The Update(TM), Part 2
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82
src/canvas.h
82
src/canvas.h
@@ -1,33 +1,75 @@
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#pragma once
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#include "texture.h"
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#include "shader.h"
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#include "resources.h"
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#define CANVAS_ZOOM_MIN 1
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#define CANVAS_ZOOM_MAX 1000
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#define CANVAS_ZOOM_STEP 25
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#define CANVAS_LINE_LENGTH 100000.0f
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#define CANVAS_GRID_RANGE 100
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#define CANVAS_ZOOM_MIN 1.0f
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#define CANVAS_ZOOM_MAX 2000.0f
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#define CANVAS_ZOOM_STEP 10.0f
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#define CANVAS_ZOOM_MOD 10.0f
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#define CANVAS_GRID_MIN 1
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#define CANVAS_GRID_MAX 100
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#define CANVAS_GRID_MAX 1000
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#define CANVAS_LINE_LENGTH (FLT_MAX * 0.001f)
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static const vec2 CANVAS_GRID_SIZE = {3200, 1600};
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static const vec2 CANVAS_PIVOT_SIZE = {4, 4};
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const 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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-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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struct Canvas
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{
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GLuint fbo;
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GLuint rbo;
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GLuint texture;
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GLuint textureEBO;
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GLuint textureVAO;
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GLuint textureVBO;
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vec2 size;
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GLuint fbo{};
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GLuint rbo{};
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GLuint axisVAO{};
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GLuint axisVBO{};
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GLuint rectVAO{};
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GLuint rectVBO{};
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GLuint gridVAO{};
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GLuint gridVBO{};
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GLuint texture{};
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GLuint textureEBO{};
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GLuint textureVAO{};
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GLuint textureVBO{};
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vec2 size{};
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};
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void canvas_init(Canvas* self, vec2 size);
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void canvas_init(Canvas* self);
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mat4 canvas_transform_get(Canvas* self, vec2& pan, f32& zoom, OriginType origin);
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void canvas_clear(vec4& color);
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void canvas_bind(Canvas* self);
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void canvas_viewport_set(Canvas* self);
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void canvas_unbind(void);
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void canvas_texture_set(Canvas* self);
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void canvas_grid_draw(Canvas* self, GLuint& shader, mat4& transform, f32& zoom, ivec2& size, ivec2& offset, vec4& color);
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void canvas_axes_draw(Canvas* self, GLuint& shader, mat4& transform, vec4& color);
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void canvas_rect_draw(Canvas* self, const GLuint& shader, const mat4& transform, const vec4& color);
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void canvas_free(Canvas* self);
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void canvas_draw(Canvas* self);
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mat4 canvas_mvp_get
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(
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mat4& transform,
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vec2 size,
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vec2 position = {0.0f, 0.0f},
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vec2 pivot = {0.0f, 0.0f},
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f32 rotation = {0.0f},
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vec2 scale = {1.0f, 1.0f},
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vec2 pivotAlt = {0.0f, 0.0f},
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f32 rotationAlt = {0.0f}
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);
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void canvas_texture_draw
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(
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Canvas* self,
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GLuint& shader,
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GLuint& texture,
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mat4& transform,
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const f32* vertices = GL_UV_VERTICES,
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vec4 tint = COLOR_OPAQUE,
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vec3 colorOffset = COLOR_OFFSET_NONE
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);
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