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|
// --------------------------------------------------------------------------------
// 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
// --------------------------------------------------------------------------------
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 * M_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;
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) {
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(200.0f, 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");
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);
}
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