Removed GLEW dependency (using GLAD instead), axes now use shader, should now work better

This commit is contained in:
2025-09-05 16:37:45 -04:00
parent fa6109cb2e
commit a992661c6a
16 changed files with 25215 additions and 51 deletions

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@@ -1,7 +1,7 @@
#pragma once
#include <SDL3/SDL.h>
#include <GL/glew.h>
#include <glad/glad.h>
#include <GL/gl.h>
#include <glm/glm/glm.hpp>
#include <glm/glm/gtc/type_ptr.hpp>

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@@ -217,6 +217,7 @@ enum ShaderType
{
SHADER_LINE,
SHADER_TEXTURE,
SHADER_AXIS,
SHADER_GRID,
SHADER_COUNT
};
@@ -234,6 +235,33 @@ void main()
}
)";
const std::string SHADER_AXIS_VERTEX = R"(
#version 330 core
layout (location = 0) in vec2 i_position; // full screen line segment: -1..1
uniform vec2 u_origin_ndc; // world origin in NDC
uniform int u_axis; // 0 = X axis, 1 = Y axis
void main()
{
vec2 pos = (u_axis == 0)
? vec2(i_position.x, u_origin_ndc.y) // horizontal line across screen
: vec2(u_origin_ndc.x, i_position.x); // vertical line across screen;
gl_Position = vec4(pos, 0.0, 1.0);
}
)";
const std::string SHADER_GRID_VERTEX = R"(
#version 330 core
layout ( location = 0 ) in vec2 i_position;
out vec2 clip;
void main() {
clip = i_position;
gl_Position = vec4(i_position, 0.0, 1.0);
}
)";
const std::string SHADER_FRAGMENT = R"(
#version 330 core
out vec4 o_fragColor;
@@ -260,17 +288,6 @@ void main()
}
)";
const std::string SHADER_GRID_VERTEX = R"(
#version 330 core
layout ( location = 0 ) in vec2 i_position;
out vec2 clip;
void main() {
clip = i_position;
gl_Position = vec4(i_position, 0.0, 1.0);
}
)";
const std::string SHADER_GRID_FRAGMENT = R"(
#version 330 core
in vec2 clip;
@@ -301,11 +318,13 @@ void main()
}
)";
#define SHADER_UNIFORM_AXIS "u_axis"
#define SHADER_UNIFORM_COLOR "u_color"
#define SHADER_UNIFORM_TRANSFORM "u_transform"
#define SHADER_UNIFORM_TINT "u_tint"
#define SHADER_UNIFORM_COLOR_OFFSET "u_color_offset"
#define SHADER_UNIFORM_OFFSET "u_offset"
#define SHADER_UNIFORM_ORIGIN_NDC "u_origin_ndc"
#define SHADER_UNIFORM_SIZE "u_size"
#define SHADER_UNIFORM_MODEL "u_model"
#define SHADER_UNIFORM_TEXTURE "u_texture"
@@ -314,5 +333,6 @@ const ShaderData SHADER_DATA[SHADER_COUNT] =
{
{SHADER_VERTEX, SHADER_FRAGMENT},
{SHADER_VERTEX, SHADER_TEXTURE_FRAGMENT},
{SHADER_AXIS_VERTEX, SHADER_FRAGMENT},
{SHADER_GRID_VERTEX, SHADER_GRID_FRAGMENT}
};

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@@ -33,7 +33,7 @@ void canvas_init(Canvas* self, const ivec2& size)
glBufferData(GL_ARRAY_BUFFER, sizeof(CANVAS_AXIS_VERTICES), CANVAS_AXIS_VERTICES, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(f32), (void*)0);
glVertexAttribPointer(0, 1, GL_FLOAT, GL_FALSE, sizeof(f32), (void*)0);
// Grid
glGenVertexArrays(1, &self->gridVAO);
@@ -96,6 +96,8 @@ void canvas_init(Canvas* self, const ivec2& size)
glGenFramebuffers(1, &self->fbo);
glGenRenderbuffers(1, &self->rbo);
_canvas_framebuffer_set(self, size);
self->isInit = true;
}
mat4 canvas_transform_get(Canvas* self, vec2 pan, f32 zoom, OriginType origin)
@@ -197,11 +199,17 @@ void canvas_rect_draw(Canvas* self, const GLuint& shader, const mat4& transform,
void canvas_axes_draw(Canvas* self, GLuint& shader, mat4& transform, vec4& color)
{
vec4 originNDC = transform * vec4(0.0f, 0.0f, 0.0f, 1.0f);
originNDC /= originNDC.w;
glUseProgram(shader);
glBindVertexArray(self->axisVAO);
glUniformMatrix4fv(glGetUniformLocation(shader, SHADER_UNIFORM_TRANSFORM), 1, GL_FALSE, value_ptr(transform));
glUniform4f(glGetUniformLocation(shader, SHADER_UNIFORM_COLOR), color.r, color.g, color.b, color.a);
glDrawArrays(GL_LINES, 0, 4);
glUniform4fv(glGetUniformLocation(shader, SHADER_UNIFORM_COLOR), 1, value_ptr(color));
glUniform2f(glGetUniformLocation(shader, SHADER_UNIFORM_ORIGIN_NDC), originNDC.x, originNDC.y);
glUniform1i(glGetUniformLocation(shader, SHADER_UNIFORM_AXIS), 0);
glDrawArrays(GL_LINES, 0, 2);
glUniform1i(glGetUniformLocation(shader, SHADER_UNIFORM_AXIS), 1);
glDrawArrays(GL_LINES, 0, 2);
glBindVertexArray(0);
glUseProgram(0);
}
@@ -218,6 +226,8 @@ void canvas_unbind(void)
void canvas_free(Canvas* self)
{
if (!self->isInit) return;
glDeleteFramebuffers(1, &self->fbo);
glDeleteRenderbuffers(1, &self->rbo);
glDeleteTextures(1, &self->framebuffer);

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@@ -10,18 +10,11 @@
#define CANVAS_GRID_MIN 1
#define CANVAS_GRID_MAX 1000
#define CANVAS_GRID_DEFAULT 32
#define CANVAS_LINE_LENGTH (FLT_MAX * 0.001f)
const inline vec2 CANVAS_PIVOT_SIZE = {8, 8};
const inline vec2 CANVAS_SCALE_DEFAULT = {1.0f, 1.0f};
const inline f32 CANVAS_AXIS_VERTICES[] =
{
-CANVAS_LINE_LENGTH, 0.0f,
CANVAS_LINE_LENGTH, 0.0f,
0.0f, -CANVAS_LINE_LENGTH,
0.0f, CANVAS_LINE_LENGTH
};
const inline f32 CANVAS_AXIS_VERTICES[] = {-1.0f, 1.0f};
const inline f32 CANVAS_GRID_VERTICES[] =
{
@@ -62,6 +55,7 @@ struct Canvas
GLuint textureEBO{};
ivec2 size{};
ivec2 previousSize{};
bool isInit = false;
};
#define UV_VERTICES(uvMin, uvMax) \

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@@ -2404,9 +2404,9 @@ static void _imgui_spritesheet_editor(Imgui* self)
if (!texture) break;
vec4 color = tool == TOOL_ERASE ? COLOR_TRANSPARENT : toolColor;
if (isMouseClick)
imgui_snapshot(self, IMGUI_ACTION_DRAW);
imgui_snapshot(self, tool == TOOL_DRAW ? IMGUI_ACTION_DRAW : IMGUI_ACTION_ERASE);
if (isMouseDown)
texture_pixel_set(texture, position, color);
@@ -2661,12 +2661,6 @@ void imgui_update(Imgui* self)
break;
}
}
if (map_find(self->anm2->layers, -1))
printf("Layers -1\n");
if (map_find(self->anm2->spritesheets, -1))
printf("Spritesheets -1\n");
}
void imgui_draw(void)
@@ -2677,6 +2671,8 @@ void imgui_draw(void)
void imgui_free(void)
{
if (!ImGui::GetCurrentContext()) return;
ImGui_ImplSDL3_Shutdown();
ImGui_ImplOpenGL3_Shutdown();
ImGui::SaveIniSettingsToDisk(settings_path_get().c_str());

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@@ -69,6 +69,7 @@
#define IMGUI_ACTION_FRAME_DELAY "Frame Delay"
#define IMGUI_ACTION_MOVE_PLAYHEAD "Move Playhead"
#define IMGUI_ACTION_DRAW "Draw"
#define IMGUI_ACTION_ERASE "Erase"
#define IMGUI_ACTION_RELOAD_SPRITESHEET "Reload Spritesheet(s)"
#define IMGUI_ACTION_REPLACE_SPRITESHEET "Replace Spritesheet"
@@ -1564,17 +1565,17 @@ IMGUI_ITEM(IMGUI_TOOL_COLOR_PICKER,
IMGUI_ITEM(IMGUI_TOOL_UNDO,
self.label = "## Undo",
self.tooltip = "Undoes the last action.",
self.tooltip = "Undo the last action.",
self.function = imgui_undo,
self.chord = ImGuiKey_Z,
self.chord = ImGuiMod_Ctrl | ImGuiKey_Z,
self.atlas = ATLAS_UNDO
);
IMGUI_ITEM(IMGUI_TOOL_REDO,
self.label = "## Redo",
self.tooltip = "Redoes the last action.",
self.tooltip = "Redo the last action.",
self.function = imgui_redo,
self.chord = ImGuiMod_Shift + ImGuiKey_Z,
self.chord = ImGuiMod_Ctrl | ImGuiKey_Y,
self.atlas = ATLAS_REDO
);
@@ -2036,8 +2037,6 @@ IMGUI_ITEM(IMGUI_CHANGE_INPUT_INT,
self.step = 0
);
#define IMGUI_OPTION_POPUP_ROW_COUNT 2
IMGUI_ITEM(IMGUI_POPUP_OK,
self.label = "OK",

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@@ -81,6 +81,7 @@ void preview_draw(Preview* self)
ivec2& gridOffset = self->settings->previewGridOffset;
vec4& gridColor = self->settings->previewGridColor;
GLuint& shaderLine = self->resources->shaders[SHADER_LINE];
GLuint& shaderAxis = self->resources->shaders[SHADER_AXIS];
GLuint& shaderTexture = self->resources->shaders[SHADER_TEXTURE];
GLuint& shaderGrid = self->resources->shaders[SHADER_GRID];
mat4 transform = canvas_transform_get(&self->canvas, self->settings->previewPan, self->settings->previewZoom, ORIGIN_CENTER);
@@ -95,7 +96,7 @@ void preview_draw(Preview* self)
canvas_grid_draw(&self->canvas, shaderGrid, transform, gridSize, gridOffset, gridColor);
if (self->settings->previewIsAxes)
canvas_axes_draw(&self->canvas, shaderLine, transform, self->settings->previewAxesColor);
canvas_axes_draw(&self->canvas, shaderAxis, transform, self->settings->previewAxesColor);
Anm2Animation* animation = anm2_animation_from_reference(self->anm2, self->reference);
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
void shader_free(GLuint* self)
{
if (*self == GL_ID_NONE) return;
glDeleteProgram(*self);
}

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@@ -30,6 +30,7 @@ void init(State* self)
{
log_error(std::format(STATE_SDL_INIT_ERROR, SDL_GetError()));
quit(self);
return;
}
log_info(STATE_SDL_INIT_INFO);
@@ -69,8 +70,8 @@ void init(State* self)
);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, STATE_GL_VERSION_MAJOR);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, STATE_GL_VERSION_MINOR);
self->glContext = SDL_GL_CreateContext(self->window);
@@ -78,14 +79,14 @@ void init(State* self)
{
log_error(std::format(STATE_GL_CONTEXT_INIT_ERROR, SDL_GetError()));
quit(self);
return;
}
GLenum glewError = glewInit();
if (glewError != GLEW_OK)
if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress))
{
log_error(std::format(STATE_GL_CONTEXT_INIT_ERROR, (const char*)glewGetErrorString(glewError)));
log_error(std::format(STATE_GLAD_INIT_ERROR));
quit(self);
return;
}
log_info(std::format(STATE_GL_CONTEXT_INIT_INFO, (const char*)glGetString(GL_VERSION)));

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@@ -9,6 +9,7 @@
#define STATE_MIX_AUDIO_DEVICE_INIT_WARNING "Unable to initialize audio device! {}"
#define STATE_MIX_INIT_INFO "Initialized SDL_mixer"
#define STATE_GL_CONTEXT_INIT_ERROR "Failed to initialize OpenGL context! {}"
#define STATE_GLAD_INIT_ERROR "Failed to initialize GLAD!"
#define STATE_GL_CONTEXT_INIT_INFO "Initialized OpenGL context (OpenGL {})"
#define STATE_QUIT_INFO "Exiting..."
#define STATE_GL_LINE_WIDTH 2.0f
@@ -23,6 +24,9 @@
#define STATE_MIX_DEVICE NULL
#define STATE_MIX_ALLOWED_CHANGES SDL_AUDIO_ALLOW_FORMAT_CHANGE
#define STATE_GL_VERSION_MAJOR 3
#define STATE_GL_VERSION_MINOR 3
struct State
{
SDL_Window* window;

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@@ -114,6 +114,8 @@ bool texture_from_gl_write(Texture* self, const std::string& path)
void texture_free(Texture* self)
{
if (self->isInvalid) return;
glDeleteTextures(1, &self->id);
*self = Texture{};
}