#include "externals.hh" #include "imgui_impl_sdl.h" #include "utilities.hh" #include "texture.hh" #include "rendertarget.hh" /*= 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; T_Camera camera; T_FilesWatcher watcher; std::unique_ptr< T_ShaderProgram > spRaymarch; std::unique_ptr< T_ShaderProgram > spCopy; std::unique_ptr< T_Texture > txRaymarchOutput; std::unique_ptr< T_Rendertarget > rtRaymarchOutput; void startIteration( ); void handleCapture( ); void makeUI( ); void render( ); void initProgram( ); }; /*----------------------------------------------------------------------------*/ 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 , ¤t ); 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 ); initProgram( ); txRaymarchOutput = std::make_unique< T_Texture >( 1280 , 720 , E_TexType::RGBA8 ); rtRaymarchOutput = std::make_unique < T_Rendertarget >( T_RendertargetSetup( ).add( *txRaymarchOutput ).create( ) ); } 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 ); camera.handleDND( mouseMove , ctrl , shift , lmb ); } 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 ) { camera.handleWheel( io.MouseWheel , ctrl , shift ); } } void T_Main::makeUI( ) { 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( ); } void T_Main::render( ) { if ( spRaymarch->activate( ) && rtRaymarchOutput->activate( ) ) { glClearColor( 0 , 1 , 1 , 1 ); glClear( GL_COLOR_BUFFER_BIT ); 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 , }; auto const& dspSize( ImGui::GetIO( ).DisplaySize ); glUniform1f( U_TIME , 0 ); glUniform2f( U_RESOLUTION , dspSize.x , dspSize.y ); 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 ); glUniform3f( U_LIGHT_DIR , 0 , 1 , 1 ); glUniform4f( U_RENDER , 128 , 0.9 , 0.001 , 100 ); glRectf( -1, -1 , 1 , 1 ); } T_Rendertarget::MainOutput( ); glClearColor( 1 , 0 , 1 , 1 ); glClear( GL_COLOR_BUFFER_BIT ); if ( spCopy->activate( ) ) { T_TextureBinding tb( 0 ); tb.set( 0 , *txRaymarchOutput ); tb.bind( ); glRectf( -1, -1 , 1 , 1 ); glBindTexture( GL_TEXTURE_2D , 0 ); } glUseProgram( 0 ); ImGui::Render( ); SDL_GL_SwapWindow( window ); } void T_Main::initProgram( ) { spRaymarch = std::make_unique< T_ShaderProgram >( GL_FRAGMENT_SHADER , watcher ); 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 ); spCopy->addFile( "copy.glsl" ); spCopy->load( ); } /*============================================================================*/ 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; }