forked from Hartmut/paradiso
not a good idea yet
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1a5287bbc2
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4 changed files with 59 additions and 22 deletions
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@ -24,13 +24,15 @@ layout (location = 0) in vec3 vertices;
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layout (location = 1) in vec3 normals;
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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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uniform vec2 pivot = vec2( 0.0, 0.0 );
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vec4 pivot_3d = vec4( pivot , 0.0, 1.0 );
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out vec2 tex_c;
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void main() {
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tex_c = texture_coords;
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gl_Position = vec4(vertices, 1.0) + pivot;
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gl_Position = vec4(vertices, 1.0) + pivot_3d;
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}
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)";
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@ -94,13 +96,21 @@ auto main() -> int {
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// eine sehr rudimentäre Eingabebehandlung. Bei vorhandenen
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// Eingaben landen diese hier. Wer sich am Design beteiligen
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// möchte, kann hier einen eleganteren Vorschlag machen
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// möchte: hier gibt es viel Potential zur Verbesserung ;)
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window.set_keyboardcallback(
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[&](auto& w, int key, int scancode, int action, int mods) {
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if (key == 'Q' || key == 256)
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if (key == 'Q' || key == 256) // Q oder ESC beenden das Programm
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want_close = true;
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else if (key == 'A') {
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else if (key == 'B') { // kleine Spielerei
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slider_value += 10;
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} else if (key == 'W') {
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sprite.pivot.y() += 0.1f;
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} else if (key == 'S') {
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sprite.pivot.y() -= 0.1f;
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} else if (key == 'A') {
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sprite.pivot.x() -= 0.1f;
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} else if (key == 'D') {
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sprite.pivot.x() += 0.1f;
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}
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});
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@ -119,13 +129,16 @@ auto main() -> int {
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// werden
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ctx.set_viewport(paradiso::Rectangle{
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.size =
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w.client_size().minimal_extent() // wir wollen das
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w.client_size().maximal_extent() // wir wollen das
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// Seitenverhältnis beibehalten
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});
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// hier wird das eigentliche löschen des vorherigen Inhalts ausgelöst
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ctx.clear();
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// wir setzen den pivot der sprite über den shader
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shader.set_uniform("pivot", sprite.pivot);
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// Ein `renderer` kann nur mit einer Sprite verwendet werden!
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// Aber ein Shader kann man für mehrere Sprite-Renderer Kombis verwenden
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renderer.draw(sprite, shader);
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@ -27,11 +27,18 @@
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namespace paradiso {
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/**
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* @brief position with integral type
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*/
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struct Point final {
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using value_type = int32_t;
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value_type x{0}, y{0};
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};
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/**
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* @brief size with integral type
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*/
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struct Size final {
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using value_type = uint32_t;
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value_type width{0}, height{0};
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@ -42,11 +49,20 @@ struct Size final {
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return {.width = std::min(width, height),
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.height = std::min(width, height)};
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}
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constexpr Size maximal_extent() const noexcept {
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return {.width = std::max(width, height),
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.height = std::max(width, height)};
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}
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};
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struct Rectangle {
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Point position;
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Size size;
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/**
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* @brief position and size with integral type
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*/
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struct Rectangle final {
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Point position{.x = 0, .y = 0};
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Size size{};
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constexpr bool contains(const Point& p) const noexcept {
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return p.x >= position.x && p.x <= position.x + size.width &&
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@ -24,6 +24,8 @@
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#define PARADISO_SHADER_HPP
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#include <paradiso/globals.hpp>
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#include <paradiso/matrix.hpp>
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#include <paradiso/vector.hpp>
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#include <memory>
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#include <unordered_map>
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@ -60,6 +62,9 @@ struct Shader final {
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set_uniform_at_location(int location,
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int32_t v) const; //!< sets a 32bit signed in a shader
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const Shader&
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set_uniform_at_location(int location,
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const Vector2<float>& v) const; //!< sets a 2D float vector
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/**
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* @brief retrieves the position of a uniform
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* @param name of the uniform
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@ -77,7 +82,7 @@ struct Shader final {
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}
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/**
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* sets data of the
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* sets data of the uniform inside a shader program
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*/
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template <typename T>
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const Shader& set_uniform(std::string const& name, T&& value) const {
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@ -87,7 +92,7 @@ struct Shader final {
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using uniform_t =
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std::variant<bool, int, float,
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double /*,vector2f,vector3f,vector4f,matrix4x4f*/>;
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double ,Vector2<float>/*vector3f,vector4f,matrix4x4f*/>;
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using uniform_entry_t = std::tuple<std::string, uniform_t, int>;
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using uniform_cache_t = std::vector<uniform_entry_t>;
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@ -172,16 +172,19 @@ struct Shader::impl {
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// glUniformMatrix4fv(location,1,GL_FALSE,m.ptr());
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// }
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// void bind(int location,const vector4f& v)
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// {
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// glUniform4fv(location,1,v.ptr());
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// }
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void bind(int location, const Vector2<float>& v) const {
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glUniform2fv(location, 1, v.ptr());
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}
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void bind(int location, const float& v) const { glUniform1f(location, v); }
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void bind(int location, const uint32_t& i) const { glUniform1ui(location, i); }
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void bind(int location, const uint32_t& i) const {
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glUniform1ui(location, i);
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}
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void bind(int location, const int32_t& i) const { glUniform1i(location, i); }
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void bind(int location, const int32_t& i) const {
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glUniform1i(location, i);
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}
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// void bind(int location,const texture& v)
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// {
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@ -211,11 +214,11 @@ const Shader& Shader::set_uniform_at_location(int location, int32_t v) const {
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return *this;
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}
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// Shader &Shader::set_uniform_at_location(int location, vector4f const &v)
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// {
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// impl_->bind(location, v);
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// return *this;
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// }
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const Shader &Shader::set_uniform_at_location(int location, Vector2<float> const &v) const
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{
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impl_->bind(location, v);
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return *this;
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}
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// Shader &Shader::set_uniform_at_location(int location, matrix4x4f const &v)
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// {
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