void fsDrawMgr::createAfterRes() { destroyBeforeRes(); m_instance = fsNew(fsDrawMgr); newScreen(INVISIBLE_SCREEN_ID); newScreen(DEFAULT_3D_SCREEN_ID); newScreen(DEFAULT_2D_SCREEN_ID); fsScr* scr0d = getScreen(INVISIBLE_SCREEN_ID); scr0d->setActive(false); fsScr* scr3d = getScreen(DEFAULT_3D_SCREEN_ID); scr3d->setClearColor(fsCol::ZERO); fsScr* scr2d = getScreen(DEFAULT_2D_SCREEN_ID); scr2d->setClearMode(false, true); scr2d->setPerspective(false); newLightSet(DEFAULT_LIGHT_SET_ID); fsLowLevelAPI::resetDrawState(); newShader(DEFAULT_NO_TEXTURE_SHADER_ID, s_default_vert_code, s_default_no_texture_frag_code, 8, 0, 0); newShader(DEFAULT_RGB_TEXTURE_SHADER_ID, s_default_vert_code, s_default_rgb_texture_frag_code, 8, 0, 1); newShader(DEFAULT_RGBA_TEXTURE_SHADER_ID, s_default_vert_code, s_default_rgba_texture_frag_code, 8, 0, 1); newShader(DEFAULT_ALPHA_TEXTURE_SHADER_ID, s_default_vert_code, s_default_alpha_texture_frag_code, 8, 0, 1); }
int main(int argc,char**argv) { string vss = loadShaderSrc("shaders/light.vert"); string fss = loadShaderSrc("shaders/light.frag"); engInit(argc,argv); GLuint vs = newShader(vss,GL_VERTEX_SHADER); GLuint fs = newShader(fss,GL_FRAGMENT_SHADER); GLuint prog = newProgram(vs,fs); glUseProgram(prog); glutMainLoop(); }
GLuint ObjectManager::obtainShader( const void* key, const GLenum type ) { const GLuint id = getShader( key ); if( id != INVALID ) return id; return newShader( key, type ); }
Shader Shader::ShaderFromFile(const std::string& a_sFilepath, GLenum a_ShaderType) { /* Opening Text File */ std::ifstream f; f.open(a_sFilepath.c_str(), std::ios::in | std::ios::binary); //Opening if(!f.is_open()) { std::cout << (std::string("Failed to open file: ") + a_sFilepath); //Debugging } /* Reading Text File */ std::stringstream buffer; buffer << f.rdbuf(); /* Return new Shader */ Shader newShader(buffer.str(), a_ShaderType); return newShader; }
int CShader::newShader(const char *shaderFile, int type, const char *name){ if (!inst().enableShaders) return 0; int ID = -1; for(int i = 0, size = events.size(); i < size; i++){ if(events[i].eventName == name){ ID = i; break; } } if(ID != -1){ return newShader(shaderFile, type, ID); } glUseProgram(0); return -1; }
void App::gui() { ImGuiIO& io = ImGui::GetIO(); if (ImGui::BeginMainMenuBar()) { if (ImGui::BeginMenu("File")) { if (ImGui::MenuItem("New", io.OSXBehaviors ? "Cmd+N" : "Ctrl+N")) { newShader(); } ImGui::Separator(); if (ImGui::MenuItem("Open...", io.OSXBehaviors ? "Cmd+O" : "Ctrl+O")) { openShaderDialog(); } if (ImGui::BeginMenu("Open Recent", !!recently_used_filepaths[most_recently_used_index])) { for (int i = 0; i < (int)ARRAY_COUNT(recently_used_filepaths); i++) { int index = (most_recently_used_index+i) % ARRAY_COUNT(recently_used_filepaths); if (recently_used_filepaths[index]) { char *menuitem_label = recently_used_filepaths[index]; // we might include libgen.h and use basename(3) but there is no windows support... // TODO: test this on windows char *basename = strrchr(menuitem_label, '/'); if (basename) menuitem_label = basename+1; if (ImGui::MenuItem(menuitem_label)) { loadShader(recently_used_filepaths[index]); } if (basename && ImGui::IsItemHovered()) { ImGui::SetTooltip("%s", recently_used_filepaths[index]); } } else break; } ImGui::Separator(); if (ImGui::MenuItem("Clear Items")) { clearRecentlyUsedFilepaths(); } ImGui::EndMenu(); } // TODO: move this to settings pane eventually if (ImGui::MenuItem("Autoreload", nullptr, shader_file_autoreload)) { shader_file_autoreload = !shader_file_autoreload; writePreferences(); } if (ImGui::MenuItem("Save", io.OSXBehaviors ? "Cmd+S" : "Ctrl+S", false, !!shader_filepath)) { saveShader(); } if (ImGui::IsItemHovered() && shader_filepath) { ImGui::SetTooltip("%s", shader_filepath); } if (ImGui::MenuItem("Save As...", io.OSXBehaviors ? "Cmd+Shift+S" : "Ctrl+Shift+S", false, !!src_edit_buffer[0])) { saveShaderDialog(); } ImGui::Separator(); if (ImGui::MenuItem("Quit", io.OSXBehaviors ? "Cmd+Q" : "Ctrl+Q")) { quit = true; } ImGui::EndMenu(); } if (ImGui::BeginMenu("View")) { if (ImGui::MenuItem("Fullscreen", io.OSXBehaviors ? "Cmd+F" : "Ctrl+F", windowIsFullscreen())) { windowToggleFullscreen(); } if (ImGui::MenuItem("Hide Controls", io.OSXBehaviors ? "Cmd+Shift+H" : "Ctrl+H", hide_gui)) { hide_gui = !hide_gui; } ImGui::Separator(); if (ImGui::MenuItem(anim_play ? "Pause Animation" : "Play Animation", "Space")) { toggleAnimation(); } if (ImGui::MenuItem("Reset Animation")) { frame_count = 0; } if (ImGui::MenuItem("Reset Camera")) { resetCamera(); } ImGui::EndMenu(); } if (ImGui::BeginMenu("Tools")) { if (ImGui::MenuItem("Recompile Shader", io.OSXBehaviors ? "Cmd+B" : "Ctrl+B", false, !!src_edit_buffer[0])) { recompileShader(); } ImGui::EndMenu(); } if (ImGui::BeginMenu("Window")) { if (ImGui::MenuItem("Uniforms", io.OSXBehaviors ? "Cmd+1" : "Ctrl+1", show_uniforms_window)) { show_uniforms_window = !show_uniforms_window; } if (ImGui::MenuItem("Textures", io.OSXBehaviors ? "Cmd+2" : "Ctrl+2", show_textures_window)) { show_textures_window = !show_textures_window; } ImGui::Separator(); if (ImGui::MenuItem("Camera", io.OSXBehaviors ? "Cmd+3" : "Ctrl+3", show_textures_window)) { show_camera_window = !show_camera_window; } ImGui::Separator(); if (ImGui::MenuItem("Source editor", io.OSXBehaviors ? "Cmd+4" : "Ctrl+4", show_src_edit_window)) { show_src_edit_window = !show_src_edit_window; } ImGui::EndMenu(); } ImGui::EndMainMenuBar(); } if (show_uniforms_window) { if (ImGui::Begin("Uniforms", &show_uniforms_window)) { if (ImGui::CollapsingHeader("Built-in uniform names")) { ImGui::InputText("Time", u_time_name, sizeof(u_time_name)); ImGui::InputText("Resolution", u_resolution_name, sizeof(u_resolution_name)); ImGui::InputText("View to World Matrix", u_view_to_world_name, sizeof(u_view_to_world_name)); ImGui::InputText("World to View Matrix", u_world_to_view_name, sizeof(u_world_to_view_name)); } ImGui::Separator(); if (!compile_error_log) { ImGui::AlignFirstTextHeightToWidgets(); ImGui::Text("Data"); ImGui::SameLine(); if (ImGui::Button("Clear")) { if (uniform_data) { memset(uniform_data, 0, uniform_data_size); } } ImGui::SameLine(); if (ImGui::Button("Save")) { writeUniformData(); } ImGui::SameLine(); if (ImGui::Button("Load")) { readUniformData(); } for (int i = 0; i < uniform_count; i++) { // skip builtin uniforms if (!strcmp(u_time_name, uniforms[i].name)) continue; if (!strcmp(u_resolution_name, uniforms[i].name)) continue; if (!strcmp(u_view_to_world_name, uniforms[i].name)) continue; if (!strcmp(u_world_to_view_name, uniforms[i].name)) continue; uniforms[i].gui(); } } } ImGui::End(); } if (show_textures_window) { if (ImGui::Begin("Textures", &show_textures_window)) { ImGui::Columns(2); for (int tsi = 0; tsi < (int)ARRAY_COUNT(texture_slots); tsi++) { TextureSlot *texture_slot = texture_slots + tsi; ImGui::BeginGroup(); ImGui::PushID(tsi); ImGui::Text("%d:", tsi); ImGui::SameLine(); ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(0.0f, 0.6f, 0.6f)); ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(0.0f, 0.7f, 0.7f)); ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(0.0f, 0.8f, 0.8f)); if (ImGui::SmallButton("x")) texture_slot->clear(); ImGui::PopStyleColor(3); if (ImGui::Button(" 2D ")) openImageDialog(texture_slot); if (ImGui::Button("Cube")) openImageDialog(texture_slot, /*load_cube_cross*/true); ImGui::PopID(); ImGui::EndGroup(); ImGui::SameLine(); //ImTextureID im_tex_id = (ImTextureID)(intptr_t)texture_slot->texture; ImGui::Image((void*)texture_slot, ImVec2(64, 64)); if (ImGui::IsItemHovered() && texture_slot->image_filepath) { ImGui::SetTooltip("%s\n%dx%d", texture_slot->image_filepath, texture_slot->image_width, texture_slot->image_height); } if ((tsi & 1) && tsi + 1 != ARRAY_COUNT(texture_slots)) { ImGui::Separator(); } else { ImGui::SameLine(); ImGui::Spacing(); } ImGui::NextColumn(); } ImGui::Columns(1); } ImGui::End(); } if (show_camera_window) { if (ImGui::Begin("Camera", &show_camera_window)) { ImGui::DragFloat3("Location", camera_location.e); ImGui::SliderAngle("Pitch", &camera_euler_angles.x); ImGui::SliderAngle("Yaw", &camera_euler_angles.y); ImGui::SliderAngle("Roll", &camera_euler_angles.z); if (ImGui::Button("Reset")) resetCamera(); ImGui::End(); } } if (show_src_edit_window) { if (ImGui::Begin("Source editor", &show_src_edit_window)) { // TODO: add horizontal scrollbar ImGui::InputTextMultiline("##Text buffer", src_edit_buffer, sizeof(src_edit_buffer)-1, /*fullwidth, fullheight*/ImVec2(-1.0f, -1.0f), ImGuiInputTextFlags_AllowTabInput); } ImGui::End(); } // overlay messages int overlay_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings; if (!shader_filepath && !src_edit_buffer[0]) { ImGui::SetNextWindowPosCenter(); ImGui::Begin("Overlay", nullptr, ImVec2(0, 0), 0.3f, overlay_flags); ImGui::AlignFirstTextHeightToWidgets(); // valign text to button ImGui::Text("No fragment shader"); ImGui::SameLine(); if (ImGui::Button("Open")) openShaderDialog(); ImGui::SameLine(); if (ImGui::Button("New")) newShader(); ImGui::End(); } else if (compile_error_log) { ImGui::SetNextWindowPosCenter(); ImGui::Begin("Overlay", nullptr, ImVec2(0, 0), 0.3f, overlay_flags); ImGui::TextUnformatted(compile_error_log); ImGui::End(); } }
static float tSet[2] = {1.0f / 9.0f, 1.0f / 9.0f}; static RetroTileColider* slideColl; static RetroTileColider* normalColl; static RetroTileColider* slopeColl; static int lastGround = 0; static float tSpeed = 0; static float holdMX1 = 0; static int cloudSpeed = -60; static Retro_Colider* col; static int RaymanAnim = 1; static bool lastL = false; int initRayman(RetroSystem** system, RETRO_TYPE_REF(Retro2DApi) api) { Object2D obj; shader = newShader(); Drawable2D* tmp; lastL = false; RetroChangeResolution(256, 224, RETRO_FIT_WINDOW_KEPT_RATIO, *system); texture[0] = RetroLoadBmpTexture("Rayman/back.bmp", RetroTrue, *system); texture[1] = RetroLoadBmpTexture("Rayman/Rayman.bmp", RetroTrue, *system); texture[2] = RetroLoadBmpTexture("Rayman/Cloud.bmp", RetroTrue, *system); texture[3] = RetroLoadBmpTexture("ToDo.bmp", RetroTrue, *system); glGenTextures(1, &i1); glBindTexture(GL_TEXTURE_2D, i1); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 144, 144, 0, GL_RGBA, GL_UNSIGNED_BYTE, RaymanBackPal); ONLYPC1; glGenTextures(1, &i2);