demotool/main.cc

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#include "externals.hh"
#include "imgui_impl_sdl.h"
#include "utilities.hh"
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#include "texture.hh"
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#include "rendertarget.hh"
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/*= T_Main ===================================================================*/
struct T_Main
{
T_Main( );
~T_Main( );
void mainLoop( );
private:
const std::string projectFile;
SDL_Window * window;
SDL_GLContext gl;
bool done = false;
bool capture = false;
ImVec2 mouseInitial;
ImVec2 mouseMove;
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T_Camera camera;
T_FilesWatcher watcher;
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std::unique_ptr< T_ShaderProgram > spRaymarch;
std::unique_ptr< T_ShaderProgram > spCopy;
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std::unique_ptr< T_ShaderProgram > spBloomFilter;
std::unique_ptr< T_ShaderProgram > spBlur;
std::unique_ptr< T_ShaderProgram > spBloomCombine;
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std::unique_ptr< T_Texture > txRaymarchOutput;
std::unique_ptr< T_Rendertarget > rtRaymarchOutput;
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std::unique_ptr< T_Texture > txBloomInput;
std::unique_ptr< T_Rendertarget > rtBloomInput;
std::unique_ptr< T_Texture > txBlur0 , txBlur1;
std::vector< std::unique_ptr< T_Rendertarget > > rtBlur0 , rtBlur1;
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void startIteration( );
void handleCapture( );
void makeUI( );
void render( );
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void initProgram( );
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};
/*----------------------------------------------------------------------------*/
T_Main::T_Main( )
{
SDL_Init( SDL_INIT_VIDEO | SDL_INIT_TIMER );
// Setup window
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER , 1 );
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE , 24 );
SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE , 8 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION , 2 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION , 2 );
SDL_DisplayMode current;
SDL_GetCurrentDisplayMode( 0 , &current );
window = SDL_CreateWindow( "DEMO",
SDL_WINDOWPOS_CENTERED , SDL_WINDOWPOS_CENTERED ,
1280 , 720 ,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE );
gl = SDL_GL_CreateContext( window );
glewInit();
ImGui_ImplSdl_Init( window );
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initProgram( );
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txRaymarchOutput = std::make_unique< T_Texture >(
1280 , 720 , E_TexType::RGB16F );
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rtRaymarchOutput = std::make_unique < T_Rendertarget >(
T_RendertargetSetup( ).add( *txRaymarchOutput ).create( ) );
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txBloomInput = std::make_unique< T_Texture >(
1280 , 720 , E_TexType::RGB16F );
txBloomInput->wrap( E_TexWrap::CLAMP_BORDER ).samplingMode( E_TexSampling::LINEAR );
rtBloomInput = std::make_unique < T_Rendertarget >(
T_RendertargetSetup( ).add( *txBloomInput ).create( ) );
txBlur0 = std::make_unique< T_Texture >( 1280 , 720 , E_TexType::RGB16F , 5 );
txBlur0->wrap( E_TexWrap::CLAMP_EDGE ).samplingMode( E_TexSampling::LINEAR );
txBlur1 = std::make_unique< T_Texture >( 1280 , 720 , E_TexType::RGB16F , 5 );
txBlur1->wrap( E_TexWrap::CLAMP_EDGE ).samplingMode( E_TexSampling::LINEAR );
for ( int i = 0 ; i < 5 ; i ++ ) {
rtBlur0.push_back( std::make_unique< T_Rendertarget >(
T_RendertargetSetup( ).add( *txBlur0 , i ).create( ) ) );
rtBlur1.push_back( std::make_unique< T_Rendertarget >(
T_RendertargetSetup( ).add( *txBlur1 , i ).create( ) ) );
}
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}
void T_Main::mainLoop( )
{
while ( !done ) {
startIteration( );
if ( !done ) {
handleCapture( );
makeUI( );
watcher.check( );
render( );
}
}
}
T_Main::~T_Main( )
{
ImGui_ImplSdl_Shutdown( );
SDL_GL_DeleteContext( gl );
SDL_DestroyWindow( window );
SDL_Quit( );
}
/*----------------------------------------------------------------------------*/
void T_Main::startIteration( )
{
SDL_Event event;
mouseMove = ImVec2( );
while ( SDL_PollEvent( &event ) ) {
ImGui_ImplSdl_ProcessEvent( &event );
if ( event.type == SDL_QUIT ) {
done = true;
return;
}
if ( capture && event.type == SDL_MOUSEMOTION ) {
mouseMove.x += event.motion.xrel;
mouseMove.y += event.motion.yrel;
}
}
ImGui_ImplSdl_NewFrame( window , capture , mouseInitial );
ImGui::GetIO( ).MouseDrawCursor = true;
}
void T_Main::handleCapture( )
{
auto const& io( ImGui::GetIO( ) );
const bool lmb( ImGui::IsMouseDown( 0 ) );
const bool mb( lmb || ImGui::IsMouseDown( 1 ) );
const bool appCanGrab( !( ImGui::IsMouseHoveringAnyWindow( )
|| io.WantCaptureMouse
|| io.WantCaptureKeyboard ) );
const bool shift( io.KeyShift );
const bool ctrl( io.KeyCtrl );
if ( capture && !mb ) {
capture = false;
ImGui::CaptureMouseFromApp( false );
SDL_SetRelativeMouseMode( SDL_FALSE );
SDL_WarpMouseInWindow( window ,
int( mouseInitial.x ) ,
int( mouseInitial.y ) );
ImGui::SetMouseCursor( ImGuiMouseCursor_Arrow );
} else if ( capture ) {
ImGui::SetMouseCursor( ImGuiMouseCursor_Move );
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camera.handleDND( mouseMove , ctrl , shift , lmb );
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} else if ( appCanGrab && mb ) {
capture = true;
mouseInitial = ImGui::GetMousePos( );
ImGui::CaptureMouseFromApp( true );
SDL_SetRelativeMouseMode( SDL_TRUE );
ImGui::SetMouseCursor( ImGuiMouseCursor_Move );
}
if ( ( appCanGrab || capture ) && io.MouseWheel ) {
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camera.handleWheel( io.MouseWheel , ctrl , shift );
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}
}
void T_Main::makeUI( )
{
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auto const& dspSize( ImGui::GetIO( ).DisplaySize );
ImGui::SetNextWindowSize( ImVec2( 300 , dspSize.y ) ,
ImGuiSetCond_Once );
ImGui::SetNextWindowPos( ImVec2( ) , ImGuiSetCond_Once );
ImGui::Begin( "Yay! Demo!" );
camera.makeUI( );
ImGui::End( );
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}
void T_Main::render( )
{
auto const& dspSize( ImGui::GetIO( ).DisplaySize );
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if ( spRaymarch->activate( ) && rtRaymarchOutput->activate( ) ) {
glClearColor( 0 , 1 , 1 , 1 );
glClear( GL_COLOR_BUFFER_BIT );
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enum {
U_TIME = 0 ,
U_RESOLUTION = 1 ,
U_CAM_POS = 2 ,
U_LOOK_AT = 3 ,
U_CAM_UP = 4 ,
U_NEAR_PLANE = 5 ,
U_LIGHT_DIR = 6 ,
U_RENDER = 7 ,
};
glUniform1f( U_TIME , 0 );
glUniform2f( U_RESOLUTION , dspSize.x , dspSize.y );
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glUniform3fv( U_CAM_POS , 1 , &camera.pos.x );
glUniform3fv( U_LOOK_AT , 1 , &camera.lookAt.x );
glUniform3fv( U_CAM_UP , 1 , &camera.up.x );
glUniform1f( U_NEAR_PLANE , camera.np );
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glUniform3f( U_LIGHT_DIR , 0 , 1 , 1 );
glUniform4f( U_RENDER , 128 , 0.9 , 0.001 , 100 );
glRectf( -1, -1 , 1 , 1 );
}
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if ( spBloomFilter->activate( ) ) {
enum {
U_TEXTURE = 0 ,
U_LOD = 1 ,
U_INPUT_SIZE = 2 ,
U_PARAMS = 3 ,
};
rtBloomInput->activate( );
T_TextureBinding tb( 0 );
tb.set( U_TEXTURE , *txRaymarchOutput );
tb.bind( );
glUniform1i( U_LOD , 0 );
glUniform2f( U_INPUT_SIZE ,
txRaymarchOutput->width( ) ,
txRaymarchOutput->height( ) );
glUniform3f( U_PARAMS , 1.6 , 1.2 , .95 );
glRectf( -1, -1 , 1 , 1 );
}
if ( spBlur->activate( ) ) {
enum {
U_TEXTURE = 0 ,
U_OUTPUT_SIZE = 1 ,
U_INPUT_SIZE = 2 ,
U_SOURCE_LOD = 3 ,
U_DIRECTION = 4 ,
U_WEIGHTS = 5 ,
};
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glUniform4f( U_WEIGHTS , 0.324 , 0.232 , 0.0855 , 0.0205 );
for ( int i = 0 ; i < 5 ; i ++ ) {
// IB RMO B0 B1 B0 B1 B0
// OB B0/0 B1/0 B0/1 B1/1 B0/2 B1/2
// SLOD: 0 0 0 1 1 2
// IW: W W W W/2 W/2 W/4
// OW: W W W/2 W/2 W/4 W/4
T_TextureBinding tb( 0 );
uint32_t w , h;
if ( i == 0 ) {
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tb.set( U_TEXTURE , *txBloomInput );
w = txRaymarchOutput->width( );
h = txRaymarchOutput->height( );
} else {
tb.set( U_TEXTURE , *txBlur1 );
w = txBlur1->width( ) >> ( i - 1 );
h = txBlur1->height( ) >> ( i - 1 );
}
const uint32_t slod = i > 0 ? ( i - 1 ) : 0;
rtBlur0[ i ]->activate( );
#ifdef INTRUSIVE_TRACES
printf( "BLUR %d/H IT %p SLOD %d IS %dx%d OS %dx%d\n" ,
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i , &(*( i == 0 ? txBloomInput : txBlur1 ) ) ,
slod , w , h , rtBlur0[ i ]->width( ) , rtBlur0[ i ]->height( ) );
#endif
glUniform2f( U_OUTPUT_SIZE , rtBlur0[ i ]->width( ) , rtBlur0[ i ]->height( ) );
glUniform1i( U_SOURCE_LOD , slod );
glUniform2f( U_INPUT_SIZE , w , h );
glUniform2f( U_DIRECTION , 1 , 0 );
tb.bind( );
glRectf( -1 , -1 , 1 , 1 );
rtBlur1[ i ]->activate( );
tb.set( U_TEXTURE , *txBlur0 );
tb.bind( );
glUniform2f( U_DIRECTION , 0 , 1 );
glUniform1i( U_SOURCE_LOD , i );
glUniform2f( U_INPUT_SIZE ,
rtBlur0[ i ]->width( ) ,
rtBlur0[ i ]->height( ) );
glRectf( -1 , -1 , 1 , 1 );
#ifdef INTRUSIVE_TRACES
printf( "BLUR %d/V IT %p SLOD %d IS %dx%d OS %dx%d\n" ,
i , &(*( txBlur0 ) ) ,
i , rtBlur0[ i ]->width( ) , rtBlur0[ i ]->height( ) ,
rtBlur0[ i ]->width( ) , rtBlur0[ i ]->height( ) );
#endif
}
}
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T_Rendertarget::MainOutput( );
glClearColor( 1 , 0 , 1 , 1 );
glClear( GL_COLOR_BUFFER_BIT );
if ( spBloomCombine->activate( ) ) {
T_TextureBinding main( 0 ) , blur( 1 );
main.set( 0 , *txRaymarchOutput );
main.bind( );
blur.set( 1 , *txBlur1 );
blur.bind( );
glUniform2f( 2 , dspSize.x , dspSize.y );
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glRectf( -1, -1 , 1 , 1 );
glBindTexture( GL_TEXTURE_2D , 0 );
}
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glUseProgram( 0 );
ImGui::Render( );
SDL_GL_SwapWindow( window );
}
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void T_Main::initProgram( )
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{
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spRaymarch = std::make_unique< T_ShaderProgram >(
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GL_FRAGMENT_SHADER , watcher );
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spRaymarch->addFile( "raymarch-header.glsl" );
spRaymarch->addFile( "map.glsl" );
spRaymarch->addFile( "raymarcher.glsl" );
spRaymarch->load( );
spCopy = std::make_unique< T_ShaderProgram >( GL_FRAGMENT_SHADER , watcher );
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spCopy->addFile( "copy.glsl" );
spCopy->load( );
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spBloomFilter = std::make_unique< T_ShaderProgram >( GL_FRAGMENT_SHADER , watcher );
spBloomFilter->addFile( "bloom-highpass.glsl" );
spBloomFilter->load( );
spBlur = std::make_unique< T_ShaderProgram >( GL_FRAGMENT_SHADER , watcher );
spBlur->addFile( "blur-pass.glsl" );
spBlur->load( );
spBloomCombine = std::make_unique< T_ShaderProgram >( GL_FRAGMENT_SHADER , watcher );
spBloomCombine->addFile( "bloom-combine.glsl" );
spBloomCombine->load( );
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}
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/*============================================================================*/
int main( int , char** )
{
T_Main m;
m.mainLoop( );
#if 0
// Frame time history
const int nFrameTimes = 200;
float frameTimes[ nFrameTimes ];
memset( frameTimes , 0 , sizeof( float ) * nFrameTimes );
#endif
#if 0
// Update frame time history
memmove( frameTimes , &frameTimes[ 1 ] ,
( nFrameTimes - 1 ) * sizeof( float ) );
frameTimes[ nFrameTimes - 1 ] = 1000.0f / ImGui::GetIO( ).Framerate;
#endif
return 0;
}