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vGizmo3D v4.0 WiP - new features: this is a 3.1 beta release, going t…
…oward v4.0 (to unify imguizmo_quat version)
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//------------------------------------------------------------------------------ | ||
// Copyright (c) 2018-2025 Michele Morrone | ||
// All rights reserved. | ||
// | ||
// https://michelemorrone.eu - https://brutpitt.com | ||
// | ||
// X: https://x.com/BrutPitt - GitHub: https://github.com/BrutPitt | ||
// | ||
// direct mail: brutpitt(at)gmail.com - me(at)michelemorrone.eu | ||
// | ||
// This software is distributed under the terms of the BSD 2-Clause license | ||
//------------------------------------------------------------------------------ | ||
#pragma once | ||
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#define GLSL_VERSION "#version 450\n" | ||
const char* vertex_code = GLSL_VERSION R"( | ||
layout(std140) uniform; | ||
layout (location = 0) in vec4 pos; | ||
layout (location = 1) in vec4 inColor; | ||
layout (location = 2) uniform mat4 mvp; | ||
layout (location = 0) out vec4 outColor; | ||
out vec3 vsPos; | ||
void main() | ||
{ | ||
outColor = inColor; | ||
gl_Position = mvp * pos; | ||
} | ||
)"; | ||
const char* vertex_instanced = GLSL_VERSION R"( | ||
layout(std140) uniform; | ||
layout (location = 0) in vec4 pos; | ||
layout (location = 1) in vec4 inColor; | ||
layout (location = 2) uniform mat4 mvp; | ||
layout (location = 3) uniform mat4 light; | ||
layout (location = 0) out vec4 outColor; | ||
out vec3 vsPos; | ||
void main() | ||
{ | ||
if(gl_InstanceID==1) { | ||
outColor = inColor; | ||
gl_Position = mvp * pos; | ||
} | ||
else { | ||
outColor = vec4(1.0, 1.0, 0.5, 1.0); | ||
gl_Position = light * pos ; | ||
} | ||
} | ||
)"; | ||
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const char* vk_vertex_code = R"( | ||
#version 400 | ||
#extension GL_ARB_separate_shader_objects : enable | ||
#extension GL_ARB_shading_language_420pack : enable | ||
layout (std140, binding = 0) uniform buffer | ||
{ | ||
mat4 mvp; | ||
} uniformBuffer; | ||
layout (location = 0) in vec4 pos; | ||
layout (location = 1) in vec4 inColor; | ||
layout (location = 0) out vec4 outColor; | ||
void main() | ||
{ | ||
outColor = inColor; | ||
gl_Position = uniformBuffer.mvp * pos; | ||
} | ||
)"; | ||
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const char* vk_vertex_instanced = R"( | ||
#version 400 | ||
#extension GL_ARB_separate_shader_objects : enable | ||
#extension GL_ARB_shading_language_420pack : enable | ||
layout (std140, binding = 0) uniform buffer | ||
{ | ||
mat4 mvp; | ||
mat4 light; | ||
} uniformBuffer; | ||
layout (location = 0) in vec4 pos; | ||
layout (location = 1) in vec4 inColor; | ||
layout (location = 0) out vec4 outColor; | ||
void main() | ||
{ | ||
if(gl_InstanceIndex==1) { | ||
outColor = inColor; | ||
gl_Position = uniformBuffer.mvp * pos; | ||
} | ||
else { | ||
outColor = vec4(1.0, 1.0, 0.5, 1.0); | ||
gl_Position = uniformBuffer.light * pos; | ||
} | ||
} | ||
)"; | ||
// fragment shader with (C)olor in and (C)olor out | ||
const char* fragment_code = GLSL_VERSION R"( | ||
layout (location = 0) in vec4 color; | ||
layout (location = 0) out vec4 outColor; | ||
void main() | ||
{ | ||
outColor = color; | ||
} | ||
)"; | ||
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const char* vk_vert_inv_z = R"( | ||
#version 400 | ||
#extension GL_ARB_separate_shader_objects : enable | ||
#extension GL_ARB_shading_language_420pack : enable | ||
layout (std140, binding = 0) uniform buffer | ||
{ | ||
mat4 mvp; | ||
mat4 light; | ||
} uniformBuffer; | ||
layout (location = 0) in vec4 pos; | ||
layout (location = 1) in vec4 inColor; | ||
layout (location = 0) out vec4 outColor; | ||
layout (location = 1) out vec4 vPos; | ||
void main() | ||
{ | ||
if(gl_InstanceIndex==1) { | ||
outColor = inColor; | ||
gl_Position = uniformBuffer.mvp * pos; | ||
} | ||
else { | ||
outColor = vec4(1.0, 1.0, 0.5, 1.0); | ||
gl_Position = uniformBuffer.light * pos; | ||
} | ||
vPos = gl_Position; | ||
} | ||
)"; | ||
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const char* vk_frag_inv_z = GLSL_VERSION R"( | ||
layout (location = 0) in vec4 color; | ||
layout (location = 1) in vec4 vPos; | ||
layout (location = 0) out vec4 outColor; | ||
// far & near values are the same of perspective() call and can be passed to shader | ||
float far = 100.0; // copied here for simplicity | ||
float near = .1; | ||
float linearizeDepth(float d) // draw in zNDC [0, 1] | ||
{ | ||
return near * far / (far + d * (near - far)); | ||
} | ||
void main() | ||
{ | ||
outColor = color; | ||
// invert depth value | ||
gl_FragDepth = 1.0 - linearizeDepth(vPos.z); | ||
} | ||
)"; | ||
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struct VertexPC | ||
{ | ||
float x, y, z, w; // Position | ||
float r, g, b, a; // Color | ||
}; | ||
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static const VertexPC coloredCubeData[] = | ||
{ | ||
// red face | ||
{ -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f }, | ||
{ -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f }, | ||
{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f }, | ||
{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f }, | ||
{ -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f }, | ||
{ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f }, | ||
// green face | ||
{ -1.0f, -1.0f, -1.0f, 1.0f, 0.7f, 0.7f, 1.0f, 1.0f }, | ||
{ 1.0f, -1.0f, -1.0f, 1.0f, 0.7f, 0.7f, 1.0f, 1.0f }, | ||
{ -1.0f, 1.0f, -1.0f, 1.0f, 0.7f, 0.7f, 1.0f, 1.0f }, | ||
{ -1.0f, 1.0f, -1.0f, 1.0f, 0.7f, 0.7f, 1.0f, 1.0f }, | ||
{ 1.0f, -1.0f, -1.0f, 1.0f, 0.7f, 0.7f, 1.0f, 1.0f }, | ||
{ 1.0f, 1.0f, -1.0f, 1.0f, 0.7f, 0.7f, 1.0f, 1.0f }, | ||
// blue face | ||
{ -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.7f, 0.7f, 1.0f }, | ||
{ -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.7f, 0.7f, 1.0f }, | ||
{ -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.7f, 0.7f, 1.0f }, | ||
{ -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.7f, 0.7f, 1.0f }, | ||
{ -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.7f, 0.7f, 1.0f }, | ||
{ -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.7f, 0.7f, 1.0f }, | ||
// yellow face | ||
{ 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f }, | ||
{ 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f }, | ||
{ 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f }, | ||
{ 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f }, | ||
{ 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f }, | ||
{ 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f }, | ||
// magenta face | ||
{ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f }, | ||
{ -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f }, | ||
{ 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f }, | ||
{ 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f }, | ||
{ -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f }, | ||
{ -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f }, | ||
// cyan face | ||
{ 1.0f, -1.0f, 1.0f, 1.0f, 0.7f, 1.0f, 0.7f, 1.0f }, | ||
{ 1.0f, -1.0f, -1.0f, 1.0f, 0.7f, 1.0f, 0.7f, 1.0f }, | ||
{ -1.0f, -1.0f, 1.0f, 1.0f, 0.7f, 1.0f, 0.7f, 1.0f }, | ||
{ -1.0f, -1.0f, 1.0f, 1.0f, 0.7f, 1.0f, 0.7f, 1.0f }, | ||
{ 1.0f, -1.0f, -1.0f, 1.0f, 0.7f, 1.0f, 0.7f, 1.0f }, | ||
{ -1.0f, -1.0f, -1.0f, 1.0f, 0.7f, 1.0f, 0.7f, 1.0f }, | ||
}; | ||
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#------------------------------------------------------------------------------ | ||
# Copyright (c) 2018-2025 Michele Morrone | ||
# All rights reserved. | ||
# | ||
# https://michelemorrone.eu - https://brutpitt.com | ||
# | ||
# X: https://x.com/BrutPitt - GitHub: https://github.com/BrutPitt | ||
# | ||
# direct mail: brutpitt(at)gmail.com - me(at)michelemorrone.eu | ||
# | ||
# This software is distributed under the terms of the BSD 2-Clause license | ||
#------------------------------------------------------------------------------ | ||
cmake_minimum_required(VERSION 3.27) | ||
project(oglCubeExamples) | ||
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find_package(glm CONFIG) | ||
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option(IMGUIZMO_USES_GLM "Use GLM instead of internal vgMath" OFF) | ||
# glm_FOUND OR | ||
if(glm_FOUND OR IMGUIZMO_USES_GLM) | ||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVGIZMO_USES_GLM") | ||
endif() | ||
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set(CMAKE_CXX_STANDARD 17) | ||
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find_package(OpenGL) | ||
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if(OPENGL_FOUND) | ||
message(STATUS "OPENGL_INCLUDE_DIRS: ${OPENGL_INCLUDE_DIRS}") | ||
message(STATUS "OPENGL_LIBRARY: ${OPENGL_LIBRARY}") | ||
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include_directories(${OPENGL_INCLUDE_DIRS}) | ||
else () | ||
message (FATAL_ERROR "OPENGL not found... REQUIRED!!!!") | ||
endif(OPENGL_FOUND) | ||
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find_package(glfw3 CONFIG) | ||
find_package(SDL2 CONFIG) | ||
include_directories(${SDL2_INCLUDE_DIRS}) | ||
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set(SRC ${CMAKE_SOURCE_DIR}) | ||
set(COMMONS_DIR ${SRC}/../commons) | ||
set(TOOLS_DIR ${CMAKE_SOURCE_DIR}/../../libs) | ||
set(VGIZMO_PARENT_DIR ${CMAKE_SOURCE_DIR}/../..) | ||
set(VGIZMO_DIR ${VGIZMO_PARENT_DIR}/vGizmo3D) | ||
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include_directories(${TOOLS_DIR}) | ||
include_directories(${VGIZMO_PARENT_DIR}) | ||
include_directories(${SRC}/../commons) | ||
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set(SOURCE_FILES | ||
${SRC}/oglDebug.cpp | ||
${SRC}/oglDebug.h | ||
${COMMONS_DIR}/shadersAndModel.h | ||
${TOOLS_DIR}/glad/glad.cpp | ||
${TOOLS_DIR}/glad/glad.h) | ||
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file( GLOB APP_SOURCES ${SRC}/oglCube*.cpp ) | ||
foreach( oglCubeSourceFile ${APP_SOURCES} ) | ||
get_filename_component( oglCubeName ${oglCubeSourceFile} NAME_WE ) # Cut off the file extension and directory path | ||
project(${oglCubeName}) | ||
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if(${oglCubeName} MATCHES "SDL") | ||
add_executable( ${PROJECT_NAME} ${oglCubeSourceFile} ${SOURCE_FILES} ${SOURCE_FILES_SDL} ${COMMONS_UI_FILES}) | ||
target_link_libraries(${PROJECT_NAME} ${SDL2_LIBRARIES}) | ||
else() | ||
add_executable( ${PROJECT_NAME} ${oglCubeSourceFile} ${SOURCE_FILES} ${SOURCE_FILES_GLFW} ${COMMONS_UI_FILES}) | ||
target_link_libraries(${PROJECT_NAME} glfw) | ||
endif() | ||
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target_link_libraries(${oglCubeName} ${CMAKE_DL_LIBS} ${OPENGL_LIBRARY}) | ||
endforeach( oglCubeSourceFile ${APP_SOURCES} ) | ||
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BSD 2-Clause License | ||
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Copyright (c) 2025 Michele Morrone | ||
All rights reserved. | ||
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Redistribution and use in source and binary forms, with or without | ||
modification, are permitted provided that the following conditions are met: | ||
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1. Redistributions of source code must retain the above copyright notice, this | ||
list of conditions and the following disclaimer. | ||
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2. Redistributions in binary form must reproduce the above copyright notice, | ||
this list of conditions and the following disclaimer in the documentation | ||
and/or other materials provided with the distribution. | ||
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | ||
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | ||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE | ||
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL | ||
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR | ||
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER | ||
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, | ||
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | ||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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