summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorFox Caminiti <fox@foxcam.net>2023-02-18 14:25:13 -0500
committerFox Caminiti <fox@foxcam.net>2023-02-18 14:25:13 -0500
commit84aa5c466f57c9541243dbaa7442fdee734af7b7 (patch)
tree5c82453aeee2a6476c24dcee2019fa73a6309c0a
parent02870398a99fab6351182fba407d7d733affa5a1 (diff)
gl sampling test
-rwxr-xr-xbuild.sh2
-rw-r--r--src/gl_calls.cpp17
-rw-r--r--src/main.cpp35
3 files changed, 33 insertions, 21 deletions
diff --git a/build.sh b/build.sh
index c2a90f7..10f5929 100755
--- a/build.sh
+++ b/build.sh
@@ -109,7 +109,7 @@ clang src/main.cpp -MJ bin/main.json $WARNING_FLAGS $OPTIMIZATION $ADDITIONAL_FL
-lm $(pkg-config --cflags --libs $FFMPEG_LIBS)
if [[ "$DEBUG" == 1 ]]; then
-echo "c ec compiled" > /tmp/control_pipe.dat
+ pidof gf2 && echo "c ec compiled" > /tmp/control_pipe.dat
fi
diff --git a/src/gl_calls.cpp b/src/gl_calls.cpp
index 39dba50..82e8be2 100644
--- a/src/gl_calls.cpp
+++ b/src/gl_calls.cpp
@@ -118,23 +118,18 @@ const char *BlendFragmentShaderSource = "#version 330 core\n"
"uniform sampler2D Texture;\n"
"uniform sampler2D Texture1;\n"
"uniform vec3 InputCol;\n"
-"uniform float Rad;\n"
+"uniform vec2 ScreenDimensions;\n"
"void main()\n"
"{\n"
-" float Rada = Rad;\n"
-" vec2 XRotation = vec2(cos(Rada), sin(Rada));\n"
-" vec2 YRotation = vec2(sin(Rada), -cos(Rada));\n"
-" vec2 XAxis = (TexCoord.x - 0.5) * XRotation;\n"
-" vec2 YAxis = (TexCoord.y - 0.5) * YRotation;\n"
-" vec2 NewCoord = vec2(0.5, 0.5) + vec2(XAxis + YAxis);\n"
+" vec2 NewCoord = gl_FragCoord.xy / ScreenDimensions;\n"
" vec4 Col = texture(Texture, TexCoord);\n"
" vec4 Dest = texture(Texture1, NewCoord);\n"
" FragColor = Dest + Col;\n"
" FragColor = ((1.0f - Dest * 2) * Col * Col) + (Dest * 2 * Col);\n"
-" FragColor.a = Col.a;\n"
-" FragColor = Col + Dest;\n"
"}\0";
+// " vec2 NewCoord = vec2(0.5, 0.5) + vec2(XAxis + YAxis);\n"
+
static void GL_InitDefaultShader(uint32 *VertexShader, const char *VertexShaderSource,
uint32 *FragmentShader, const char *FragmentShaderSource,
uint32 *ShaderProgram)
@@ -439,8 +434,8 @@ GL_RasterizeShape2(gl_effect_layer *TestM, gl_effect_layer *TestM2, void *Stroke
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, TestM2->FramebufferObject);
- glBlitFramebuffer(0, 0, 2000, 2000,
- 0, 0, 2000, 2000,
+ glBlitFramebuffer(0, 0, 3200, 1720,
+ 0, 0, 3200, 1720,
GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebuffer(GL_FRAMEBUFFER, TestM->FramebufferObject);
diff --git a/src/main.cpp b/src/main.cpp
index b144942..91a8ef2 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -811,6 +811,19 @@ Render_UI(project_data *File, project_state *State, memory *Memory, ui *UI, ImDr
v2 Pos = V2(T.x, T.y);
real32 Scale = T.scale;
+ v2 TexCoord = V2(0.5, 0.5);
+
+ float Rada = -Rad;;
+ v2 XRotation = V2(cos(Rada), sin(Rada));
+ v2 YRotation = V2(sin(Rada), -cos(Rada));
+ v2 XAxis = (TexCoord.x - Anchor.x) * XRotation;
+ v2 YAxis = (TexCoord.y - Anchor.y) * YRotation;
+ v2 CompUV = Anchor + (XAxis + YAxis);
+ v2 ScreenPos = UIOffset + (CompUV * UIZoom);
+ v2 ScreenUV = ScreenPos / ScreenDimensions;
+ v2 ScreenPos2 = UIOffset + (TexCoord * UIZoom);
+ v2 ScreenUV2 = ScreenPos / ScreenDimensions;
+
for (int a = 0; a < 4; a++) {
real32 *PointX = &CompVerts[(a*6)];
@@ -1132,7 +1145,7 @@ int main(int argc, char *argv[]) {
global_memory GlobalMemory = {};
- GlobalMemory.Size = ((uint64)8 * 1024 * 1024 * 1024);
+ GlobalMemory.Size = ((uint64)1 * 1024 * 1024 * 1024);
GlobalMemory.CurrentPosition = 0;
#if WINDOWS
@@ -1167,7 +1180,7 @@ int main(int argc, char *argv[]) {
Memory_InitTable(&GlobalMemory, &Memory, (uint64)5 * 1024 * 1024, B_Thumbnails, "Thumbnails");
Memory_InitTable(&GlobalMemory, &Memory, (uint64)5 * 1024 * 1024, B_PointData, "Point data");
Memory_InitTable(&GlobalMemory, &Memory, (uint64)128 * 1024 * 1024, B_ScratchSpace, "Scratch");
- Memory_InitTable(&GlobalMemory, &Memory, (uint64)5400 * 1024 * 1024, B_CachedBitmaps, "Cached bitmap buffer");
+ Memory_InitTable(&GlobalMemory, &Memory, (uint64)700 * 1024 * 1024, B_CachedBitmaps, "Cached bitmap buffer");
uint8 *Test = (uint8 *)Memory.Slot[B_ScratchSpace].Address + Memory.Slot[B_ScratchSpace].Size + 2;
*Test = 30;
@@ -1285,6 +1298,8 @@ int main(int argc, char *argv[]) {
#if DEBUG
#if ARM
uint32 ScreenSize[2] = {(uint32)(2560/1.2), (uint32)(1600/1.2)};
+#elif WINDOWS
+ real32 ScreenSize[2] = {3840/1.6, 2160/1.6};
#else
real32 ScreenSize[2] = {3840/1.2, 2160/1.2};
#endif
@@ -1438,7 +1453,7 @@ int main(int argc, char *argv[]) {
while (State->IsRunning)
{
- // uint64 StartTime = GetCPUTime();
+ uint64 StartTime = GetCPUTime();
uint64 PerfFrequency = SDL_GetPerformanceFrequency();
uint64 PerfStart = SDL_GetPerformanceCounter();
@@ -1529,9 +1544,9 @@ int main(int argc, char *argv[]) {
// TODO(fox): Do the same thing with the timeline and viewport to
// reduce wasted rendering further; for now I am at least pausing all
// UI when no inputs happen.
- // uint64 InputStart = GetCPUTime();
+ uint64 InputStart = GetCPUTime();
State->UpdateScreen += Main_InputTest(File, State, &Memory, Sorted, &File->UI, window, textureID);
- // uint64 InputTime = GetCPUTime() - InputStart;
+ uint64 InputTime = GetCPUTime() - InputStart;
if (State->IsPlaying) {
block_composition *MainComp = (block_composition *)Memory_Block_AddressAtIndex(&Memory, F_Precomps, File->PrincipalCompIndex);
@@ -1634,7 +1649,7 @@ int main(int argc, char *argv[]) {
// frames, but we'd have to make sure the pop order stays the same in all scenarios.
Assert(Debug.ScratchState == 0);
- // uint64 RenderStart = GetCPUTime();
+ uint64 RenderStart = GetCPUTime();
bool32 UpdateScreen = 0;
if (State->IsPlaying && State->HotFramePerf > 1 && FullyCached) {
uint64 RenderTime = SDL_GetPerformanceCounter() - State->HotFramePerf;
@@ -1651,7 +1666,7 @@ int main(int argc, char *argv[]) {
UpdateScreen = 1;
}
}
- // uint64 RenderTime = GetCPUTime() - RenderStart;
+ uint64 RenderTime = GetCPUTime() - RenderStart;
if (State->HotFramePerf == 1) {
State->HotFramePerf = SDL_GetPerformanceCounter();
@@ -1673,9 +1688,11 @@ int main(int argc, char *argv[]) {
SDL_Delay((uint64)(TargetMS - FrameMS));
}
- // uint64 TotalTime = GetCPUTime() - StartTime;
+ uint64 TotalTime = GetCPUTime() - StartTime;
// printf("TOTAL: %.2lu, (%.2f ms) - INPUTS: %.2lu - RENDERING: %.2lu\n", PerfTime, FrameMS, InputTime, RenderTime);
- // printf("TOTAL: %.2lu - INPUTS: %.2lu (%.2f) - RENDERING: %.2lu (%.2f)\n", TotalTime, InputTime, (real64)InputTime / TotalTime, RenderTime, (real64)RenderTime / TotalTime);
+#if DEBUG
+ printf("TOTAL: %.2lu (%.2f ms) - INPUTS: %.2lu (%.2f) - RENDERING: %.2lu (%.2f)\n", TotalTime, FrameMS, InputTime, (real64)InputTime / TotalTime, RenderTime, (real64)RenderTime / TotalTime);
+#endif
// printf("TOTAL: %.2lu, (%.2f ms) - RENDERING: %.2lu\n", PerfTime, FrameMS, PerfTime);
}