# Changes
3ds Backend: - switch to shaderProgramUse Desktop Backend - Add Pre Alpha Text Input and Keyboard Support - Move Shader Attrib Setup into a function and callit every time we need a set up vbo - Move to Mat4 api Core: - Add fquat support - Add LoadFile2Str - Move Mat4 Lib from Project n73 to Palladium - Add full supprot for vec cross types - Add Normalize, Distance and Dot to all - Add Cross to vec3 Drivers: - Add a SetViewPort func to GFX - Add Keyboard keys and Flasg to Hid Image: - Add Vertical Flipping - Add Horizontal flipping UI7: - Fix Critical Bug in IO Viewport handler - Fix library list (error on MinGW for some reason) Lazyvec: - Split into multiple source files - Generate new functions (see core updates)
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@ -36,7 +36,7 @@ const char* vertex_shader = R"(
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varying vec2 oUV;
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varying vec4 oColor;
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// Probably forgot about this matric and
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// Probably forgot about this matrix and
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// searched hours for why the rendering isn't working :/
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uniform mat4 projection;
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@ -103,17 +103,7 @@ GLuint createShaderProgram(const std::string& vertexShaderSource,
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return shaderProgram;
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}
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/** Actual Backend */
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void GfxGL2::Init() {
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VertexBuffer.Resize(4 * 8192);
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IndexBuffer.Resize(6 * 8192);
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Shader = createShaderProgram(vertex_shader, frag_shader);
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glUseProgram(Shader);
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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void SetupShaderAttribs(GLuint Shader) {
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GLint _pos = glGetAttribLocation(Shader, "pos");
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GLint _uv = glGetAttribLocation(Shader, "uv");
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GLint _color = glGetAttribLocation(Shader, "color");
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@ -129,6 +119,21 @@ void GfxGL2::Init() {
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sizeof(PD::Li::Vertex),
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(void*)offsetof(PD::Li::Vertex, Color));
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glEnableVertexAttribArray(_color);
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}
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/** Actual Backend */
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void GfxGL2::Init() {
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VertexBuffer.Resize(4 * 8192);
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IndexBuffer.Resize(6 * 8192);
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Shader = createShaderProgram(vertex_shader, frag_shader);
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glUseProgram(Shader);
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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// Attribs Setup
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SetupShaderAttribs(Shader);
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glGenBuffers(1, &IBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
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@ -146,11 +151,14 @@ void GfxGL2::Deinit() {
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}
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void GfxGL2::NewFrame() {
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/*
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glViewport(0, 0, ViewPort.x, ViewPort.y);
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glClearColor(ClearColor.x, ClearColor.y, ClearColor.z, ClearColor.w);
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glClear(GL_COLOR_BUFFER_BIT);
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Projection.Ortho(0.f, ViewPort.x, ViewPort.y, 0.f, -1.f, 1.f);
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glUniformMatrix4fv(pLocProjection, 1, GL_TRUE, Projection.m);
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*/
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Projection = Mat4::Ortho(0.f, ViewPort.x, ViewPort.y, 0.f, -1.f, 1.f);
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glUseProgram(Shader);
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glUniformMatrix4fv(pLocProjection, 1, GL_FALSE, Projection.m.data());
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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CurrentIndex = 0;
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@ -170,7 +178,6 @@ void GfxGL2::BindTex(PD::Li::TexAddress addr) {
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}
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void GfxGL2::RenderDrawData(const std::vector<PD::Li::Command::Ref>& Commands) {
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glUseProgram(Shader);
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size_t index = 0;
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while (index < Commands.size()) {
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PD::Li::Texture::Ref Tex = Commands[index]->Tex;
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@ -207,6 +214,9 @@ void GfxGL2::RenderDrawData(const std::vector<PD::Li::Command::Ref>& Commands) {
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, CurrentVertex * sizeof(PD::Li::Vertex),
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&VertexBuffer[0], GL_DYNAMIC_DRAW);
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// For some reason we need to set these every frame for every buffer
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// Found that out when creating My 3d Engine
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SetupShaderAttribs(Shader);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, CurrentIndex * sizeof(PD::u16),
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@ -23,19 +23,104 @@ SOFTWARE.
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*/
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#include <pd-desktop/bknd-hid.hpp>
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namespace PD {
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std::string* HidGLFW::pText;
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// Default Call back (If no Text input is requsted)
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void NullTextCB(GLFWwindow* win, unsigned int c) {}
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// Text callback if requested
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void TextCB(GLFWwindow* win, unsigned int c) {
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if (!HidGLFW::pText) {
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return;
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}
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*HidGLFW::pText += (char)c;
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}
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HidGLFW::HidGLFW(GLFWwindow* win) : HidDriver("HidGLFW") {
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Window = win;
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glfwSetCharCallback(Window, NullTextCB);
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Flags |= Flags_HasKeyboard;
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Flags |= Flags_HasMouse;
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pBinds[GLFW_MOUSE_BUTTON_LEFT] = Touch;
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pBinds[GLFW_KEY_F3] = Kb_3;
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pBinds[GLFW_KEY_ESCAPE] = Kb_Escape;
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pBinds[GLFW_KEY_F11] = Kb_F11;
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pBinds[GLFW_KEY_ESCAPE] = Kb_Escape;
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pBinds[GLFW_KEY_Q] = Kb_Q;
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pBinds[GLFW_KEY_W] = Kb_W;
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pBinds[GLFW_KEY_E] = Kb_E;
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pBinds[GLFW_KEY_R] = Kb_R;
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pBinds[GLFW_KEY_T] = Kb_T;
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pBinds[GLFW_KEY_Z] = Kb_Z;
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pBinds[GLFW_KEY_U] = Kb_U;
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pBinds[GLFW_KEY_I] = Kb_I;
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pBinds[GLFW_KEY_O] = Kb_O;
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pBinds[GLFW_KEY_P] = Kb_P;
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pBinds[GLFW_KEY_A] = Kb_A;
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pBinds[GLFW_KEY_S] = Kb_S;
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pBinds[GLFW_KEY_D] = Kb_D;
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pBinds[GLFW_KEY_F] = Kb_F;
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pBinds[GLFW_KEY_G] = Kb_G;
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pBinds[GLFW_KEY_H] = Kb_H;
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pBinds[GLFW_KEY_J] = Kb_J;
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pBinds[GLFW_KEY_K] = Kb_K;
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pBinds[GLFW_KEY_L] = Kb_L;
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pBinds[GLFW_KEY_Y] = Kb_Y;
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pBinds[GLFW_KEY_X] = Kb_X;
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pBinds[GLFW_KEY_C] = Kb_C;
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pBinds[GLFW_KEY_V] = Kb_V;
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pBinds[GLFW_KEY_B] = Kb_B;
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pBinds[GLFW_KEY_N] = Kb_N;
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pBinds[GLFW_KEY_M] = Kb_M;
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pBinds[GLFW_KEY_LEFT_SHIFT] = Kb_LShift;
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pBinds[GLFW_KEY_F1] = Kb_F1;
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pBinds[GLFW_KEY_F2] = Kb_F2;
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pBinds[GLFW_KEY_F3] = Kb_F3;
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pBinds[GLFW_KEY_F4] = Kb_F4;
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pBinds[GLFW_KEY_F5] = Kb_F5;
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pBinds[GLFW_KEY_F6] = Kb_F6;
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pBinds[GLFW_KEY_F7] = Kb_F7;
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pBinds[GLFW_KEY_F8] = Kb_F8;
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pBinds[GLFW_KEY_F9] = Kb_F9;
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pBinds[GLFW_KEY_F10] = Kb_F10;
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pBinds[GLFW_KEY_F11] = Kb_F11;
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pBinds[GLFW_KEY_F12] = Kb_F12;
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pBinds[GLFW_KEY_1] = Kb_1;
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pBinds[GLFW_KEY_2] = Kb_2;
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pBinds[GLFW_KEY_3] = Kb_3;
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pBinds[GLFW_KEY_4] = Kb_4;
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pBinds[GLFW_KEY_5] = Kb_5;
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pBinds[GLFW_KEY_6] = Kb_6;
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pBinds[GLFW_KEY_7] = Kb_7;
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pBinds[GLFW_KEY_8] = Kb_8;
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pBinds[GLFW_KEY_9] = Kb_9;
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pBinds[GLFW_KEY_0] = Kb_0;
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pBinds[GLFW_KEY_BACKSPACE] = Kb_Backspace;
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pBinds[GLFW_KEY_ENTER] = Kb_Enter;
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}
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void HidGLFW::Update() {
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// Clear States
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for (int i = 0; i < 2; i++) {
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KeyEvents[i][Event_Down] = 0;
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KeyEvents[i][Event_Held] = 0;
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KeyEvents[i][Event_Up] = 0;
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for (auto& it : KbKeyEvents[i]) {
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it.second = Event_Null;
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}
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}
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// Keyboard Logic
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for (auto& it : pBinds) {
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int kbstate = glfwGetKey(Window, it.first);
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if (kbstate == GLFW_PRESS) {
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if (PrevStates[it.first] == GLFW_RELEASE) {
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KbKeyEvents[0][it.second] = Event_Down;
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}
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KbKeyEvents[0][it.second] = Event_Held;
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} else if (kbstate == GLFW_RELEASE && PrevStates[it.first] == GLFW_PRESS) {
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KbKeyEvents[0][it.second] = Event_Up;
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}
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PrevStates[it.first] = kbstate;
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}
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// Mouse Logic (Todo: Support all mouse buttons)
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int state = glfwGetMouseButton(Window, GLFW_MOUSE_BUTTON_LEFT);
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if (state == GLFW_PRESS) {
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if (PrevState == GLFW_RELEASE) {
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@ -54,5 +139,28 @@ void HidGLFW::Update() {
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glfwGetCursorPos(Window, &x, &y);
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pMouse[1] = pMouse[0]; // Cycle pMouse pos
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pMouse[0] = fvec2(x, y);
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if (pInTextMode && (PD::OS::GetTime() - pLastUpdate) > 50) {
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pLastUpdate = PD::OS::GetTime();
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HandleTextOps();
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}
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}
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void HidGLFW::GetInputStr(std::string& str) {
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pText = &str;
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glfwSetCharCallback(Window, TextCB);
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pInTextMode = true;
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}
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void HidGLFW::HandleTextOps() {
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if (!pText) {
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return;
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}
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if (pTimedHeld(Kb_Backspace)) {
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if (!pText->empty()) {
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pText->pop_back();
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}
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} else if (pTimedHeld(Kb_Enter)) {
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*pText += '\n';
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}
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}
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} // namespace PD
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Block a user