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#include <GL/glew.h>
#include "ImageViewer.hpp"
#include "../Math/MVP.hpp"
namespace MC::Util {
ImageViewer::ImageViewer(
GFX::Image::RawImage& image
) : m_texture(image),
m_program(
{GFX::Shading::Shader::Type::Vertex, ImageViewer::vertex},
{GFX::Shading::Shader::Type::Fragment, ImageViewer::fragment}
),
m_mesh(GFX::Binder::load(default_mesh)) {
m_program.bind();
auto model_uniform = m_program.uniform("model_matrix");
auto view_uniform = m_program.uniform("view_matrix");
auto projection_uniform = m_program.uniform("projection_matrix");
model_uniform.set(Math::MVP::model({}, {}));
view_uniform.set(Math::MVP::view({}, {}));
projection_uniform.set(Math::MVP::orthographic_projection(1000, 800, 0.0f, 100.0f));
m_program.unbind();
}
void ImageViewer::render() {
m_program.bind();
m_texture.bind();
m_mesh.bind();
glDrawElements(GL_TRIANGLES, m_mesh.size(), GL_UNSIGNED_INT, nullptr);
m_mesh.unbind();
m_texture.unbind();
m_program.unbind();
}
GFX::Mesh ImageViewer::create_default_mesh() {
return {{
std::vector<Vector<3>>{
{300.0f, 200.0f, 0.0f}, // top left
{300.0f, 600.0f, 0.0f}, // bottom left
{700.0f, 600.0f, 0.0f}, // bottom right
{700.0f, 200.0f, 0.0f } // top right
},
std::vector<Vector<2>>{
{1.0f, 1.0f},
{1.0f, 0.0f,},
{0.0f, 0.0f},
{0.0f, 1.0f},
},
}, {0, 1, 2, 0, 2, 3}};
}
const char* ImageViewer::vertex = R"v(
#version 330 core
uniform mat4 model_matrix;
uniform mat4 view_matrix;
uniform mat4 projection_matrix;
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 tex_coord;
out vec2 frag_tex_coord;
void main() {
gl_Position = projection_matrix * view_matrix * model_matrix * vec4(position, 1.0);
frag_tex_coord = tex_coord;
})v";
const char* ImageViewer::fragment = R"f(
#version 330 core
uniform sampler2D image;
in vec2 frag_tex_coord;
out vec4 color;
void main() {
color = texture(image, frag_tex_coord);
})f";
}
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