Files
anm2ed/src/PACKED.h

321 lines
12 KiB
C++

// Includes packed resources (i.e., textures, shaders)
#pragma once
#include "COMMON.h"
const u8 TEXTURE_ATLAS[] =
{
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0xb8, 0x05, 0xec, 0x10, 0x8e, 0xfb, 0x80, 0x56, 0x00, 0xdc, 0x7e, 0x3f,
0x54, 0x08, 0xc7, 0x13, 0x40, 0xc9, 0x78, 0x04, 0xa0, 0x39, 0x9e, 0x01,
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0xae, 0x42, 0x60, 0x82
};
const u32 TEXTURE_ATLAS_LENGTH = (u32)std::size(TEXTURE_ATLAS);
const vec2 TEXTURE_ATLAS_SIZE = {96, 120};
enum AtlasType
{
ATLAS_NONE,
ATLAS_FOLDER,
ATLAS_ROOT,
ATLAS_LAYER,
ATLAS_NULL,
ATLAS_TRIGGERS,
ATLAS_VISIBLE,
ATLAS_INVISIBLE,
ATLAS_SHOW_RECT,
ATLAS_HIDE_RECT,
ATLAS_SHOW_TARGETS,
ATLAS_HIDE_TARGETS,
ATLAS_PAN,
ATLAS_MOVE,
ATLAS_ROTATE,
ATLAS_SCALE,
ATLAS_CROP,
ATLAS_DRAW,
ATLAS_ERASE,
ATLAS_COLOR_PICKER,
ATLAS_UNDO,
ATLAS_REDO,
ATLAS_ANIMATION,
ATLAS_SPRITESHEET,
ATLAS_EVENT,
ATLAS_PLAY,
ATLAS_PAUSE,
ATLAS_ADD,
ATLAS_REMOVE,
ATLAS_TRIGGER,
ATLAS_PIVOT,
ATLAS_SQUARE,
ATLAS_CIRCLE,
ATLAS_PICKER,
ATLAS_FRAME,
ATLAS_FRAME_ALT,
ATLAS_TARGET,
ATLAS_COUNT
};
struct AtlasEntry
{
vec2 position;
vec2 size;
};
const vec2 ATLAS_SIZE_SMALL = {8, 8};
const vec2 ATLAS_SIZE_NORMAL = {16, 16};
const vec2 ATLAS_SIZE_OBLONG = {16, 40};
const vec2 ATLAS_SIZE_BIG = {40, 40};
const inline AtlasEntry ATLAS_ENTRIES[ATLAS_COUNT] =
{
{{ 0, 0}, ATLAS_SIZE_NORMAL},
{{ 16, 0}, ATLAS_SIZE_NORMAL},
{{ 32, 0}, ATLAS_SIZE_NORMAL},
{{ 48, 0}, ATLAS_SIZE_NORMAL},
{{ 64, 0}, ATLAS_SIZE_NORMAL},
{{ 80, 0}, ATLAS_SIZE_NORMAL},
{{ 0, 16}, ATLAS_SIZE_NORMAL},
{{ 16, 16}, ATLAS_SIZE_NORMAL},
{{ 32, 16}, ATLAS_SIZE_NORMAL},
{{ 48, 16}, ATLAS_SIZE_NORMAL},
{{ 64, 16}, ATLAS_SIZE_NORMAL},
{{ 80, 16}, ATLAS_SIZE_NORMAL},
{{ 0, 32}, ATLAS_SIZE_NORMAL},
{{ 16, 32}, ATLAS_SIZE_NORMAL},
{{ 32, 32}, ATLAS_SIZE_NORMAL},
{{ 48, 32}, ATLAS_SIZE_NORMAL},
{{ 64, 32}, ATLAS_SIZE_NORMAL},
{{ 80, 32}, ATLAS_SIZE_NORMAL},
{{ 0, 48}, ATLAS_SIZE_NORMAL},
{{ 16, 48}, ATLAS_SIZE_NORMAL},
{{ 32, 48}, ATLAS_SIZE_NORMAL},
{{ 48, 48}, ATLAS_SIZE_NORMAL},
{{ 64, 48}, ATLAS_SIZE_NORMAL},
{{ 80, 48}, ATLAS_SIZE_NORMAL},
{{ 0, 64}, ATLAS_SIZE_NORMAL},
{{ 16, 64}, ATLAS_SIZE_NORMAL},
{{ 32, 64}, ATLAS_SIZE_NORMAL},
{{ 48, 64}, ATLAS_SIZE_NORMAL},
{{ 64, 64}, ATLAS_SIZE_NORMAL},
{{ 80, 64}, ATLAS_SIZE_SMALL },
{{ 88, 64}, ATLAS_SIZE_SMALL },
{{ 80, 72}, ATLAS_SIZE_SMALL },
{{ 88, 72}, ATLAS_SIZE_SMALL },
{{ 0, 80}, ATLAS_SIZE_OBLONG},
{{16, 80}, ATLAS_SIZE_OBLONG},
{{32, 80}, ATLAS_SIZE_OBLONG},
{{48, 80}, ATLAS_SIZE_BIG}
};
#define ATLAS_POSITION(type) ATLAS_ENTRIES[type].position
#define ATLAS_SIZE(type) ATLAS_ENTRIES[type].size
#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))
struct ShaderData
{
std::string vertex;
std::string fragment;
};
enum ShaderType
{
SHADER_LINE,
SHADER_TEXTURE,
SHADER_GRID,
SHADER_COUNT
};
const std::string SHADER_VERTEX = R"(
#version 330 core
layout (location = 0) in vec2 i_position;
layout (location = 1) in vec2 i_uv;
out vec2 i_uv_out;
uniform mat4 u_transform;
void main()
{
i_uv_out = i_uv;
gl_Position = u_transform * vec4(i_position, 0.0, 1.0);
}
)";
const std::string SHADER_FRAGMENT = R"(
#version 330 core
out vec4 o_fragColor;
uniform vec4 u_color;
void main()
{
o_fragColor = u_color;
}
)";
const std::string SHADER_TEXTURE_FRAGMENT = R"(
#version 330 core
in vec2 i_uv_out;
uniform sampler2D u_texture;
uniform vec4 u_tint;
uniform vec3 u_color_offset;
out vec4 o_fragColor;
void main()
{
vec4 texColor = texture(u_texture, i_uv_out);
texColor *= u_tint;
texColor.rgb += u_color_offset;
o_fragColor = texColor;
}
)";
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;
uniform mat4 u_model; // inverse of your world->clip matrix (MVP)
uniform vec2 u_size; // world-space cell size (e.g. 64,64)
uniform vec2 u_offset; // world-space grid offset (shifts entire grid)
uniform vec4 u_color; // RGBA
out vec4 o_fragColor;
void main()
{
// clip -> world on z=0 plane
vec4 w = u_model * vec4(clip, 0.0, 1.0);
w /= w.w;
vec2 world = w.xy;
// grid space
vec2 g = (world - u_offset) / u_size;
vec2 d = abs(fract(g) - 0.5);
float distance = min(d.x, d.y);
float fw = min(fwidth(g.x), fwidth(g.y));
float alpha = 1.0 - smoothstep(0.0, fw, distance);
if (alpha <= 0.0) discard;
o_fragColor = vec4(u_color.rgb, u_color.a * alpha);
}
)";
#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_SIZE "u_size"
#define SHADER_UNIFORM_MODEL "u_model"
#define SHADER_UNIFORM_TEXTURE "u_texture"
const ShaderData SHADER_DATA[SHADER_COUNT] =
{
{SHADER_VERTEX, SHADER_FRAGMENT},
{SHADER_VERTEX, SHADER_TEXTURE_FRAGMENT},
{SHADER_GRID_VERTEX, SHADER_GRID_FRAGMENT}
};