-
Notifications
You must be signed in to change notification settings - Fork 11
/
ex17_viewports_and_scissors.cpp
196 lines (157 loc) · 6.76 KB
/
ex17_viewports_and_scissors.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
#include <application.hpp>
#include <shader.hpp>
#include <imgui-utils/utils.hpp>
#include <mesh/mesh.hpp>
#include <mesh/mesh-utils.hpp>
#include <camera/camera.hpp>
#include <camera/controllers/fly_camera_controller.hpp>
#include <glm/gtx/euler_angles.hpp>
struct Transform {
glm::vec3 translation, rotation, scale;
Transform(
const glm::vec3& translation = {0,0,0},
const glm::vec3& rotation = {0,0,0},
const glm::vec3& scale = {1,1,1}
): translation(translation), rotation(rotation), scale(scale) {}
glm::mat4 to_mat4() const {
return glm::translate(glm::mat4(1.0f), translation) *
glm::yawPitchRoll(rotation.y, rotation.x, rotation.z) *
glm::scale(glm::mat4(1.0f), scale);
}
};
struct RenderArea {
glm::ivec2 viewport_origin, viewport_size;
glm::ivec2 scissors_origin, scissors_size;
bool enable_scissors;
glm::vec4 clear_color;
bool clear;
our::Camera camera;
our::FlyCameraController controller;
};
class ViewportsApplication : public our::Application {
our::ShaderProgram program;
our::Mesh model;
std::vector<Transform> objects;
std::vector<RenderArea> areas;
size_t selected_camera;
our::Camera default_camera;
our::WindowConfiguration getWindowConfiguration() override {
return { "Viewports and Scissors", {1280, 720}, false };
}
void onInitialize() override {
program.create();
program.attach("assets/shaders/ex11_transformation/transform.vert", GL_VERTEX_SHADER);
program.attach("assets/shaders/ex11_transformation/tint.frag", GL_FRAGMENT_SHADER);
program.link();
our::mesh_utils::Cuboid(model, true);
objects.push_back({ {0,-1,0}, {0,0,0}, {7,2,7} });
objects.push_back({ {-2,1,-2}, {0,0,0}, {2,2,2} });
objects.push_back({ {2,1,-2}, {0,0,0}, {2,2,2} });
objects.push_back({ {-2,1,2}, {0,0,0}, {2,2,2} });
objects.push_back({ {2,1,2}, {0,0,0}, {2,2,2} });
int width, height;
glfwGetFramebufferSize(window, &width, &height);
default_camera.setEyePosition({10, 10, 10});
default_camera.setTarget({0, 0, 0});
default_camera.setUp({0, 1, 0});
default_camera.setupPerspective(glm::pi<float>()/2, static_cast<float>(width)/height, 0.1f, 100.0f);
glm::ivec2 half_size(width/2, height/2);
areas.push_back({
glm::ivec2(0,0), half_size,
glm::ivec2(0, 0), half_size,
true,
glm::vec4(0.1f, 0.2f, 0.3f, 1.0f),
true,
default_camera, {}
});
areas.push_back({
half_size, half_size,
half_size, half_size,
true,
glm::vec4(0.3f, 0.2f, 0.1f, 1.0f),
true,
default_camera, {}
});
for(auto& area: areas){
area.controller.initialize(this, &area.camera);
}
glClearColor(0, 0, 0, 0);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
}
void onDraw(double deltaTime) override {
if(areas.size() > 0)
areas[selected_camera].controller.update(deltaTime);
glUseProgram(program);
program.set("tint", glm::vec4(1, 1, 1, 1));
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
for(auto& area: areas) {
glViewport(area.viewport_origin.x, area.viewport_origin.y, area.viewport_size.x, area.viewport_size.y);
if(area.enable_scissors) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
glScissor(area.scissors_origin.x, area.scissors_origin.y, area.scissors_size.x, area.scissors_size.y);
if(area.clear) {
glClearColor(area.clear_color.r, area.clear_color.g, area.clear_color.b, area.clear_color.a);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
for (const auto &object : objects) {
program.set("transform", area.camera.getVPMatrix() * object.to_mat4());
model.draw();
}
}
//NOTE: Remember to reset the viewport and scissors such that ImGUI can draw
int width, height;
glfwGetWindowSize(window, &width, &height);
glViewport(0, 0, width, height);
glDisable(GL_SCISSOR_TEST);
glScissor(0, 0, width, height);
}
void onDestroy() override {
program.destroy();
model.destroy();
}
void onImmediateGui(ImGuiIO &io) override {
ImGui::Begin("Objects");
our::ReorderableList(objects.begin(), objects.end(),
[](size_t index, Transform& transform){
ImGui::DragFloat3("Translation", glm::value_ptr(transform.translation), 1.0f);
ImGui::DragFloat3("Rotation", glm::value_ptr(transform.rotation), 0.1f);
ImGui::DragFloat3("Scale", glm::value_ptr(transform.scale), 0.1f);
}, [this](size_t index){
objects.insert(objects.begin() + index, Transform());
}, [this](size_t index){
objects.erase(objects.begin() + index);
});
ImGui::End();
ImGui::Begin("Areas");
our::ReorderableList(areas.begin(), areas.end(),
[this](size_t index, RenderArea& area){
if(this->selected_camera != index && ImGui::Button("Take Control over Camera"))
this->selected_camera = index;
ImGui::DragInt2("Viewport Origin", glm::value_ptr(area.viewport_origin));
ImGui::DragInt2("Viewport Size", glm::value_ptr(area.viewport_size));
ImGui::Checkbox("Enabled Scissor Test", &area.enable_scissors);
ImGui::DragInt2("Scissors Origin", glm::value_ptr(area.scissors_origin));
ImGui::DragInt2("Scissors Size", glm::value_ptr(area.scissors_size));
ImGui::Checkbox("Clear", &area.clear);
ImGui::ColorEdit4("Clear Color", glm::value_ptr(area.clear_color));
}, [this](size_t index){
areas.insert(areas.begin() + index, {
{0,0},{100,100},
{0,0},{100,100},
true, {1,1,1,1}, true, this->default_camera, {}
});
areas[index].controller.initialize(this, &(areas[index].camera));
}, [this](size_t index){
areas.erase(areas.begin() + index);
if(areas.size() <= this->selected_camera) this->selected_camera = 0;
});
ImGui::End();
}
};
int main(int argc, char** argv) {
return ViewportsApplication().run();
}