add a rectangle shader

This commit is contained in:
Josh Holtrop 2016-09-13 22:19:47 -04:00
parent 6d8c8e76a9
commit c852e9991b
6 changed files with 130 additions and 0 deletions

View File

@ -0,0 +1,11 @@
#version 130
/* Color */
uniform vec4 color;
out vec4 frag_color;
void main(void)
{
frag_color = color;
}

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@ -0,0 +1,25 @@
#version 130
/* Viewport width and height */
uniform ivec2 viewport_size;
/* Position offset */
uniform ivec2 position;
/* Rectangle size */
uniform ivec2 size;
/* Vertex coordinates: x, y */
in vec2 coords;
/**
* Map coordinates such that:
* (0 .. viewport_size.[xy]) => (-1.0 .. 1.0)
*/
vec2 map_to_screen(vec2 position)
{
return 2.0 * position / viewport_size - 1.0;
}
void main(void)
{
gl_Position = vec4(map_to_screen(vec2(position) + coords * size), 0, 1);
}

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@ -0,0 +1,18 @@
#include "RectShader.h"
#include "Runtime.h"
RectShader::RectShader()
{
std::string v_path = Runtime::find(Runtime::SHADER, "rect.v");
std::string f_path = Runtime::find(Runtime::SHADER, "rect.f");
m_program = glcxx::Program::create(
glcxx::Shader::create_from_file(GL_VERTEX_SHADER, v_path.c_str()),
glcxx::Shader::create_from_file(GL_FRAGMENT_SHADER, f_path.c_str()),
"coords", 0);
m_uniforms.viewport_size = m_program->get_uniform_location("viewport_size");
m_uniforms.color = m_program->get_uniform_location("color");
m_uniforms.position = m_program->get_uniform_location("position");
m_uniforms.size = m_program->get_uniform_location("size");
}

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@ -0,0 +1,46 @@
#ifndef RECTSHADER_H
#define RECTSHADER_H
#include "glcxx.hpp"
#include <memory>
class RectShader
{
public:
RectShader();
void use() { m_program->use(); }
void set_viewport_size(int width, int height)
{
glUniform2i(m_uniforms.viewport_size, width, height);
}
void set_color(float r, float g, float b, float a)
{
glUniform4f(m_uniforms.color, r, g, b, a);
}
void set_position(int x, int y)
{
glUniform2i(m_uniforms.position, x, y);
}
void set_size(int x, int y)
{
glUniform2i(m_uniforms.size, x, y);
}
protected:
std::shared_ptr<glcxx::Program> m_program;
struct
{
GLint viewport_size;
GLint color;
GLint position;
GLint size;
} m_uniforms;
};
#endif

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@ -118,6 +118,7 @@ bool Window::create(std::shared_ptr<Buffer> buffer)
m_shaders.text->set_color(1.0, 1.0, 1.0, 1.0);
m_shaders.flat = std::make_shared<FlatShader>();
m_shaders.rect = std::make_shared<RectShader>();
GLint cursor_bounds[] = {0, 0,
m_font.get_advance(), 0,
@ -130,6 +131,18 @@ bool Window::create(std::shared_ptr<Buffer> buffer)
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_INT, GL_FALSE, 0, 0);
GLint rect_coords[] = {
0, 0,
1, 0,
1, 1,
0, 1};
m_rect_array = glcxx::Array::create();
m_rect_array->bind();
m_rect_buffer = glcxx::Buffer::create(GL_ARRAY_BUFFER, GL_STATIC_DRAW,
rect_coords, sizeof(rect_coords));
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_INT, GL_FALSE, 0, 0);
m_buffer = buffer;
m_cursor = m_buffer->piece_table->add_cursor();
m_start_piece = m_buffer->piece_table->start_piece->next;
@ -430,6 +443,8 @@ void Window::resize()
m_shaders.text->set_viewport_size(m_width, m_height);
m_shaders.flat->use();
m_shaders.flat->set_viewport_size(m_width, m_height);
m_shaders.rect->use();
m_shaders.rect->set_viewport_size(m_width, m_height);
m_columns = m_width / m_font.get_advance();
if (m_columns < 1)
m_columns = 1;
@ -474,3 +489,13 @@ void Window::colrow_to_xy(int col, int row, int * x, int * y)
*x = col * m_font.get_advance();
*y = m_height - (row + 1) * m_font.get_line_height();
}
void Window::draw_rect(int x, int y, int width, int height, float r, float g, float b, float a)
{
m_rect_array->bind();
m_shaders.rect->use();
m_shaders.rect->set_color(r, g, b, a);
m_shaders.rect->set_position(x, y);
m_shaders.rect->set_size(width, height);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}

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@ -5,6 +5,7 @@
#include <SDL.h>
#include "TextShader.h"
#include "FlatShader.h"
#include "RectShader.h"
#include "Font.h"
#include "Buffer.h"
#include "glcxx.hpp"
@ -38,6 +39,7 @@ protected:
void draw_text();
void draw_character(int screen_column, int screen_row, uint32_t character);
void update_cursor_row(int cursor_row);
void draw_rect(int x, int y, int width, int height, float r, float g, float b, float a);
SDL_Window * m_window;
bool m_exit_requested;
@ -47,6 +49,7 @@ protected:
{
std::shared_ptr<TextShader> text;
std::shared_ptr<FlatShader> flat;
std::shared_ptr<RectShader> rect;
} m_shaders;
Font m_font;
@ -60,6 +63,8 @@ protected:
std::shared_ptr<glcxx::Array> m_cursor_array;
std::shared_ptr<glcxx::Buffer> m_cursor_buffer;
std::shared_ptr<glcxx::Array> m_rect_array;
std::shared_ptr<glcxx::Buffer> m_rect_buffer;
std::shared_ptr<PieceTable::Cursor> m_cursor;