NUKLEAR
This commit is contained in:
parent
b5de1012ff
commit
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7
Makefile
7
Makefile
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@ -10,7 +10,7 @@ endif
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UNAME_P != uname -m
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#CC specifies which compiler we're using
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CC = gcc -std=c99
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CC = clang -std=c99
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ifeq ($(DEBUG), 1)
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DEFFALGS += -DDEBUG
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@ -87,7 +87,7 @@ ifeq ($(UNAME), Windows_NT)
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CLIBS = glew32
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EXT = .exe
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else
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LINKER_FLAGS = -static-libgcc
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LINKER_FLAGS =
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ELIBS = editor engine
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CLIBS = glfw SDL2 SDL2_mixer m
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EXT =
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@ -96,7 +96,8 @@ endif
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ELIBS != $(call prefix, $(ELIBS), -l)
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CLIBS != $(call prefix, $(CLIBS), -l)
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LELIBS = -Wl,-Bstatic $(ELIBS) -Wl,-Bdynamic $(CLIBS)
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#LELIBS = -Wl,-Bstatic $(ELIBS) -Wl,-Bdynamic $(CLIBS)
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LELIBS = $(ELIBS) $(CLIBS)
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objects = $(bsobjects) $(eobjects) $(pinobjects)
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DEPENDS = $(objects:.o=.d)
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BIN
fonts/notosans.ttf
Executable file
BIN
fonts/notosans.ttf
Executable file
Binary file not shown.
12
shaders/albedofrag.glsl
Executable file
12
shaders/albedofrag.glsl
Executable file
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@ -0,0 +1,12 @@
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#version 330 core
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out vec4 FragColor;
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in vec3 FragPos;
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in vec2 TexCoords;
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uniform sampler2D texture_diffuse1;
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void main()
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{
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FragColor = texture(texture_diffuse1, TexCoords);
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}
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14
shaders/animspritefrag.glsl
Executable file
14
shaders/animspritefrag.glsl
Executable file
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@ -0,0 +1,14 @@
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#version 330 core
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in vec2 TexCoords;
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out vec4 color;
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uniform sampler2DArray image;
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uniform float frame;
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uniform vec3 spriteColor;
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void main()
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{
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color = vec4(spriteColor, 1.f) * texture(image, vec3(TexCoords,frame));
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if (color.a < 0.1)
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discard;
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}
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17
shaders/animspritevert.glsl
Executable file
17
shaders/animspritevert.glsl
Executable file
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@ -0,0 +1,17 @@
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#version 330 core
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layout (location = 0) in vec2 vertex; // <vec2 position, vec2 texCoords>
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out vec2 TexCoords;
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layout (std140) uniform Projection
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{
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mat4 projection;
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};
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uniform mat4 model;
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void main()
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{
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TexCoords = vertex.xy;
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gl_Position = projection * model * vec4(vertex.xy, 0.0, 1.0);
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}
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3
shaders/billboardfrag.glsl
Executable file
3
shaders/billboardfrag.glsl
Executable file
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@ -0,0 +1,3 @@
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void main(){
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color = texture( myTextureSampler, UV );
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}
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11
shaders/billboardvertex.glsl
Executable file
11
shaders/billboardvertex.glsl
Executable file
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@ -0,0 +1,11 @@
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void main(){
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// Output position of the vertex, in clip space
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// map [0..800][0..600] to [-1..1][-1..1]
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vec2 vertexPosition_homoneneousspace = vertexPosition_screenspace - vec2(400,300); // [0..800][0..600] -> [-400..400][-300..300]
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vertexPosition_homoneneousspace /= vec2(400,300);
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gl_Position = vec4(vertexPosition_homoneneousspace,0,1);
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// UV of the vertex. No special space for this one.
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UV = vertexUV;
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}
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9
shaders/btdebugfrag.glsl
Executable file
9
shaders/btdebugfrag.glsl
Executable file
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@ -0,0 +1,9 @@
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#version 330 core
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layout (location = 0) out vec4 color;
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in vec3 vcolor;
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void main(void)
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{
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color = vec4(vcolor, 1.f);
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}
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17
shaders/btdebugvert.glsl
Executable file
17
shaders/btdebugvert.glsl
Executable file
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@ -0,0 +1,17 @@
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#version 330 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec3 color;
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layout (std140) uniform Matrices {
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mat4 projection;
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mat4 view;
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};
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out vec3 vcolor;
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void main()
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{
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gl_Position = projection * view * vec4(position, 1.0f);
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vcolor = color;
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}
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24
shaders/circlefrag.glsl
Executable file
24
shaders/circlefrag.glsl
Executable file
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#version 330
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in vec2 coords;
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out vec4 color;
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uniform float radius;
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uniform int thickness;
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void main()
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{
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// int tt = thickness + 1;
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float R1 = 1.f;
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float R2 = 1.f - (thickness / radius);
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float dist = sqrt(dot(coords, coords));
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if (dist <= R2 || dist >= R1)
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discard;
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/*
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float smoother = 0.01f - (radius * 0.00003f);
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float sm = smoothstep(R1, R1-smoother, dist);
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float sm2 = smoothstep(R2, R2+smoother, dist);
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float alpha = sm*sm2;
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*/
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color = vec4(0.4f, 0.5f, 0.6f, 1.f);
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}
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15
shaders/circlevert.glsl
Executable file
15
shaders/circlevert.glsl
Executable file
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#version 330 core
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layout (location = 0) in vec4 vertex;
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out vec2 coords;
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layout (std140) uniform Projection
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{
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mat4 projection;
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};
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void main()
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{
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coords = vertex.zw;
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gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);
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}
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9
shaders/debugcolorfrag.glsl
Executable file
9
shaders/debugcolorfrag.glsl
Executable file
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#version 330 core
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out vec4 FragColor;
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uniform vec3 PickingColor;
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void main()
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{
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FragColor = vec4(PickingColor, 1.0); // orthographic
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}
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22
shaders/debugdepthfrag.glsl
Executable file
22
shaders/debugdepthfrag.glsl
Executable file
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D depthMap;
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uniform float near_plane;
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uniform float far_plane;
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// required when using a perspective projection matrix
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float LinearizeDepth(float depth)
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{
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float z = depth * 2.0 - 1.0; // Back to NDC
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return (2.0 * near_plane * far_plane) / (far_plane + near_plane - z * (far_plane - near_plane));
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}
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void main()
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{
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float depthValue = texture(depthMap, TexCoords).r;
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//FragColor = vec4(vec3(LinearizeDepth(depthValue) / far_plane), 1.0); // perspective
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FragColor = texture(depthMap, TexCoords); // orthographic
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}
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99
shaders/fragment.glsl
Executable file
99
shaders/fragment.glsl
Executable file
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@ -0,0 +1,99 @@
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#version 330 core
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out vec4 FragColor;
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struct Light {
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vec3 direction;
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vec3 color;
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};
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struct PLight {
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vec3 position;
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vec3 color;
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float constant;
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float linear;
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float quadratic;
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};
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struct SLight {
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vec3 position;
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vec3 direction;
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float cutOff;
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float outerCutOff;
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};
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uniform vec3 objectColor;
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uniform vec3 lightColor;
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uniform vec3 lightPos;
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uniform vec3 viewPos;
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uniform sampler2D diffuseTex;
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uniform sampler2D specTex;
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uniform float shininess;
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uniform Light light;
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uniform PLight plight;
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uniform SLight slight;
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in vec3 Normal;
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in vec3 FragPos;
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in vec2 TexCoords;
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float near = 0.1;
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float far = 100.0;
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float LinearizeDepth(float depth)
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{
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float z = depth * 2.0 - 1.0; // back to NDC
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return (2.0 * near * far) / (far + near - z * (far - near));
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}
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// void main()
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// {
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// float depth = LinearizeDepth(gl_FragCoord.z) / far; // divide by far for demonstration
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// FragColor = vec4(vec3(depth), 1.0);
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// }
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void main()
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{
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//vec3 dirDir = normalize(-Directional.direction);
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float ambientStrength = 1.f;
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vec3 ambient = ambientStrength * vec3(texture(diffuseTex, TexCoords));
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// vec3 norm = normalize(Normal);
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// vec3 diffuse;
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// Directional
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//vec3 lightDir = normalize(-light.direction);
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// Point
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// float distance = length(plight.position - FragPos);
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// float attenuation = 1.f / (plight.constant + plight.linear * distance + plight.quadratic * (distance * distance));
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// vec3 lightDir = normalize(lightPos - FragPos);
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// float diff = max(dot(norm, lightDir), 0.f);
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//diffuse = diff * lightColor * vec3(texture(diffuseTex, TexCoords)) * attenuation;
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// Spot
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// lightDir = normalize(slight.position - FragPos);
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// float theta = dot(lightDir, normalize(-slight.direction));
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// float epsilon = slight.cutOff - slight.outerCutOff;
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// float intensity = clamp((theta - slight.outerCutOff) / epsilon, 0.f, 1.f);
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// diffuse = lightColor * diff * vec3(texture(diffuseTex, TexCoords)) * intensity;
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// float specularStrength = 0.5f;
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// vec3 viewDir = normalize(viewPos - FragPos);
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// vec3 reflectDir = reflect(-lightDir, norm);
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// float spec = pow(max(dot(viewDir, reflectDir), 0.f), 32);
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// vec3 specular = specularStrength * spec * lightColor * texture(specTex, TexCoords).rgb;
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// if(texture(specTex, TexCoords).r < 0.1f)
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// discard;
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//vec3 result = (ambient + diffuse + specular) * objectColor;
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FragColor = vec4(ambient, 1.f);
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}
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11
shaders/gizmofrag.glsl
Executable file
11
shaders/gizmofrag.glsl
Executable file
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#version 330 core
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layout (location = 0) out vec4 color;
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in vec3 vcolor;
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in vec3 FragPos;
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void main(void)
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{
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color = vec4(vcolor, 1.f);
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}
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21
shaders/gizmovert.glsl
Executable file
21
shaders/gizmovert.glsl
Executable file
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (std140) uniform Matrices {
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mat4 projection;
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mat4 view;
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};
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out vec3 vcolor;
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uniform mat4 model;
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void main()
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{
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vec3 m = aPos;
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vcolor.r = m.r / 1.f;
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vcolor.g = m.g / 1.f;
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vcolor.b = m.b / 1.f;
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gl_Position = projection * view * model * (vec4(m, 1.f));
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}
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19
shaders/gridfrag.glsl
Executable file
19
shaders/gridfrag.glsl
Executable file
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#version 330
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out vec4 color;
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in vec2 apos;
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vec2 bpos;
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uniform int thickness;
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uniform int span;
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void main(void)
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{
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float t = thickness / 2.f;
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bpos.x = mod(apos.x, span);
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bpos.y = mod(apos.y, span);
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if (!(bpos.x <= t || bpos.x >= (span - t) || bpos.y <= t || bpos.y >= (span - t)))
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discard;
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color = vec4(0.4f, 0.7f, 0.2f, 0.3f);
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}
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16
shaders/gridvert.glsl
Executable file
16
shaders/gridvert.glsl
Executable file
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#version 330
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layout (location = 0) in vec2 pos;
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out vec2 apos;
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layout (std140) uniform Projection {
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mat4 projection;
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};
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void main()
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{
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mat4 iproj = inverse(projection);
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vec4 ipos = iproj * vec4(pos, 0.f, 1.f);
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apos = ipos.xy;
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gl_Position = vec4(pos, 0.f, 1.f);
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}
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7
shaders/lightfrag.glsl
Executable file
7
shaders/lightfrag.glsl
Executable file
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#version 330 core
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out vec4 FragColor;
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void main()
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{
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FragColor = vec4(1.0f); // set alle 4 vector values to 1.0
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}
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11
shaders/lightvert.glsl
Executable file
11
shaders/lightvert.glsl
Executable file
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#version 330 core
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layout (location = 0) in vec3 aPos;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main()
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{
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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}
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7
shaders/linefrag.glsl
Executable file
7
shaders/linefrag.glsl
Executable file
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#version 330
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out vec4 color;
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void main()
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{
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color = vec4(0.2f, 0.1f, 0.8f, 1.f);
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}
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11
shaders/linevert.glsl
Executable file
11
shaders/linevert.glsl
Executable file
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#version 330
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layout (location = 0) in vec2 pos;
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layout (std140) uniform Projection {
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mat4 projection;
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};
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void main()
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{
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gl_Position = projection * vec4(pos, 0.f, 1.f);
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}
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185
shaders/modelfrag.glsl
Executable file
185
shaders/modelfrag.glsl
Executable file
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#version 330 core
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out vec4 FragColor;
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struct Light {
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vec3 direction;
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vec3 color;
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float strength;
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};
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struct PLight {
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vec3 position;
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float constant;
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float linear;
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float quadratic;
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vec3 color;
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float strength;
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};
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struct SpotLight {
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vec3 position;
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vec3 direction;
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vec3 color;
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float strength;
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float cutoff;
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float outerCutoff;
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float distance;
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float constant;
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float linear;
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float quadratic;
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};
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in vec3 FragPos;
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in vec2 TexCoords;
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in vec4 FragPosLightSpace;
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in mat3 TBN;
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//in vec3 TangentLightPos;
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in vec3 TangentViewPos;
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in vec3 TangentFragPos;
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uniform sampler2D texture_diffuse1;
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uniform sampler2D texture_normal1;
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uniform sampler2D shadowMap;
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uniform Light dirLight;
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uniform vec3 viewPos;
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vec3 norm;
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vec3 viewDir;
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#define NR_POINT_LIGHTS 1
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uniform PLight pointLights[NR_POINT_LIGHTS];
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uniform SpotLight spotLight;
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float ShadowCalculation(vec4 fragPosLightSpace, vec3 normal, vec3 lightDir) {
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// perform perspective divide
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vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
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// transform to [0,1] range
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projCoords = projCoords * 0.5 + 0.5;
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// get closest depth value from light's perspective (using [0,1] range fragPosLight as coords)
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float closestDepth = texture(shadowMap, projCoords.xy).r;
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// get depth of current fragment from light's perspective
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float currentDepth = projCoords.z;
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// calculate bias (based on depth map resolution and slope)
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float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005);
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// check whether current frag pos is in shadow
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// float shadow = currentDepth - bias > closest Depth ? 1.0 : 0.0;
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// PCF
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float shadow = 0.0;
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vec2 texelSize = 1.0 / textureSize(shadowMap, 0);
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for(int x = -1; x <= 1; ++x)
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{
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for(int y = -1; y <= 1; ++y)
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{
|
||||
float pcfDepth = texture(shadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
|
||||
shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0;
|
||||
}
|
||||
}
|
||||
shadow /= 9.0;
|
||||
|
||||
// keep the shadow at 0.0 when outside the far_plane region of the light's frustum.
|
||||
if(projCoords.z > 1.0)
|
||||
shadow = 0.0;
|
||||
|
||||
return shadow;
|
||||
}
|
||||
|
||||
vec3 CalcDirLight(Light light) {
|
||||
vec3 lightDir = TBN * normalize(-light.direction);
|
||||
float lightStrength = 3.f;
|
||||
vec3 lightColor = vec3(1.f);
|
||||
|
||||
// diffuse shading
|
||||
float diff = max(dot(norm, lightDir), 0.f);
|
||||
|
||||
// specular shading
|
||||
float specularStrength = 0.5f;
|
||||
vec3 reflectDir = reflect(-lightDir, norm);
|
||||
vec3 halfwayDir = normalize(lightDir + viewDir); // Use this instead of reflectDir?
|
||||
float spec = pow(max(dot(viewDir, halfwayDir), 0.0), 32.f) * specularStrength; // 32.f is "shininess"
|
||||
|
||||
float shadow = ShadowCalculation(FragPosLightSpace, norm, lightDir);
|
||||
|
||||
// combine results
|
||||
return light.strength * (diff + spec) * (1.f-shadow) * light.color;
|
||||
}
|
||||
|
||||
vec3 CalcPointLight(PLight light) {
|
||||
vec3 tbnPos = TBN * light.position;
|
||||
vec3 lightDir = normalize(tbnPos - TangentFragPos);
|
||||
|
||||
// Diffuse
|
||||
float diff = max(dot(norm, lightDir), 0.f);
|
||||
|
||||
// specular
|
||||
vec3 reflectDir = reflect(-lightDir, norm);
|
||||
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||
float spec = pow(max(dot(viewDir, halfwayDir), 0.f), 32.f);
|
||||
|
||||
// Attenuation
|
||||
float distance = length(light.position - TangentFragPos);
|
||||
float attenuation = 1.f / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
|
||||
|
||||
return light.color * attenuation * light.strength * (diff + spec);
|
||||
}
|
||||
|
||||
vec3 CalcSpotLight(SpotLight light) {
|
||||
vec3 tbnPos = TBN * light.position;
|
||||
vec3 tbnDir = TBN * light.direction;
|
||||
vec3 lightDir = normalize(tbnPos - TangentFragPos);
|
||||
|
||||
float diff = max(dot(norm, lightDir), 0.f);
|
||||
|
||||
vec3 reflectDir = reflect(-lightDir, norm);
|
||||
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||
float spec = pow(max(dot(viewDir, halfwayDir), 0.f), 32.f);
|
||||
|
||||
float theta = dot(lightDir, normalize(-tbnDir));
|
||||
float epsilon = light.cutoff - light.outerCutoff;
|
||||
float intensity = clamp((theta - light.outerCutoff) / epsilon, 0.f, 1.f);
|
||||
|
||||
float distance = length(light.position - FragPos);
|
||||
float attenuation = 1.f / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
|
||||
|
||||
return light.color * light.strength * (diff + spec) * intensity * attenuation;
|
||||
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 model = texture(texture_diffuse1, TexCoords);
|
||||
|
||||
if (model.a <= 0.1f)
|
||||
discard;
|
||||
|
||||
vec3 albedo = model.rgb;
|
||||
|
||||
norm = texture(texture_normal1, TexCoords).rgb;
|
||||
norm = normalize(norm * 2.f - 1.f);
|
||||
//vec3 norm = normalize(TangentViewPos);
|
||||
|
||||
viewDir = normalize(TangentViewPos - TangentFragPos);
|
||||
|
||||
// Ambient doesn't change
|
||||
float ambientStrength = 0.3f;
|
||||
vec3 ambientColor = vec3(1.f);
|
||||
vec3 ambient = ambientStrength * ambientColor;
|
||||
|
||||
// Per light calculation
|
||||
|
||||
// Directional
|
||||
vec3 result = CalcDirLight(dirLight);
|
||||
result += ambient;
|
||||
|
||||
// Point
|
||||
for (int i = 0; i < NR_POINT_LIGHTS; i++)
|
||||
result += CalcPointLight(pointLights[i]);
|
||||
|
||||
result += CalcSpotLight(spotLight);
|
||||
|
||||
|
||||
FragColor = vec4(result * model.rgb, 1.f);
|
||||
}
|
||||
|
68
shaders/modelvert.glsl
Executable file
68
shaders/modelvert.glsl
Executable file
|
@ -0,0 +1,68 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
layout (location = 2) in vec2 aTexCoords;
|
||||
layout (location = 3) in vec3 aTangent;
|
||||
layout (location = 4) in vec3 aBitangent;
|
||||
layout (location = 5) in ivec4 boneIds;
|
||||
layout (location = 6) in vec4 weights;
|
||||
|
||||
layout (std140) uniform Matrices {
|
||||
mat4 projection;
|
||||
mat4 view;
|
||||
};
|
||||
|
||||
//out vec3 Normal;
|
||||
out vec3 FragPos;
|
||||
out vec2 TexCoords;
|
||||
|
||||
//out vec3 TangentLightPos;
|
||||
out vec3 TangentViewPos;
|
||||
out vec3 TangentFragPos;
|
||||
|
||||
out vec4 FragPosLightSpace;
|
||||
out mat3 TBN;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 lightSpaceMatrix;
|
||||
uniform vec3 viewPos;
|
||||
|
||||
const int MAX_BONES = 100;
|
||||
const int MAX_BONE_INFLUENCE = 4;
|
||||
uniform mat4 finalBonesMatrices[MAX_BONES];
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 totalPosition = vec4(0.f);
|
||||
for (int i = 0; i < MAX_BONE_INFLUENCE; i++) {
|
||||
if (boneIds[i] == -1)
|
||||
continue;
|
||||
|
||||
if (boneIds[i] >= 4) {
|
||||
totalPosition = vec4(aPos, 1.f);
|
||||
break;
|
||||
}
|
||||
|
||||
vec4 localPosition = finalBonesMatrices[boneIds[i]] * vec4(aPos, 1.f);
|
||||
totalPosition += localPosition * weights[i];
|
||||
vec3 localNormal = mat3(finalBonesMatrices[boneIds[i]]) * aNormal;
|
||||
}
|
||||
|
||||
|
||||
FragPos = vec3(model * vec4(aPos, 1.f));
|
||||
TexCoords = aTexCoords;
|
||||
|
||||
mat3 normalMatrix = transpose(inverse(mat3(model)));
|
||||
vec3 T = normalize(normalMatrix * aTangent);
|
||||
vec3 N = normalize(normalMatrix * aNormal);
|
||||
T = normalize(T - dot(T, N) * N);
|
||||
vec3 B = cross(N, T);
|
||||
|
||||
TBN = transpose(mat3(T, B, N));
|
||||
// TangentLightPos = TBN * lightPos;
|
||||
TangentViewPos = TBN * viewPos;
|
||||
TangentFragPos = TBN * FragPos;
|
||||
|
||||
FragPosLightSpace = lightSpaceMatrix * vec4(FragPos, 1.f);
|
||||
gl_Position = projection * view * model * totalPosition;
|
||||
}
|
7
shaders/outline.glsl
Executable file
7
shaders/outline.glsl
Executable file
|
@ -0,0 +1,7 @@
|
|||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(0.92f, 0.86f, 0.68f, 1.0f);
|
||||
}
|
15
shaders/outlinevert.glsl
Executable file
15
shaders/outlinevert.glsl
Executable file
|
@ -0,0 +1,15 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
|
||||
layout (std140) uniform Matrices {
|
||||
mat4 projection;
|
||||
mat4 view;
|
||||
};
|
||||
|
||||
uniform mat4 model;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(aPos + (aNormal * 2.f), 1.f);
|
||||
}
|
58
shaders/postfrag.glsl
Executable file
58
shaders/postfrag.glsl
Executable file
|
@ -0,0 +1,58 @@
|
|||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec2 TexCoords;
|
||||
|
||||
uniform sampler2D screenTexture;
|
||||
|
||||
const float offset = 1.0 / 300.0;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = texture(screenTexture, TexCoords);
|
||||
//Invert color
|
||||
//FragColor = vec4(vec3(1.0 - texture(screenTexture, TexCoords)), 1.0);
|
||||
|
||||
//Grayscale
|
||||
//FragColor = texture(screenTexture, TexCoords);
|
||||
//float average = 0.2126 * FragColor.r + 0.7152 * FragColor.g + 0.0722 * FragColor.b;
|
||||
//FragColor = vec4(average, average, average, 1.0);
|
||||
|
||||
//Blur
|
||||
// vec2 offsets[9] = vec2[](
|
||||
// vec2(-offset, offset), // top-left
|
||||
// vec2( 0.0f, offset), // top-center
|
||||
// vec2( offset, offset), // top-right
|
||||
// vec2(-offset, 0.0f), // center-left
|
||||
// vec2( 0.0f, 0.0f), // center-center
|
||||
// vec2( offset, 0.0f), // center-right
|
||||
// vec2(-offset, -offset), // bottom-left
|
||||
// vec2( 0.0f, -offset), // bottom-center
|
||||
// vec2( offset, -offset) // bottom-right
|
||||
// );
|
||||
|
||||
// Sharpen kernel
|
||||
// float kernel[9] = float[](
|
||||
// -1, -1, -1,
|
||||
// -1, 9, -1,
|
||||
// -1, -1, -1
|
||||
// );
|
||||
|
||||
// Blur kernel
|
||||
// float kernel[9] = float[](
|
||||
// 1.0 / 16, 2.0 / 16, 1.0 / 16,
|
||||
// 2.0 / 16, 4.0 / 16, 2.0 / 16,
|
||||
// 1.0 / 16, 2.0 / 16, 1.0 / 16
|
||||
// );
|
||||
|
||||
// vec3 sampleTex[9];
|
||||
// for(int i = 0; i < 9; i++)
|
||||
// {
|
||||
// sampleTex[i] = vec3(texture(screenTexture, TexCoords.st + offsets[i]));
|
||||
// }
|
||||
// vec3 col = vec3(0.0);
|
||||
// for(int i = 0; i < 9; i++)
|
||||
// col += sampleTex[i] * kernel[i];
|
||||
|
||||
// FragColor = vec4(col, 1.0);
|
||||
}
|
11
shaders/postvert.glsl
Executable file
11
shaders/postvert.glsl
Executable file
|
@ -0,0 +1,11 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec2 aPos;
|
||||
layout (location = 1) in vec2 aTexCoords;
|
||||
|
||||
out vec2 TexCoords;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
|
||||
TexCoords = aTexCoords;
|
||||
}
|
6
shaders/shadowfrag.glsl
Executable file
6
shaders/shadowfrag.glsl
Executable file
|
@ -0,0 +1,6 @@
|
|||
#version 330 core
|
||||
|
||||
void main()
|
||||
{
|
||||
// gl_FragDepth = gl_FragCoord.z;
|
||||
}
|
10
shaders/shadowvert.glsl
Executable file
10
shaders/shadowvert.glsl
Executable file
|
@ -0,0 +1,10 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
|
||||
uniform mat4 lightSpaceMatrix;
|
||||
uniform mat4 model;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = lightSpaceMatrix * model * vec4(aPos, 1.0);
|
||||
}
|
19
shaders/simplevert.glsl
Executable file
19
shaders/simplevert.glsl
Executable file
|
@ -0,0 +1,19 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 2) in vec2 aTexCoords;
|
||||
|
||||
layout (std140) uniform Matrices {
|
||||
mat4 projection;
|
||||
mat4 view;
|
||||
};
|
||||
|
||||
out vec2 TexCoords;
|
||||
|
||||
uniform mat4 model;
|
||||
|
||||
void main()
|
||||
{
|
||||
TexCoords = aTexCoords;
|
||||
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.f);
|
||||
}
|
11
shaders/skyfrag.glsl
Executable file
11
shaders/skyfrag.glsl
Executable file
|
@ -0,0 +1,11 @@
|
|||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec3 TexCoords;
|
||||
|
||||
uniform samplerCube skybox;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = texture(skybox, TexCoords);
|
||||
}
|
18
shaders/skyvert.glsl
Executable file
18
shaders/skyvert.glsl
Executable file
|
@ -0,0 +1,18 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
|
||||
out vec3 TexCoords;
|
||||
|
||||
layout (std140) uniform Matrices {
|
||||
mat4 projection;
|
||||
mat4 view;
|
||||
};
|
||||
|
||||
uniform mat4 skyview;
|
||||
|
||||
void main()
|
||||
{
|
||||
TexCoords = aPos;
|
||||
vec4 pos = projection * skyview * vec4(aPos, 1.0);
|
||||
gl_Position = pos.xyww;
|
||||
}
|
14
shaders/spritefrag.glsl
Executable file
14
shaders/spritefrag.glsl
Executable file
|
@ -0,0 +1,14 @@
|
|||
#version 330 core
|
||||
in vec2 texcoords;
|
||||
out vec4 color;
|
||||
|
||||
uniform sampler2D image;
|
||||
uniform vec3 spriteColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
color = vec4(spriteColor, 1.f) * texture(image, texcoords);
|
||||
|
||||
if (color.a <= 0.1f)
|
||||
discard;
|
||||
}
|
16
shaders/spritevert.glsl
Executable file
16
shaders/spritevert.glsl
Executable file
|
@ -0,0 +1,16 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec2 vertex;
|
||||
out vec2 texcoords;
|
||||
|
||||
layout (std140) uniform Projection
|
||||
{
|
||||
mat4 projection;
|
||||
};
|
||||
|
||||
uniform mat4 model;
|
||||
|
||||
void main()
|
||||
{
|
||||
texcoords = vertex.xy;
|
||||
gl_Position = projection * model * vec4(vertex.xy, 0.0, 1.0);
|
||||
}
|
12
shaders/textfrag.glsl
Executable file
12
shaders/textfrag.glsl
Executable file
|
@ -0,0 +1,12 @@
|
|||
#version 330 core
|
||||
in vec2 TexCoords;
|
||||
out vec4 color;
|
||||
|
||||
uniform sampler2D text;
|
||||
uniform vec3 textColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
|
||||
color = vec4(textColor, 1.0) * sampled;
|
||||
}
|
11
shaders/textvert.glsl
Executable file
11
shaders/textvert.glsl
Executable file
|
@ -0,0 +1,11 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec4 vertex; // <vec2 pos, vec2 tex>
|
||||
out vec2 TexCoords;
|
||||
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);
|
||||
TexCoords = vertex.zw;
|
||||
}
|
22
shaders/vertex.glsl
Executable file
22
shaders/vertex.glsl
Executable file
|
@ -0,0 +1,22 @@
|
|||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
layout (location = 2) in vec2 aTexCoords;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
out vec3 Normal;
|
||||
out vec3 FragPos;
|
||||
out vec2 TexCoords;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragPos = vec3(model * vec4(aPos, 1.f));
|
||||
Normal = mat3(transpose(inverse(model))) * aNormal;
|
||||
TexCoords = aTexCoords;
|
||||
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0f); // see how we directly give a vec3 to vec4's constructor
|
||||
}
|
22
shaders/videofrag.glsl
Executable file
22
shaders/videofrag.glsl
Executable file
|
@ -0,0 +1,22 @@
|
|||
#version 330 core
|
||||
in vec2 TexCoords;
|
||||
out vec4 color;
|
||||
|
||||
uniform sampler2D texture_y;
|
||||
uniform sampler2D texture_cb;
|
||||
uniform sampler2D texture_cr;
|
||||
uniform vec3 spriteColor;
|
||||
|
||||
mat4 rec601 = mat4(
|
||||
1.16438, 0.00000, 1.59603, -0.87079,
|
||||
1.16438, -0.39176, -0.81297, 0.52959,
|
||||
1.16438, 2.01723, 0.00000, -1.08139,
|
||||
0, 0, 0, 1
|
||||
);
|
||||
|
||||
void main() {
|
||||
float y = texture2D(texture_y, TexCoords).r;
|
||||
float cb = texture2D(texture_cb, TexCoords).r;
|
||||
float cr = texture2D(texture_cr, TexCoords).r;
|
||||
color = vec4(y, cb, cr, 1.f) * rec601 * vec4(spriteColor, 1.f);
|
||||
}
|
12
shaders/videovert.glsl
Executable file
12
shaders/videovert.glsl
Executable file
|
@ -0,0 +1,12 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec4 vertex;
|
||||
|
||||
out vec2 TexCoords;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main() {
|
||||
TexCoords = vertex.zw;
|
||||
gl_Position = projection * model * vec4(vertex.xy, 0.0, 1.0);
|
||||
}
|
|
@ -6079,7 +6079,6 @@ NK_LIB void nk_property(struct nk_context *ctx, const char *name, struct nk_prop
|
|||
#define STB_RECT_PACK_IMPLEMENTATION
|
||||
#define STB_TRUETYPE_IMPLEMENTATION
|
||||
|
||||
|
||||
/* Allow consumer to define own STBTT_malloc/STBTT_free, and use the font atlas' allocator otherwise */
|
||||
#ifndef STBTT_malloc
|
||||
static void*
|
||||
|
@ -15095,6 +15094,7 @@ STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info
|
|||
|
||||
stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, 1, info->userdata);
|
||||
}
|
||||
}
|
||||
STBTT_free(vertices, info->userdata);
|
||||
return gbm.pixels;
|
||||
}
|
||||
|
|
|
@ -416,7 +416,7 @@ static void edit_mouse_cb(GLFWwindow *w, int button, int action, int mods)
|
|||
}
|
||||
}
|
||||
|
||||
struct nk_context *nkctx;
|
||||
struct nk_context *ctx;
|
||||
struct nk_glfw nkglfw = {0};
|
||||
|
||||
void editor_init(struct mSDLWindow *window)
|
||||
|
@ -433,8 +433,13 @@ void editor_init(struct mSDLWindow *window)
|
|||
fclose(feditor);
|
||||
}
|
||||
|
||||
nkctx = nk_glfw3_init(&nkglfw, window->window, NK_GLFW3_INSTALL_CALLBACKS);
|
||||
//set_style(nkctx, THEME_WHITE);
|
||||
ctx = nk_glfw3_init(&nkglfw, window->window, NK_GLFW3_INSTALL_CALLBACKS);
|
||||
|
||||
|
||||
struct nk_font_atlas *atlas;
|
||||
nk_glfw3_font_stash_begin(&nkglfw, &atlas);
|
||||
struct nk_font *droid = nk_font_atlas_add_from_file(atlas, "fonts/notosans.tff", 14, 0);
|
||||
nk_glfw3_font_stash_end(&nkglfw);
|
||||
|
||||
glfwSetKeyCallback(window->window, edit_input_cb);
|
||||
glfwSetMouseButtonCallback(window->window, edit_mouse_cb);
|
||||
|
@ -442,18 +447,18 @@ void editor_init(struct mSDLWindow *window)
|
|||
|
||||
void editor_input()
|
||||
{
|
||||
//io = &ImGui::GetIO();
|
||||
}
|
||||
|
||||
int editor_wantkeyboard()
|
||||
{
|
||||
/*
|
||||
if (io == NULL) return 0;
|
||||
return io->WantCaptureKeyboard;
|
||||
*/
|
||||
return 0;
|
||||
}
|
||||
|
||||
const int nuk_std = NK_WINDOW_BORDER|NK_WINDOW_MOVABLE|NK_WINDOW_SCALABLE|
|
||||
NK_WINDOW_MINIMIZABLE|NK_WINDOW_TITLE;
|
||||
|
||||
const struct nk_rect nk_rect_std = {250, 250, 250, 250};
|
||||
|
||||
void editor_project_gui()
|
||||
{
|
||||
/* Grid, etc */
|
||||
|
@ -471,17 +476,55 @@ void editor_project_gui()
|
|||
*/
|
||||
}
|
||||
|
||||
static char text[3][64];
|
||||
static int text_len[3];
|
||||
static const char *items[] = {"Item 0","item 1","item 2"};
|
||||
static int selected_item = 0;
|
||||
static int check = 1;
|
||||
|
||||
int i;
|
||||
|
||||
if (nk_begin(ctx, "Grid Demo", nk_rect(600, 350, 275, 250),
|
||||
NK_WINDOW_TITLE|NK_WINDOW_BORDER|NK_WINDOW_MOVABLE|
|
||||
NK_WINDOW_NO_SCROLLBAR))
|
||||
{
|
||||
|
||||
nk_layout_row_dynamic(ctx, 30, 2);
|
||||
nk_label(ctx, "Floating point:", NK_TEXT_RIGHT);
|
||||
nk_edit_string(ctx, NK_EDIT_FIELD, text[0], &text_len[0], 64, nk_filter_float);
|
||||
nk_label(ctx, "Hexadecimal:", NK_TEXT_RIGHT);
|
||||
nk_edit_string(ctx, NK_EDIT_FIELD, text[1], &text_len[1], 64, nk_filter_hex);
|
||||
nk_label(ctx, "Binary:", NK_TEXT_RIGHT);
|
||||
nk_edit_string(ctx, NK_EDIT_FIELD, text[2], &text_len[2], 64, nk_filter_binary);
|
||||
nk_label(ctx, "Checkbox:", NK_TEXT_RIGHT);
|
||||
nk_checkbox_label(ctx, "Check me", &check);
|
||||
nk_label(ctx, "Combobox:", NK_TEXT_RIGHT);
|
||||
if (nk_combo_begin_label(ctx, items[selected_item], nk_vec2(nk_widget_width(ctx), 200))) {
|
||||
nk_layout_row_dynamic(ctx, 25, 1);
|
||||
for (i = 0; i < 3; ++i)
|
||||
if (nk_combo_item_label(ctx, items[i], NK_TEXT_LEFT))
|
||||
selected_item = i;
|
||||
nk_combo_end(ctx);
|
||||
}
|
||||
}
|
||||
nk_end(ctx);
|
||||
|
||||
if (nk_begin(ctx, "Menu Demo", nk_rect(600, 350, 275, 250), nuk_std)) {
|
||||
nk_menubar_begin(ctx);
|
||||
|
||||
nk_layout_row_dynamic(ctx, 30, 4);
|
||||
|
||||
char bbbuf[256];
|
||||
snprintf(bbbuf, 256, "Current level: %s", current_level[0] == '\0' ? "Level not saved!" : current_level);
|
||||
nk_label(ctx, bbbuf, NK_TEXT_LEFT);
|
||||
|
||||
if (nk_menu_begin_text(ctx, "Windows", 7, NK_TEXT_LEFT, nk_vec2(100, 30))) {
|
||||
nk_layout_row_dynamic(ctx, 30, 1);
|
||||
|
||||
if (nk_button_label(ctx, "Resources")) editor.showAssetMenu = !editor.showAssetMenu;
|
||||
if (nk_button_label(ctx, "Hierarchy")) editor.showHierarchy = !editor.showHierarchy;
|
||||
|
||||
/*
|
||||
if (ImGui::BeginMainMenuBar()) {
|
||||
ImGui::Text("Current level: %s",
|
||||
current_level[0] ==
|
||||
'\0' ? "Level not saved!" : current_level);
|
||||
|
||||
if (ImGui::BeginMenu("Windows")) {
|
||||
ImGui::MenuItem("Resources", "F2", &editor.showAssetMenu);
|
||||
ImGui::MenuItem("Hierarchy", "F4", &editor.showHierarchy);
|
||||
ImGui::MenuItem("Lighting", "F5", &editor.showLighting);
|
||||
ImGui::MenuItem("Game Settings", "F6",
|
||||
&editor.showGameSettings);
|
||||
|
@ -490,68 +533,67 @@ void editor_project_gui()
|
|||
ImGui::MenuItem("Export", "F9", &editor.showExport);
|
||||
ImGui::MenuItem("Level", "F10", &editor.showLevel);
|
||||
ImGui::MenuItem("REPL", "`", &editor.showREPL);
|
||||
ImGui::EndMenu();
|
||||
|
||||
*/
|
||||
|
||||
}
|
||||
|
||||
if (ImGui::BeginMenu("Levels")) {
|
||||
if (ImGui::Button("New")) {
|
||||
if (nk_menu_begin_text(ctx, "Levels", 100, 0, nk_vec2(100, 50))) {
|
||||
|
||||
if (nk_button_label(ctx, "New")) {
|
||||
new_level();
|
||||
current_level[0] = '\0';
|
||||
}
|
||||
|
||||
|
||||
if (ImGui::Button("Save")) {
|
||||
if (nk_button_label(ctx, "Save")) {
|
||||
save_level(current_level);
|
||||
get_levels();
|
||||
}
|
||||
|
||||
if (ImGui::Button("Save as")) {
|
||||
if (nk_button_label(ctx, "Save as")) {
|
||||
save_level(levelname);
|
||||
strcpy(current_level, levelname);
|
||||
levelname[0] = '\0';
|
||||
get_levels();
|
||||
}
|
||||
|
||||
ImGui::SameLine();
|
||||
ImGui::InputText("", levelname, MAXNAME);
|
||||
// ImGui::InputText("", levelname, MAXNAME);
|
||||
|
||||
vec_walk(levels, (void (*)(void *)) &editor_level_btn);
|
||||
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
ImGui::EndMainMenuBar();
|
||||
nk_menubar_end(ctx);
|
||||
}
|
||||
nk_end(ctx);
|
||||
|
||||
|
||||
if (editor.showExport && nk_begin(ctx, "Export and Bake", nk_rect_std, nuk_std)) {
|
||||
|
||||
if (nk_button_label(ctx, "Bake")) {
|
||||
}
|
||||
if (nk_button_label(ctx, "Build")) {
|
||||
}
|
||||
|
||||
if (editor.showExport) {
|
||||
ImGui::Begin("Export and Bake", &editor.showExport);
|
||||
|
||||
if (ImGui::Button("Bake")) {
|
||||
}
|
||||
if (ImGui::Button("Build")) {
|
||||
}
|
||||
|
||||
ImGui::End();
|
||||
nk_end(ctx);
|
||||
}
|
||||
|
||||
|
||||
// Shadow map vars
|
||||
if (editor.showLighting) {
|
||||
ImGui::Begin("Lighting options", &editor.showLighting);
|
||||
if (ImGui::CollapsingHeader("Directional shadow map")) {
|
||||
ImGui::SliderFloat("Near plane", &near_plane, -200.f, 200.f,
|
||||
NULL, 1.f);
|
||||
ImGui::SliderFloat("Far plane", &far_plane, -200.f, 200.f,
|
||||
NULL, 1.f);
|
||||
ImGui::SliderFloat("Shadow Lookahead", &shadowLookahead, 0.f,
|
||||
100.f, NULL, 1.f);
|
||||
ImGui::SliderFloat("Plane size", &plane_size, 0.f, 100.f, NULL,
|
||||
1.f);
|
||||
if (editor.showLighting && nk_begin(ctx, "Lighting options", nk_rect_std, nuk_std)) {
|
||||
nk_layout_row_dynamic(ctx, 25, 1);
|
||||
if (nk_combo_begin_text(ctx, "Directional shadow map", 50, nk_vec2(nk_widget_width(ctx), 400))) {
|
||||
nk_slider_float(ctx, -200.f, &near_plane, 200.f, 1.f);
|
||||
nk_slider_float(ctx, -200.f, &far_plane, 200.f, 1.f);
|
||||
nk_slider_float(ctx, 0.f, &shadowLookahead, 100.f, 1.f);
|
||||
nk_slider_float(ctx, 0.f, &plane_size, 100.f, 1.f);
|
||||
}
|
||||
|
||||
ImGui::End();
|
||||
nk_end(ctx);
|
||||
}
|
||||
|
||||
/*
|
||||
|
||||
if (editor.showGameSettings) {
|
||||
ImGui::Begin("Game settings", &editor.showGameSettings);
|
||||
|
||||
|
@ -775,13 +817,50 @@ void editor_render()
|
|||
{
|
||||
nk_glfw3_new_frame(&nkglfw);
|
||||
|
||||
struct nk_colorf bg;
|
||||
bg.r = 0.10f, bg.g = 0.18f, bg.b = 0.24f, bg.a = 1.0f;
|
||||
|
||||
if (cur_project)
|
||||
editor_project_gui();
|
||||
else
|
||||
editor_proj_select_gui();
|
||||
|
||||
editor_project_gui();
|
||||
|
||||
if (nk_begin(ctx, "Demo", nk_rect(50, 50, 230, 250),
|
||||
NK_WINDOW_BORDER|NK_WINDOW_MOVABLE|NK_WINDOW_SCALABLE|
|
||||
NK_WINDOW_MINIMIZABLE|NK_WINDOW_TITLE))
|
||||
{
|
||||
enum {EASY, HARD};
|
||||
static int op = EASY;
|
||||
static int property = 20;
|
||||
nk_layout_row_static(ctx, 30, 80, 1);
|
||||
if (nk_button_label(ctx, "button"))
|
||||
fprintf(stdout, "button pressed\n");
|
||||
|
||||
nk_layout_row_dynamic(ctx, 30, 2);
|
||||
if (nk_option_label(ctx, "easy", op == EASY)) op = EASY;
|
||||
if (nk_option_label(ctx, "hard", op == HARD)) op = HARD;
|
||||
|
||||
nk_layout_row_dynamic(ctx, 25, 1);
|
||||
nk_property_int(ctx, "Compression:", 0, &property, 100, 10, 1);
|
||||
|
||||
nk_layout_row_dynamic(ctx, 20, 1);
|
||||
nk_label(ctx, "background:", NK_TEXT_LEFT);
|
||||
nk_layout_row_dynamic(ctx, 25, 1);
|
||||
if (nk_combo_begin_color(ctx, nk_rgb_cf(bg), nk_vec2(nk_widget_width(ctx),400))) {
|
||||
nk_layout_row_dynamic(ctx, 120, 1);
|
||||
bg = nk_color_picker(ctx, bg, NK_RGBA);
|
||||
nk_layout_row_dynamic(ctx, 25, 1);
|
||||
bg.r = nk_propertyf(ctx, "#R:", 0, bg.r, 1.0f, 0.01f,0.005f);
|
||||
bg.g = nk_propertyf(ctx, "#G:", 0, bg.g, 1.0f, 0.01f,0.005f);
|
||||
bg.b = nk_propertyf(ctx, "#B:", 0, bg.b, 1.0f, 0.01f,0.005f);
|
||||
bg.a = nk_propertyf(ctx, "#A:", 0, bg.a, 1.0f, 0.01f,0.005f);
|
||||
nk_combo_end(ctx);
|
||||
}
|
||||
}
|
||||
nk_end(ctx);
|
||||
|
||||
nk_end(nkctx);
|
||||
nk_glfw3_render(&nkglfw, NK_ANTI_ALIASING_ON, MAX_VERTEX_BUFFER, MAX_ELEMENT_BUFFER);
|
||||
}
|
||||
|
||||
|
@ -812,12 +891,12 @@ int is_allowed_extension(const char *ext)
|
|||
|
||||
void editor_level_btn(char *level)
|
||||
{
|
||||
/*
|
||||
if (ImGui::Button(level)) {
|
||||
|
||||
if (nk_button_label(ctx, level)) {
|
||||
load_level(level);
|
||||
strcpy(current_level, level);
|
||||
}
|
||||
*/
|
||||
|
||||
}
|
||||
|
||||
void editor_selectasset(struct fileasset *asset)
|
||||
|
|
|
@ -105,9 +105,9 @@ void openglInit()
|
|||
|
||||
debugdraw_init();
|
||||
|
||||
stdFont = MakeFont("notosans.ttf", 300);
|
||||
//stdFont = MakeFont("notosans.ttf", 300);
|
||||
|
||||
text_settype(stdFont);
|
||||
//text_settype(stdFont);
|
||||
|
||||
//glEnable(GL_STENCIL_TEST);
|
||||
glClearColor(editorClearColor[0], editorClearColor[1],
|
||||
|
|
Loading…
Reference in a new issue