paradiso-win/examples/simple/main.cpp

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/**
* paradiso - Paradigmen der Softwareentwicklung
*
* (c) Copyright 2023 Hartmut Seichter
*
*/
#include <paradiso/bitmap.hpp>
#include <paradiso/context.hpp>
#include <paradiso/geometry.hpp>
#include <paradiso/renderer.hpp>
#include <paradiso/shader.hpp>
#include <paradiso/sprite.hpp>
#include <paradiso/window.hpp>
#include <iomanip>
#include <iostream>
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void setup_shaders(paradiso::Shader& shader) {
const auto unlit_v = R"(
#version 330 core
layout (location = 0) in vec3 vertices;
layout (location = 1) in vec3 normals;
layout (location = 2) in vec2 texture_coords;
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uniform vec4 pivot = vec4( 0.5, 0.5, 0.0, 1.0 );
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out vec2 tex_c;
void main() {
tex_c = texture_coords;
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gl_Position = vec4(vertices, 1.0) + pivot;
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}
)";
const auto unlit_f = R"(
#version 330 core
uniform vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
uniform sampler2D tex_color;
in vec2 tex_c;
out vec4 frag_color;
void main() {
frag_color = texture(tex_color,tex_c); // * color;
})";
shader.set_source(paradiso::Shader::Type::Vertex, unlit_v);
shader.set_source(paradiso::Shader::Type::Fragment, unlit_f);
shader.build();
}
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auto main() -> int {
auto window = paradiso::Window();
window.set_size(paradiso::Size{.width = 1280, .height = 720})
.set_position(paradiso::Point{.x = 100, .y = 100})
.set_title("PardiSO")
.set_visible(true);
auto ctx = paradiso::Context{};
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auto sprite = paradiso::Sprite {
.bitmap = paradiso::Bitmap::from_data(
paradiso::Size{2, 2},
paradiso::RGBA::from_rgba(0x00, 0xFF, 0x00, 0x80), // G
paradiso::RGBA::from_rgba(0xFF, 0x00, 0x00, 0x80), // R
paradiso::RGBA::from_rgba(0x00, 0x00, 0xFF, 0x80), // B
paradiso::RGBA::from_rgba(0xFF, 0x00, 0xFF, 0x80)) // C
};
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auto renderer = paradiso::Renderer{};
auto shader = paradiso::Shader{};
setup_shaders(shader);
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uint8_t slider_value = 0xFF;
bool want_close{false};
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int frame_counter = 10;
window.set_keyboardcallback(
[&](auto& w, int key, int scancode, int action, int mods) {
if (key == 'Q' || key == 256)
want_close = true;
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else if (key == 'A' ) {
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slider_value += 10;
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}
});
while (window.update([&](auto& w) -> bool {
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ctx.set_clearcolor(paradiso::RGBA::from_rgb(slider_value, slider_value, slider_value));
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ctx.set_viewport(paradiso::Rectangle{
.size = w.client_size()
});
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ctx.clear();
renderer.draw(sprite, shader);
return !want_close;
})) {
};
return 0;
}