Uniform arrays working.
This commit is contained in:
@ -35,6 +35,7 @@ add_subdirectory(scene)
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# add_subdirectory(state)
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add_subdirectory(time)
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add_subdirectory(util)
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add_subdirectory(ui)
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# Definitions
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# target_compile_definitions(${DAWN_TARGET_NAME}
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@ -9,4 +9,5 @@ target_sources(${DAWN_TARGET_NAME}
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)
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# Subdirs
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add_subdirectory(display)
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add_subdirectory(display)
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add_subdirectory(ui)
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9
src/dawn/component/ui/CMakeLists.txt
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9
src/dawn/component/ui/CMakeLists.txt
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@ -0,0 +1,9 @@
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# Copyright (c) 2023 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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UICanvas.cpp
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)
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64
src/dawn/component/ui/UICanvas.cpp
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64
src/dawn/component/ui/UICanvas.cpp
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@ -0,0 +1,64 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "UICanvas.hpp"
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#include "display/pass/RenderPass.hpp"
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#include "display/shader/UIShader.hpp"
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#include "display/mesh/QuadMesh.hpp"
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using namespace Dawn;
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void UICanvas::onInit() {
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}
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void UICanvas::onDispose() {
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}
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std::vector<std::shared_ptr<IRenderPass>> UICanvas::getPasses(
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struct RenderPassContext &ctx
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) {
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std::vector<std::shared_ptr<IRenderPass>> passes;
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auto selfTransform = this->getItem()->getWorldTransform();
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auto mesh = std::make_shared<Mesh>();
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mesh->createBuffers(QUAD_VERTICE_COUNT, QUAD_INDICE_COUNT);
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QuadMesh::buffer(mesh, glm::vec4(0, 0, 32, 32), glm::vec4(0, 0, 1, 1), 0, 0);
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UIShaderData data = {
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.projection = ctx.camera->getProjection(),
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.view = ctx.camera->getItem()->getWorldTransform(),
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.model = selfTransform
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};
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data.colors[0] = COLOR_WHITE;
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data.colors[1] = COLOR_RED;
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data.colors[2] = COLOR_GREEN;
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data.colors[3] = COLOR_BLUE;
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auto pass = createRenderPass<UIShader, UIShaderData>(
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std::ref(*this),
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data,
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std::unordered_map<shadertexturebinding_t, std::shared_ptr<Texture>>(),
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mesh,
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MeshDrawMode::TRIANGLES,
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0, -1
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);
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passes.push_back(pass);
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auto itComponents = components.begin();
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while(itComponents != components.end()) {
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auto component = *itComponents;
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// Get this components' quads.
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auto quads = component->getQuads(selfTransform);
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++itComponents;
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}
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return passes;
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}
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28
src/dawn/component/ui/UICanvas.hpp
Normal file
28
src/dawn/component/ui/UICanvas.hpp
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@ -0,0 +1,28 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "scene/SceneItem.hpp"
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#include "component/display/IRenderableComponent.hpp"
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#include "ui/UIComponent.hpp"
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namespace Dawn {
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class UICanvas :
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public SceneComponent,
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public IRenderableComponent
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{
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protected:
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virtual void onInit() override;
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virtual void onDispose() override;
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public:
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std::vector<std::shared_ptr<UIComponent>> components;
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std::vector<std::shared_ptr<IRenderPass>> getPasses(
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struct RenderPassContext &ctx
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) override;
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};
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}
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@ -4,6 +4,7 @@
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "game/Game.hpp"
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#include "display/pass/IRenderPass.hpp"
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#include "display/shader/Shader.hpp"
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#include "display/Texture.hpp"
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10
src/dawn/ui/CMakeLists.txt
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10
src/dawn/ui/CMakeLists.txt
Normal file
@ -0,0 +1,10 @@
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# Copyright (c) 2023 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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UIComponent.cpp
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UIRectangle.cpp
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)
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13
src/dawn/ui/UIAlign.hpp
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13
src/dawn/ui/UIAlign.hpp
Normal file
@ -0,0 +1,13 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "dawnlibs.hpp"
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namespace Dawn {
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struct UIAlign {
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glm::vec2 position;
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};
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}
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37
src/dawn/ui/UIComponent.cpp
Normal file
37
src/dawn/ui/UIComponent.cpp
Normal file
@ -0,0 +1,37 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "UIComponent.hpp"
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using namespace Dawn;
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std::vector<std::shared_ptr<UIComponent>> UIComponent::getChildren() {
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return {};
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}
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std::vector<struct UIQuad> UIComponent::getQuads(
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const glm::mat4 parent
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) {
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// Get self transform
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glm::mat4 transform = glm::translate(
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glm::mat4(1.0f), glm::vec3(position, 0.0f)
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);
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// Add parent transform
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transform = parent * transform;
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// Get self quads and insert new transform.
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std::vector<struct UIQuad> quads;
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auto selfQuads = this->getSelfQuads(transform);
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// Get children
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auto children = getChildren();
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for(auto &c : children) {
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auto childQuads = c->getQuads(transform);
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quads.insert(quads.end(), childQuads.begin(), childQuads.end());
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}
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return quads;
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}
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30
src/dawn/ui/UIComponent.hpp
Normal file
30
src/dawn/ui/UIComponent.hpp
Normal file
@ -0,0 +1,30 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "ui/UIAlign.hpp"
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#include "ui/UIQuad.hpp"
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namespace Dawn {
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class UICanvas;
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class UIComponent {
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protected:
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virtual std::vector<struct UIQuad> getSelfQuads(
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const glm::mat4 transform
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) = 0;
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virtual std::vector<std::shared_ptr<UIComponent>> getChildren();
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std::vector<struct UIQuad> getQuads(
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const glm::mat4 parent
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);
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public:
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glm::vec2 position;
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friend class UICanvas;
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};
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}
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34
src/dawn/ui/UIQuad.hpp
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34
src/dawn/ui/UIQuad.hpp
Normal file
@ -0,0 +1,34 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "display/Color.hpp"
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#include "display/Texture.hpp"
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namespace Dawn {
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struct UIQuad {
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glm::mat4 transform;
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glm::vec4 quad;
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glm::vec4 uv;
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struct Color color;
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std::shared_ptr<Texture> texture;
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UIQuad(
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const glm::mat4 transform,
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const glm::vec4 quad,
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const glm::vec4 uv,
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const struct Color color,
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const std::shared_ptr<Texture> texture
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) :
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transform(transform),
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quad(quad),
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uv(uv),
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color(color),
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texture(texture)
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{
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}
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};
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}
|
24
src/dawn/ui/UIRectangle.cpp
Normal file
24
src/dawn/ui/UIRectangle.cpp
Normal file
@ -0,0 +1,24 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "UIRectangle.hpp"
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using namespace Dawn;
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std::vector<struct UIQuad> UIRectangle::getSelfQuads(
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const glm::mat4 transform
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) {
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std::vector<struct UIQuad> quads;
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quads.push_back(UIQuad(
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transform,
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glm::vec4(0,0,size.x,size.y),
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uv,
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color,
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texture
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));
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return quads;
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}
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22
src/dawn/ui/UIRectangle.hpp
Normal file
22
src/dawn/ui/UIRectangle.hpp
Normal file
@ -0,0 +1,22 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "ui/UIComponent.hpp"
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namespace Dawn {
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class UIRectangle final : public UIComponent {
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protected:
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std::vector<struct UIQuad> getSelfQuads(
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const glm::mat4 transform
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) override;
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public:
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struct Color color = COLOR_WHITE;
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std::shared_ptr<Texture> texture = nullptr;
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glm::vec2 size = glm::vec2(32, 32);
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glm::vec4 uv = glm::vec4(0,0,1,1);
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};
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}
|
@ -10,6 +10,9 @@
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#include "component/display/material/SimpleTexturedMaterial.hpp"
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#include "display/mesh/QuadMesh.hpp"
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#include "component/ui/UICanvas.hpp"
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#include "ui/UIRectangle.hpp"
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#include <ft2build.h>
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#include FT_FREETYPE_H
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@ -28,20 +31,27 @@ void Dawn::helloWorldScene(Scene &s) {
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auto camera = cameraItem->addComponent<Camera>();
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cameraItem->lookAt({ 120, 120, 120 }, { 0, 0, 0 }, { 0, 1, 0 });
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auto quad = s.createSceneItem();
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auto quadMesh = std::make_shared<Mesh>();
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// auto quad = s.createSceneItem();
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// auto quadMesh = std::make_shared<Mesh>();
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glm::vec2 position = { 0, 0 };
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glm::vec2 size = texture->bufferStringToMesh(
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quadMesh,
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L"Hello World!",
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position,
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true
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);
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// glm::vec2 position = { 0, 0 };
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// glm::vec2 size = texture->bufferStringToMesh(
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// quadMesh,
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// L"Hello World!",
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// position,
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// true
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// );
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auto quadRenderer = quad->addComponent<MeshRenderer>();
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quadRenderer->mesh = quadMesh;
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// auto quadRenderer = quad->addComponent<MeshRenderer>();
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// quadRenderer->mesh = quadMesh;
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auto quadMaterial = quad->addComponent<SimpleTexturedMaterial>();
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quadMaterial->setTexture(texture->texture);
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// auto quadMaterial = quad->addComponent<SimpleTexturedMaterial>();
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// quadMaterial->setTexture(texture->texture);
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auto uiCanvasItem = s.createSceneItem();
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auto uiCanvas = uiCanvasItem->addComponent<UICanvas>();
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auto rect = std::make_shared<UIRectangle>();
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uiCanvas->components.push_back(rect);
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}
|
@ -9,4 +9,5 @@ target_sources(${DAWN_TARGET_NAME}
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Shader.cpp
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ShaderStage.cpp
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SimpleTexturedShader.cpp
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UIShader.cpp
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)
|
@ -22,6 +22,7 @@ namespace Dawn {
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std::string name;
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size_t offset;
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enum ShaderParameterType type;
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int32_t count;
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GLint location = -1;
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@ -33,6 +34,19 @@ namespace Dawn {
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this->name = name;
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this->offset = (size_t)offset;
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this->type = type;
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this->count = 1;
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}
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ShaderOpenGLParameter(
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const std::string &name,
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const void *offset,
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const enum ShaderParameterType type,
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const int32_t count
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) {
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this->name = name;
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this->offset = (size_t)offset;
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this->type = type;
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this->count = count;
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}
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};
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@ -136,6 +150,9 @@ namespace Dawn {
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switch(param.type) {
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case ShaderParameterType::MAT4: {
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glm::mat4 *matrix = (glm::mat4 *)value;
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if(param.count != 1) {
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assertUnreachable("I haven't implemented multiple mat4s");
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}
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glUniformMatrix4fv(
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param.location, 1, GL_FALSE, glm::value_ptr(*matrix)
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);
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@ -144,25 +161,21 @@ namespace Dawn {
|
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case ShaderParameterType::COLOR: {
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auto color = (Color *)value;
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glUniform4f(
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glUniform4fv(
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param.location,
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color->r,
|
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color->g,
|
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color->b,
|
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color->a
|
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param.count,
|
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(GLfloat*)value
|
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);
|
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break;
|
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}
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|
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case ShaderParameterType::BOOLEAN: {
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auto boolean = (bool_t *)value;
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glUniform1i(param.location, *boolean ? 1 : 0);
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glUniform1iv(param.location, param.count, (GLint*)value);
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break;
|
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}
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|
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case ShaderParameterType::TEXTURE: {
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textureslot_t texture = *((textureslot_t*)value);
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glUniform1i(param.location, texture);
|
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glUniform1iv(param.location, param.count, (GLint*)value);
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break;
|
||||
}
|
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|
||||
|
100
src/dawnopengl/display/shader/UIShader.cpp
Normal file
100
src/dawnopengl/display/shader/UIShader.cpp
Normal file
@ -0,0 +1,100 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#include "display/shader/UIShader.hpp"
|
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|
||||
using namespace Dawn;
|
||||
|
||||
void UIShader::getStages(
|
||||
const enum ShaderOpenGLVariant variant,
|
||||
const struct UIShaderData *rel,
|
||||
std::vector<std::shared_ptr<ShaderStage>> &stages,
|
||||
std::vector<struct ShaderOpenGLParameter> ¶meters
|
||||
) {
|
||||
// Stages
|
||||
std::shared_ptr<ShaderStage> vertex;
|
||||
std::shared_ptr<ShaderStage> fragment;
|
||||
|
||||
switch(variant) {
|
||||
case ShaderOpenGLVariant::GLSL_330_CORE:
|
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vertex = std::make_shared<ShaderStage>(
|
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ShaderStageType::VERTEX,
|
||||
"#version 330 core\n"
|
||||
"layout (location = 0) in vec3 aPos;\n"
|
||||
"layout (location = 1) in vec2 aTexCoord;\n"
|
||||
"uniform mat4 u_Projection;\n"
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"uniform mat4 u_View;\n"
|
||||
"uniform mat4 u_Model;\n"
|
||||
"out vec2 o_TextCoord;\n"
|
||||
"void main() {\n"
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"gl_Position = u_Projection * u_View * u_Model * vec4(aPos, 1.0);\n"
|
||||
"o_TextCoord = vec2(aTexCoord.x, aTexCoord.y);\n"
|
||||
"}"
|
||||
);
|
||||
|
||||
fragment = std::make_shared<ShaderStage>(
|
||||
ShaderStageType::FRAGMENT,
|
||||
"#version 330 core\n"
|
||||
"in vec2 o_TextCoord;\n"
|
||||
"uniform vec4 u_Color[4];\n"
|
||||
"out vec4 o_Color;\n"
|
||||
"void main() {\n"
|
||||
"o_Color = u_Color[2];\n"
|
||||
"}\n"
|
||||
);
|
||||
break;
|
||||
|
||||
default:
|
||||
assertUnreachable("Unsupported ShaderOpenGLVariant");
|
||||
}
|
||||
|
||||
// Add stages
|
||||
stages.push_back(vertex);
|
||||
stages.push_back(fragment);
|
||||
|
||||
// Parameters
|
||||
parameters.push_back(ShaderOpenGLParameter(
|
||||
"u_Projection",
|
||||
&rel->projection,
|
||||
ShaderParameterType::MAT4
|
||||
));
|
||||
|
||||
parameters.push_back(ShaderOpenGLParameter(
|
||||
"u_View",
|
||||
&rel->view,
|
||||
ShaderParameterType::MAT4
|
||||
));
|
||||
|
||||
parameters.push_back(ShaderOpenGLParameter(
|
||||
"u_Model",
|
||||
&rel->model,
|
||||
ShaderParameterType::MAT4
|
||||
));
|
||||
|
||||
parameters.push_back(ShaderOpenGLParameter(
|
||||
"u_Color",
|
||||
&rel->colors,
|
||||
ShaderParameterType::COLOR,
|
||||
4
|
||||
));
|
||||
|
||||
// parameters.push_back(ShaderOpenGLParameter(
|
||||
// "u_Color",
|
||||
// &rel->color,
|
||||
// ShaderParameterType::COLOR
|
||||
// ));
|
||||
|
||||
// parameters.push_back(ShaderOpenGLParameter(
|
||||
// "u_HasTexture",
|
||||
// &rel->hasTexture,
|
||||
// ShaderParameterType::BOOLEAN
|
||||
// ));
|
||||
|
||||
// parameters.push_back(ShaderOpenGLParameter(
|
||||
// "u_Texture",
|
||||
// &rel->texture,
|
||||
// ShaderParameterType::TEXTURE
|
||||
// ));
|
||||
}
|
26
src/dawnopengl/display/shader/UIShader.hpp
Normal file
26
src/dawnopengl/display/shader/UIShader.hpp
Normal file
@ -0,0 +1,26 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "display/shader/Shader.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
struct UIShaderData {
|
||||
glm::mat4 projection;
|
||||
glm::mat4 view;
|
||||
glm::mat4 model;
|
||||
struct Color colors[4];
|
||||
};
|
||||
|
||||
class UIShader : public Shader<UIShaderData> {
|
||||
protected:
|
||||
void getStages(
|
||||
const enum ShaderOpenGLVariant variant,
|
||||
const struct UIShaderData *rel,
|
||||
std::vector<std::shared_ptr<ShaderStage>> &stages,
|
||||
std::vector<struct ShaderOpenGLParameter> ¶meters
|
||||
) override;
|
||||
};
|
||||
}
|
Reference in New Issue
Block a user