Removed GLEW dependency (using GLAD instead), axes now use shader, should now work better
This commit is contained in:
@@ -1,7 +1,7 @@
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#pragma once
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#include <SDL3/SDL.h>
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#include <GL/glew.h>
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#include <glad/glad.h>
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#include <GL/gl.h>
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#include <glm/glm/glm.hpp>
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#include <glm/glm/gtc/type_ptr.hpp>
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42
src/PACKED.h
42
src/PACKED.h
@@ -217,6 +217,7 @@ enum ShaderType
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{
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SHADER_LINE,
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SHADER_TEXTURE,
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SHADER_AXIS,
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SHADER_GRID,
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SHADER_COUNT
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};
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@@ -234,6 +235,33 @@ void main()
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}
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)";
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const std::string SHADER_AXIS_VERTEX = R"(
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#version 330 core
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layout (location = 0) in vec2 i_position; // full screen line segment: -1..1
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uniform vec2 u_origin_ndc; // world origin in NDC
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uniform int u_axis; // 0 = X axis, 1 = Y axis
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void main()
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{
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vec2 pos = (u_axis == 0)
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? vec2(i_position.x, u_origin_ndc.y) // horizontal line across screen
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: vec2(u_origin_ndc.x, i_position.x); // vertical line across screen;
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gl_Position = vec4(pos, 0.0, 1.0);
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}
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)";
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const std::string SHADER_GRID_VERTEX = R"(
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#version 330 core
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layout ( location = 0 ) in vec2 i_position;
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out vec2 clip;
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void main() {
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clip = i_position;
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gl_Position = vec4(i_position, 0.0, 1.0);
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}
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)";
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const std::string SHADER_FRAGMENT = R"(
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#version 330 core
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out vec4 o_fragColor;
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@@ -260,17 +288,6 @@ void main()
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}
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)";
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const std::string SHADER_GRID_VERTEX = R"(
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#version 330 core
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layout ( location = 0 ) in vec2 i_position;
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out vec2 clip;
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void main() {
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clip = i_position;
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gl_Position = vec4(i_position, 0.0, 1.0);
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}
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)";
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const std::string SHADER_GRID_FRAGMENT = R"(
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#version 330 core
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in vec2 clip;
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@@ -301,11 +318,13 @@ void main()
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}
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)";
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#define SHADER_UNIFORM_AXIS "u_axis"
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#define SHADER_UNIFORM_COLOR "u_color"
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#define SHADER_UNIFORM_TRANSFORM "u_transform"
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#define SHADER_UNIFORM_TINT "u_tint"
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#define SHADER_UNIFORM_COLOR_OFFSET "u_color_offset"
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#define SHADER_UNIFORM_OFFSET "u_offset"
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#define SHADER_UNIFORM_ORIGIN_NDC "u_origin_ndc"
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#define SHADER_UNIFORM_SIZE "u_size"
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#define SHADER_UNIFORM_MODEL "u_model"
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#define SHADER_UNIFORM_TEXTURE "u_texture"
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@@ -314,5 +333,6 @@ const ShaderData SHADER_DATA[SHADER_COUNT] =
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{
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{SHADER_VERTEX, SHADER_FRAGMENT},
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{SHADER_VERTEX, SHADER_TEXTURE_FRAGMENT},
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{SHADER_AXIS_VERTEX, SHADER_FRAGMENT},
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{SHADER_GRID_VERTEX, SHADER_GRID_FRAGMENT}
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};
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@@ -33,7 +33,7 @@ void canvas_init(Canvas* self, const ivec2& size)
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glBufferData(GL_ARRAY_BUFFER, sizeof(CANVAS_AXIS_VERTICES), CANVAS_AXIS_VERTICES, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(f32), (void*)0);
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glVertexAttribPointer(0, 1, GL_FLOAT, GL_FALSE, sizeof(f32), (void*)0);
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// Grid
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glGenVertexArrays(1, &self->gridVAO);
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@@ -96,6 +96,8 @@ void canvas_init(Canvas* self, const ivec2& size)
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glGenFramebuffers(1, &self->fbo);
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glGenRenderbuffers(1, &self->rbo);
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_canvas_framebuffer_set(self, size);
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self->isInit = true;
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}
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mat4 canvas_transform_get(Canvas* self, vec2 pan, f32 zoom, OriginType origin)
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@@ -197,11 +199,17 @@ void canvas_rect_draw(Canvas* self, const GLuint& shader, const mat4& transform,
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void canvas_axes_draw(Canvas* self, GLuint& shader, mat4& transform, vec4& color)
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{
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vec4 originNDC = transform * vec4(0.0f, 0.0f, 0.0f, 1.0f);
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originNDC /= originNDC.w;
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glUseProgram(shader);
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glBindVertexArray(self->axisVAO);
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glUniformMatrix4fv(glGetUniformLocation(shader, SHADER_UNIFORM_TRANSFORM), 1, GL_FALSE, value_ptr(transform));
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glUniform4f(glGetUniformLocation(shader, SHADER_UNIFORM_COLOR), color.r, color.g, color.b, color.a);
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glDrawArrays(GL_LINES, 0, 4);
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glUniform4fv(glGetUniformLocation(shader, SHADER_UNIFORM_COLOR), 1, value_ptr(color));
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glUniform2f(glGetUniformLocation(shader, SHADER_UNIFORM_ORIGIN_NDC), originNDC.x, originNDC.y);
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glUniform1i(glGetUniformLocation(shader, SHADER_UNIFORM_AXIS), 0);
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glDrawArrays(GL_LINES, 0, 2);
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glUniform1i(glGetUniformLocation(shader, SHADER_UNIFORM_AXIS), 1);
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glDrawArrays(GL_LINES, 0, 2);
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glBindVertexArray(0);
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glUseProgram(0);
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}
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@@ -218,6 +226,8 @@ void canvas_unbind(void)
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void canvas_free(Canvas* self)
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{
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if (!self->isInit) return;
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glDeleteFramebuffers(1, &self->fbo);
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glDeleteRenderbuffers(1, &self->rbo);
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glDeleteTextures(1, &self->framebuffer);
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10
src/canvas.h
10
src/canvas.h
@@ -10,18 +10,11 @@
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#define CANVAS_GRID_MIN 1
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#define CANVAS_GRID_MAX 1000
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#define CANVAS_GRID_DEFAULT 32
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#define CANVAS_LINE_LENGTH (FLT_MAX * 0.001f)
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const inline vec2 CANVAS_PIVOT_SIZE = {8, 8};
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const inline vec2 CANVAS_SCALE_DEFAULT = {1.0f, 1.0f};
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const inline f32 CANVAS_AXIS_VERTICES[] =
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{
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-CANVAS_LINE_LENGTH, 0.0f,
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CANVAS_LINE_LENGTH, 0.0f,
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0.0f, -CANVAS_LINE_LENGTH,
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0.0f, CANVAS_LINE_LENGTH
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};
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const inline f32 CANVAS_AXIS_VERTICES[] = {-1.0f, 1.0f};
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const inline f32 CANVAS_GRID_VERTICES[] =
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{
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@@ -62,6 +55,7 @@ struct Canvas
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GLuint textureEBO{};
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ivec2 size{};
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ivec2 previousSize{};
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bool isInit = false;
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};
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#define UV_VERTICES(uvMin, uvMax) \
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@@ -2404,9 +2404,9 @@ static void _imgui_spritesheet_editor(Imgui* self)
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if (!texture) break;
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vec4 color = tool == TOOL_ERASE ? COLOR_TRANSPARENT : toolColor;
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if (isMouseClick)
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imgui_snapshot(self, IMGUI_ACTION_DRAW);
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imgui_snapshot(self, tool == TOOL_DRAW ? IMGUI_ACTION_DRAW : IMGUI_ACTION_ERASE);
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if (isMouseDown)
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texture_pixel_set(texture, position, color);
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@@ -2661,12 +2661,6 @@ void imgui_update(Imgui* self)
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break;
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}
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}
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if (map_find(self->anm2->layers, -1))
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printf("Layers -1\n");
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if (map_find(self->anm2->spritesheets, -1))
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printf("Spritesheets -1\n");
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}
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void imgui_draw(void)
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@@ -2677,6 +2671,8 @@ void imgui_draw(void)
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void imgui_free(void)
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{
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if (!ImGui::GetCurrentContext()) return;
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ImGui_ImplSDL3_Shutdown();
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ImGui_ImplOpenGL3_Shutdown();
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ImGui::SaveIniSettingsToDisk(settings_path_get().c_str());
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11
src/imgui.h
11
src/imgui.h
@@ -69,6 +69,7 @@
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#define IMGUI_ACTION_FRAME_DELAY "Frame Delay"
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#define IMGUI_ACTION_MOVE_PLAYHEAD "Move Playhead"
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#define IMGUI_ACTION_DRAW "Draw"
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#define IMGUI_ACTION_ERASE "Erase"
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#define IMGUI_ACTION_RELOAD_SPRITESHEET "Reload Spritesheet(s)"
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#define IMGUI_ACTION_REPLACE_SPRITESHEET "Replace Spritesheet"
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@@ -1564,17 +1565,17 @@ IMGUI_ITEM(IMGUI_TOOL_COLOR_PICKER,
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IMGUI_ITEM(IMGUI_TOOL_UNDO,
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self.label = "## Undo",
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self.tooltip = "Undoes the last action.",
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self.tooltip = "Undo the last action.",
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self.function = imgui_undo,
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self.chord = ImGuiKey_Z,
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self.chord = ImGuiMod_Ctrl | ImGuiKey_Z,
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self.atlas = ATLAS_UNDO
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);
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IMGUI_ITEM(IMGUI_TOOL_REDO,
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self.label = "## Redo",
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self.tooltip = "Redoes the last action.",
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self.tooltip = "Redo the last action.",
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self.function = imgui_redo,
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self.chord = ImGuiMod_Shift + ImGuiKey_Z,
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self.chord = ImGuiMod_Ctrl | ImGuiKey_Y,
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self.atlas = ATLAS_REDO
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);
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@@ -2036,8 +2037,6 @@ IMGUI_ITEM(IMGUI_CHANGE_INPUT_INT,
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self.step = 0
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);
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#define IMGUI_OPTION_POPUP_ROW_COUNT 2
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IMGUI_ITEM(IMGUI_POPUP_OK,
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self.label = "OK",
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@@ -81,6 +81,7 @@ void preview_draw(Preview* self)
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ivec2& gridOffset = self->settings->previewGridOffset;
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vec4& gridColor = self->settings->previewGridColor;
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GLuint& shaderLine = self->resources->shaders[SHADER_LINE];
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GLuint& shaderAxis = self->resources->shaders[SHADER_AXIS];
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GLuint& shaderTexture = self->resources->shaders[SHADER_TEXTURE];
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GLuint& shaderGrid = self->resources->shaders[SHADER_GRID];
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mat4 transform = canvas_transform_get(&self->canvas, self->settings->previewPan, self->settings->previewZoom, ORIGIN_CENTER);
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@@ -95,7 +96,7 @@ void preview_draw(Preview* self)
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canvas_grid_draw(&self->canvas, shaderGrid, transform, gridSize, gridOffset, gridColor);
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if (self->settings->previewIsAxes)
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canvas_axes_draw(&self->canvas, shaderLine, transform, self->settings->previewAxesColor);
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canvas_axes_draw(&self->canvas, shaderAxis, transform, self->settings->previewAxesColor);
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Anm2Animation* animation = anm2_animation_from_reference(self->anm2, self->reference);
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s32& animationID = self->reference->animationID;
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@@ -47,5 +47,7 @@ bool shader_init(GLuint* self, const std::string& vertex, const std::string& fra
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void shader_free(GLuint* self)
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{
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if (*self == GL_ID_NONE) return;
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glDeleteProgram(*self);
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}
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@@ -30,6 +30,7 @@ void init(State* self)
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{
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log_error(std::format(STATE_SDL_INIT_ERROR, SDL_GetError()));
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quit(self);
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return;
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}
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log_info(STATE_SDL_INIT_INFO);
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@@ -69,8 +70,8 @@ void init(State* self)
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);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, STATE_GL_VERSION_MAJOR);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, STATE_GL_VERSION_MINOR);
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self->glContext = SDL_GL_CreateContext(self->window);
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@@ -78,14 +79,14 @@ void init(State* self)
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{
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log_error(std::format(STATE_GL_CONTEXT_INIT_ERROR, SDL_GetError()));
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quit(self);
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return;
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}
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GLenum glewError = glewInit();
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if (glewError != GLEW_OK)
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if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress))
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{
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log_error(std::format(STATE_GL_CONTEXT_INIT_ERROR, (const char*)glewGetErrorString(glewError)));
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log_error(std::format(STATE_GLAD_INIT_ERROR));
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quit(self);
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return;
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}
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log_info(std::format(STATE_GL_CONTEXT_INIT_INFO, (const char*)glGetString(GL_VERSION)));
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@@ -9,6 +9,7 @@
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#define STATE_MIX_AUDIO_DEVICE_INIT_WARNING "Unable to initialize audio device! {}"
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#define STATE_MIX_INIT_INFO "Initialized SDL_mixer"
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#define STATE_GL_CONTEXT_INIT_ERROR "Failed to initialize OpenGL context! {}"
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#define STATE_GLAD_INIT_ERROR "Failed to initialize GLAD!"
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#define STATE_GL_CONTEXT_INIT_INFO "Initialized OpenGL context (OpenGL {})"
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#define STATE_QUIT_INFO "Exiting..."
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#define STATE_GL_LINE_WIDTH 2.0f
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@@ -23,6 +24,9 @@
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#define STATE_MIX_DEVICE NULL
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#define STATE_MIX_ALLOWED_CHANGES SDL_AUDIO_ALLOW_FORMAT_CHANGE
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#define STATE_GL_VERSION_MAJOR 3
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#define STATE_GL_VERSION_MINOR 3
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struct State
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{
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SDL_Window* window;
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@@ -114,6 +114,8 @@ bool texture_from_gl_write(Texture* self, const std::string& path)
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void texture_free(Texture* self)
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{
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if (self->isInvalid) return;
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glDeleteTextures(1, &self->id);
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*self = Texture{};
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}
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