Refactor...

This commit is contained in:
2025-10-21 20:23:27 -04:00
parent 7f07eaa128
commit 5b0f9a39c4
104 changed files with 17010 additions and 13171 deletions

View File

@@ -1,63 +1,55 @@
#pragma once
#include "resources.h"
#include <glad/glad.h>
#include <glm/glm.hpp>
#define CANVAS_ZOOM_MIN 1.0f
#define CANVAS_ZOOM_MAX 2000.0f
#define CANVAS_ZOOM_DEFAULT 100.0f
#define CANVAS_ZOOM_STEP 100.0f
#define CANVAS_GRID_MIN 1
#define CANVAS_GRID_MAX 1000
#define CANVAS_GRID_DEFAULT 32
#include "shader.h"
const inline vec2 CANVAS_PIVOT_SIZE = {4, 4};
const inline vec2 CANVAS_SCALE_DEFAULT = {1.0f, 1.0f};
namespace anm2ed::canvas
{
constexpr float TEXTURE_VERTICES[] = {0, 0, 0.0f, 0.0f, 1, 0, 1.0f, 0.0f, 1, 1, 1.0f, 1.0f, 0, 1, 0.0f, 1.0f};
const inline float CANVAS_AXIS_VERTICES[] = {-1.0f, 1.0f};
constexpr auto ZOOM_MIN = 1.0f;
constexpr auto ZOOM_MAX = 2000.0f;
constexpr auto POSITION_FORMAT = "Position: ({:8} {:8})";
const inline float CANVAS_GRID_VERTICES[] = {-1.0f, -1.0f, 3.0f, -1.0f, -1.0f, 3.0f};
class Canvas
{
public:
GLuint fbo{};
GLuint rbo{};
GLuint axisVAO{};
GLuint axisVBO{};
GLuint rectVAO{};
GLuint rectVBO{};
GLuint gridVAO{};
GLuint gridVBO{};
GLuint textureVAO{};
GLuint textureVBO{};
GLuint textureEBO{};
GLuint texture{};
glm::vec2 previousSize{};
glm::vec2 size{};
const inline float CANVAS_RECT_VERTICES[] = {0, 0, 1, 0, 1, 1, 0, 1};
const inline float CANVAS_TEXTURE_VERTICES[] = {0, 0, 0.0f, 0.0f, 1, 0, 1.0f, 0.0f, 1, 1, 1.0f, 1.0f, 0, 1, 0.0f, 1.0f};
struct Canvas {
GLuint fbo{};
GLuint rbo{};
GLuint axisVAO{};
GLuint axisVBO{};
GLuint rectVAO{};
GLuint rectVBO{};
GLuint gridVAO{};
GLuint gridVBO{};
GLuint framebuffer{};
GLuint textureVAO{};
GLuint textureVBO{};
GLuint textureEBO{};
ivec2 size{};
ivec2 previousSize{};
bool isInit = false;
};
#define UV_VERTICES(uvMin, uvMax) {0, 0, uvMin.x, uvMin.y, 1, 0, uvMax.x, uvMin.y, 1, 1, uvMax.x, uvMax.y, 0, 1, uvMin.x, uvMax.y}
#define ATLAS_UV_MIN(type) (ATLAS_POSITION(type) / TEXTURE_ATLAS_SIZE)
#define ATLAS_UV_MAX(type) ((ATLAS_POSITION(type) + ATLAS_SIZE(type)) / TEXTURE_ATLAS_SIZE)
#define ATLAS_UV_ARGS(type) ATLAS_UV_MIN(type), ATLAS_UV_MAX(type)
#define ATLAS_UV_VERTICES(type) UV_VERTICES(ATLAS_UV_MIN(type), ATLAS_UV_MAX(type))
mat4 canvas_transform_get(Canvas* self, vec2 pan, float zoom, OriginType origin);
void canvas_axes_draw(Canvas* self, GLuint& shader, mat4& transform, vec4& color);
void canvas_bind(Canvas* self);
void canvas_clear(vec4& color);
void canvas_draw(Canvas* self);
void canvas_free(Canvas* self);
void canvas_grid_draw(Canvas* self, GLuint& shader, mat4& transform, ivec2& size, ivec2& offset, vec4& color);
void canvas_init(Canvas* self, const ivec2& size);
void canvas_rect_draw(Canvas* self, const GLuint& shader, const mat4& transform, const vec4& color);
void canvas_framebuffer_resize_check(Canvas* self);
void canvas_unbind(void);
void canvas_viewport_set(Canvas* self);
void canvas_texture_draw(Canvas* self, GLuint& shader, GLuint& texture, mat4& transform, const float* vertices = CANVAS_TEXTURE_VERTICES,
vec4 tint = COLOR_OPAQUE, vec3 colorOffset = COLOR_OFFSET_NONE);
Canvas();
Canvas(glm::vec2 size);
~Canvas();
bool is_valid();
void framebuffer_set();
void framebuffer_resize_check();
void size_set(glm::vec2 size);
glm::mat4 transform_get(float zoom, glm::vec2 pan);
void axes_render(shader::Shader& shader, float zoom, glm::vec2 pan, glm::vec4 color = glm::vec4(1.0f));
void grid_render(shader::Shader& shader, float zoom, glm::vec2 pan, glm::ivec2 size = glm::ivec2(32, 32),
glm::ivec2 offset = {}, glm::vec4 color = glm::vec4(1.0f));
void texture_render(shader::Shader& shader, GLuint& texture, glm::mat4& transform, glm::vec4 tint = glm::vec4(1.0f),
glm::vec3 colorOffset = {}, float* vertices = (float*)TEXTURE_VERTICES);
void rect_render(shader::Shader& shader, glm::mat4& transform, glm::vec4 color = glm::vec4(1.0f));
void viewport_set();
void clear(glm::vec4& color);
void bind();
void unbind();
void zoom_set(float& zoom, glm::vec2& pan, glm::vec2& focus, float step);
glm::vec2 position_translate(float& zoom, glm::vec2& pan, glm::vec2 position);
};
}