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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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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set(BLT_GRAPHICS_TEST_VERSION 0.0.1)
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project(BLT_WITH_GRAPHICS VERSION ${BLT_GRAPHICS_VERSION})
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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 unbind();
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static void bindScreen(draw_t type);
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void destroy();
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void destroy();
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[[nodiscard]] i32 getHeight() const
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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/shader.h"
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#include "blt/gfx/framebuffer.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/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/hashmap.h>
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#include <blt/std/memory_util.h>
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#include <blt/std/memory_util.h>
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#include <blt/math/vectors.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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class batch_renderer_2d
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{
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{
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private:
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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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template<typename T>
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struct render_object_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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namespace blt::gfx
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{
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{
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namespace detail
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class pp_engine_t;
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{
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class pp_link;
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class pp_iterator;
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class pp_step_t;
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class pp_link
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class pp_step_t
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{
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{
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public:
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public:
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virtual void create() = 0;
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private:
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virtual void draw() = 0;
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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_step
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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 draw(i32 width, i32 height) = 0;
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frame_buffer_t& getBuffer()
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frame_buffer_t& getBuffer()
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{
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{
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return draw_buffer;
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return draw_buffer;
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}
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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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protected:
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frame_buffer_t draw_buffer;
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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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};
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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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{
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public:
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public:
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void create();
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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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private:
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std::vector<std::unique_ptr<pp_step>> steps;
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std::vector<std::unique_ptr<pp_step_t>> steps;
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shader_t screen_shader;
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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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}
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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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#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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#define BLT_WITH_GRAPHICS_TEMPLATE_WINDOW_H
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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/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 <GLFW/glfw3.h>
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#include <functional>
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#include <functional>
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#include <cstdint>
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#include <cstdint>
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{
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{
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struct window_context
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struct window_context
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{
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{
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std::int32_t GL_MAJOR = 4;
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i32 GL_MAJOR = 4;
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std::int32_t GL_MINOR = 6;
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i32 GL_MINOR = 6;
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std::int32_t DOUBLE_BUFFER = GLFW_TRUE;
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i32 DOUBLE_BUFFER = GLFW_TRUE;
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std::int32_t GL_PROFILE = GLFW_OPENGL_CORE_PROFILE;
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i32 GL_PROFILE = GLFW_OPENGL_CORE_PROFILE;
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std::int32_t SAMPLES = 8;
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i32 SAMPLES = 8;
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};
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};
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struct window_data
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struct window_data
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window_context context{};
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window_context context{};
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std::int32_t sync_interval = 0;
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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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window_data(std::string_view 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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i32 width = 640, i32 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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title(title), width(width), height(height)
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{}
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{}
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inline void call_init() const
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inline void call_init() const
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double getFrameDeltaMilliseconds();
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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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void cleanup();
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fbo.attachRenderBuffer(depth_rbo, attachment_t::DEPTH_STENCIL);
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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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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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frame_buffer_t::unbind();
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return fbo;
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return fbo;
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}
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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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}
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point_shader->bindAttribute(0, "vertex");
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point_shader->bindAttribute(0, "vertex");
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point_shader->bindAttribute(1, "uv_in");
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point_shader->bindAttribute(1, "uv_in");
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draw_buffer.create();
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engine.addStep(std::make_unique<pp_render_target_t>());
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draw_buffer.bind();
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engine.create();
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auto* texture = new texture_gl2D(1440, 720);
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// draw_buffer.create();
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draw_buffer.attachTexture(texture, frame_buffer_t::attachment_t::COLOR0);
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// draw_buffer.bind();
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auto* mask = new texture_gl2D(1440, 720);
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//
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draw_buffer.attachTexture(mask, frame_buffer_t::attachment_t::COLOR1);
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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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render_buffer_t depth_rbo = render_buffer_t::make_render_buffer(GL_DEPTH24_STENCIL8, 1440, 720);
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// auto* mask = new texture_gl2D(1440, 720);
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draw_buffer.attachRenderBuffer(depth_rbo, frame_buffer_t::attachment_t::DEPTH_STENCIL);
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// draw_buffer.attachTexture(mask, frame_buffer_t::attachment_t::COLOR1);
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//
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if (!frame_buffer_t::validate())
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// render_buffer_t depth_rbo = render_buffer_t::make_render_buffer(GL_DEPTH24_STENCIL8, 1440, 720);
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BLT_ERROR("Failed to create render framebuffer!");
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// draw_buffer.attachRenderBuffer(depth_rbo, frame_buffer_t::attachment_t::DEPTH_STENCIL);
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frame_buffer_t::unbind();
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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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}
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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::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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void batch_renderer_2d::cleanup()
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{
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{
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engine.cleanup();
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delete square_vao;
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delete square_vao;
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delete square_shader;
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delete square_shader;
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delete point_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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void batch_renderer_2d::render(i32 width, i32 height, const bool transparency)
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{
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{
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draw_buffer.bind();
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//draw_buffer.bind();
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draw_buffer.updateBuffersStorage(width, height);
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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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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if (transparency)
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if (transparency)
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{
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{
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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engine.bind();
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draw_objects();
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draw_objects();
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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render_reset();
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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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frame_buffer_t::unbind();
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engine.render();
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}
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}
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void batch_renderer_2d::draw_objects()
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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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* 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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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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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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namespace blt::gfx
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{
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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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{
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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)
|
||||||
|
step->create();
|
||||||
}
|
}
|
||||||
|
|
||||||
void pp_engine::render(i32 width, i32 height)
|
void pp_engine_t::render()
|
||||||
{
|
{
|
||||||
|
screen_vao->bind();
|
||||||
|
for (const auto& [index, step] : blt::enumerate(steps))
|
||||||
|
{
|
||||||
|
if (index == 0)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
} else
|
||||||
|
steps[index - 1]->getBuffer().bind(frame_buffer_t::draw_t::READ);
|
||||||
|
step->draw();
|
||||||
|
step->getBuffer().bind(frame_buffer_t::draw_t::DRAW);
|
||||||
|
step->getShader().bind();
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||||
|
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||||
|
}
|
||||||
|
frame_buffer_t::unbind();
|
||||||
|
#ifdef __EMSCRIPTEN__
|
||||||
|
to_screen->getShader().bind();
|
||||||
|
steps.back()->getBuffer().bind(frame_buffer_t::draw_t::READ);
|
||||||
|
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||||
|
#else
|
||||||
|
steps.back()->getBuffer().blitToScreen(getWindowWidth(), getWindowHeight());
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
|
void pp_engine_t::cleanup()
|
||||||
|
{
|
||||||
|
screen_vao = nullptr;
|
||||||
|
for (auto& v : steps)
|
||||||
|
v = nullptr;
|
||||||
|
steps.clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
std::unique_ptr<shader_t> pp_engine_t::createShader(std::string_view fragment)
|
||||||
|
{
|
||||||
|
auto shader = std::make_unique<shader_t>(shader_postprocess_vert, std::string(fragment));
|
||||||
|
shader->bindAttribute(0, "vertex");
|
||||||
|
shader->bindAttribute(1, "uv_in");
|
||||||
|
return shader;
|
||||||
|
}
|
||||||
|
|
||||||
|
void pp_engine_t::bind()
|
||||||
|
{
|
||||||
|
steps.front()->draw();
|
||||||
|
steps.front()->getBuffer().bind(frame_buffer_t::draw_t::DRAW);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||||
|
}
|
||||||
|
|
||||||
|
void pp_to_screen_step_t::create()
|
||||||
|
{
|
||||||
|
shader = pp_engine_t::createShader(shader_pp_to_screen_frag);
|
||||||
|
}
|
||||||
|
|
||||||
|
void pp_to_screen_step_t::draw()
|
||||||
|
{}
|
||||||
|
|
||||||
|
void pp_render_target_t::create()
|
||||||
|
{
|
||||||
|
shader = pp_engine_t::createShader(shader_pp_to_screen_frag);
|
||||||
|
draw_buffer = frame_buffer_t::make_render_target(getWindowWidth(), getWindowHeight());
|
||||||
|
}
|
||||||
|
|
||||||
|
void pp_render_target_t::draw()
|
||||||
|
{
|
||||||
|
draw_buffer.updateBuffersStorage(getWindowWidth(), getWindowHeight());
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -247,6 +247,9 @@ namespace blt::gfx
|
||||||
glEnable(GL_MULTISAMPLE);
|
glEnable(GL_MULTISAMPLE);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
window_state.width = data.width;
|
||||||
|
window_state.height = data.height;
|
||||||
|
|
||||||
/* -- Call User Provided post-window-init function -- */
|
/* -- Call User Provided post-window-init function -- */
|
||||||
data.call_init();
|
data.call_init();
|
||||||
|
|
||||||
|
@ -275,19 +278,26 @@ namespace blt::gfx
|
||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
}
|
}
|
||||||
|
|
||||||
double getMouseX() { return window_state.inputManager.mouseX; }
|
double getMouseX()
|
||||||
|
{ return window_state.inputManager.mouseX; }
|
||||||
|
|
||||||
double getMouseY() { return window_state.inputManager.mouseY; }
|
double getMouseY()
|
||||||
|
{ return window_state.inputManager.mouseY; }
|
||||||
|
|
||||||
double getMouseDX() { return window_state.inputManager.deltaX; }
|
double getMouseDX()
|
||||||
|
{ return window_state.inputManager.deltaX; }
|
||||||
|
|
||||||
double getMouseDY() { return window_state.inputManager.deltaY; }
|
double getMouseDY()
|
||||||
|
{ return window_state.inputManager.deltaY; }
|
||||||
|
|
||||||
void lockCursor() { glfwSetInputMode(window_state.window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); }
|
void lockCursor()
|
||||||
|
{ glfwSetInputMode(window_state.window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); }
|
||||||
|
|
||||||
void unlockCursor() { glfwSetInputMode(window_state.window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); }
|
void unlockCursor()
|
||||||
|
{ glfwSetInputMode(window_state.window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); }
|
||||||
|
|
||||||
bool isCursorLocked() { return glfwGetInputMode(window_state.window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED; }
|
bool isCursorLocked()
|
||||||
|
{ return glfwGetInputMode(window_state.window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED; }
|
||||||
|
|
||||||
bool isCursorInWindow()
|
bool isCursorInWindow()
|
||||||
{
|
{
|
||||||
|
@ -318,25 +328,41 @@ namespace blt::gfx
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
void setClipboard(const std::string& str) { glfwSetClipboardString(window_state.window, str.c_str()); }
|
void setClipboard(const std::string& str)
|
||||||
|
{ glfwSetClipboardString(window_state.window, str.c_str()); }
|
||||||
|
|
||||||
std::string getClipboard() { return glfwGetClipboardString(window_state.window); }
|
std::string getClipboard()
|
||||||
|
{ return glfwGetClipboardString(window_state.window); }
|
||||||
|
|
||||||
bool isMousePressed(int button) { return window_state.inputManager.isMousePressed(button); }
|
bool isMousePressed(int button)
|
||||||
|
{ return window_state.inputManager.isMousePressed(button); }
|
||||||
|
|
||||||
bool isKeyPressed(int key) { return window_state.inputManager.isKeyPressed(key); }
|
bool isKeyPressed(int key)
|
||||||
|
{ return window_state.inputManager.isKeyPressed(key); }
|
||||||
|
|
||||||
double getFrameDeltaSeconds() { return window_state.nanoDelta; }
|
double getFrameDeltaSeconds()
|
||||||
|
{ return window_state.nanoDelta; }
|
||||||
|
|
||||||
double getFrameDeltaMilliseconds() { return window_state.millisDelta; }
|
double getFrameDeltaMilliseconds()
|
||||||
|
{ return window_state.millisDelta; }
|
||||||
|
|
||||||
std::int64_t getFrameDelta() { return window_state.deltaTime; }
|
i64 getFrameDelta()
|
||||||
|
{ return window_state.deltaTime; }
|
||||||
|
|
||||||
bool mouseMovedLastFrame() { return window_state.inputManager.mouse_moved; }
|
bool mouseMovedLastFrame()
|
||||||
|
{ return window_state.inputManager.mouse_moved; }
|
||||||
|
|
||||||
bool mousePressedLastFrame() { return window_state.inputManager.mouse_pressed; }
|
bool mousePressedLastFrame()
|
||||||
|
{ return window_state.inputManager.mouse_pressed; }
|
||||||
|
|
||||||
bool keyPressedLastFrame() { return window_state.inputManager.key_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)
|
window_data& window_data::setWindowSize(int32_t new_width, int32_t new_height)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in New Issue