mirror of https://github.com/WerWolv/ImHex.git
feat: Added scaling and rotation to 3D visualizer
This commit is contained in:
parent
7ba9349de2
commit
89e0df86a2
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@ -27,101 +27,6 @@ namespace hex::gl {
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}
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class Shader {
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public:
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Shader(const std::string &vertexSource, const std::string &fragmentSource);
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~Shader();
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void bind() const;
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void unbind() const;
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void setUniform(const std::string &name, const float &value);
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private:
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void compile(GLuint shader, const std::string &source);
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private:
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GLuint m_program;
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std::map<std::string, GLint> m_uniforms;
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};
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enum class BufferType {
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Vertex = GL_ARRAY_BUFFER,
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Index = GL_ELEMENT_ARRAY_BUFFER
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};
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template<typename T>
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class Buffer {
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public:
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Buffer(BufferType type, std::span<T> data);
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~Buffer();
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void bind() const;
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void unbind() const;
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void draw() const;
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size_t getSize() const;
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private:
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GLuint m_buffer;
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size_t m_size;
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GLuint m_type;
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};
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extern template class Buffer<float>;
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extern template class Buffer<u32>;
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class VertexArray {
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public:
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VertexArray();
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~VertexArray();
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template<typename T>
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void addBuffer(u32 index, const Buffer<T> &buffer) const {
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glEnableVertexAttribArray(index);
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buffer.bind();
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glVertexAttribPointer(index, 3, getType<T>(), GL_FALSE, 3 * sizeof(T), nullptr);
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}
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void bind() const;
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void unbind() const;
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private:
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GLuint m_array;
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};
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class Texture {
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public:
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Texture(u32 width, u32 height);
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~Texture();
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void bind() const;
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void unbind() const;
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GLuint getTexture() const;
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u32 getWidth() const;
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u32 getHeight() const;
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void release();
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private:
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GLuint m_texture;
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u32 m_width, m_height;
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};
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class FrameBuffer {
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public:
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FrameBuffer();
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~FrameBuffer();
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void bind() const;
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void unbind() const;
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void attachTexture(const Texture &texture) const;
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private:
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GLuint m_frameBuffer, m_renderBuffer;
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};
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template<typename T, size_t Size>
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class Vector {
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public:
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@ -134,7 +39,7 @@ namespace hex::gl {
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T *data() { return this->m_data.data(); }
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const T *data() const { return this->m_data.data(); }
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size_t size() const { return this->m_data.size(); }
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[[nodiscard]] size_t size() const { return this->m_data.size(); }
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auto operator+(const Vector<T, Size>& other) {
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auto copy = *this;
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@ -175,4 +80,129 @@ namespace hex::gl {
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};
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class Shader {
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public:
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Shader() = default;
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Shader(std::string_view vertexSource, std::string_view fragmentSource);
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~Shader();
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Shader(const Shader&) = delete;
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Shader(Shader&& other) noexcept;
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Shader& operator=(const Shader&) = delete;
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Shader& operator=(Shader&& other) noexcept;
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void bind() const;
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void unbind() const;
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void setUniform(std::string_view name, const float &value);
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void setUniform(std::string_view name, const Vector<float, 3> &value);
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private:
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void compile(GLuint shader, std::string_view source);
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GLint getUniformLocation(std::string_view name);
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private:
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GLuint m_program = 0;
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std::map<std::string, GLint> m_uniforms;
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};
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enum class BufferType {
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Vertex = GL_ARRAY_BUFFER,
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Index = GL_ELEMENT_ARRAY_BUFFER
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};
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template<typename T>
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class Buffer {
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public:
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Buffer() = default;
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Buffer(BufferType type, std::span<T> data);
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~Buffer();
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Buffer(const Buffer&) = delete;
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Buffer(Buffer&& other) noexcept;
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Buffer& operator=(const Buffer&) = delete;
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Buffer& operator=(Buffer&& other) noexcept;
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void bind() const;
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void unbind() const;
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void draw() const;
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size_t getSize() const;
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private:
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GLuint m_buffer = 0;
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size_t m_size = 0;
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GLuint m_type = 0;
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};
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extern template class Buffer<float>;
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extern template class Buffer<u32>;
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class VertexArray {
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public:
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VertexArray();
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~VertexArray();
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VertexArray(const VertexArray&) = delete;
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VertexArray(VertexArray&& other) noexcept;
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VertexArray& operator=(const VertexArray&) = delete;
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VertexArray& operator=(VertexArray&& other) noexcept;
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template<typename T>
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void addBuffer(u32 index, const Buffer<T> &buffer) const {
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glEnableVertexAttribArray(index);
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buffer.bind();
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glVertexAttribPointer(index, 3, getType<T>(), GL_FALSE, 3 * sizeof(T), nullptr);
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}
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void bind() const;
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void unbind() const;
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private:
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GLuint m_array;
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};
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class Texture {
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public:
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Texture(u32 width, u32 height);
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~Texture();
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Texture(const Texture&) = delete;
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Texture(Texture&& other) noexcept;
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Texture& operator=(const Texture&) = delete;
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Texture& operator=(Texture&& other) noexcept;
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void bind() const;
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void unbind() const;
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GLuint getTexture() const;
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u32 getWidth() const;
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u32 getHeight() const;
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GLuint release();
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private:
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GLuint m_texture;
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u32 m_width, m_height;
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};
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class FrameBuffer {
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public:
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FrameBuffer();
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~FrameBuffer();
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FrameBuffer(const FrameBuffer&) = delete;
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FrameBuffer(FrameBuffer&& other) noexcept;
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FrameBuffer& operator=(const FrameBuffer&) = delete;
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FrameBuffer& operator=(FrameBuffer&& other) noexcept;
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void bind() const;
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void unbind() const;
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void attachTexture(const Texture &texture) const;
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private:
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GLuint m_frameBuffer, m_renderBuffer;
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};
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}
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@ -5,7 +5,7 @@
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namespace hex::gl {
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Shader::Shader(const std::string &vertexSource, const std::string &fragmentSource) {
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Shader::Shader(std::string_view vertexSource, std::string_view fragmentSource) {
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auto vertexShader = glCreateShader(GL_VERTEX_SHADER);
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this->compile(vertexShader, vertexSource);
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@ -30,7 +30,19 @@ namespace hex::gl {
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}
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Shader::~Shader() {
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glDeleteProgram(this->m_program);
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if (this->m_program != 0)
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glDeleteProgram(this->m_program);
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}
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Shader::Shader(Shader &&other) noexcept {
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this->m_program = other.m_program;
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other.m_program = 0;
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}
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Shader& Shader::operator=(Shader &&other) noexcept {
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this->m_program = other.m_program;
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other.m_program = 0;
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return *this;
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}
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void Shader::bind() const {
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glUseProgram(0);
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}
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void Shader::setUniform(const std::string &name, const float &value) {
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auto uniform = this->m_uniforms.find(name);
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if (uniform == this->m_uniforms.end()) {
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auto location = glGetUniformLocation(this->m_program, name.c_str());
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if (location == -1) {
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log::warn("Uniform '{}' not found in shader", name);
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return;
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}
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this->m_uniforms[name] = location;
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uniform = this->m_uniforms.find(name);
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}
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glUniform1f(uniform->second, value);
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void Shader::setUniform(std::string_view name, const float &value) {
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glUniform1f(getUniformLocation(name), value);
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}
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void Shader::compile(GLuint shader, const std::string &source) {
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auto sourcePtr = source.c_str();
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void Shader::setUniform(std::string_view name, const Vector<float, 3> &value) {
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glUniform3f(getUniformLocation(name), value[0], value[1], value[2]);
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}
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GLint Shader::getUniformLocation(std::string_view name) {
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auto uniform = this->m_uniforms.find(name.data());
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if (uniform == this->m_uniforms.end()) {
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auto location = glGetUniformLocation(this->m_program, name.data());
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if (location == -1) {
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log::warn("Uniform '{}' not found in shader", name);
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return -1;
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}
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this->m_uniforms[name.data()] = location;
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uniform = this->m_uniforms.find(name.data());
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}
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return uniform->second;
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}
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void Shader::compile(GLuint shader, std::string_view source) {
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auto sourcePtr = source.data();
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glShaderSource(shader, 1, &sourcePtr, nullptr);
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glCompileShader(shader);
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glDeleteBuffers(1, &this->m_buffer);
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}
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template<typename T>
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Buffer<T>::Buffer(Buffer<T> &&other) noexcept {
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this->m_buffer = other.m_buffer;
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this->m_size = other.m_size;
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this->m_type = other.m_type;
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other.m_buffer = 0;
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}
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template<typename T>
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Buffer<T>& Buffer<T>::operator=(Buffer<T> &&other) noexcept {
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this->m_buffer = other.m_buffer;
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this->m_size = other.m_size;
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this->m_type = other.m_type;
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other.m_buffer = 0;
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return *this;
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}
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template<typename T>
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void Buffer<T>::bind() const {
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glBindBuffer(this->m_type, this->m_buffer);
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glDeleteVertexArrays(1, &this->m_array);
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}
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VertexArray::VertexArray(VertexArray &&other) noexcept {
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this->m_array = other.m_array;
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other.m_array = 0;
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}
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VertexArray& VertexArray::operator=(VertexArray &&other) noexcept {
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this->m_array = other.m_array;
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other.m_array = 0;
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return *this;
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}
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void VertexArray::bind() const {
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glBindVertexArray(this->m_array);
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}
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@ -150,6 +198,17 @@ namespace hex::gl {
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glDeleteTextures(1, &this->m_texture);
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}
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Texture::Texture(Texture &&other) noexcept {
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this->m_texture = other.m_texture;
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other.m_texture = 0;
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}
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Texture& Texture::operator=(Texture &&other) noexcept {
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this->m_texture = other.m_texture;
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other.m_texture = 0;
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return *this;
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}
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void Texture::bind() const {
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glBindTexture(GL_TEXTURE_2D, this->m_texture);
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}
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@ -170,8 +229,11 @@ namespace hex::gl {
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return this->m_height;
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}
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void Texture::release() {
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GLuint Texture::release() {
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auto copy = this->m_texture;
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this->m_texture = 0;
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return copy;
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}
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@ -193,6 +255,21 @@ namespace hex::gl {
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glDeleteRenderbuffers(1, &this->m_renderBuffer);
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}
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FrameBuffer::FrameBuffer(FrameBuffer &&other) noexcept {
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this->m_frameBuffer = other.m_frameBuffer;
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other.m_frameBuffer = 0;
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this->m_renderBuffer = other.m_renderBuffer;
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other.m_renderBuffer = 0;
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}
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FrameBuffer& FrameBuffer::operator=(FrameBuffer &&other) noexcept {
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this->m_frameBuffer = other.m_frameBuffer;
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other.m_frameBuffer = 0;
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this->m_renderBuffer = other.m_renderBuffer;
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other.m_renderBuffer = 0;
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return *this;
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}
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void FrameBuffer::bind() const {
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glBindFramebuffer(GL_FRAMEBUFFER, this->m_frameBuffer);
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}
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@ -0,0 +1,12 @@
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#version 330 core
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in vec3 normal;
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out vec4 color;
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void main() {
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vec3 norm = normalize(normal);
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vec3 lightDir = normalize(vec3(0, 0, -1));
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * vec3(1.0, 1.0, 1.0);
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color = vec4(1.0f, 0.5f, 0.2f, 1.0f) * vec4(diffuse, 1.0) + 0.1;
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}
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@ -0,0 +1,36 @@
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#version 330 core
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layout (location = 0) in vec3 in_Position;
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layout (location = 1) in vec3 in_Normal;
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/*uniform float time;*/
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uniform float scale;
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uniform vec3 rotation;
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out vec3 normal;
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mat4 rotationMatrix(vec3 axis, float angle) {
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axis = normalize(axis);
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float s = sin(angle);
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float c = cos(angle);
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float oc = 1.0 - c;
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return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0,
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oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0,
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oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0,
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0.0, 0.0, 0.0, 1.0);
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}
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mat4 viewMatrix(vec3 rotation) {
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mat4 rotationX = rotationMatrix(vec3(1, 0, 0), rotation.x);
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mat4 rotationY = rotationMatrix(vec3(0, 1, 0), rotation.y);
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mat4 rotationZ = rotationMatrix(vec3(0, 0, 1), rotation.z);
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return rotationX * rotationY * rotationZ;
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}
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void main() {
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mat4 view = viewMatrix(rotation);
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normal = (vec4(in_Normal, 1.0) * view).xyz;
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gl_Position = vec4(in_Position * scale, 1.0) * view;
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}
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@ -12,6 +12,8 @@
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#include <pl/patterns/pattern.hpp>
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#include <romfs/romfs.hpp>
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#include <numeric>
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namespace hex::plugin::builtin {
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@ -121,13 +123,32 @@ namespace hex::plugin::builtin {
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void draw3DVisualizer(pl::ptrn::Pattern &pattern, pl::ptrn::Iteratable &, bool shouldReset, const std::vector<pl::core::Token::Literal> &) {
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static ImGui::Texture texture;
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static float scaling = 0.5F;
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static gl::Vector<float, 3> rotation = { { 1.0F, -1.0F, 0.0F } };
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static std::vector<float> vertices, normals;
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static gl::Shader shader;
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static gl::VertexArray vertexArray;
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static gl::Buffer<float> vertexBuffer, normalBuffer;
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if (!shouldReset) {
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std::vector<float> vertices;
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{
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auto dragDelta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Middle);
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rotation[0] += -dragDelta.y * 0.0075F;
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rotation[1] += -dragDelta.x * 0.0075F;
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ImGui::ResetMouseDragDelta(ImGuiMouseButton_Middle);
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auto scrollDelta = ImGui::GetIO().MouseWheel;
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scaling += scrollDelta * 0.01F;
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if (scaling < 0.01F)
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scaling = 0.01F;
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}
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if (shouldReset) {
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vertices.clear();
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vertices.resize(pattern.getSize() / sizeof(float));
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pattern.getEvaluator()->readData(pattern.getOffset(), vertices.data(), vertices.size() * sizeof(float), pattern.getSection());
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std::vector<float> normals;
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normals.clear();
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normals.resize(vertices.size());
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for (u32 i = 0; i < normals.size(); i += 9) {
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auto v1 = gl::Vector<float, 3>({ vertices[i + 0], vertices[i + 1], vertices[i + 2] });
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@ -146,89 +167,47 @@ namespace hex::plugin::builtin {
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normals[i + 8] = normal[2];
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}
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{
|
||||
gl::FrameBuffer frameBuffer;
|
||||
shader = gl::Shader(romfs::get("shaders/default/vertex.glsl").string(), romfs::get("shaders/default/fragment.glsl").string());
|
||||
|
||||
gl::Texture renderTexture(512, 512);
|
||||
frameBuffer.attachTexture(renderTexture);
|
||||
vertexArray = gl::VertexArray();
|
||||
vertexArray.bind();
|
||||
|
||||
frameBuffer.bind();
|
||||
vertexBuffer = gl::Buffer<float> (gl::BufferType::Vertex, vertices);
|
||||
normalBuffer = gl::Buffer<float>(gl::BufferType::Vertex, normals);
|
||||
|
||||
constexpr static const char *VertexShaderSource = R"glsl(
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 in_Position;
|
||||
layout (location = 1) in vec3 in_Normal;
|
||||
vertexArray.addBuffer(0, vertexBuffer);
|
||||
vertexArray.addBuffer(1, normalBuffer);
|
||||
|
||||
uniform float time;
|
||||
out vec3 normal;
|
||||
vertexBuffer.unbind();
|
||||
vertexArray.unbind();
|
||||
}
|
||||
|
||||
mat4 rotationMatrix(vec3 axis, float angle) {
|
||||
axis = normalize(axis);
|
||||
float s = sin(angle);
|
||||
float c = cos(angle);
|
||||
float oc = 1.0 - c;
|
||||
{
|
||||
gl::FrameBuffer frameBuffer;
|
||||
|
||||
return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0,
|
||||
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0,
|
||||
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0,
|
||||
0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
gl::Texture renderTexture(512, 512);
|
||||
frameBuffer.attachTexture(renderTexture);
|
||||
|
||||
void main() {
|
||||
mat4 rotation = rotationMatrix(vec3(1.0, 0.0, 0.0), time / 2) * rotationMatrix(vec3(0.0, 1.0, 0.0), time / 3);
|
||||
normal = (vec4(in_Normal, 1.0) * rotation).xyz;
|
||||
gl_Position = vec4(in_Position * 0.5, 1.0) * rotation;
|
||||
}
|
||||
)glsl";
|
||||
frameBuffer.bind();
|
||||
|
||||
constexpr static const char *FragmentShaderSource = R"glsl(
|
||||
#version 330 core
|
||||
in vec3 normal;
|
||||
out vec4 color;
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
void main() {
|
||||
vec3 norm = normalize(normal);
|
||||
vec3 lightDir = normalize(vec3(0, 0, -1));
|
||||
float diff = max(dot(norm, lightDir), 0.0);
|
||||
vec3 diffuse = diff * vec3(1.0, 1.0, 1.0);
|
||||
shader.bind();
|
||||
shader.setUniform("scale", scaling);
|
||||
shader.setUniform("rotation", rotation);
|
||||
|
||||
color = vec4(1.0f, 0.5f, 0.2f, 1.0f) * vec4(diffuse, 1.0) + 0.1;
|
||||
}
|
||||
)glsl";
|
||||
vertexArray.bind();
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glViewport(0, 0, renderTexture.getWidth(), renderTexture.getHeight());
|
||||
glClearColor(0.00F, 0.00F, 0.00F, 0.00f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
vertexBuffer.draw();
|
||||
|
||||
gl::Shader shader(VertexShaderSource, FragmentShaderSource);
|
||||
vertexArray.unbind();
|
||||
shader.unbind();
|
||||
frameBuffer.unbind();
|
||||
|
||||
gl::VertexArray vertexArray;
|
||||
vertexArray.bind();
|
||||
|
||||
gl::Buffer<float> vertexBuffer(gl::BufferType::Vertex, vertices);
|
||||
gl::Buffer<float> normalBuffer(gl::BufferType::Vertex, normals);
|
||||
|
||||
vertexArray.addBuffer(0, vertexBuffer);
|
||||
vertexArray.addBuffer(1, normalBuffer);
|
||||
|
||||
vertexBuffer.unbind();
|
||||
vertexArray.unbind();
|
||||
|
||||
shader.bind();
|
||||
shader.setUniform("time", glfwGetTime());
|
||||
|
||||
vertexArray.bind();
|
||||
|
||||
glViewport(0, 0, renderTexture.getWidth(), renderTexture.getHeight());
|
||||
glClearColor(0.00F, 0.00F, 0.00F, 0.00f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
vertexBuffer.draw();
|
||||
|
||||
vertexArray.unbind();
|
||||
shader.unbind();
|
||||
frameBuffer.unbind();
|
||||
|
||||
texture = ImGui::Texture(renderTexture.getTexture(), renderTexture.getWidth(), renderTexture.getHeight());
|
||||
renderTexture.release();
|
||||
}
|
||||
texture = ImGui::Texture(renderTexture.release(), renderTexture.getWidth(), renderTexture.getHeight());
|
||||
}
|
||||
|
||||
ImGui::Image(texture, texture.getSize(), ImVec2(0, 1), ImVec2(1, 0));
|
||||
|
|
Loading…
Reference in New Issue