mirror of
https://github.com/brunoherbelin/vimix.git
synced 2025-12-11 18:34:58 +01:00
Implement mechanism to push & pop rendering attributes
This commit is contained in:
@@ -221,6 +221,7 @@ set(VMIX_SRCS
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Primitives.cpp
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SessionVisitor.cpp
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Settings.cpp
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Screenshot.cpp
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Resource.cpp
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FileDialog.cpp
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MediaPlayer.cpp
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@@ -5,14 +5,18 @@
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#include <glad/glad.h>
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FrameBuffer::FrameBuffer(uint width, uint height, bool useDepthBuffer) : width_(width), height_(height)
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FrameBuffer::FrameBuffer(uint width, uint height, bool useDepthBuffer)
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{
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attrib_.viewport.x = width;
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attrib_.viewport.y = height;
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attrib_.clear_color = glm::vec3(0.f);
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// create a renderbuffer object to store depth info
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GLuint rboId;
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if (useDepthBuffer){
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glGenRenderbuffers(1, &rboId);
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glBindRenderbuffer(GL_RENDERBUFFER, rboId);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width_, height_);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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}
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@@ -23,7 +27,7 @@ FrameBuffer::FrameBuffer(uint width, uint height, bool useDepthBuffer) : width_(
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// generate texture
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glGenTextures(1, &textureid_);
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glBindTexture(GL_TEXTURE_2D, textureid_);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width_, height_, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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@@ -38,6 +42,8 @@ FrameBuffer::FrameBuffer(uint width, uint height, bool useDepthBuffer) : width_(
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GL_RENDERBUFFER, rboId);
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}
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checkFramebufferStatus();
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FrameBuffer::release();
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}
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@@ -48,21 +54,30 @@ FrameBuffer::~FrameBuffer()
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float FrameBuffer::aspectRatio() const
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{
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return static_cast<float>(width_) / static_cast<float>(height_);
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return static_cast<float>(width()) / static_cast<float>(height());
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}
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void FrameBuffer::bind()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, framebufferid_);
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}
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// handle window resize
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glViewport(0, 0, width_, height_);
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void FrameBuffer::begin()
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{
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bind();
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Rendering::manager().PushAttrib(attrib_);
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// GL Colors+
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glClearColor(0.f, 0.f, 0.f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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void FrameBuffer::end()
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{
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Rendering::manager().PopAttrib();
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FrameBuffer::release();
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}
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void FrameBuffer::release()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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@@ -71,13 +86,13 @@ void FrameBuffer::release()
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bool FrameBuffer::blit(FrameBuffer *other)
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{
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if (width_ != other->width() || height_ != other->height())
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if (attrib_.viewport.x != other->width() || attrib_.viewport.y != other->height())
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return false;
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, other->framebufferid_);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferid_);
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// blit to the frame buffer object
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glBlitFramebuffer(0, height_, width_, 0, 0, 0,
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glBlitFramebuffer(0, attrib_.viewport.y, attrib_.viewport.x, 0, 0, 0,
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other->width(), other->height(),
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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@@ -2,7 +2,7 @@
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#define FRAMEBUFFER_H
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#include "Scene.h"
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#include "RenderingManager.h"
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class FrameBuffer {
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@@ -12,20 +12,23 @@ public:
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// bind the FrameBuffer as current to draw into
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void bind();
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// releases the framebuffer object
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void begin();
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void end();
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// release any framebuffer object
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static void release();
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// blit copy to another, returns true on success
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bool blit(FrameBuffer *other);
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inline uint width() const { return width_; }
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inline uint height() const { return height_; }
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inline uint width() const { return attrib_.viewport.x; }
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inline uint height() const { return attrib_.viewport.y; }
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inline uint texture() const { return textureid_; }
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float aspectRatio() const;
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private:
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void checkFramebufferStatus();
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uint width_;
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uint height_;
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RenderingAttrib attrib_;
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uint textureid_;
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uint framebufferid_;
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};
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@@ -215,7 +215,6 @@ void LineCircle::init()
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}
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shader_ = new Shader();
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visible_ = true;
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initialized_ = true;
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}
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@@ -62,10 +62,8 @@ static void WindowRefreshCallback( GLFWwindow* window )
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Rendering::Rendering()
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{
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window = nullptr;
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render_width = 0;
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render_height = 0;
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request_screenshot = false;
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main_window_ = nullptr;
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request_screenshot_ = false;
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}
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bool Rendering::Init()
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@@ -90,8 +88,8 @@ bool Rendering::Init()
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// Create window with graphics context
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glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
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window = glfwCreateWindow(winset.w, winset.h, winset.name.c_str(), NULL, NULL);
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if (window == NULL){
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main_window_ = glfwCreateWindow(winset.w, winset.h, winset.name.c_str(), NULL, NULL);
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if (main_window_ == NULL){
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Log::Error("Failed to Create GLFW Window.");
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return false;
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}
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@@ -102,14 +100,14 @@ bool Rendering::Init()
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if (fp != nullptr) {
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GLFWimage icon;
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icon.pixels = stbi_load_from_memory( (const stbi_uc*)fp, fpsize, &icon.width, &icon.height, nullptr, 4 );
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glfwSetWindowIcon( window, 1, &icon );
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glfwSetWindowIcon( main_window_, 1, &icon );
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free( icon.pixels );
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}
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glfwSetWindowPos(window, winset.x, winset.y);
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glfwMakeContextCurrent(window);
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glfwSetWindowPos(main_window_, winset.x, winset.y);
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glfwMakeContextCurrent(main_window_);
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glfwSwapInterval(1); // Enable vsync3
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glfwSetWindowRefreshCallback( window, WindowRefreshCallback );
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glfwSetWindowRefreshCallback( main_window_, WindowRefreshCallback );
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// Initialize OpenGL loader
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bool err = gladLoadGLLoader((GLADloadproc) glfwGetProcAddress) == 0;
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@@ -119,14 +117,15 @@ bool Rendering::Init()
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}
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// show window
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glfwShowWindow(window);
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glfwShowWindow(main_window_);
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// restore fullscreen
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if (winset.fullscreen)
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ToggleFullscreen();
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// Rendering area (not necessarily same as window)
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glfwGetFramebufferSize(window, &render_width, &render_height);
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glViewport(0, 0, render_width, render_height);
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// Rendering area (here same as window)
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glfwGetFramebufferSize(main_window_, &(main_window_attributes_.viewport.x), &(main_window_attributes_.viewport.y));
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glViewport(0, 0, main_window_attributes_.viewport.x, main_window_attributes_.viewport.y);
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main_window_attributes_.clear_color = glm::vec3(COLOR_BGROUND);
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// Gstreamer link to context
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g_setenv ("GST_GL_API", "opengl3", FALSE);
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@@ -153,10 +152,10 @@ bool Rendering::Init()
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global_display = (GstGLDisplay*) gst_gl_display_x11_new_with_display( glfwGetX11Display() );
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global_gl_context = gst_gl_context_new_wrapped (global_display,
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(guintptr) glfwGetGLXContext(window),
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(guintptr) glfwGetGLXContext(main_window_),
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GST_GL_PLATFORM_GLX, GST_GL_API_OPENGL);
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global_window_handle = (guintptr) glfwGetX11Window(window);
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global_window_handle = (guintptr) glfwGetX11Window(main_window_);
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#endif
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@@ -173,25 +172,25 @@ bool Rendering::Init()
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// gst_plugin_feature_set_rank (GST_PLUGIN_FEATURE(vdpaumpegdec), GST_RANK_PRIMARY);
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// file drop callback
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glfwSetDropCallback(window, Rendering::FileDropped);
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glfwSetDropCallback(main_window_, Rendering::FileDropped);
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return true;
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}
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bool Rendering::isActive()
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{
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return !glfwWindowShouldClose(window);
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return !glfwWindowShouldClose(main_window_);
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}
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void Rendering::PushFrontDrawCallback(RenderingCallback function)
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{
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drawCallbacks.push_front(function);
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draw_callbacks_.push_front(function);
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}
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void Rendering::PushBackDrawCallback(RenderingCallback function)
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{
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drawCallbacks.push_back(function);
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draw_callbacks_.push_back(function);
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}
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void Rendering::Draw()
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@@ -201,7 +200,7 @@ void Rendering::Draw()
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UserInterface::manager().NewFrame();
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std::list<Rendering::RenderingCallback>::iterator iter;
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for (iter=drawCallbacks.begin(); iter != drawCallbacks.end(); iter++)
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for (iter=draw_callbacks_.begin(); iter != draw_callbacks_.end(); iter++)
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{
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(*iter)();
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}
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@@ -224,19 +223,20 @@ bool Rendering::Begin()
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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glfwPollEvents();
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glfwMakeContextCurrent(window);
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if( glfwGetWindowAttrib( window, GLFW_ICONIFIED ) )
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glfwMakeContextCurrent(main_window_);
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if( glfwGetWindowAttrib( main_window_, GLFW_ICONIFIED ) )
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{
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std::this_thread::sleep_for( std::chrono::milliseconds( 50 ) );
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return false;
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}
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// handle window resize
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glfwGetFramebufferSize(window, &render_width, &render_height);
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glViewport(0, 0, render_width, render_height);
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glfwGetFramebufferSize(main_window_, &(main_window_attributes_.viewport.x), &(main_window_attributes_.viewport.y));
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glViewport(0, 0, main_window_attributes_.viewport.x, main_window_attributes_.viewport.y);
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// GL Colors
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glClearColor(0.2f, 0.2f, 0.2f, 1.f);
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glClearColor(main_window_attributes_.clear_color.r, main_window_attributes_.clear_color.g,
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main_window_attributes_.clear_color.b, 1.f);
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glClear(GL_COLOR_BUFFER_BIT);
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return true;
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@@ -244,16 +244,16 @@ bool Rendering::Begin()
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void Rendering::End()
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{
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glfwMakeContextCurrent(window);
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glfwMakeContextCurrent(main_window_);
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// perform screenshot if requested
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if (request_screenshot) {
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window_screenshot.CreateFromCaptureGL(0, 0, render_width, render_height);
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request_screenshot = false;
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if (request_screenshot_) {
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screenshot_.CreateFromCaptureGL(0, 0, main_window_attributes_.viewport.x, main_window_attributes_.viewport.y);
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request_screenshot_ = false;
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}
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// swap GL buffers
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glfwSwapBuffers(window);
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glfwSwapBuffers(main_window_);
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}
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@@ -262,23 +262,51 @@ void Rendering::Terminate()
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// settings
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if ( !Settings::application.windows.front().fullscreen) {
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int x, y;
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glfwGetWindowPos(window, &x, &y);
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glfwGetWindowPos(main_window_, &x, &y);
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Settings::application.windows.front().x = x;
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Settings::application.windows.front().y = y;
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glfwGetWindowSize(window,&x, &y);
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glfwGetWindowSize(main_window_,&x, &y);
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Settings::application.windows.front().w = x;
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Settings::application.windows.front().h = y;
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}
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// close window
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glfwDestroyWindow(window);
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glfwDestroyWindow(main_window_);
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glfwTerminate();
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}
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void Rendering::Close()
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{
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glfwSetWindowShouldClose(window, true);
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glfwSetWindowShouldClose(main_window_, true);
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}
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void Rendering::PushAttrib(RenderingAttrib ra)
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{
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// push it to top of pile
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draw_attributes_.push_front(ra);
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// apply Changes to OpenGL
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glViewport(0, 0, ra.viewport.x, ra.viewport.y);
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glClearColor(ra.clear_color.r, ra.clear_color.g, ra.clear_color.b, 1.f);
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}
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void Rendering::PopAttrib()
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{
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// pops the top of the pile
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if (draw_attributes_.size() > 0)
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draw_attributes_.pop_front();
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// set attribute element to default
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RenderingAttrib ra = main_window_attributes_;
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// if there is an element at top, use it
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if (draw_attributes_.size() > 0)
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ra = draw_attributes_.front();
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// apply Changes to OpenGL
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glViewport(0, 0, ra.viewport.x, ra.viewport.y);
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glClearColor(ra.clear_color.r, ra.clear_color.g, ra.clear_color.b, 1.f);
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}
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@@ -290,12 +318,15 @@ glm::mat4 Rendering::Projection()
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return projection * scale;
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}
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float Rendering::Width() { return main_window_attributes_.viewport.x; }
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float Rendering::Height() { return main_window_attributes_.viewport.y; }
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void Rendering::ToggleFullscreen()
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{
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// if in fullscreen mode
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if (glfwGetWindowMonitor(window) != nullptr) {
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if (glfwGetWindowMonitor(main_window_) != nullptr) {
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// set to window mode
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glfwSetWindowMonitor( window, nullptr, Settings::application.windows.front().x,
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glfwSetWindowMonitor( main_window_, nullptr, Settings::application.windows.front().x,
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Settings::application.windows.front().y,
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Settings::application.windows.front().w,
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Settings::application.windows.front().h, 0 );
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@@ -305,10 +336,10 @@ void Rendering::ToggleFullscreen()
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else {
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// remember window geometry
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int x, y;
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glfwGetWindowPos(window, &x, &y);
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glfwGetWindowPos(main_window_, &x, &y);
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Settings::application.windows.front().x = x;
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Settings::application.windows.front().y = y;
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glfwGetWindowSize(window,&x, &y);
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glfwGetWindowSize(main_window_,&x, &y);
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Settings::application.windows.front().w = x;
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Settings::application.windows.front().h = y;
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@@ -317,7 +348,7 @@ void Rendering::ToggleFullscreen()
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const GLFWvidmode * mode = glfwGetVideoMode(monitor);
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// set to fullscreen mode
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glfwSetWindowMonitor( window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate);
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glfwSetWindowMonitor( main_window_, monitor, 0, 0, mode->width, mode->height, mode->refreshRate);
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Settings::application.windows.front().fullscreen = true;
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}
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@@ -325,7 +356,7 @@ void Rendering::ToggleFullscreen()
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float Rendering::AspectRatio()
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{
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return static_cast<float>(render_width) / static_cast<float>(render_height);
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return static_cast<float>(main_window_attributes_.viewport.x) / static_cast<float>(main_window_attributes_.viewport.y);
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}
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void Rendering::FileDropped(GLFWwindow* window, int path_count, const char* paths[])
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@@ -339,13 +370,13 @@ void Rendering::FileDropped(GLFWwindow* window, int path_count, const char* path
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Screenshot *Rendering::CurrentScreenshot()
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{
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return &window_screenshot;
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return &screenshot_;
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}
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void Rendering::RequestScreenshot()
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{
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window_screenshot.Clear();
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request_screenshot = true;
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screenshot_.Clear();
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request_screenshot_ = true;
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}
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@@ -12,7 +12,7 @@
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struct RenderingAttrib
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{
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RenderingAttrib() {}
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glm::ivec4 viewport;
|
||||
glm::ivec2 viewport;
|
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glm::vec3 clear_color;
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};
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@@ -22,11 +22,8 @@ class Rendering
|
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friend class UserInterface;
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// GLFW integration in OS window management
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class GLFWwindow* window;
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Screenshot window_screenshot;
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class GLFWwindow* main_window_;
|
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std::string glsl_version;
|
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int render_width, render_height;
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bool request_screenshot;
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// Private Constructor
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||||
Rendering();
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@@ -59,7 +56,7 @@ public:
|
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void PushBackDrawCallback(RenderingCallback function);
|
||||
|
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// push and pop rendering attributes
|
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void PushAttrib(glm::ivec4 viewport, glm::vec3 color);
|
||||
void PushAttrib(RenderingAttrib ra);
|
||||
void PopAttrib();
|
||||
|
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// request screenshot
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||||
@@ -70,9 +67,9 @@ public:
|
||||
// request fullscreen
|
||||
void ToggleFullscreen();
|
||||
// get width of rendering area
|
||||
float Width() { return render_width; }
|
||||
float Width();
|
||||
// get height of rendering area
|
||||
float Height() { return render_height; }
|
||||
float Height();
|
||||
// get aspect ratio of rendering area
|
||||
float AspectRatio();
|
||||
|
||||
@@ -90,13 +87,17 @@ private:
|
||||
void End();
|
||||
|
||||
// list of rendering attributes
|
||||
std::list<RenderingAttrib> drawAttributes;
|
||||
std::list<RenderingAttrib> draw_attributes_;
|
||||
RenderingAttrib main_window_attributes_;
|
||||
|
||||
// list of functions to call at each Draw
|
||||
std::list<RenderingCallback> drawCallbacks;
|
||||
std::list<RenderingCallback> draw_callbacks_;
|
||||
|
||||
// file drop callback
|
||||
static void FileDropped(GLFWwindow* window, int path_count, const char* paths[]);
|
||||
static void FileDropped(GLFWwindow* main_window_, int path_count, const char* paths[]);
|
||||
|
||||
Screenshot screenshot_;
|
||||
bool request_screenshot_;
|
||||
|
||||
|
||||
};
|
||||
|
||||
@@ -203,11 +203,3 @@ void Shader::reset()
|
||||
}
|
||||
|
||||
|
||||
void Shader::setModelview(float x, float y, float angle, float scale, float aspect_ratio)
|
||||
{
|
||||
|
||||
glm::mat4 View = glm::translate(glm::identity<glm::mat4>(), glm::vec3(x, y, 0.f));
|
||||
View = glm::rotate(View, angle, glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
glm::mat4 Model = glm::scale(glm::identity<glm::mat4>(), glm::vec3(scale * aspect_ratio, scale, scale));
|
||||
modelview = View * Model;
|
||||
}
|
||||
|
||||
3
Shader.h
3
Shader.h
@@ -59,11 +59,10 @@ public:
|
||||
} BlendMode;
|
||||
BlendMode blending;
|
||||
|
||||
void setModelview(float x, float y, float angle, float scale, float aspect_ratio);
|
||||
|
||||
protected:
|
||||
ShadingProgram *program_;
|
||||
|
||||
};
|
||||
|
||||
|
||||
#endif /* __SHADER_H_ */
|
||||
|
||||
@@ -73,7 +73,7 @@ UserInterface::UserInterface()
|
||||
|
||||
bool UserInterface::Init()
|
||||
{
|
||||
if (Rendering::manager().window == nullptr)
|
||||
if (Rendering::manager().main_window_ == nullptr)
|
||||
return false;
|
||||
|
||||
// Setup Dear ImGui context
|
||||
@@ -84,7 +84,7 @@ bool UserInterface::Init()
|
||||
io.MouseDrawCursor = true;
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
ImGui_ImplGlfw_InitForOpenGL(Rendering::manager().window, true);
|
||||
ImGui_ImplGlfw_InitForOpenGL(Rendering::manager().main_window_, true);
|
||||
ImGui_ImplOpenGL3_Init(Rendering::manager().glsl_version.c_str());
|
||||
|
||||
// Setup Dear ImGui style
|
||||
|
||||
11
defines.h
11
defines.h
@@ -19,6 +19,13 @@
|
||||
#define SCENE_UNIT 10.0
|
||||
#define CIRCLE_SQUARE_DIST(x,y) ( (x*x + y*y) / (SCENE_UNIT * SCENE_UNIT * SCENE_UNIT * SCENE_UNIT) )
|
||||
|
||||
#define IMGUI_TITLE_MAINWINDOW ICON_FA_CIRCLE_NOTCH " v-mix"
|
||||
#define IMGUI_TITLE_MEDIAPLAYER ICON_FA_FILM " Media Player"
|
||||
#define IMGUI_TITLE_SHADEREDITOR ICON_FA_CODE " Shader Editor"
|
||||
|
||||
#define COLOR_BGROUND 0.2, 0.2, 0.2
|
||||
|
||||
// from glmixer
|
||||
#define TEXTURE_REQUIRED_MAXIMUM 2048
|
||||
#define CATALOG_TEXTURE_HEIGHT 96
|
||||
#define SELECTBUFSIZE 512
|
||||
@@ -42,7 +49,6 @@
|
||||
#define COLOR_SOURCE_STATIC 230, 40, 40
|
||||
#define COLOR_SELECTION 10, 210, 40
|
||||
#define COLOR_SELECTION_AREA 50, 210, 50
|
||||
#define COLOR_BGROUND 52, 52, 52
|
||||
#define COLOR_CIRCLE 210, 30, 210
|
||||
#define COLOR_CIRCLE_MOVE 230, 30, 230
|
||||
#define COLOR_DRAWINGS 180, 180, 180
|
||||
@@ -54,9 +60,6 @@
|
||||
#define COLOR_FRAME_MOVE 230, 30, 230
|
||||
#define COLOR_CURSOR 10, 100, 255
|
||||
|
||||
#define IMGUI_TITLE_MAINWINDOW ICON_FA_CIRCLE_NOTCH " v-mix"
|
||||
#define IMGUI_TITLE_MEDIAPLAYER ICON_FA_FILM " Media Player"
|
||||
#define IMGUI_TITLE_SHADEREDITOR ICON_FA_CODE " Shader Editor"
|
||||
|
||||
|
||||
#endif // VMIX_DEFINES_H
|
||||
|
||||
19
main.cpp
19
main.cpp
@@ -178,26 +178,21 @@ void drawScene()
|
||||
last_time = current_time;
|
||||
|
||||
// recursive update from root of scene
|
||||
glm::mat4 MV = glm::identity<glm::mat4>();
|
||||
glm::mat4 P = glm::scale( glm::ortho(-5.f, 5.f, -5.f, 5.f), glm::vec3(1.f, output->aspectRatio(), 1.f));
|
||||
|
||||
// glm::mat4 View = glm::translate(glm::identity<glm::mat4>(), glm::vec3(0, 0, 0.f));
|
||||
// View = glm::rotate(View, 0.f, glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
// glm::mat4 Model = glm::scale(glm::identity<glm::mat4>(), glm::vec3(1, 1, 1));
|
||||
// mv = View * Model;
|
||||
scene.root_.update( static_cast<float>( GST_TIME_AS_MSECONDS(dt)) * 0.001f );
|
||||
|
||||
// draw in output frame buffer
|
||||
output->bind();
|
||||
scene.root_.draw(MV, P);
|
||||
FrameBuffer::release();
|
||||
glm::mat4 P = glm::scale( glm::ortho(-5.f, 5.f, -5.f, 5.f), glm::vec3(1.f, output->aspectRatio(), 1.f));
|
||||
output->begin();
|
||||
scene.root_.draw(glm::identity<glm::mat4>(), P);
|
||||
output->end();
|
||||
|
||||
// draw in main view
|
||||
scene.root_.draw(glm::identity<glm::mat4>(), Rendering::manager().Projection());
|
||||
|
||||
// draw GUI tree scene
|
||||
ImGui::Begin(IMGUI_TITLE_MAINWINDOW);
|
||||
|
||||
static ImGuiVisitor v;
|
||||
scene.accept(v);
|
||||
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user