Maddie Slockbower 366774622b Implemented Shader Function
- Updated License to GPL v3.0
- Added New Math Nodes
- Prototype Rendering Code for Debugging Functions
2024-11-03 12:57:12 -05:00

86 lines
2.2 KiB
C++

// =====================================================================================================================
// OpenShaderDesigner, an open source software utility to create materials and shaders.
// Copyright (C) 2024 Medusa Slockbower
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
// =====================================================================================================================
#include <Renderer/Renderer.h>
#include "Core/Console.h"
using namespace OpenShaderDesigner;
Renderer::Renderer()
: EditorWindow("View", 0)
, Mode_(view_texture)
, ViewTexture_(nullptr)
, Shader_(nullptr)
, RenderTarget_(new HDRTexture::HandleType({ 512, 512 }))
{ }
Renderer::~Renderer()
{
delete ViewTexture_;
delete Shader_;
}
void Renderer::DrawMenu()
{
}
void Renderer::DrawWindow()
{
switch(Mode_)
{
default: return;
case view_texture: DrawTexture(); return;
case shader: DrawShader(); return;
}
}
void Renderer::OpenTexture(Texture* texture)
{
ViewTexture_ = texture;
Mode_ = view_texture;
}
void Renderer::OpenShader(ShaderAsset *shader)
{
Shader_ = shader;
Mode_ = Renderer::shader;
}
void Renderer::DrawTexture()
{
if(ViewTexture_ == nullptr) return;
ImVec2 reg = ImGui::GetContentRegionAvail();
glm::vec2 size = (*ViewTexture_)->size();
float min_r = glm::min(reg.x / size.x, reg.y / size.y);
ImGui::Image(
reinterpret_cast<ImTextureID>(static_cast<intptr_t>((*ViewTexture_)->handle())),
{ size.x * min_r, size.y * min_r }
);
}
void Renderer::DrawShader()
{
Shader_->View(RenderTarget_);
}