- Updated License to GPL v3.0 - Added New Math Nodes - Prototype Rendering Code for Debugging Functions
86 lines
2.2 KiB
C++
86 lines
2.2 KiB
C++
// =====================================================================================================================
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// OpenShaderDesigner, an open source software utility to create materials and shaders.
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// Copyright (C) 2024 Medusa Slockbower
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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// =====================================================================================================================
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#include <Renderer/Renderer.h>
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#include "Core/Console.h"
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using namespace OpenShaderDesigner;
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Renderer::Renderer()
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: EditorWindow("View", 0)
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, Mode_(view_texture)
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, ViewTexture_(nullptr)
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, Shader_(nullptr)
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, RenderTarget_(new HDRTexture::HandleType({ 512, 512 }))
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{ }
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Renderer::~Renderer()
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{
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delete ViewTexture_;
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delete Shader_;
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}
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void Renderer::DrawMenu()
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{
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}
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void Renderer::DrawWindow()
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{
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switch(Mode_)
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{
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default: return;
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case view_texture: DrawTexture(); return;
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case shader: DrawShader(); return;
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}
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}
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void Renderer::OpenTexture(Texture* texture)
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{
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ViewTexture_ = texture;
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Mode_ = view_texture;
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}
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void Renderer::OpenShader(ShaderAsset *shader)
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{
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Shader_ = shader;
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Mode_ = Renderer::shader;
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}
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void Renderer::DrawTexture()
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{
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if(ViewTexture_ == nullptr) return;
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ImVec2 reg = ImGui::GetContentRegionAvail();
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glm::vec2 size = (*ViewTexture_)->size();
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float min_r = glm::min(reg.x / size.x, reg.y / size.y);
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ImGui::Image(
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reinterpret_cast<ImTextureID>(static_cast<intptr_t>((*ViewTexture_)->handle())),
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{ size.x * min_r, size.y * min_r }
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);
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}
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void Renderer::DrawShader()
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{
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Shader_->View(RenderTarget_);
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}
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