commit e23d49af72402351acb1e68a0d8a8d25e1d2601f
parent 386b030ea1c85fec3907d0ae3355ae466118cc57
Author: rexim <reximkut@gmail.com>
Date: Tue, 6 Jul 2021 22:58:41 +0700
Fully integrate OpenGL renderer with the editor
Diffstat:
3 files changed, 145 insertions(+), 12 deletions(-)
diff --git a/shaders/font.frag b/shaders/font.frag
@@ -20,6 +20,11 @@ flat in int glyph_ch;
in vec4 glyph_fg_color;
in vec4 glyph_bg_color;
+float map01(float x)
+{
+ return (x + 1) / 2.0;
+}
+
void main() {
int ch = glyph_ch;
if (!(ASCII_DISPLAY_LOW <= ch && ch <= ASCII_DISPLAY_HIGH)) {
@@ -34,5 +39,10 @@ void main() {
vec2 t = pos + size * uv;
vec4 tc = texture(font, t);
- gl_FragColor = glyph_bg_color * (1.0 - tc.x) + tc.x * glyph_fg_color;
+ vec4 rainbow = vec4(
+ map01(sin(time + uv.x)),
+ map01(cos(time + uv.y)),
+ map01(sin(time + uv.x + uv.y)),
+ 1.0);
+ gl_FragColor = glyph_bg_color * (1.0 - tc.x) + tc.x * glyph_fg_color * rainbow;
}
diff --git a/shaders/font.vert b/shaders/font.vert
@@ -9,6 +9,8 @@
uniform vec2 resolution;
uniform vec2 scale;
+uniform float time;
+uniform vec2 camera;
layout(location = 0) in ivec2 tile;
layout(location = 1) in int ch;
@@ -22,13 +24,14 @@ out vec4 glyph_bg_color;
vec2 project_point(vec2 point)
{
- return 2.0 * point / resolution;
+ return 2.0 * (point - camera) / resolution;
}
void main() {
uv = vec2(float(gl_VertexID & 1), float((gl_VertexID >> 1) & 1));
vec2 char_size = vec2(float(FONT_CHAR_WIDTH), float(FONT_CHAR_HEIGHT));
vec2 pos = tile * char_size * scale;
+
gl_Position = vec4(project_point(uv * char_size * scale + pos), 0.0, 1.0);
glyph_ch = ch;
diff --git a/src/main.c b/src/main.c
@@ -140,11 +140,16 @@ static const Glyph_Attr_Def glyph_attr_defs[COUNT_GLYPH_ATTRS] = {
};
static_assert(COUNT_GLYPH_ATTRS == 4, "The amount of glyph vertex attributes have changed");
-#define GLYPH_BUFFER_CAP 1024
+#define GLYPH_BUFFER_CAP (640 * 1024)
Glyph glyph_buffer[GLYPH_BUFFER_CAP];
size_t glyph_buffer_count = 0;
+void glyph_buffer_clear(void)
+{
+ glyph_buffer_count = 0;
+}
+
void glyph_buffer_push(Glyph glyph)
{
assert(glyph_buffer_count < GLYPH_BUFFER_CAP);
@@ -176,10 +181,29 @@ void gl_render_text(const char *text, Vec2i tile, Vec4f fg_color, Vec4f bg_color
gl_render_text_sized(text, strlen(text), tile, fg_color, bg_color);
}
+void gl_render_cursor()
+{
+ const char *c = editor_char_under_cursor(&editor);
+ Vec2i tile = vec2i(editor.cursor_col, -(int) editor.cursor_row);
+ gl_render_text_sized(c ? c : " ", 1, tile, vec4fs(0.0f), vec4fs(1.0f));
+}
+
+// OPENGL
int main(int argc, char **argv)
{
- (void) argc;
- (void) argv;
+ const char *file_path = NULL;
+
+ if (argc > 1) {
+ file_path = argv[1];
+ }
+
+ if (file_path) {
+ FILE *file = fopen(file_path, "r");
+ if (file != NULL) {
+ editor_load_from_file(&editor, file);
+ fclose(file);
+ }
+ }
scc(SDL_Init(SDL_INIT_VIDEO));
@@ -231,6 +255,7 @@ int main(int argc, char **argv)
GLint time_uniform;
GLint resolution_uniform;
GLint scale_uniform;
+ GLint camera_uniform;
// Initialize Shaders
{
@@ -253,8 +278,9 @@ int main(int argc, char **argv)
time_uniform = glGetUniformLocation(program, "time");
resolution_uniform = glGetUniformLocation(program, "resolution");
scale_uniform = glGetUniformLocation(program, "scale");
+ camera_uniform = glGetUniformLocation(program, "camera");
- glUniform2f(scale_uniform, 5.0f, 5.0f);
+ glUniform2f(scale_uniform, FONT_SCALE, FONT_SCALE);
}
// Init Font Texture
@@ -334,14 +360,9 @@ int main(int argc, char **argv)
}
}
- const char *text = "Hello, World";
- const char *foobar = "Foo Bar";
- gl_render_text(text, vec2is(0), vec4f(1.0f, 0.0f, 0.0f, 1.0f), vec4fs(1.0f));
- gl_render_text(foobar, vec2i(0, -1), vec4f(0.0f, 1.0f, 0.0f, 1.0f), vec4fs(0.0f));
- glyph_buffer_sync();
-
bool quit = false;
while (!quit) {
+ const Uint32 start = SDL_GetTicks();
SDL_Event event = {0};
while (SDL_PollEvent(&event)) {
switch (event.type) {
@@ -349,10 +370,84 @@ int main(int argc, char **argv)
quit = true;
}
break;
+
+ case SDL_KEYDOWN: {
+ switch (event.key.keysym.sym) {
+ case SDLK_BACKSPACE: {
+ editor_backspace(&editor);
+ }
+ break;
+
+ case SDLK_F2: {
+ if (file_path) {
+ editor_save_to_file(&editor, file_path);
+ }
+ }
+ break;
+
+ case SDLK_RETURN: {
+ editor_insert_new_line(&editor);
+ }
+ break;
+
+ case SDLK_DELETE: {
+ editor_delete(&editor);
+ }
+ break;
+
+ case SDLK_UP: {
+ if (editor.cursor_row > 0) {
+ editor.cursor_row -= 1;
+ }
+ }
+ break;
+
+ case SDLK_DOWN: {
+ editor.cursor_row += 1;
+ }
+ break;
+
+ case SDLK_LEFT: {
+ if (editor.cursor_col > 0) {
+ editor.cursor_col -= 1;
+ }
+ }
+ break;
+
+ case SDLK_RIGHT: {
+ editor.cursor_col += 1;
+ }
+ break;
+ }
+ }
+ break;
+
+ case SDL_TEXTINPUT: {
+ editor_insert_text_before_cursor(&editor, event.text.text);
+ }
+ break;
+
+ case SDL_MOUSEBUTTONDOWN: {
+ // TODO: mouse click is broken, because the coordinates need to be mapped differently
+ // The feature was initially introduced in #14
+ }
+ break;
}
}
{
+ const Vec2f cursor_pos =
+ vec2f((float) editor.cursor_col * FONT_CHAR_WIDTH * FONT_SCALE,
+ (float) (-(int)editor.cursor_row) * FONT_CHAR_HEIGHT * FONT_SCALE);
+
+ camera_vel = vec2f_mul(
+ vec2f_sub(cursor_pos, camera_pos),
+ vec2fs(2.0f));
+
+ camera_pos = vec2f_add(camera_pos, vec2f_mul(camera_vel, vec2fs(DELTA_TIME)));
+ }
+
+ {
int w, h;
SDL_GetWindowSize(window, &w, &h);
// TODO: update the viewport and the resolution only on actual window change
@@ -360,19 +455,44 @@ int main(int argc, char **argv)
glUniform2f(resolution_uniform, (float) w, (float) h);
}
+ glyph_buffer_clear();
+ {
+ for (size_t row = 0; row < editor.size; ++row) {
+ const Line *line = editor.lines + row;
+ gl_render_text_sized(line->chars, line->size, vec2i(0, -row), vec4fs(1.0f), vec4fs(0.0f));
+ }
+ }
+ glyph_buffer_sync();
+
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUniform1f(time_uniform, (float) SDL_GetTicks() / 1000.0f);
+ glUniform2f(camera_uniform, camera_pos.x, camera_pos.y);
+
+ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, glyph_buffer_count);
+
+ glyph_buffer_clear();
+ {
+ gl_render_cursor();
+ }
+ glyph_buffer_sync();
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, glyph_buffer_count);
SDL_GL_SwapWindow(window);
+
+ const Uint32 duration = SDL_GetTicks() - start;
+ const Uint32 delta_time_ms = 1000 / FPS;
+ if (duration < delta_time_ms) {
+ SDL_Delay(delta_time_ms - duration);
+ }
}
return 0;
}
#else
+// SDL
int main(int argc, char **argv)
{
const char *file_path = NULL;