 + 3];
- }
- }
- return r;
- }
-public:
- static Mat4x4 LookAt(const Vec3& eye, const Vec3& at, const Vec3& up)
- {
- Vec3 f = (at - eye).Normalize();
- Vec3 s = f.Cross(up).Normalize();
- Vec3 u = s.Cross(f);
- Vec3 t = Vec3(-s.Dot(eye), -u.Dot(eye), f.Dot(eye));
-
- Mat4x4 m;
- m[ 0] = s.x; m[ 1] = u.x; m[ 2] = -f.x; m[ 3] = 0.0f;
- m[ 4] = s.y; m[ 5] = u.y; m[ 6] = -f.y; m[ 7] = 0.0f;
- m[ 8] = s.z; m[ 9] = u.z; m[10] = -f.z; m[11] = 0.0f;
- m[12] = t.x; m[13] = t.y; m[14] = t.z; m[15] = 1.0f;
-
- return m;
- }
-
- static Mat4x4 Perspective(float fov_deg, float aspect, float z_near, float z_far)
- {
- const float fov_cot = 1.0f / std::tanf(Radians(fov_deg) / 2.0f);
-
- Mat4x4 m = { };
-
- m[0*4+0] = fov_cot / aspect;
- m[1*4+1] = fov_cot;
- m[2*4+3] = -1.0f;
-
- m[2*4+2] = (z_far + z_near) / (z_near - z_far);
- m[3*4+2] = (2.0f * z_near * z_far) / (z_near - z_far);
-
- return m;
- }
-};
-
-// --------------------------------------------------------------------------------
-// Shader metadata parser
-// --------------------------------------------------------------------------------
-
-enum : int
-{
- SHADER_MODEL_TYPE_INVALID = 0,
- SHADER_MODEL_TYPE_QUAD,
- SHADER_MODEL_TYPE_CUBE,
-};
-
-enum : int
-{
- SHADER_UNIFORM_TYPE_INVALID = 0,
- SHADER_UNIFORM_TYPE_INT,
- SHADER_UNIFORM_TYPE_FLOAT,
- SHADER_UNIFORM_TYPE_COLOR,
-};
-
-struct ShaderUniform
-{
- char name[32];
- int type;
- int val_i1;
- float val_fl;
- Vec4 val_v4;
- int min_i;
- int max_i;
-};
-
-struct ShaderMetadata
-{
- int model;
- ImVector<ShaderUniform> uniforms;
-};
-
-static bool ReadToken(const char** src, const char** out, int* len)
-{
- while (isspace(**src)) {
- ++*src;
- }
- if (!**src) {
- return false;
- }
-
- *len = 0;
- *out = *src;
- while (**src && !isspace(**src)) {
- ++*src;
- ++*len;
- }
-
- return true;
-}
-
-static bool TokenEq(const char* tok, int len, const char* str)
-{
- return (int)strlen(str) == len && !strncmp(tok, str, len);
-}
-
-static int TokenInt(const char* tok, int len)
-{
- char tmp[64] = { };
- strncpy(tmp, tok, Min((int)sizeof(tmp), len));
- return atoi(tmp);
-}
-
-static float TokenFloat(const char* tok, int len)
-{
- char tmp[64] = { };
- strncpy(tmp, tok, Min((int)sizeof(tmp), len));
- return strtof(tmp, NULL);
-}
-
-static void ParseShaderMetadata(ShaderMetadata* sm, const char* src)
-{
- *sm = ShaderMetadata();
-
- while ((src = strchr(src, '@'))) {
- // @model <quad|cube>
- if (!strncmp(src, "@model", 6)) {
- src += 6;
-
- const char* tok;
- int len;
- if (!ReadToken(&src, &tok, &len)) {
- SDL_Log("@model: Missing parameter");
- continue;
- }
-
- if (TokenEq(tok, len, "quad")) {
- sm->model = SHADER_MODEL_TYPE_QUAD;
- } else if (TokenEq(tok, len, "cube")) {
- sm->model = SHADER_MODEL_TYPE_CUBE;
- } else {
- SDL_Log("@model: Invalid parameter: %.*s", len, tok);
- }
-
- continue;
- }
-
- // @uniform <type> <name> <val>
- else if (!strncmp(src, "@uniform", 8)) {
- src += 8;
-
- ShaderUniform u = { };
-
- const char* tok;
- int len;
- if (!ReadToken(&src, &tok, &len)) {
- SDL_Log("@uniform: Missing parameter");
- continue;
- }
- const char* type_tok = tok;
- int type_len = len;
-
- if (!ReadToken(&src, &tok, &len)) {
- SDL_Log("@uniform: Missing parameter");
- continue;
- }
- strncpy(u.name, tok, Min((int)sizeof(u.name), len));
-
- // i min max
- if (TokenEq(type_tok, type_len, "int")) {
- u.type = SHADER_UNIFORM_TYPE_INT;
-
- if (!ReadToken(&src, &tok, &len)) {
- SDL_Log("@uniform: No value");
- continue;
- }
- u.val_i1 = TokenInt(tok, len);
- if (!ReadToken(&src, &tok, &len)) {
- SDL_Log("@uniform: No value");
- continue;
- }
- u.min_i = TokenInt(tok, len);
- if (!ReadToken(&src, &tok, &len)) {
- SDL_Log("@uniform: No value");
- continue;
- }
- u.max_i = TokenInt(tok, len);
- }
- // f
- else if (TokenEq(type_tok, type_len, "float")) {
- u.type = SHADER_UNIFORM_TYPE_FLOAT;
-
- if (!ReadToken(&src, &tok, &len)) {
- SDL_Log("@uniform: No value");
- continue;
- }
- u.val_fl = TokenFloat(tok, len);
- }
- // f f f f
- else if (TokenEq(type_tok, type_len, "color")) {
- u.type = SHADER_UNIFORM_TYPE_COLOR;
-
- if (!ReadToken(&src, &tok, &len)) {
- SDL_Log("@uniform: No value");
- continue;
- }
- u.val_v4.x = TokenFloat(tok, len);
- if (!ReadToken(&src, &tok, &len)) {
- SDL_Log("@uniform: No value");
- continue;
- }
- u.val_v4.y = TokenFloat(tok, len);
- if (!ReadToken(&src, &tok, &len)) {
- SDL_Log("@uniform: No value");
- continue;
- }
- u.val_v4.z = TokenFloat(tok, len);
- if (!ReadToken(&src, &tok, &len)) {
- SDL_Log("@uniform: No value");
- continue;
- }
- u.val_v4.w = TokenFloat(tok, len);
- } else {
- SDL_Log("@uniform: Unsupported type: %.*s", type_len, type_tok);
- continue;
- }
-
- sm->uniforms.push_back(u);
-
- continue;
- }
- }
-}
-
-// --------------------------------------------------------------------------------
-// Application
-// --------------------------------------------------------------------------------
-
-static struct
-{
- SDL_Window* wnd;
- ShaderMetadata sm;
- bool ui_hidden;
- bool pause;
-
- GLuint shader;
-
- float cam_dist = 3.5f;
- Vec2 cam_ang = Vec2(0, 0);
-
- GLuint vao;
- GLuint vbo;
- GLuint ibo;
- int ibo_len;
-} G = { };
-
-static inline bool Is3D()
-{
- return G.sm.model == SHADER_MODEL_TYPE_CUBE;
-}
-
-// Helper: Report errors via glGetError() after every OpenGL function call.
-// macOS does not support glDebugMessageCallback
-static void AssertGL(GLenum error, const char* expr, int line)
-{
- if (error != GL_NO_ERROR) {
- const char* error_string;
- switch (error) {
-#define BIND_ERROR(name) case name: { error_string = #name; }; break;
- BIND_ERROR(GL_INVALID_ENUM);
- BIND_ERROR(GL_INVALID_VALUE);
- BIND_ERROR(GL_INVALID_OPERATION);
- BIND_ERROR(GL_INVALID_FRAMEBUFFER_OPERATION);
- BIND_ERROR(GL_OUT_OF_MEMORY);
-#undef BIND_ERROR
- default: SDL_assert(0 && "Invalid GL_ERROR enum");
- }
- SDL_Log("[Line #%u] %s caused %s\n", line, expr, error_string);
- }
-}
-#define GL(expr) \
- expr; \
- for (GLenum _glcode; (_glcode = glGetError()) != GL_NO_ERROR; ) { \
- AssertGL(_glcode, #expr, __LINE__); \
- }
-
-SDL_AppResult SDLCALL SDL_AppInit(void**, int argc, char* argv[])
-{
- if (!SDL_Init(SDL_INIT_VIDEO)) {
- SDL_Log("Failed to initialize SDL: %s", SDL_GetError());
- return SDL_APP_FAILURE;
- }
-
- const char* path = (argc > 1) ? argv[1] : NULL;
- if (!path) {
- SDL_Log("No shader file supplied");
- return SDL_APP_FAILURE;
- }
-
- char* src = (char*)SDL_LoadFile(path, NULL);
- if (!src) {
- SDL_Log("Failed to load %s: %s", path, SDL_GetError());
- return SDL_APP_FAILURE;
- }
-
- ParseShaderMetadata(&G.sm, src);
-
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
- SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
- SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
-
- char title[64]; snprintf(title, sizeof(title), "shaders: %s", path);
- Uint32 wflags = SDL_WINDOW_OPENGL |
- SDL_WINDOW_HIGH_PIXEL_DENSITY |
- SDL_WINDOW_RESIZABLE;
- G.wnd = SDL_CreateWindow(title, 1024, 768, wflags);
- if (!G.wnd) {
- SDL_Log("Failed to create window: %s", SDL_GetError());
- return SDL_APP_FAILURE;
- }
-
- if (!SDL_GL_CreateContext(G.wnd)) {
- SDL_Log("Failed to create OpenGL context: %s", SDL_GetError());
- return SDL_APP_FAILURE;
- }
- SDL_GL_SetSwapInterval(1);
-
- if (!gladLoadGL(SDL_GL_GetProcAddress)) {
- SDL_Log("Failed to load OpenGL functions");
- return SDL_APP_FAILURE;
- }
-
- GL(glGenVertexArrays(1, &G.vao));
- GL(glBindVertexArray(G.vao));
-
- GL(glGenBuffers(1, &G.vbo));
- GL(glBindBuffer(GL_ARRAY_BUFFER, G.vbo));
-
- GL(glGenBuffers(1, &G.ibo));
- GL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, G.ibo));
-
- switch (G.sm.model) {
- case SHADER_MODEL_TYPE_QUAD: {
- //
- // 0 1
- // +------------+
- // | |
- // | |
- // | |
- // | |
- // | 3 | 2
- // +------------+
- //
- struct V { Vec2 p; Vec2 t; };
- const V vdata[] = {
- { Vec2(-1.0f, 1.0f), Vec2(0, 1) },
- { Vec2( 1.0f, 1.0f), Vec2(1, 1) },
- { Vec2( 1.0f, -1.0f), Vec2(1, 0) },
- { Vec2(-1.0f, -1.0f), Vec2(0, 0) },
- };
- const uint16_t idata[] = {
- 0, 1, 2,
- 0, 2, 3,
- };
- GL(glBufferData(GL_ARRAY_BUFFER, sizeof(vdata), vdata, GL_STATIC_DRAW));
- GL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(idata), idata, GL_STATIC_DRAW));
- GL(glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(V), (void*)offsetof(V, p)));
- GL(glEnableVertexAttribArray(0));
- GL(glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(V), (void*)offsetof(V, t)));
- GL(glEnableVertexAttribArray(1));
- G.ibo_len = sizeof(idata) / sizeof(*idata);
- } break;
- case SHADER_MODEL_TYPE_CUBE: {
- //
- // +------------+
- // /| /|
- // / | / |
- // +------------+ |
- // | | | |
- // | | | |
- // | +---------|--+
- // | / | /
- // |/ |/
- // +------------+
- //
- struct V { Vec3 p; Vec2 t; Vec3 n; };
- const V vdata[] = {
- // Front
- { Vec3(-1, 1, 1), Vec2(0, 1), Vec3(0, 0, 1) },
- { Vec3( 1, 1, 1), Vec2(1, 1), Vec3(0, 0, 1) },
- { Vec3( 1, -1, 1), Vec2(1, 0), Vec3(0, 0, 1) },
- { Vec3(-1, -1, 1), Vec2(0, 0), Vec3(0, 0, 1) },
- // Right
- { Vec3( 1, 1, 1), Vec2(0, 1), Vec3(1, 0, 0) },
- { Vec3( 1, 1, -1), Vec2(1, 1), Vec3(1, 0, 0) },
- { Vec3( 1, -1, -1), Vec2(1, 0), Vec3(1, 0, 0) },
- { Vec3( 1, -1, 1), Vec2(0, 0), Vec3(1, 0, 0) },
- // Back
- { Vec3( 1, 1, -1), Vec2(0, 1), Vec3(0, 0, -1) },
- { Vec3(-1, 1, -1), Vec2(1, 1), Vec3(0, 0, -1) },
- { Vec3(-1, -1, -1), Vec2(1, 0), Vec3(0, 0, -1) },
- { Vec3( 1, -1, -1), Vec2(0, 0), Vec3(0, 0, -1) },
- // Left
- { Vec3(-1, 1, -1), Vec2(0, 1), Vec3(-1, 0, 0) },
- { Vec3(-1, 1, 1), Vec2(1, 1), Vec3(-1, 0, 0) },
- { Vec3(-1, -1, 1), Vec2(1, 0), Vec3(-1, 0, 0) },
- { Vec3(-1, -1, -1), Vec2(0, 0), Vec3(-1, 0, 0) },
- // Top
- { Vec3(-1, 1, -1), Vec2(0, 1), Vec3(0, 1, 0) },
- { Vec3( 1, 1, -1), Vec2(1, 1), Vec3(0, 1, 0) },
- { Vec3( 1, 1, 1), Vec2(1, 0), Vec3(0, 1, 0) },
- { Vec3(-1, 1, 1), Vec2(0, 0), Vec3(0, 1, 0) },
- // Bottom
- { Vec3(-1, -1, 1), Vec2(0, 1), Vec3(0, -1, 0) },
- { Vec3( 1, -1, 1), Vec2(1, 1), Vec3(0, -1, 0) },
- { Vec3( 1, -1, -1), Vec2(1, 0), Vec3(0, -1, 0) },
- { Vec3(-1, -1, -1), Vec2(0, 0), Vec3(0, -1, 0) },
- };
- const uint16_t idata[] = {
- 0, 1, 2,
- 0, 2, 3,
- 4, 5, 6,
- 4, 6, 7,
- 8, 9, 10,
- 8, 10, 11,
- 12, 13, 14,
- 12, 14, 15,
- 16, 17, 18,
- 16, 18, 19,
- 20, 21, 22,
- 20, 22, 23,
- };
- GL(glBufferData(GL_ARRAY_BUFFER, sizeof(vdata), vdata, GL_STATIC_DRAW));
- GL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(idata), idata, GL_STATIC_DRAW));
- GL(glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(V), (void*)offsetof(V, p)));
- GL(glEnableVertexAttribArray(0));
- GL(glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(V), (void*)offsetof(V, t)));
- GL(glEnableVertexAttribArray(1));
- GL(glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(V), (void*)offsetof(V, n)));
- GL(glEnableVertexAttribArray(2));
- G.ibo_len = sizeof(idata) / sizeof(*idata);
- } break;
- default: return SDL_APP_FAILURE;
- }
-
- const char* vs_table[] = {
- NULL,
- "vert_quad.glsl",
- "vert_cube.glsl",
- };
- char* vs_src = (char*)SDL_LoadFile(vs_table[G.sm.model], NULL);
- if (!vs_src) {
- SDL_Log("Failed to load vertex shader %s: %s", vs_table[G.sm.model], SDL_GetError());
- return SDL_APP_FAILURE;
- }
- char* fs_src = src;
-
- struct {
- GLenum type;
- const char* src;
- } shaders[] = {
- { .type = GL_VERTEX_SHADER, .src = vs_src },
- { .type = GL_FRAGMENT_SHADER, .src = fs_src },
- };
- G.shader = GL(glCreateProgram());
- for (size_t i = 0; i < sizeof(shaders) / sizeof(*shaders); ++i) {
- GLuint shader = GL(glCreateShader(shaders[i].type));
- GL(glShaderSource(shader, 1, &shaders[i].src, NULL));
- GL(glCompileShader(shader));
- GLint compile_status = 0;
- GL(glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_status));
- if (compile_status != GL_TRUE) {
- char error[1024] = { 0 };
- GL(glGetShaderInfoLog(shader, sizeof(error), NULL, error));
- SDL_Log("Error compiling shader %s", error);
- return SDL_APP_FAILURE;
- }
- GL(glAttachShader(G.shader, shader));
- }
- GL(glLinkProgram(G.shader));
-
- IMGUI_CHECKVERSION();
- ImGui::CreateContext();
- ImGui_ImplSDL3_Init(G.wnd, 0, 0);
- ImGui_ImplOpenGL3_Init();
- ImGui::GetIO().IniFilename = NULL;
-
- return SDL_APP_CONTINUE;
-}
-
-SDL_AppResult SDLCALL SDL_AppIterate(void*)
-{
- int wnd_x = 0;
- int wnd_y = 0;
- SDL_GetWindowSizeInPixels(G.wnd, &wnd_x, &wnd_y);
-
- GL(glViewport(0, 0, wnd_x, wnd_y));
- GL(glEnable(GL_CULL_FACE));
- GL(glCullFace(GL_FRONT));
- GL(glEnable(GL_DEPTH_TEST));
- GL(glEnable(GL_BLEND));
- GL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
- GL(glClearColor(0.1f, 0.1f, 0.1f, 1.0f));
- GL(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
-
- GL(glUseProgram(G.shader));
- GL(glBindVertexArray(G.vao));
-
- GLint u_id = -1;
- if ((u_id = glGetUniformLocation(G.shader, "u_res")) != -1) {
- GL(glUniform2f(u_id, (float)wnd_x, (float)wnd_y));
- }
- if ((u_id = glGetUniformLocation(G.shader, "u_time")) != -1) {
- if (!G.pause) {
- GL(glUniform1f(u_id, SDL_GetTicks() / 1e3f));
- }
- }
-
- if (Is3D()) {
- const Vec3 cam = Vec3::FromEuler(G.cam_ang) * G.cam_dist;
- const Vec3 tgt = Vec3(0, 0, 0);
- const float fov = 75.0f;
-
- Mat4x4 m_look = Mat4x4::LookAt(cam, tgt, Vec3(0, 1, 0));
- Mat4x4 m_proj = Mat4x4::Perspective(fov, (float)wnd_x / (float)wnd_y, 0.1f, 100.0f);
- Mat4x4 m_view = m_proj * m_look;
-
- if ((u_id = glGetUniformLocation(G.shader, "u_vmat")) == -1) {
- SDL_Log("Warning: u_vmat uniform not found");
- } else {
- GL(glUniformMatrix4fv(u_id, 1, GL_FALSE, m_view.Base()));
- }
-
- if ((u_id = glGetUniformLocation(G.shader, "u_cam")) != -1) {
- GL(glUniform3f(u_id, cam.x, cam.y, cam.z));
- }
- }
-
- for (auto& u : G.sm.uniforms) {
- if ((u_id = glGetUniformLocation(G.shader, u.name)) == -1) {
- SDL_Log("Warning: Couldn't find a uniform with the name %s", u.name);
- continue;
- }
- switch (u.type) {
- case SHADER_UNIFORM_TYPE_INT: {
- GL(glUniform1i(u_id, u.val_i1));
- } break;
- case SHADER_UNIFORM_TYPE_FLOAT: {
- GL(glUniform1f(u_id, u.val_fl));
- } break;
- case SHADER_UNIFORM_TYPE_COLOR: {
- GL(glUniform4f(u_id, u.val_v4.x, u.val_v4.y, u.val_v4.z, u.val_v4.w));
- } break;
- }
- }
-
- GL(glDrawElements(GL_TRIANGLES, G.ibo_len, GL_UNSIGNED_SHORT, NULL));
-
- ImGui_ImplSDL3_NewFrame();
- ImGui_ImplOpenGL3_NewFrame();
- ImGui::NewFrame();
-
- int wnd_height = 0;
- SDL_GetWindowSize(G.wnd, NULL, &wnd_height);
- if (!G.ui_hidden) {
- ImGui::SetNextWindowPos(ImVec2(15.0f, 15.0f), ImGuiCond_Once);
- ImGui::SetNextWindowSize(ImVec2(300.0f, wnd_height - 30.0f), ImGuiCond_Once);
- ImGuiWindowFlags flags =
- ImGuiWindowFlags_NoTitleBar |
- ImGuiWindowFlags_NoMove |
- ImGuiWindowFlags_NoResize;
- if (ImGui::Begin("Test", NULL, flags)) {
- ImGui::SeparatorText("Controls");
- ImGui::Text("Tab: Toggle UI");
- ImGui::Checkbox("Pause time", &G.pause);
- if (G.sm.uniforms.size() > 0) {
- ImGui::SeparatorText("Uniforms");
- for (auto& u : G.sm.uniforms) {
- switch (u.type) {
- case SHADER_UNIFORM_TYPE_INT: {
- ImGui::SliderInt(u.name, &u.val_i1, u.min_i, u.max_i);
- } break;
- case SHADER_UNIFORM_TYPE_FLOAT: {
- ImGui::DragFloat(u.name, &u.val_fl, 0.01f);
- } break;
- case SHADER_UNIFORM_TYPE_COLOR: {
- ImGui::ColorEdit4(u.name, &u.val_v4.x);
- } break;
- }
- }
- }
- }
- ImGui::End();
- }
-
- ImGui::Render();
- ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
-
- if (!SDL_GL_SwapWindow(G.wnd)) {
- SDL_Log("Failed to present window: %s", SDL_GetError());
- return SDL_APP_FAILURE;
- }
-
- return SDL_APP_CONTINUE;
-}
-
-SDL_AppResult SDLCALL SDL_AppEvent(void*, SDL_Event* event)
-{
- ImGui_ImplSDL3_ProcessEvent(event);
- switch (event->type) {
- case SDL_EVENT_KEY_DOWN: {
- if (event->key.key == SDLK_TAB) {
- G.ui_hidden = !G.ui_hidden;
- }
- } break;
- case SDL_EVENT_MOUSE_MOTION: {
- if (Is3D() && (SDL_GetMouseState(NULL, NULL) & SDL_BUTTON_MASK(SDL_BUTTON_LEFT))) {
- const float sens = 0.4f;
- G.cam_ang.x -= event->motion.xrel * sens;
- G.cam_ang.y += event->motion.yrel * sens;
- G.cam_ang.y = Clamp(G.cam_ang.y, -89.0f, 89.0f);
- }
- } break;
- case SDL_EVENT_MOUSE_WHEEL: {
- if (Is3D()) {
- G.cam_dist -= event->wheel.y * 0.1f;
- G.cam_dist = Max(G.cam_dist, 1.0f);
- }
- } break;
- case SDL_EVENT_QUIT: {
- return SDL_APP_SUCCESS;
- } break;
- }
- return SDL_APP_CONTINUE;
-}
-
-void SDLCALL SDL_AppQuit(void*, SDL_AppResult)
-{
- SDL_DestroyWindow(G.wnd);
-}