505 lines
18 KiB
C++
505 lines
18 KiB
C++
/// Fractal Inspector Application
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#include <iostream>
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#include <JGL/logger/logger.h>
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#include <ReWindow/types/Window.h>
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#include <JUI/Widgets/Scene.hpp>
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#include <JUI/Widgets/Slider.hpp>
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#include <JUI/Widgets/Window.hpp>
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#include "JUI/Widgets/CommandLine.hpp"
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#include "JGL/types/Shader.h"
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#include <ReWindow/Logger.h>
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#include <Color4.hpp>
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#include "JUI/Widgets/UtilityBar.hpp"
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#include <JUI/Widgets/ColorPicker.hpp>
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std::vector<std::string> string_expand(const std::string& input, char delimiter = ' ');
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#pragma region OpenGL Introspection
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inline std::string GetGLVendor() { return {(const char*)glGetString(GL_VENDOR)}; }
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inline std::string GetGLRenderer() { return {(const char*)glGetString(GL_RENDERER)}; }
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inline std::string GetGLVersion() { return {(const char*)glGetString(GL_VERSION)}; }
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inline std::string GetGLSLVersion() { return {(const char*)glGetString(GL_SHADING_LANGUAGE_VERSION)}; }
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inline std::string GetGLExtensions() { return {(const char*)glGetString(GL_EXTENSIONS)}; }
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inline std::vector<std::string> GetGLExtensionList() { return string_expand({(const char*)glGetString(GL_EXTENSIONS)}); }
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#pragma endregion
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std::vector<std::string> string_expand(const std::string& input, char delimiter)
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{
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std::vector<std::string> result;
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std::stringstream ss (input);
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std::string item;
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while (getline(ss, item, delimiter)) {
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result.push_back(item);
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}
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return result;
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}
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using namespace JUI::UDimLiterals;
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class ReShaderProgram : public ReWindow::OpenGLWindow {
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public:
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JUI::Scene *scene;
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JUI::UtilityBar* toolbar;
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JUI::CommandLine *console;
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JUI::Window* info_dialog;
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JUI::Window* mandelbrotset_dialog;
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JGL::Shader shader;
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JGL::RenderTarget *canvas;
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float u_time;
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float u_scale = 2.f;
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Vector2 u_translation {0.4f, 0.f};
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Color4 u_rgb_1 = Colors::Greens::Chartreuse;
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Color4 u_rgb_2 = Colors::Reds::LightCoral;
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Color4 u_rgb_3 = Colors::Yellow;
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Color4 u_rgb_4 = Colors::Green;
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std::string frag_name;
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std::string vert_name;
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ReShaderProgram();
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static std::filesystem::path VertexShaderFilepathFromPrefixName(const std::string &name)
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{
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return "../shaders/" + name + ".vert.glsl";
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}
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static std::filesystem::path FragmentShaderFilepathFromPrefixName(const std::string &name)
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{
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return "../shaders/" + name + ".frag.glsl";
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}
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void LoadShader(const std::string& name)
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{
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frag_name = name;
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vert_name = name;
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shader = Shader(VertexShaderFilepathFromPrefixName(name), FragmentShaderFilepathFromPrefixName(name));
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}
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void LoadShader(const std::string& vertex_name, const std::string& fragment_name)
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{
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this->vert_name = vertex_name;
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this->frag_name = fragment_name;
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shader = Shader(VertexShaderFilepathFromPrefixName(vert_name), FragmentShaderFilepathFromPrefixName(frag_name));
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}
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void LoadShaderWithDefaultVertex(const std::string& name) {
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this->frag_name = name;
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shader = Shader(VertexShaderFilepathFromPrefixName(vert_name), FragmentShaderFilepathFromPrefixName(name));
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}
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void ReloadShader() {
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LoadShader(vert_name, frag_name);
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}
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using CmdArgs = std::vector<std::string>;
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void PositionCmd(const CmdArgs& args) {
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if (args.empty()) { // Output position + scale
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console->Log(std::format("Pos: {}, {}, Zoom: {}", u_translation.x, u_translation.y, u_scale));
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return;
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}
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if (args.size() >= 2) { // Set Position
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u_translation.x = std::stof(args[0]);
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u_translation.y = std::stof(args[1]);
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if (args.size() >= 3) { // Also set scale
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u_scale = std::stof(args[2]);
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}
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}
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console->Log(std::format("{}", args.size()));
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}
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void ParseCmdLineMessage(const std::string& message) {
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auto tokens = string_expand(message);
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if (tokens.size() == 0) {
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console->Log("No command input!", Colors::Red);
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return;
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}
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std::string cmd = tokens[0];
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// Remove 0th element from tokens before passing to command delegates.
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tokens.erase(tokens.begin());
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if (cmd == "r" || cmd == "reload") {
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ReloadShader();
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} else if (cmd == "lf") {
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if (tokens.size() > 1) {
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std::string fragment = tokens[1];
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// TODO: Check for file in question.
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LoadShaderWithDefaultVertex(fragment);
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return;
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}
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console->Log("Error: Command syntax is lf <fragment-shader-name>", Colors::Red);
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} else if (cmd == "ls") {
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if (tokens.size() > 1) {
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std::string shader = tokens[1];
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// TODO: Check for file in question.
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LoadShader(shader);
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return;
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}
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console->Log("Error: Command syntax is ls <shader-name>", Colors::Red);
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} else if (cmd == "pos") {
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return PositionCmd(tokens);
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} else {
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console->Log(std::format("No such command: {}", cmd), Colors::Red);
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}
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}
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void CreateMenu() {
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using namespace JUI::UDimLiterals;
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toolbar = new JUI::UtilityBar(scene);
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toolbar->AddSubmenu("File"); toolbar->AddSubmenu("Edit");
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auto* btn_toggle_console = toolbar->AddButton("Console");
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btn_toggle_console->OnClickEvent += [this] (auto a, auto b) mutable {
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console->Toggle();
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};
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auto* btn_toggle_info_dialog = toolbar->AddButton("Info");
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// TODO: Implement JUI structure that makes blocks of text easy to impelement.
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info_dialog = new JUI::Window(scene);
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info_dialog->SetTitle("FractalInspector - Read Me");
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btn_toggle_info_dialog->OnClickEvent += [this] (auto a, auto b) mutable {
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info_dialog->Toggle();
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};
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auto* layout = new JUI::VerticalListLayout(info_dialog->ViewportInstance());
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layout->Padding(0_px);
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// TODO: Code like this ends up being a common construct in JUI programs: Make a TextList widget.
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auto line_item = [&] (const std::string& text, int size = 20, const Color4& color = Colors::White) {
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auto* content = new JUI::TextRect(layout);
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content->Size({100_percent, 25_px});
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content->SetContent(text);
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content->SetTextSize(size);
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content->SetTextColor(color);
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content->BGColor(Colors::Transparent);
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content->AlignCenterHorizontally();
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};
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// TODO: Is this text useful and relevant, or does it come off as egotistic autofellatio?
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line_item("FractalInspector V 1.0");
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line_item("Developed & Maintained by Josh O'Leary");
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line_item("(c) 2025 Redacted Software - redacted.cc");
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line_item("This project is part of an independent research project to develop high-performance,", 18);
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line_item("useful software that stands in contrast to all modern software trends.", 18);
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line_item("This program is written in C++, from scratch.");
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// TODO: Utilize for things later.
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auto* wind = new JUI::Window(scene);
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wind->SetTitle("Color-Pickers");
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wind->MinSize({600, 150});
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wind->Size({600_px, 150_px});
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wind->Position({50_px, 50_px});
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auto* col_layout = new JUI::HorizontalListLayout(wind->Content());
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//wind->Close();
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JUI::ColorPicker* pp = new JUI::ColorPicker(col_layout);
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pp->Size({25_percent, 100_percent});
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pp->OnColorValueChanged += [this] (const Color4& color) mutable {
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u_rgb_1 = color;
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};
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/*auto* wind2 = new JUI::Window(scene);
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wind2->SetTitle("Color-Picker B");
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wind2->MinSize({200, 150});
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wind2->Size({200_px, 150_px});
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wind2->Position({50_px, 250_px});*/
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JUI::ColorPicker* pp2 = new JUI::ColorPicker(col_layout);
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pp2->Size({25_percent, 100_percent});
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pp2->OnColorValueChanged += [this] (const Color4& color) mutable {
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u_rgb_2 = color;
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};
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JUI::ColorPicker* pp3 = new JUI::ColorPicker(col_layout);
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pp3->Size({25_percent, 100_percent});
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pp3->OnColorValueChanged += [this] (const Color4& color) mutable {
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u_rgb_3 = color;
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};
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JUI::ColorPicker* pp4 = new JUI::ColorPicker(col_layout);
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pp4->Size({25_percent, 100_percent});
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pp4->OnColorValueChanged += [this] (const Color4& color) mutable {
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u_rgb_3 = color;
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};
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console = new JUI::CommandLine(scene);
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console->MinSize(Vector2(200, 200));
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console->MaxSize(Vector2(GetWidth()-10, GetHeight()-10));
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console->Size({100_percent, 200_px});
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console->Position({0_percent, JUI::UDim(-200, 1)});
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console->OnInput += [this] (const std::string& message) {
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ParseCmdLineMessage(message);
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};
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mandelbrotset_dialog = new JUI::Window(scene);
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mandelbrotset_dialog->Position({20_px, 300_px});
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auto* mandelbrotset_layout = new JUI::VerticalListLayout(mandelbrotset_dialog->ViewportInstance());
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mandelbrotset_layout->LayoutOrder(JUI::LayoutOrder::V::TOP);
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int idx = 999;
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auto mb_line_item = [&] (const std::string& text, int size = 20, const Color4& color = Colors::White) {
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auto* content = new JUI::TextRect(mandelbrotset_layout);
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content->Size({100_percent, 25_px});
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content->SetContent(text);
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content->SetTextSize(size);
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content->SetTextColor(color);
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content->BGColor(Colors::Transparent);
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content->AlignCenterHorizontally();
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content->LayoutOrder(idx--);
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};
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mb_line_item("The Mandelbrot Set");
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mb_line_item("Imagine a simple rule: ");
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mb_line_item("Take a number, square it, and add back the original number.");
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// TODO: Collapsible section: Evaluation of mandelbrot set with z = 0.
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mb_line_item("If we start with zero, and keep repeating this rule, we always get zero. Boring, right?");
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// TODO: Collapsible section: Evaluation of mandelbrot set with z = 1.
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mb_line_item("But what if we start with a different number. Let's say 1.");
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mb_line_item("1 squared is 1, plus 1 is 2.");
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mb_line_item("2 squared is 4, plus 1 is 5.");
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mb_line_item("5 squared is 25, plus 1 is 26.");
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mb_line_item("The numbers keep getting bigger and bigger -- they 'escape' to infinity.");
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// TODO: Collapsible section: Evaluation of mandelbrot set with z = -1.
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mb_line_item("Now, let's try a number like -1.");
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mb_line_item("-1 squared is 1, plus -1 is 0.");
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mb_line_item("0 squared is 0, plus -1 is -1");
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mb_line_item("-1 squared is 1, plus -1 is 0");
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mb_line_item("The numbers get stuck in a loop between -1 and 0 -- they don't escape");
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mb_line_item("The Mandelbrot set is a collection of all the starting numbers that don't escape to infinity when you repeat this simple rule.");
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mb_line_item("These numbers, when plotted on a complex number plane, create this incredibly intricate and beautiful fractal shape.");
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mb_line_item("Color-code the 'escape velocity' of the input numbers that do escape, and you get a result like the one you see.");
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}
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bool Open() override
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{
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if (!OpenGLWindow::Open())
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return false;
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auto size = GetSize();
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auto vec_size = Vector2i(size.x, size.y);
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if (!JGL::Init(vec_size, 0.f, 1.f))
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return false;
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JGL::Update(vec_size);
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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glDepthMask(GL_TRUE);
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// TODO: Delete when we update to the next release of JGL
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1); // NOTE: This MUST be called for text rendering to work properly!!!
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scene = new JUI::Scene();
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CreateMenu();
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canvas = new RenderTarget(vec_size);
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LoadShader("test", "mandelbrot");
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console->Log(std::format("OpenGL Renderer: {}", GetGLRenderer()));
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console->Log(std::format("OpenGL Vendor: {}", GetGLVendor()));
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console->Log(std::format("OpenGL Version: {}", GetGLVersion()));
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console->Log(std::format("GLSL Version: {}", GetGLSLVersion()));
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/*auto ext_list = GetGLExtensionList();
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// TODO: output 3 at a time.
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console->Log("GL-Extensions: ");
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std::string formatted_output = "";//"GL-Extensions: {}";
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int iter = 0;
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for (auto& str : ext_list) {
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formatted_output += str + ", ";
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iter++;
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if (iter > 5) {
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iter = 0;
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console->Log(formatted_output);
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formatted_output = "";
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}
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}*/
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return true;
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}
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void PropagateWindowSize() {
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auto size = GetSize();
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Vector2i vSize = Vector2i(size.x, size.y);
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JGL::Update(vSize);
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scene->SetViewportSize(Vector2(vSize));
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console->MaxSize(Vector2(GetWidth()-10, GetHeight()-10));
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// TODO: Causes the shader canvas to not appear...?
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//canvas->Resize(vSize);
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}
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void Update(float elapsed) {
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scene->Update(elapsed);
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if (IsKeyDown(Keys::F6)) {
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u_scale = 2.f;
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u_translation = {.4, 0};
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}
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// TODO: Vary the rate appropriately.
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float rate = elapsed * 0.125f;
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if (IsKeyDown(Keys::LeftShift))
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rate *= 0.125f;
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if (IsKeyDown(Keys::LeftControl))
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rate *= 0.125f;
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if (IsKeyDown(Keys::Minus))
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u_scale += rate;
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if (IsKeyDown(Keys::Equals))
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u_scale -= rate;
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if (IsKeyDown(Keys::DownArrow))
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u_translation.y += rate;
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if (IsKeyDown(Keys::UpArrow))
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u_translation.y -= rate;
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if (IsKeyDown(Keys::LeftArrow))
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u_translation.x += rate;
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if (IsKeyDown(Keys::RightArrow))
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u_translation.x -= rate;
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u_time += elapsed;
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Vector2 u_res = Vector2(GetSize().x, GetSize().y);
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// TODO: Why do we need to multiply X by 1.5 here?
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Vector2 u_mouse = Vector2(GetMouseCoordinates().x*1.5f, GetSize().y-GetMouseCoordinates().y);
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shader.SetVector2("u_resolution", u_res);
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shader.SetFloat("u_time", u_time);
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shader.SetVector2("u_mouse", u_mouse);
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shader.SetVector3("u_rgb_1", Vector3(u_rgb_1.RN(), u_rgb_1.GN(), u_rgb_1.BN()));
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shader.SetVector3("u_rgb_2", Vector3(u_rgb_2.RN(), u_rgb_2.GN(), u_rgb_2.BN()));
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shader.SetVector3("u_rgb_3", Vector3(u_rgb_3.RN(), u_rgb_3.GN(), u_rgb_3.BN()));
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shader.SetVector3("u_rgb_4", Vector3(u_rgb_4.RN(), u_rgb_4.GN(), u_rgb_4.BN()));
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shader.SetFloat("u_scale", u_scale);
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shader.SetVector2("u_translation", u_translation);
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}
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void Draw() {
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Shader::UseDefault();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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// TODO: Have to be particular about the order-of-operations in regards to shaders.
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// Protip: Use RenderTarget to draw a quad with the shader in question. *After rendering the rest of the scene.*
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J2D::Begin();
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J2D::DrawRenderTarget(canvas, {0, 0});
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J2D::End();
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scene->Draw();
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JGL::J2D::Begin(canvas, true);
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shader.Use();
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JGL::J2D::FillRect(Colors::Black, {0, 0}, Vector2(GetSize().x, GetSize().y));
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JGL::J2D::End();
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}
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void OnRefresh(float elapsed) override {
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PropagateWindowSize();
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Update(elapsed);
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Draw();
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this->SwapBuffers();
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}
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void OnMouseButtonDown(const ReWindow::MouseButtonDownEvent &e) override {
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if (e.Button == MouseButtons::Left)
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scene->ObserveMouseInput(JUI::MouseButton::Left, true);
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if (e.Button == MouseButtons::Middle)
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scene->ObserveMouseInput(JUI::MouseButton::Middle, true);
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if (e.Button == MouseButtons::Right)
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scene->ObserveMouseInput(JUI::MouseButton::Right, true);
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}
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void OnMouseButtonUp(const ReWindow::MouseButtonUpEvent &e) override {
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if (e.Button == MouseButtons::Left)
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scene->ObserveMouseInput(JUI::MouseButton::Left, false);
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if (e.Button == MouseButtons::Middle)
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scene->ObserveMouseInput(JUI::MouseButton::Middle, false);
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if (e.Button == MouseButtons::Right)
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scene->ObserveMouseInput(JUI::MouseButton::Right, false);
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}
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void OnMouseMove(const ReWindow::MouseMoveEvent &e) override {
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Vector2 nmp = Vector2(e.Position.x, e.Position.y);
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scene->ObserveMouseMovement(nmp);
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}
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void OnKeyDown(const ReWindow::KeyDownEvent &e) override {
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if (scene->ObserveKeyInput(e.key, true))
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return;
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if (e.key == Keys::R)
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ReloadShader();
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}
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void OnKeyUp(const ReWindow::KeyUpEvent &e) override {
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scene->ObserveKeyInput(e.key, false);
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}
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protected:
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private:
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};
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ReShaderProgram::ReShaderProgram(): ReWindow::OpenGLWindow("ReShader", 1800, 1000, 2, 1) {
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Shader::OnCompilationErrorMessage += [this](std::string type, std::string infoLog) {
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auto log_lines = string_expand(infoLog, '\n');
|
|
console->Log(type, Colors::Red);
|
|
std::cerr << type << std::endl;
|
|
for (auto line: log_lines) {
|
|
console->Log(line, Colors::Red);
|
|
std::cerr << line << std::endl;
|
|
}
|
|
};
|
|
|
|
u_time = 0;
|
|
}
|
|
|
|
int main(int argc, char** argv) {
|
|
ReWindow::Logger::Debug.EnableConsole(false);
|
|
|
|
auto* program = new ReShaderProgram();
|
|
|
|
program->Open();
|
|
program->SetFullscreen(false);
|
|
program->SetVsyncEnabled(false);
|
|
program->SetResizable(true);
|
|
|
|
while (program->IsAlive())
|
|
program->ManagedRefresh();
|
|
|
|
return 0;
|
|
}
|