post processing
parent
622b706618
commit
ecae5287cc
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@ -1,6 +1,6 @@
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cmake_minimum_required(VERSION 3.25)
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set(BLT_GRAPHICS_VERSION 0.13.2)
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set(BLT_GRAPHICS_VERSION 0.13.3)
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set(BLT_GRAPHICS_TEST_VERSION 0.0.1)
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project(BLT_WITH_GRAPHICS VERSION ${BLT_GRAPHICS_VERSION})
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@ -123,6 +123,8 @@ namespace blt::gfx
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static void unbind();
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static void bindScreen(draw_t type);
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void destroy();
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[[nodiscard]] i32 getHeight() const
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@ -23,6 +23,7 @@
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#include "blt/gfx/shader.h"
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#include "blt/gfx/framebuffer.h"
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#include "blt/gfx/renderer/resource_manager.h"
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#include "blt/gfx/renderer/postprocess.h"
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#include <blt/std/hashmap.h>
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#include <blt/std/memory_util.h>
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#include <blt/math/vectors.h>
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@ -148,7 +149,7 @@ namespace blt::gfx
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class batch_renderer_2d
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{
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private:
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frame_buffer_t draw_buffer;
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pp_engine_t engine;
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template<typename T>
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struct render_object_t
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@ -28,56 +28,74 @@
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namespace blt::gfx
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{
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namespace detail
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{
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class pp_link;
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class pp_iterator;
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class pp_link
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{
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public:
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private:
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};
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class pp_iterator
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{
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public:
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private:
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};
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}
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class pp_engine_t;
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class pp_step
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class pp_step_t;
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class pp_step_t
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{
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public:
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virtual void create(i32 width, i32 height) = 0;
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virtual void create() = 0;
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virtual void draw(i32 width, i32 height) = 0;
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virtual void draw() = 0;
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frame_buffer_t& getBuffer()
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{
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return draw_buffer;
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}
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shader_t& getShader()
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{
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return *shader;
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}
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virtual ~pp_step_t() = default;
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protected:
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frame_buffer_t draw_buffer;
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std::unique_ptr<shader_t> shader;
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};
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class pp_engine
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class pp_render_target_t : public pp_step_t
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{
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public:
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void create() override;
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void draw() override;
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};
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class pp_to_screen_step_t : public pp_step_t
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{
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public:
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void create() override;
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void draw() override;
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};
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class pp_engine_t
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{
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public:
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void create();
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void render(i32 width, i32 height);
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void bind();
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void render();
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void cleanup();
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void addStep(std::unique_ptr<pp_step_t> step)
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{
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steps.emplace_back(std::move(step));
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}
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static std::unique_ptr<shader_t> createShader(std::string_view fragment);
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private:
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std::vector<std::unique_ptr<pp_step>> steps;
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shader_t screen_shader;
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std::vector<std::unique_ptr<pp_step_t>> steps;
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std::unique_ptr<vertex_array_t> screen_vao;
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#ifdef __EMSCRIPTEN__
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std::unique_ptr<pp_to_screen_step_t> to_screen;
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#endif
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};
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}
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@ -0,0 +1,32 @@
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#ifdef __cplusplus
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#include <string>
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const std::string shader_postprocess_vert = R"("
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#version 300 es
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precision mediump float;
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layout (location = 0) in vec3 vertex;
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layout (location = 1) in vec2 uv_in;
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out vec2 pos;
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out vec2 uv;
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layout (std140) uniform GlobalMatrices
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{
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mat4 projection;
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mat4 ortho;
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mat4 view;
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mat4 pvm;
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mat4 ovm;
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};
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uniform mat4 model;
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uniform float z_index;
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void main() {
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gl_Position = ovm * model * vec4(vertex.xy, z_index, 1.0);
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pos = vertex.xy;
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uv = uv_in;
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}
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")";
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#endif
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@ -0,0 +1,22 @@
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#ifdef __cplusplus
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#include <string>
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const std::string shader_pp_to_screen_frag = R"("
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#version 300 es
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precision mediump float;
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out vec4 FragColor;
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in vec2 uv;
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in vec2 pos;
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uniform sampler2D tex;
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vec4 linear_iter(vec4 i, vec4 p, float factor){
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return (i + p) * factor;
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}
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void main() {
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FragColor = texture(tex, uv);
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}
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")";
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#endif
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@ -9,6 +9,7 @@
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#define BLT_WITH_GRAPHICS_TEMPLATE_WINDOW_H
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#include <blt/gfx/gl_includes.h>
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#include <blt/std/types.h>
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#include <GLFW/glfw3.h>
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#include <functional>
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#include <cstdint>
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@ -19,11 +20,11 @@ namespace blt::gfx
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{
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struct window_context
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{
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std::int32_t GL_MAJOR = 4;
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std::int32_t GL_MINOR = 6;
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std::int32_t DOUBLE_BUFFER = GLFW_TRUE;
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std::int32_t GL_PROFILE = GLFW_OPENGL_CORE_PROFILE;
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std::int32_t SAMPLES = 8;
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i32 GL_MAJOR = 4;
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i32 GL_MINOR = 6;
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i32 DOUBLE_BUFFER = GLFW_TRUE;
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i32 GL_PROFILE = GLFW_OPENGL_CORE_PROFILE;
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i32 SAMPLES = 8;
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};
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struct window_data
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window_context context{};
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std::int32_t sync_interval = 0;
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window_data(std::string title, std::function<void(const window_data&)> init, std::function<void(const window_data&)> update,
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std::int32_t width = 640, std::int32_t height = 480): init(std::move(init)), update(std::move(update)),
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title(std::move(title)), width(width), height(height)
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window_data(std::string_view title, std::function<void(const window_data&)> init, std::function<void(const window_data&)> update,
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i32 width = 640, i32 height = 480): init(std::move(init)), update(std::move(update)),
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title(title), width(width), height(height)
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{}
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inline void call_init() const
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double getFrameDeltaMilliseconds();
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std::int64_t getFrameDelta();
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i64 getFrameDelta();
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i32 getWindowWidth();
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i32 getWindowHeight();
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void cleanup();
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@ -279,9 +279,14 @@ namespace blt::gfx
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fbo.attachRenderBuffer(depth_rbo, attachment_t::DEPTH_STENCIL);
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if (!frame_buffer_t::validate())
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BLT_ERROR("Failed to create multi-sampled render texture framebuffer!");
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BLT_ERROR("Failed to create render texture framebuffer!");
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frame_buffer_t::unbind();
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return fbo;
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}
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void frame_buffer_t::bindScreen(frame_buffer_t::draw_t type)
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{
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glBindFramebuffer(static_cast<i32>(type), 0);
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}
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}
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point_shader->bindAttribute(0, "vertex");
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point_shader->bindAttribute(1, "uv_in");
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draw_buffer.create();
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draw_buffer.bind();
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engine.addStep(std::make_unique<pp_render_target_t>());
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engine.create();
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auto* texture = new texture_gl2D(1440, 720);
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draw_buffer.attachTexture(texture, frame_buffer_t::attachment_t::COLOR0);
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auto* mask = new texture_gl2D(1440, 720);
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draw_buffer.attachTexture(mask, frame_buffer_t::attachment_t::COLOR1);
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render_buffer_t depth_rbo = render_buffer_t::make_render_buffer(GL_DEPTH24_STENCIL8, 1440, 720);
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draw_buffer.attachRenderBuffer(depth_rbo, frame_buffer_t::attachment_t::DEPTH_STENCIL);
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if (!frame_buffer_t::validate())
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BLT_ERROR("Failed to create render framebuffer!");
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frame_buffer_t::unbind();
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// draw_buffer.create();
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// draw_buffer.bind();
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//
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// auto* texture = new texture_gl2D(1440, 720);
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// draw_buffer.attachTexture(texture, frame_buffer_t::attachment_t::COLOR0);
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// auto* mask = new texture_gl2D(1440, 720);
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// draw_buffer.attachTexture(mask, frame_buffer_t::attachment_t::COLOR1);
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//
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// render_buffer_t depth_rbo = render_buffer_t::make_render_buffer(GL_DEPTH24_STENCIL8, 1440, 720);
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// draw_buffer.attachRenderBuffer(depth_rbo, frame_buffer_t::attachment_t::DEPTH_STENCIL);
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//
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// if (!frame_buffer_t::validate())
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// BLT_ERROR("Failed to create render framebuffer!");
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// frame_buffer_t::unbind();
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}
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void batch_renderer_2d::drawRectangleInternal(const std::string_view texture, const rectangle2d_t& rectangle, const f32 z_index)
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void batch_renderer_2d::cleanup()
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{
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engine.cleanup();
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delete square_vao;
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delete square_shader;
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delete point_shader;
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void batch_renderer_2d::render(i32 width, i32 height, const bool transparency)
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{
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draw_buffer.bind();
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draw_buffer.updateBuffersStorage(width, height);
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//draw_buffer.bind();
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//draw_buffer.updateBuffersStorage(width, height);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if (transparency)
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{
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glEnable(GL_DEPTH_TEST);
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glActiveTexture(GL_TEXTURE0);
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engine.bind();
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draw_objects();
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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render_reset();
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draw_buffer.blitToScreen(width, height);
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frame_buffer_t::unbind();
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engine.render();
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}
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void batch_renderer_2d::draw_objects()
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#include <blt/gfx/renderer/post_process.h>
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#include <blt/gfx/window.h>
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#include <blt/gfx/renderer/postprocess.h>
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#include <blt/gfx/renderer/shaders/postprocess.vert>
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#include <blt/gfx/renderer/shaders/pp_to_screen.frag>
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#include <blt/std/ranges.h>
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float full_screen_vertices[20] = {
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
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1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
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-1.0f, 1.0f, 0.0f, 0.0f, 1.0f
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};
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const unsigned int full_screen_indices[6] = {
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0, 1, 3,
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1, 2, 3
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};
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namespace blt::gfx
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{
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void pp_engine::create()
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void pp_engine_t::create()
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{
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{
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vertex_buffer_t vertices_vbo;
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element_buffer_t indices_vbo;
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vertices_vbo.create();
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indices_vbo.create();
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vertices_vbo.allocate(sizeof(full_screen_vertices), full_screen_vertices);
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indices_vbo.allocate(sizeof(full_screen_indices), full_screen_indices);
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screen_vao = std::make_unique<vertex_array_t>();
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const auto tb = screen_vao->bindVBO(vertices_vbo, 0, 3, GL_FLOAT, 5 * sizeof(float), 0);
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screen_vao->bindVBO(tb, 1, 2, GL_FLOAT, 5 * sizeof(float), 3 * sizeof(float));
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screen_vao->bindElement(indices_vbo);
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}
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#ifdef __EMSCRIPTEN__
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to_screen = std::make_unique<pp_to_screen_step_t>();
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#endif
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for (auto& step : steps)
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step->create();
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}
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void pp_engine::render(i32 width, i32 height)
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void pp_engine_t::render()
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{
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screen_vao->bind();
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for (const auto& [index, step] : blt::enumerate(steps))
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{
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if (index == 0)
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{
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continue;
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} else
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steps[index - 1]->getBuffer().bind(frame_buffer_t::draw_t::READ);
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step->draw();
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step->getBuffer().bind(frame_buffer_t::draw_t::DRAW);
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step->getShader().bind();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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}
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frame_buffer_t::unbind();
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#ifdef __EMSCRIPTEN__
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to_screen->getShader().bind();
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steps.back()->getBuffer().bind(frame_buffer_t::draw_t::READ);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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#else
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steps.back()->getBuffer().blitToScreen(getWindowWidth(), getWindowHeight());
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#endif
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}
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void pp_engine_t::cleanup()
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{
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screen_vao = nullptr;
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for (auto& v : steps)
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v = nullptr;
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steps.clear();
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}
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std::unique_ptr<shader_t> pp_engine_t::createShader(std::string_view fragment)
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{
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auto shader = std::make_unique<shader_t>(shader_postprocess_vert, std::string(fragment));
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shader->bindAttribute(0, "vertex");
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shader->bindAttribute(1, "uv_in");
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return shader;
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}
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void pp_engine_t::bind()
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{
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steps.front()->draw();
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steps.front()->getBuffer().bind(frame_buffer_t::draw_t::DRAW);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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void pp_to_screen_step_t::create()
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{
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shader = pp_engine_t::createShader(shader_pp_to_screen_frag);
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}
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void pp_to_screen_step_t::draw()
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{}
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void pp_render_target_t::create()
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{
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shader = pp_engine_t::createShader(shader_pp_to_screen_frag);
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draw_buffer = frame_buffer_t::make_render_target(getWindowWidth(), getWindowHeight());
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}
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void pp_render_target_t::draw()
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{
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draw_buffer.updateBuffersStorage(getWindowWidth(), getWindowHeight());
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}
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}
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@ -46,7 +46,7 @@ namespace blt::gfx
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double nanoDelta = 0;
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double millisDelta = 0;
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} window_state;
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void create_callbacks()
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{
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/* Setup keyboard callback */
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@ -68,7 +68,7 @@ namespace blt::gfx
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window_state.inputManager.key(key) = state;
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window_state.inputManager.key_pressed = true;
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});
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/* Setup mouse button callback */
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glfwSetMouseButtonCallback(window_state.window, [](GLFWwindow*, int button, int action, int) {
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if (button < 0)
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@ -86,40 +86,40 @@ namespace blt::gfx
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window_state.inputManager.mouse(button) = state;
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window_state.inputManager.mouse_pressed = true;
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});
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/* Setup mouse cursor callback */
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glfwSetCursorPosCallback(window_state.window, [](GLFWwindow*, double x, double y) {
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window_state.inputManager.updateMousePos(x, y);
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window_state.inputManager.mouse_moved = true;
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});
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/* Setup mouse scroll callback */
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glfwSetScrollCallback(window_state.window, [](GLFWwindow*, double, double s) { window_state.inputManager.updateScroll(s); });
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/* Setup drop input callback */
|
||||
glfwSetDropCallback(window_state.window, [](GLFWwindow*, int count, const char** paths) {
|
||||
for (int i = 0; i < count; i++)
|
||||
window_state.pendingPaths.emplace(paths[i]);
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
void setup_ImGUI()
|
||||
{
|
||||
const char* glsl_version = "#version 100";
|
||||
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::Spectrum::StyleColorsSpectrum();
|
||||
ImGui::Spectrum::LoadFont();
|
||||
ImGui::SetupImGuiStyle(true, 1.0);
|
||||
|
||||
|
||||
// Setup FA
|
||||
ImFontConfig config;
|
||||
config.MergeMode = true;
|
||||
|
@ -131,9 +131,9 @@ namespace blt::gfx
|
|||
io.Fonts->AddFontFromMemoryCompressedTTF(fontAwesomeBrands_compressed_data, static_cast<int>(fontAwesomeBrands_compressed_size), 13.0,
|
||||
&config,
|
||||
icon_ranges);
|
||||
|
||||
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForOpenGL(window_state.window, true);
|
||||
#ifdef __EMSCRIPTEN__
|
||||
|
@ -145,7 +145,7 @@ namespace blt::gfx
|
|||
io.IniFilename = nullptr;
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
void loop(void* arg)
|
||||
{
|
||||
auto& data = *((window_data*) arg);
|
||||
|
@ -156,24 +156,24 @@ namespace blt::gfx
|
|||
data.height = window_state.height;
|
||||
// TODO: user option for this
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
|
||||
|
||||
/* -- Begin the next ImGUI frame -- */
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
ImGui_ImplGlfw_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
|
||||
/* -- Call user update function -- */
|
||||
data.call_update();
|
||||
|
||||
|
||||
/* -- Render the ImGUI frame -- */
|
||||
ImGui::Render();
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
|
||||
/* -- Update GLFW state -- */
|
||||
window_state.inputManager.clear();
|
||||
glfwSwapBuffers(window_state.window);
|
||||
glfwPollEvents();
|
||||
|
||||
|
||||
/* -- Update Frame Timing Information -- */
|
||||
const auto current_time = system::nanoTime();
|
||||
window_state.deltaTime = current_time - window_state.lastTime;
|
||||
|
@ -183,7 +183,7 @@ namespace blt::gfx
|
|||
}
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
|
||||
|
||||
EM_BOOL emscripten_resize_callback(int, const EmscriptenUiEvent* event, void* data)
|
||||
{
|
||||
int width = event->documentBodyClientWidth;
|
||||
|
@ -203,7 +203,7 @@ namespace blt::gfx
|
|||
});
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
void init(window_data data)
|
||||
{
|
||||
#ifdef __EMSCRIPTEN__
|
||||
|
@ -217,28 +217,28 @@ namespace blt::gfx
|
|||
/* -- Set up Error Callback -- */
|
||||
glfwSetErrorCallback(error_callback);
|
||||
BLT_ASSERT(glfwInit() && "Unable to init GLFW. Aborting.");
|
||||
|
||||
|
||||
/* -- Set up Window Context -- */
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, data.context.GL_MAJOR);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, data.context.GL_MINOR);
|
||||
glfwWindowHint(GLFW_DOUBLEBUFFER, data.context.DOUBLE_BUFFER);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, data.context.GL_PROFILE);
|
||||
glfwWindowHint(GLFW_SAMPLES, data.context.SAMPLES);
|
||||
|
||||
|
||||
/* -- Create the Window -- */
|
||||
window_state.window = glfwCreateWindow(data.width, data.height, data.title.c_str(), nullptr, nullptr);
|
||||
BLT_ASSERT(window_state.window && "Unable to create GLFW window.");
|
||||
|
||||
|
||||
/* -- Set Window Specifics + OpenGL -- */
|
||||
glfwMakeContextCurrent(window_state.window);
|
||||
#ifndef __EMSCRIPTEN__
|
||||
glfwSwapInterval(data.sync_interval);
|
||||
gladLoadGL(glfwGetProcAddress);
|
||||
#endif
|
||||
|
||||
|
||||
/* -- Set up our local callbacks, ImGUI will then call these -- */
|
||||
create_callbacks();
|
||||
|
||||
|
||||
/* -- Set up ImGUI -- */
|
||||
setup_ImGUI();
|
||||
|
||||
|
@ -246,7 +246,10 @@ namespace blt::gfx
|
|||
if (data.context.SAMPLES > 0)
|
||||
glEnable(GL_MULTISAMPLE);
|
||||
#endif
|
||||
|
||||
|
||||
window_state.width = data.width;
|
||||
window_state.height = data.height;
|
||||
|
||||
/* -- Call User Provided post-window-init function -- */
|
||||
data.call_init();
|
||||
|
||||
|
@ -264,31 +267,38 @@ namespace blt::gfx
|
|||
loop((void*) &data);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
void cleanup()
|
||||
{
|
||||
ImGui_ImplOpenGL3_Shutdown();
|
||||
ImGui_ImplGlfw_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
|
||||
glfwDestroyWindow(window_state.window);
|
||||
glfwTerminate();
|
||||
}
|
||||
|
||||
double getMouseX() { return window_state.inputManager.mouseX; }
|
||||
|
||||
double getMouseY() { return window_state.inputManager.mouseY; }
|
||||
|
||||
double getMouseDX() { return window_state.inputManager.deltaX; }
|
||||
|
||||
double getMouseDY() { return window_state.inputManager.deltaY; }
|
||||
|
||||
void lockCursor() { glfwSetInputMode(window_state.window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); }
|
||||
|
||||
void unlockCursor() { glfwSetInputMode(window_state.window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); }
|
||||
|
||||
bool isCursorLocked() { return glfwGetInputMode(window_state.window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED; }
|
||||
|
||||
|
||||
double getMouseX()
|
||||
{ return window_state.inputManager.mouseX; }
|
||||
|
||||
double getMouseY()
|
||||
{ return window_state.inputManager.mouseY; }
|
||||
|
||||
double getMouseDX()
|
||||
{ return window_state.inputManager.deltaX; }
|
||||
|
||||
double getMouseDY()
|
||||
{ return window_state.inputManager.deltaY; }
|
||||
|
||||
void lockCursor()
|
||||
{ glfwSetInputMode(window_state.window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); }
|
||||
|
||||
void unlockCursor()
|
||||
{ glfwSetInputMode(window_state.window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); }
|
||||
|
||||
bool isCursorLocked()
|
||||
{ return glfwGetInputMode(window_state.window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED; }
|
||||
|
||||
bool isCursorInWindow()
|
||||
{
|
||||
#ifdef __EMSCRIPTEN__
|
||||
|
@ -298,7 +308,7 @@ namespace blt::gfx
|
|||
return glfwGetWindowAttrib(window_state.window, GLFW_HOVERED);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
void setRawInput(bool state)
|
||||
{
|
||||
#ifdef __EMSCRIPTEN__
|
||||
|
@ -308,7 +318,7 @@ namespace blt::gfx
|
|||
glfwSetInputMode(window_state.window, GLFW_RAW_MOUSE_MOTION, state ? GLFW_TRUE : GLFW_FALSE);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
bool isRawInput()
|
||||
{
|
||||
#ifdef __EMSCRIPTEN__
|
||||
|
@ -317,27 +327,43 @@ namespace blt::gfx
|
|||
return glfwGetInputMode(window_state.window, GLFW_RAW_MOUSE_MOTION);
|
||||
#endif
|
||||
}
|
||||
|
||||
void setClipboard(const std::string& str) { glfwSetClipboardString(window_state.window, str.c_str()); }
|
||||
|
||||
std::string getClipboard() { return glfwGetClipboardString(window_state.window); }
|
||||
|
||||
bool isMousePressed(int button) { return window_state.inputManager.isMousePressed(button); }
|
||||
|
||||
bool isKeyPressed(int key) { return window_state.inputManager.isKeyPressed(key); }
|
||||
|
||||
double getFrameDeltaSeconds() { return window_state.nanoDelta; }
|
||||
|
||||
double getFrameDeltaMilliseconds() { return window_state.millisDelta; }
|
||||
|
||||
std::int64_t getFrameDelta() { return window_state.deltaTime; }
|
||||
|
||||
bool mouseMovedLastFrame() { return window_state.inputManager.mouse_moved; }
|
||||
|
||||
bool mousePressedLastFrame() { return window_state.inputManager.mouse_pressed; }
|
||||
|
||||
bool keyPressedLastFrame() { return window_state.inputManager.key_pressed; }
|
||||
|
||||
|
||||
void setClipboard(const std::string& str)
|
||||
{ glfwSetClipboardString(window_state.window, str.c_str()); }
|
||||
|
||||
std::string getClipboard()
|
||||
{ return glfwGetClipboardString(window_state.window); }
|
||||
|
||||
bool isMousePressed(int button)
|
||||
{ return window_state.inputManager.isMousePressed(button); }
|
||||
|
||||
bool isKeyPressed(int key)
|
||||
{ return window_state.inputManager.isKeyPressed(key); }
|
||||
|
||||
double getFrameDeltaSeconds()
|
||||
{ return window_state.nanoDelta; }
|
||||
|
||||
double getFrameDeltaMilliseconds()
|
||||
{ return window_state.millisDelta; }
|
||||
|
||||
i64 getFrameDelta()
|
||||
{ return window_state.deltaTime; }
|
||||
|
||||
bool mouseMovedLastFrame()
|
||||
{ return window_state.inputManager.mouse_moved; }
|
||||
|
||||
bool mousePressedLastFrame()
|
||||
{ return window_state.inputManager.mouse_pressed; }
|
||||
|
||||
bool keyPressedLastFrame()
|
||||
{ return window_state.inputManager.key_pressed; }
|
||||
|
||||
i32 getWindowHeight()
|
||||
{ return window_state.height; }
|
||||
|
||||
i32 getWindowWidth()
|
||||
{ return window_state.width; }
|
||||
|
||||
window_data& window_data::setWindowSize(int32_t new_width, int32_t new_height)
|
||||
{
|
||||
width = new_width;
|
||||
|
|
Loading…
Reference in New Issue