#include"mx.hpp" #include"argz.hpp" #ifdef __EMSCRIPTEN__ #include <emscripten/emscripten.h> #include <GLES3/gl3.h> #endif #include"gl.hpp" #include"loadpng.hpp" #define CHECK_GL_ERROR() \ { GLenum err = glGetError(); \ if (err != GL_NO_ERROR) \ printf("OpenGL Error: %d at %s:%d\n", err, __FILE__, __LINE__); } #ifndef M_PI #define M_PI 3.14159265358979323846 #endif #if defined(__EMSCRIPTEN__) || defined(__ANDROID__) const char *fragShader1 = R"(#version 300 es precision highp float; out vec4 color; in vec2 TexCoord; uniform sampler2D textTexture; uniform vec2 iResolution; uniform float time_f; void main(void) { vec2 normCoord = (TexCoord * 2.0 - 1.0) * vec2(iResolution.x / iResolution.y, 1.0); float waveStrength = 0.05; float waveFrequency = 3.0; vec2 wave = vec2(sin(normCoord.y * waveFrequency + time_f) * waveStrength, cos(normCoord.x * waveFrequency + time_f) * waveStrength); normCoord += wave; float dist = length(normCoord); float angle = atan(normCoord.y, normCoord.x);\ float spiralAmount = tan(time_f) * 3.0; angle += dist * spiralAmount; vec2 spiralCoord = vec2(cos(angle), sin(angle)) * dist; spiralCoord = (spiralCoord / vec2(iResolution.x / iResolution.y, 1.0) + 1.0) / 2.0; color = texture(textTexture, spiralCoord); color = vec4(color.rgb, 0.8); } )"; const char *fragShader2 = R"(#version 300 es precision highp float; out vec4 FragColor; in vec2 TexCoord; uniform sampler2D textTexture; uniform float time_f; float alpha = 1.0; void main(void) { vec2 uv = TexCoord * 2.0 - 1.0; float len = length(uv); float bubble = smoothstep(0.8, 1.0, 1.0 - len); vec2 distort = uv * (1.0 + 0.1 * sin(time_f + len * 20.0)); vec4 texColor = texture(textTexture, distort * 0.5 + 0.5); FragColor = mix(texColor, vec4(1.0, 1.0, 1.0, 1.0), bubble); FragColor = FragColor * alpha; FragColor = vec4(FragColor.rgb, 0.5); } )"; #else const char *fragShader1 = R"(#version 330 core out vec4 color; in vec2 TexCoord; uniform sampler2D textTexture; uniform vec2 iResolution; uniform float time_f; void main(void) { vec2 normCoord = (TexCoord * 2.0 - 1.0) * vec2(iResolution.x / iResolution.y, 1.0); float waveStrength = 0.05; float waveFrequency = 3.0; vec2 wave = vec2(sin(normCoord.y * waveFrequency + time_f) * waveStrength, cos(normCoord.x * waveFrequency + time_f) * waveStrength); normCoord += wave; float dist = length(normCoord); float angle = atan(normCoord.y, normCoord.x);\ float spiralAmount = tan(time_f) * 3.0; angle += dist * spiralAmount; vec2 spiralCoord = vec2(cos(angle), sin(angle)) * dist; spiralCoord = (spiralCoord / vec2(iResolution.x / iResolution.y, 1.0) + 1.0) / 2.0; color = texture(textTexture, spiralCoord); color = vec4(color.rgb, 0.8); } )"; const char *fragShader2 = R"(#version 330 core out vec4 FragColor; in vec2 TexCoord; uniform sampler2D textTexture; uniform float time_f; float alpha = 1.0; void main(void) { vec2 uv = TexCoord * 2.0 - 1.0; float len = length(uv); float bubble = smoothstep(0.8, 1.0, 1.0 - len); vec2 distort = uv * (1.0 + 0.1 * sin(time_f + len * 20.0)); vec4 texColor = texture(textTexture, distort * 0.5 + 0.5); FragColor = mix(texColor, vec4(1.0, 1.0, 1.0, 1.0), bubble); FragColor = FragColor * alpha; FragColor = vec4(FragColor.rgb, 0.5); } )"; #endif class Game : public gl::GLObject { public: Game() = default; virtual ~Game() override {} void load(gl::GLWindow *win) override { font.loadFont(win->util.getFilePath("data/font.ttf"), 36); if(shader1.loadProgramFromText(gl::vSource, fragShader1) == false) { throw mx::Exception("Failed to load shader program shader1"); } if(shader2.loadProgramFromText(gl::vSource, fragShader2) == false) { throw mx::Exception("Failed to load shader program shader2"); } shader1.useProgram(); glUniform2f(glGetUniformLocation(shader1.id(), "iResolution"), win->w, win->h); glUseProgram(0); image1.initSize(win->w, win->h); image2.initSize(win->w, win->h); image1.loadTexture(&shader1, win->util.getFilePath("data/cm_back.png"), 0.0f, 0.0f, win->w, win->h); image2.loadTexture(&shader2, win->util.getFilePath("data/cm_bottom.png"), 0.0f, 0.0f, win->w, win->h); } void draw(gl::GLWindow *win) override { glDisable(GL_DEPTH_TEST); Uint32 currentTime = SDL_GetTicks(); float deltaTime = (currentTime - lastUpdateTime) / 1000.0f; lastUpdateTime = currentTime; static float time_f = 0.0f; time_f += deltaTime; glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); shader1.useProgram(); shader1.setUniform("time_f", time_f); image1.draw(); shader2.useProgram(); shader2.setUniform("time_f", time_f); image2.draw(); glDisable(GL_BLEND); win->text.setColor({255, 255, 255, 255}); win->text.printText_Solid(font, 25.0f, 25.0f, "Hello, World! from OpenGL: " + std::to_string(currentTime)); update(deltaTime); } void event(gl::GLWindow *win, SDL_Event &e) override {} void update(float deltaTime) {} private: mx::Font font; gl::GLSprite image1, image2; gl::ShaderProgram shader1, shader2; Uint32 lastUpdateTime = SDL_GetTicks(); }; class MainWindow : public gl::GLWindow { public: MainWindow(std::string path, int tw, int th) : gl::GLWindow("Skeleton", tw, th) { setPath(path); setObject(new Game()); object->load(this); } ~MainWindow() override {} virtual void event(SDL_Event &e) override {} virtual void draw() override { glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); glViewport(0, 0, w, h); object->draw(this); swap(); delay(); } }; MainWindow *main_w = nullptr; void eventProc() { main_w->proc(); } int main(int argc, char **argv) { #ifdef __EMSCRIPTEN__ MainWindow main_window("/", 960, 720); main_w =&main_window; emscripten_set_main_loop(eventProc, 0, 1); #else Arguments args = proc_args(argc, argv); try { MainWindow main_window(args.path, args.width, args.height); main_window.loop(); } catch(const mx::Exception &e) { mx::system_err << "mx: Exception: " << e.text() << "\n"; mx::system_err.flush(); exit(EXIT_FAILURE); } #endif return 0; }