Initial Commit

This commit is contained in:
2025-04-15 18:04:16 -04:00
parent d5c5059140
commit 4aa283da29
4 changed files with 99 additions and 3 deletions

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@@ -9,7 +9,7 @@ endif()
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/cmake")
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/cmake")
include(cmake/CPM.cmake)
@@ -30,7 +30,7 @@ CPMAddPackage(NAME ReWindow
URL https://git.redacted.cc/Redacted/ReWindow/archive/Prerelease-32.zip)
CPMAddPackage(NAME JGL
URL https://git.redacted.cc/josh/JGL/archive/Prerelease-52.zip)
URL https://git.redacted.cc/josh/JGL/archive/Prerelease-53.zip)
CPMAddPackage(NAME JUI
URL https://git.redacted.cc/josh/ReJUI/archive/Prerelease-5.16.zip)

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@@ -2,14 +2,36 @@
#include <ReWindow/types/Window.h>
#include <JUI/Widgets/Scene.hpp>
#include <JUI/Widgets/Window.hpp>
#include "JUI/Widgets/CommandLine.hpp"
#include "JGL/types/Shader.h"
std::vector<std::string> string_expand(const std::string& input, char delimiter = ' ')
{
std::vector<std::string> result;
std::stringstream ss (input);
std::string item;
while (getline(ss, item, delimiter)) {
result.push_back(item);
}
return result;
}
class ReShaderProgram : public ReWindow::OpenGLWindow {
public:
JUI::Scene* scene;
JUI::CommandLine* console;
JGL::Shader shader;
ReShaderProgram() : ReWindow::OpenGLWindow("ReShader", 1080, 720, 2, 1) {
shader = Shader(std::filesystem::path("../shaders/test.vert.glsl"), std::filesystem::path("../shaders/test.frag.glsl"));
}
void ReloadShader()
{
//shader.Unload();
shader = Shader(std::filesystem::path("../shaders/test.vert.glsl"), std::filesystem::path("../shaders/test.frag.glsl"));
}
void CreateMenu() {
@@ -20,6 +42,18 @@ public:
wind->MinSize({100, 100});
wind->Size({200_px, 200_px});
console = new JUI::CommandLine(scene);
console->OnInput += [this] (const std::string& message) {
auto tokens = string_expand(message);
std::string cmd = tokens[0];
if (cmd == "r")
{
ReloadShader();
}
};
}
bool Open() override
@@ -51,10 +85,17 @@ public:
scene->Update(elapsed);
}
void Draw() {
Shader::UseDefault();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
shader.Use();
JGL::J2D::FillRect(Colors::White, {0, 0}, Vector2(GetSize().x, GetSize().y));
Shader::UseDefault();
scene->Draw();
}
void OnRefresh(float elapsed) override {
Update(elapsed);

50
shaders/test.frag.glsl Normal file
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@@ -0,0 +1,50 @@
#version 120
#ifdef GL_ES
precision mediump float;
#endif
attribute vec4 gl_Color;
uniform vec2 u_resolution;
uniform float u_time;
vec3 rgb2hsb( in vec3 c ){
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz),
vec4(c.gb, K.xy),
step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r),
vec4(c.r, p.yzx),
step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)),
d / (q.x + e),
q.x);
}
// Function from Iñigo Quiles
// https://www.shadertoy.com/view/MsS3Wc
vec3 hsb2rgb( in vec3 c ){
vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),
6.0)-3.0)-1.0,
0.0,
1.0 );
rgb = rgb*rgb*(3.0-2.0*rgb);
return c.z * mix(vec3(1.0), rgb, c.y);
}
void main(){
vec2 st = gl_FragCoord.xy/u_resolution;
vec3 color = vec3(0.0);
// We map x (0.0 - 1.0) to the hue (0.0 - 1.0)
// And the y (0.0 - 1.0) to the brightness
color = hsb2rgb(vec3(st.x,1.0,st.y));
gl_FragColor = vec4(color,1.0);
gl_FragColor = gl_Color;
}

5
shaders/test.vert.glsl Normal file
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@@ -0,0 +1,5 @@
#version 120
void main() {
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}