Lumenarium/src_v2/editor/lumenarium_editor.cpp

169 lines
6.2 KiB
C++

static r32 z_ = 0;
static r32 r_ = 0.3f;
static r32 quad_verts[] = {
-r_, -r_, z_, 1.0f, 0, 0,
r_, -r_, z_, 1.0f, 1, 0,
r_, r_, z_, 1.0f, 1, 1,
-r_, r_, z_, 1.0f, 0, 1,
};
static u32 quad_indices[] = {
0, 1, 2,
0, 2, 3,
};
static String shader_code_vert_win32 = lit_str(
"#version 330 core\n"
"layout (location = 0) in vec4 coordinates;\n"
"layout (location = 1) in vec2 uv;\n"
"out vec2 tex_coord;\n"
"void main(void) {\n"
" gl_Position = coordinates;\n"
" tex_coord = uv;\n"
"}"
);
static String shader_code_vert_wasm = lit_str(
"precision highp float;\n"
"attribute vec4 coordinates;\n"
"attribute vec2 uv;\n"
"varying vec2 tex_coord;\n"
"void main(void) {\n"
" gl_Position = coordinates;\n"
" tex_coord = uv;\n"
"}");
static String shader_code_frag_win32 = lit_str(
"#version 330 core\n"
"in vec2 tex_coord;\n"
"out vec4 FragColor;\n"
"uniform sampler2D texture;\n"
"void main(void) {\n"
"// FragColor = vec4(1,tex_coord.x,tex_coord.y,1);\n"
" FragColor = texture(texture, tex_coord);\n"
"}"
);
static String shader_code_frag_wasm = lit_str(
"precision highp float;\n"
"varying vec2 tex_coord;\n"
"uniform sampler2D texture;\n"
"void main(void) {\n"
" gl_FragColor = texture2D(texture, tex_coord);\n"
" // vec4(1, tex_coord.x, tex_coord.y, 1);\n"
"}");
static u32 pix[] = {
0xFF000000, 0xFFFFFFFF, 0xFF000000, 0xFFFFFFFF,
0xFFFFFFFF, 0xFF000000, 0xFFFFFFFF, 0xFF000000,
0xFF000000, 0xFFFFFFFF, 0xFF000000, 0xFFFFFFFF,
0xFFFFFFFF, 0xFF000000, 0xFFFFFFFF, 0xFF000000,
};
void make_quad(Platform_Geometry_Buffer* geo, Platform_Shader* shd, Platform_Texture* tex)
{
// TODO(PS): TEMP
#if defined(PLATFORM_win32)
String shader_code_vert = shader_code_vert_win32;
String shader_code_frag = shader_code_frag_win32;
#elif defined(PLATFORM_wasm)
String shader_code_vert = shader_code_vert_wasm;
String shader_code_frag = shader_code_frag_wasm;
#endif
*geo = platform_geometry_buffer_create(
quad_verts, 24, quad_indices, 6
);
String attribs[] = {
lit_str("coordinates"),
lit_str("uv"),
};
*shd = platform_shader_create(
shader_code_vert, shader_code_frag, attribs, 2, 0, 0
);
platform_vertex_attrib_pointer(*geo, *shd, 4, shd->attrs[0], 6, 0);
platform_vertex_attrib_pointer(*geo, *shd, 2, shd->attrs[1], 6, 4);
*tex = platform_texture_create((u8*)pix, 4, 4, 4);
}
internal void
ed_load_font_cb(Platform_File_Async_Job_Args result, u8* user_data)
{
App_State* state = (App_State*)user_data;
UI* ui = &state->editor->ui;
u8* f = result.data.base;
stbtt_fontinfo font;
if (!stbtt_InitFont(&font, f, stbtt_GetFontOffsetForIndex(f, 0)))
{
invalid_code_path;
}
r32 scale = stbtt_ScaleForPixelHeight(&font, 18.0f);
s32 ascent, descent, line_gap;
stbtt_GetFontVMetrics(&font, &ascent, &descent, &line_gap);
ui->font_ascent = (r32)ascent * scale;
ui->font_descent = (r32)descent * scale;
ui->font_line_gap = (r32)line_gap * scale;
if (ui->font_line_gap == 0) ui->font_line_gap = 5;
String c = lit_str("abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789!@#$%^&*()-=_+[]{}\\|;:'\",<.>/?`~");
for (u64 i = 0; i < c.len; i++)
{
s32 w, h, xoff, yoff;
u32 id = (u32)c.str[i];
u8* bp = stbtt_GetCodepointBitmap(&font, 0, scale, (char)c.str[i], &w, &h, &xoff, &yoff);
s32 x0, y0, x1, y1;
stbtt_GetCodepointBitmapBoxSubpixel(&font, (char)c.str[i], scale, scale, 0, 0, &x0, &y0, &x1, &y1);
v2 offset = v2{ 0, (r32)y0 };
texture_atlas_register(&state->editor->ui.atlas, bp, (u32)w, (u32)h, id, offset, TextureAtlasRegistration_PixelFormat_Alpha);
stbtt_FreeBitmap(bp, 0);
}
Texture_Atlas_Sprite m_sprite = texture_atlas_sprite_get(&state->editor->ui.atlas, (u32)'m');
ui->font_space_width = (r32)(m_sprite.max_x - m_sprite.min_x);
platform_texture_update(ui->atlas_texture, ui->atlas.pixels, 1024, 1024, 1024);
}
internal void
ed_init(App_State* state)
{
Editor* editor = allocator_alloc_struct(permanent, Editor);
state->editor = editor;
state->editor->ui = ui_create(4096, 4096, state->input_state, permanent);
// make the default quad for us to draw with
// TODO(PS): this might be unnecessary with the per-frame buffer we use now
make_quad(&editor->renderer.geo, &editor->renderer.shd, &editor->renderer.tex);
platform_file_async_read(lit_str("data/font.ttf"), ed_load_font_cb);
}
internal void
ed_frame_prepare(App_State* state)
{
ui_frame_prepare(&state->editor->ui, state->editor->window_dim);
}
internal void
ed_frame(App_State* state)
{
edr_render_begin(state);
ui_draw(&state->editor->ui);
edr_render(state);
}
internal void
ed_cleanup(App_State* state)
{
}