mirror of
https://github.com/juce-framework/JUCE.git
synced 2026-01-10 23:44:24 +00:00
250 lines
8.2 KiB
C++
250 lines
8.2 KiB
C++
/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2015 - ROLI Ltd.
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Permission is granted to use this software under the terms of either:
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a) the GPL v2 (or any later version)
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b) the Affero GPL v3
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Details of these licenses can be found at: www.gnu.org/licenses
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JUCE is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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------------------------------------------------------------------------------
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To release a closed-source product which uses JUCE, commercial licenses are
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available: visit www.juce.com for more information.
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==============================================================================
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*/
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#include "../JuceDemoHeader.h"
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#if JUCE_OPENGL
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//==============================================================================
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class OpenGL2DShaderDemo : public Component,
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private CodeDocument::Listener,
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private ComboBox::Listener,
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private Timer
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{
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public:
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OpenGL2DShaderDemo()
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: fragmentEditorComp (fragmentDocument, nullptr)
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{
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setOpaque (true);
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if (MainAppWindow* mw = MainAppWindow::getMainAppWindow())
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mw->setOpenGLRenderingEngine();
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addAndMakeVisible (statusLabel);
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statusLabel.setJustificationType (Justification::topLeft);
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statusLabel.setColour (Label::textColourId, Colours::black);
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statusLabel.setFont (Font (14.0f));
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Array<ShaderPreset> presets (getPresets());
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StringArray presetNames;
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for (int i = 0; i < presets.size(); ++i)
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presetBox.addItem (presets[i].name, i + 1);
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addAndMakeVisible (presetLabel);
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presetLabel.setText ("Shader Preset:", dontSendNotification);
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presetLabel.attachToComponent (&presetBox, true);
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addAndMakeVisible (presetBox);
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presetBox.addListener (this);
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Colour editorBackground (Colours::white.withAlpha (0.6f));
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fragmentEditorComp.setColour (CodeEditorComponent::backgroundColourId, editorBackground);
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fragmentEditorComp.setOpaque (false);
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fragmentDocument.addListener (this);
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addAndMakeVisible (fragmentEditorComp);
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presetBox.setSelectedItemIndex (0);
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}
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~OpenGL2DShaderDemo()
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{
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shader = nullptr;
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}
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void paint (Graphics& g) override
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{
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g.fillCheckerBoard (getLocalBounds(), 48, 48, Colours::lightgrey, Colours::white);
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if (shader == nullptr || shader->getFragmentShaderCode() != fragmentCode)
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{
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shader = nullptr;
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if (fragmentCode.isNotEmpty())
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{
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shader = new OpenGLGraphicsContextCustomShader (fragmentCode);
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Result result (shader->checkCompilation (g.getInternalContext()));
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if (result.failed())
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{
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statusLabel.setText (result.getErrorMessage(), dontSendNotification);
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shader = nullptr;
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}
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}
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}
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if (shader != nullptr)
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{
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statusLabel.setText (String::empty, dontSendNotification);
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shader->fillRect (g.getInternalContext(), getLocalBounds());
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}
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}
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void resized() override
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{
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Rectangle<int> area (getLocalBounds().reduced (4));
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statusLabel.setBounds (area.removeFromTop (75));
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area.removeFromTop (area.getHeight() / 2);
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Rectangle<int> presets (area.removeFromTop (25));
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presets.removeFromLeft (100);
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presetBox.setBounds (presets.removeFromLeft (150));
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area.removeFromTop (4);
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fragmentEditorComp.setBounds (area);
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}
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void selectPreset (int preset)
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{
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fragmentDocument.replaceAllContent (getPresets()[preset].fragmentShader);
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startTimer (1);
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}
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ScopedPointer<OpenGLGraphicsContextCustomShader> shader;
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Label statusLabel, presetLabel;
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ComboBox presetBox;
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CodeDocument fragmentDocument;
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CodeEditorComponent fragmentEditorComp;
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String fragmentCode;
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private:
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enum { shaderLinkDelay = 500 };
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void codeDocumentTextInserted (const String& /*newText*/, int /*insertIndex*/) override
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{
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startTimer (shaderLinkDelay);
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}
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void codeDocumentTextDeleted (int /*startIndex*/, int /*endIndex*/) override
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{
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startTimer (shaderLinkDelay);
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}
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void timerCallback() override
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{
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stopTimer();
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fragmentCode = fragmentDocument.getAllContent();
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repaint();
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}
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void comboBoxChanged (ComboBox*) override
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{
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selectPreset (presetBox.getSelectedItemIndex());
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}
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struct ShaderPreset
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{
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const char* name;
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const char* fragmentShader;
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};
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static Array<ShaderPreset> getPresets()
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{
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#define SHADER_DEMO_HEADER \
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"/* This demo shows the use of the OpenGLGraphicsContextCustomShader,\n" \
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" which allows a 2D area to be filled using a GL shader program.\n" \
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"\n" \
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" Edit the shader program below and it will be \n" \
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" recompiled in real-time!\n" \
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"*/\n\n"
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ShaderPreset presets[] =
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{
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{
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"Simple Gradient",
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SHADER_DEMO_HEADER
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"void main()\n"
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"{\n"
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" " JUCE_MEDIUMP " vec4 colour1 = vec4 (1.0, 0.4, 0.6, 1.0);\n"
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" " JUCE_MEDIUMP " vec4 colour2 = vec4 (0.0, 0.8, 0.6, 1.0);\n"
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" " JUCE_MEDIUMP " float alpha = pixelPos.x / 1000.0;\n"
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" gl_FragColor = pixelAlpha * mix (colour1, colour2, alpha);\n"
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"}\n"
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},
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{
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"Circular Gradient",
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SHADER_DEMO_HEADER
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"void main()\n"
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"{\n"
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" " JUCE_MEDIUMP " vec4 colour1 = vec4 (1.0, 0.4, 0.6, 1.0);\n"
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" " JUCE_MEDIUMP " vec4 colour2 = vec4 (0.3, 0.4, 0.4, 1.0);\n"
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" " JUCE_MEDIUMP " float alpha = distance (pixelPos, vec2 (600.0, 500.0)) / 400.0;\n"
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" gl_FragColor = pixelAlpha * mix (colour1, colour2, alpha);\n"
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"}\n"
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},
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{
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"Circle",
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SHADER_DEMO_HEADER
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"void main()\n"
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"{\n"
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" " JUCE_MEDIUMP " vec4 colour1 = vec4 (0.1, 0.1, 0.9, 1.0);\n"
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" " JUCE_MEDIUMP " vec4 colour2 = vec4 (0.0, 0.8, 0.6, 1.0);\n"
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" " JUCE_MEDIUMP " float distance = distance (pixelPos, vec2 (600.0, 500.0));\n"
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"\n"
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" " JUCE_MEDIUMP " float innerRadius = 200.0;\n"
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" " JUCE_MEDIUMP " float outerRadius = 210.0;\n"
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"\n"
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" if (distance < innerRadius)\n"
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" gl_FragColor = colour1;\n"
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" else if (distance > outerRadius)\n"
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" gl_FragColor = colour2;\n"
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" else\n"
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" gl_FragColor = mix (colour1, colour2, (distance - innerRadius) / (outerRadius - innerRadius));\n"
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"\n"
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" gl_FragColor *= pixelAlpha;\n"
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"}\n"
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},
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{
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"Solid Colour",
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SHADER_DEMO_HEADER
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"void main()\n"
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"{\n"
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" gl_FragColor = vec4 (1.0, 0.6, 0.1, pixelAlpha);\n"
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"}\n"
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}
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};
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return Array<ShaderPreset> (presets, numElementsInArray (presets));
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}
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (OpenGL2DShaderDemo)
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};
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//==============================================================================
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// This static object will register this demo type in a global list of demos..
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static JuceDemoType<OpenGL2DShaderDemo> demo ("20 Graphics: OpenGL 2D");
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#endif
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