171 lines
4.5 KiB
C
171 lines
4.5 KiB
C
#include "pluginapi.h"
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enum { WIDTH = 1024, HEIGHT = 1024 };
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enum { UI_WIDTH = 512, UI_HEIGHT = 512 };
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enum { VS, FS, FX, SHADERTOY };
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typedef struct {
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char kind;
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bool reload;
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// preview
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handle fb, flipFB;
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texture_t tex, flipTex;
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texture_t texDepth;
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union {
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struct {
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shadertoy_t shadertoy;
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bool flip_y;
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bool allow_mouse;
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};
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struct {
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int model;
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int fx_slot;
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};
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};
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} shader_asset_t;
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array(shader_asset_t) shaders = 0;
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__declspec(dllexport) char *plug_ext() {
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return "fx,glsl,vs,fs";
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}
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static inline
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void reload_shader(asset_t *f, shader_asset_t *s) {
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if (s->kind == SHADERTOY) {
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s->shadertoy = shadertoy(f->name, (s->flip_y?SHADERTOY_FLIP_Y:0)|(s->allow_mouse?0:SHADERTOY_IGNORE_MOUSE)|SHADERTOY_IGNORE_FBO);
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s->shadertoy.dims.x = WIDTH;
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s->shadertoy.dims.y = HEIGHT;
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}
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else if (s->kind == FX) {
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s->fx_slot = fx_load_from_mem(f->name, vfs_read(f->name));
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}
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s->reload = 0;
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}
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__declspec(dllexport) int plug_init(asset_t *f) {
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shader_asset_t a = {0};
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a.reload = 1;
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if (strstri(f->name, "shadertoys")) {
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a.kind = SHADERTOY;
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}
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// else if (strbegi(file_name(f->name), "vs_") || strendi(f->name, ".vs")) {
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// a.kind = VS;
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// }
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// else if (strbegi(file_name(f->name), "fs_") || strendi(f->name, ".fs")) {
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// a.kind = FS;
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// }
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else if (strbegi(file_name(f->name), "fx") && strendi(f->name, ".fs")) {
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a.kind = FX;
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} else {
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PRINTF("unsupported shader: %s\n", f->name);
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return 1;
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}
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a.tex = texture_create(WIDTH, HEIGHT, 4, NULL, TEXTURE_RGBA);
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a.flipTex = texture_create(WIDTH, HEIGHT, 4, NULL, TEXTURE_RGBA);
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a.texDepth = texture_create(WIDTH, HEIGHT, 1, NULL, TEXTURE_DEPTH|TEXTURE_FLOAT);
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a.fb = fbo(a.tex.id, a.texDepth.id, 0);
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a.flipFB = fbo(a.flipTex.id, 0, 0);
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f->slot = array_count(shaders);
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array_push(shaders, a);
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return 0;
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}
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__declspec(dllexport) int plug_tick(asset_t *f) {
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shader_asset_t *s = (shaders+f->slot);
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if (s->reload) {
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reload_shader(f, s);
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ui_dims(f->name, UI_WIDTH, UI_HEIGHT*1.45);
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}
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fx_enable_all(0);
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// vec2 win_dims = ui_get_dims();
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// ui_dims(f->name, win_dims.x, win_dims.x*1.45);
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fbo_bind(s->fb);
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glViewport(0,0,WIDTH,HEIGHT);
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glClearDepth(1);
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glClearColor(0.0f,0.0f,0.0f,0.0f);
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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if (s->kind == SHADERTOY) {
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shadertoy_render(&s->shadertoy, window_delta());
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}
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else if (s->kind == FX) {
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fx_enable(s->fx_slot, 1);
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// fx_begin();
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fx_begin_res(WIDTH, HEIGHT);
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enum { CUBE, SPHERE, SUZANNE, SHADERBALL, MAX_MODELS };
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static camera_t cam;
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static skybox_t sky;
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static model_t models[MAX_MODELS];
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do_once {
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cam = camera();
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sky = skybox(0,0);
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camera_fps(&cam, 0,45);
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models[CUBE] = model("meshes/cube.obj", MODEL_NO_ANIMATIONS);
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// model_set_texture(models[CUBE], texture_checker());
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rotation44(models[CUBE].pivot, -90, 1,0,0);
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models[SPHERE] = model("meshes/sphere.obj", MODEL_NO_ANIMATIONS);
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rotation44(models[SPHERE].pivot, -90, 1,0,0);
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models[SUZANNE] = model("meshes/suzanne.obj", MODEL_NO_ANIMATIONS);
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rotation44(models[SUZANNE].pivot, -90, 1,0,0);
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models[SHADERBALL] = model("meshes/shaderBall.glb", MODEL_NO_ANIMATIONS);
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mat44 sca; scale44(sca, 1,1,1);
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mat44 rot; rotation44(rot, -90, 1,0,0);
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multiply44x2(models[SHADERBALL].pivot, sca, rot);
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}
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bool active = (ui_active() || ui_hover()) && input(MOUSE_L) || input(MOUSE_M) || input(MOUSE_R);
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vec2 mouse = scale2(vec2(input_diff(MOUSE_X), -input_diff(MOUSE_Y)), 0.2f * active);
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// camera_move(&cam, wasdecq.x,wasdecq.y,wasdecq.z);
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camera_orbit(&cam, mouse.x,mouse.y, input_diff(MOUSE_W));
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perspective44(cam.proj, cam.fov, UI_WIDTH/(float)UI_HEIGHT, 0.1f, 100.f);
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skybox_render(&sky, cam.proj, cam.view);
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ddraw_grid(0);
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ddraw_flush();
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model_render(models[s->model], cam.proj, cam.view, models[s->model].pivot, 0);
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fx_end();
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// fbo_bind(s->fb);
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// fullscreen_quad_rgb(s->tex, 1.0);
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// fbo_unbind();
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}
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fbo_bind(s->flipFB);
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fullscreen_quad_rgb(s->tex, 1.0);
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fbo_unbind();
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ui_image(0, s->flipTex.id, UI_WIDTH, UI_HEIGHT);
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if (s->kind == SHADERTOY) {
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if (ui_bool("Flip Y", &s->flip_y)) {
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s->reload = 1;
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}
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if (ui_bool("Allow mouse", &s->allow_mouse)) {
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s->reload = 1;
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}
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}
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else if (s->kind == FX) {
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static char* model_selections[] = {"Cube", "Sphere", "Suzanne", "Shader ball"};
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ui_list("Model", model_selections, 4, &s->model);
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}
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return 0;
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}
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__declspec(dllexport) int plug_quit(asset_t *f) {
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shader_asset_t *s = (shaders+f->slot);
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fbo_destroy(s->fb);
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fbo_destroy(s->flipFB);
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return 0;
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}
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