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JUCE/examples/Demo/Source/Demos/OpenGLDemo2D.cpp

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C++

/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2017 - ROLI Ltd.
JUCE is an open source library subject to commercial or open-source
licensing.
By using JUCE, you agree to the terms of both the JUCE 5 End-User License
Agreement and JUCE 5 Privacy Policy (both updated and effective as of the
27th April 2017).
End User License Agreement: www.juce.com/juce-5-licence
Privacy Policy: www.juce.com/juce-5-privacy-policy
Or: You may also use this code under the terms of the GPL v3 (see
www.gnu.org/licenses).
JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
DISCLAIMED.
==============================================================================
*/
#include "../JuceDemoHeader.h"
#if JUCE_OPENGL
//==============================================================================
class OpenGL2DShaderDemo : public Component,
private CodeDocument::Listener,
private ComboBox::Listener,
private Timer
{
public:
OpenGL2DShaderDemo()
: fragmentEditorComp (fragmentDocument, nullptr)
{
setOpaque (true);
if (MainAppWindow* mw = MainAppWindow::getMainAppWindow())
mw->setOpenGLRenderingEngine();
addAndMakeVisible (statusLabel);
statusLabel.setJustificationType (Justification::topLeft);
statusLabel.setFont (Font (14.0f));
Array<ShaderPreset> presets (getPresets());
StringArray presetNames;
for (int i = 0; i < presets.size(); ++i)
presetBox.addItem (presets[i].name, i + 1);
addAndMakeVisible (presetLabel);
presetLabel.setText ("Shader Preset:", dontSendNotification);
presetLabel.attachToComponent (&presetBox, true);
addAndMakeVisible (presetBox);
presetBox.addListener (this);
fragmentEditorComp.setOpaque (false);
fragmentDocument.addListener (this);
addAndMakeVisible (fragmentEditorComp);
presetBox.setSelectedItemIndex (0);
}
~OpenGL2DShaderDemo()
{
shader.reset();
}
void paint (Graphics& g) override
{
g.fillCheckerBoard (getLocalBounds(), 48, 48, Colours::lightgrey, Colours::white);
if (shader == nullptr || shader->getFragmentShaderCode() != fragmentCode)
{
shader.reset();
if (fragmentCode.isNotEmpty())
{
shader = new OpenGLGraphicsContextCustomShader (fragmentCode);
Result result (shader->checkCompilation (g.getInternalContext()));
if (result.failed())
{
statusLabel.setText (result.getErrorMessage(), dontSendNotification);
shader.reset();
}
}
}
if (shader != nullptr)
{
statusLabel.setText (String(), dontSendNotification);
shader->fillRect (g.getInternalContext(), getLocalBounds());
}
}
void resized() override
{
Rectangle<int> area (getLocalBounds().reduced (4));
statusLabel.setBounds (area.removeFromTop (75));
area.removeFromTop (area.getHeight() / 2);
Rectangle<int> presets (area.removeFromTop (25));
presets.removeFromLeft (100);
presetBox.setBounds (presets.removeFromLeft (150));
area.removeFromTop (4);
fragmentEditorComp.setBounds (area);
}
void selectPreset (int preset)
{
fragmentDocument.replaceAllContent (getPresets()[preset].fragmentShader);
startTimer (1);
}
ScopedPointer<OpenGLGraphicsContextCustomShader> shader;
Label statusLabel, presetLabel;
ComboBox presetBox;
CodeDocument fragmentDocument;
CodeEditorComponent fragmentEditorComp;
String fragmentCode;
private:
enum { shaderLinkDelay = 500 };
void codeDocumentTextInserted (const String& /*newText*/, int /*insertIndex*/) override
{
startTimer (shaderLinkDelay);
}
void codeDocumentTextDeleted (int /*startIndex*/, int /*endIndex*/) override
{
startTimer (shaderLinkDelay);
}
void timerCallback() override
{
stopTimer();
fragmentCode = fragmentDocument.getAllContent();
repaint();
}
void comboBoxChanged (ComboBox*) override
{
selectPreset (presetBox.getSelectedItemIndex());
}
struct ShaderPreset
{
const char* name;
const char* fragmentShader;
};
static Array<ShaderPreset> getPresets()
{
#define SHADER_DEMO_HEADER \
"/* This demo shows the use of the OpenGLGraphicsContextCustomShader,\n" \
" which allows a 2D area to be filled using a GL shader program.\n" \
"\n" \
" Edit the shader program below and it will be \n" \
" recompiled in real-time!\n" \
"*/\n\n"
ShaderPreset presets[] =
{
{
"Simple Gradient",
SHADER_DEMO_HEADER
"void main()\n"
"{\n"
" " JUCE_MEDIUMP " vec4 colour1 = vec4 (1.0, 0.4, 0.6, 1.0);\n"
" " JUCE_MEDIUMP " vec4 colour2 = vec4 (0.0, 0.8, 0.6, 1.0);\n"
" " JUCE_MEDIUMP " float alpha = pixelPos.x / 1000.0;\n"
" gl_FragColor = pixelAlpha * mix (colour1, colour2, alpha);\n"
"}\n"
},
{
"Circular Gradient",
SHADER_DEMO_HEADER
"void main()\n"
"{\n"
" " JUCE_MEDIUMP " vec4 colour1 = vec4 (1.0, 0.4, 0.6, 1.0);\n"
" " JUCE_MEDIUMP " vec4 colour2 = vec4 (0.3, 0.4, 0.4, 1.0);\n"
" " JUCE_MEDIUMP " float alpha = distance (pixelPos, vec2 (600.0, 500.0)) / 400.0;\n"
" gl_FragColor = pixelAlpha * mix (colour1, colour2, alpha);\n"
"}\n"
},
{
"Circle",
SHADER_DEMO_HEADER
"void main()\n"
"{\n"
" " JUCE_MEDIUMP " vec4 colour1 = vec4 (0.1, 0.1, 0.9, 1.0);\n"
" " JUCE_MEDIUMP " vec4 colour2 = vec4 (0.0, 0.8, 0.6, 1.0);\n"
" " JUCE_MEDIUMP " float distance = distance (pixelPos, vec2 (600.0, 500.0));\n"
"\n"
" " JUCE_MEDIUMP " float innerRadius = 200.0;\n"
" " JUCE_MEDIUMP " float outerRadius = 210.0;\n"
"\n"
" if (distance < innerRadius)\n"
" gl_FragColor = colour1;\n"
" else if (distance > outerRadius)\n"
" gl_FragColor = colour2;\n"
" else\n"
" gl_FragColor = mix (colour1, colour2, (distance - innerRadius) / (outerRadius - innerRadius));\n"
"\n"
" gl_FragColor *= pixelAlpha;\n"
"}\n"
},
{
"Solid Colour",
SHADER_DEMO_HEADER
"void main()\n"
"{\n"
" gl_FragColor = vec4 (1.0, 0.6, 0.1, pixelAlpha);\n"
"}\n"
}
};
return Array<ShaderPreset> (presets, numElementsInArray (presets));
}
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (OpenGL2DShaderDemo)
};
//==============================================================================
// This static object will register this demo type in a global list of demos..
static JuceDemoType<OpenGL2DShaderDemo> demo ("20 Graphics: OpenGL 2D");
#endif