demotool/main.cc

249 lines
5.8 KiB
C++

#include "externals.hh"
#include "imgui_impl_sdl.h"
#include "utilities.hh"
#include "texture.hh"
#include "rendertarget.hh"
#include "bloom.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;
std::unique_ptr< T_BloomPass > bloomPass;
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 , &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 );
initProgram( );
txRaymarchOutput = std::make_unique< T_Texture >(
1280 , 720 , E_TexType::RGB16F );
rtRaymarchOutput = std::make_unique < T_Rendertarget >(
T_RendertargetSetup( ).add( *txRaymarchOutput ).create( ) );
bloomPass = std::make_unique< T_BloomPass >( watcher , *txRaymarchOutput );
}
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( );
bloomPass->makeUI( );
ImGui::End( );
}
void T_Main::render( )
{
auto const& dspSize( ImGui::GetIO( ).DisplaySize );
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_RAYMARCHER = 7 ,
};
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_RAYMARCHER , 128 , 0.9 , 0.001 , 100 );
glRectf( -1, -1 , 1 , 1 );
}
bloomPass->render( );
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;
}