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#include <GL/glew.h>
#include "ImageViewer.hpp"
#include "../Math/MVP.hpp"
namespace MC::Util {
ImageViewer::ImageViewer(
const GFX::Image::RawImage& image,
float window_aspect
) : m_texture(image),
m_program(
{GFX::Shading::Shader::Type::Vertex, vertex},
{GFX::Shading::Shader::Type::Fragment, fragment}
),
m_mesh(GFX::Binder::load(create_mesh(window_aspect, image.width(), image.height()))) {
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(view_size * window_aspect, view_size, 0.0f, 100.0f));
m_program.unbind();
}
void ImageViewer::render() const {
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_mesh(float window_aspect, uint32_t image_width, uint32_t image_height) {
auto aspect = (float)image_width / image_height;
float max_size = view_size * 0.8f;
float width = max_size * std::min(1.0f, aspect);
float height = max_size * std::min(1.0f, 1/aspect);
float x = (view_size * window_aspect - width) / 2.0f;
float y = (view_size - height) / 2.0f;
return {{
std::vector<Vector<3>>{
{x, y, 0.0f}, // top left
{x, y + height, 0.0f}, // bottom left
{x + width, y + height, 0.0f}, // bottom right
{x + width, y, 0.0f} // top right
},
std::vector<Vector<2>>{
{0.0f, 0.0f},
{0.0f, 1.0f},
{1.0f, 1.0f},
{1.0f, 0.0f},
},
}, {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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