Initial Commit
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@@ -9,7 +9,7 @@ endif()
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set(CMAKE_CXX_STANDARD 20)
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set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/cmake")
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set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/cmake")
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include(cmake/CPM.cmake)
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@@ -30,7 +30,7 @@ CPMAddPackage(NAME ReWindow
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URL https://git.redacted.cc/Redacted/ReWindow/archive/Prerelease-32.zip)
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CPMAddPackage(NAME JGL
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URL https://git.redacted.cc/josh/JGL/archive/Prerelease-52.zip)
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URL https://git.redacted.cc/josh/JGL/archive/Prerelease-53.zip)
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CPMAddPackage(NAME JUI
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URL https://git.redacted.cc/josh/ReJUI/archive/Prerelease-5.16.zip)
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43
main.cpp
43
main.cpp
@@ -2,14 +2,36 @@
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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/Window.hpp>
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#include "JUI/Widgets/CommandLine.hpp"
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#include "JGL/types/Shader.h"
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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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class ReShaderProgram : public ReWindow::OpenGLWindow {
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public:
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JUI::Scene* scene;
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JUI::CommandLine* console;
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JGL::Shader shader;
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ReShaderProgram() : ReWindow::OpenGLWindow("ReShader", 1080, 720, 2, 1) {
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shader = Shader(std::filesystem::path("../shaders/test.vert.glsl"), std::filesystem::path("../shaders/test.frag.glsl"));
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}
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void ReloadShader()
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{
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//shader.Unload();
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shader = Shader(std::filesystem::path("../shaders/test.vert.glsl"), std::filesystem::path("../shaders/test.frag.glsl"));
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}
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void CreateMenu() {
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@@ -20,6 +42,18 @@ public:
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wind->MinSize({100, 100});
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wind->Size({200_px, 200_px});
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console = new JUI::CommandLine(scene);
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console->OnInput += [this] (const std::string& message) {
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auto tokens = string_expand(message);
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std::string cmd = tokens[0];
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if (cmd == "r")
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{
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ReloadShader();
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}
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};
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}
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bool Open() override
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@@ -51,10 +85,17 @@ public:
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scene->Update(elapsed);
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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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shader.Use();
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JGL::J2D::FillRect(Colors::White, {0, 0}, Vector2(GetSize().x, GetSize().y));
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Shader::UseDefault();
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scene->Draw();
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}
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void OnRefresh(float elapsed) override {
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Update(elapsed);
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50
shaders/test.frag.glsl
Normal file
50
shaders/test.frag.glsl
Normal file
@@ -0,0 +1,50 @@
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#version 120
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#ifdef GL_ES
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precision mediump float;
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#endif
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attribute vec4 gl_Color;
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uniform vec2 u_resolution;
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uniform float u_time;
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vec3 rgb2hsb( in vec3 c ){
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz),
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vec4(c.gb, K.xy),
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step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r),
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vec4(c.r, p.yzx),
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step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)),
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d / (q.x + e),
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q.x);
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}
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// Function from Iñigo Quiles
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// https://www.shadertoy.com/view/MsS3Wc
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vec3 hsb2rgb( in vec3 c ){
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vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),
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6.0)-3.0)-1.0,
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0.0,
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1.0 );
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rgb = rgb*rgb*(3.0-2.0*rgb);
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return c.z * mix(vec3(1.0), rgb, c.y);
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}
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void main(){
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vec2 st = gl_FragCoord.xy/u_resolution;
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vec3 color = vec3(0.0);
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// We map x (0.0 - 1.0) to the hue (0.0 - 1.0)
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// And the y (0.0 - 1.0) to the brightness
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color = hsb2rgb(vec3(st.x,1.0,st.y));
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gl_FragColor = vec4(color,1.0);
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gl_FragColor = gl_Color;
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}
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5
shaders/test.vert.glsl
Normal file
5
shaders/test.vert.glsl
Normal file
@@ -0,0 +1,5 @@
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#version 120
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void main() {
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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}
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