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https://github.com/lxsang/Diya-API.git
synced 2025-03-12 10:32:48 +01:00
correct mouse position inside shader coodinate system
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parent
81548622cc
commit
1ebd4a748c
@ -80,11 +80,11 @@ DiyaBoot >> initialize [
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DiyaBoot >> processEvent: event [
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|mappedEvt|
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mappedEvt := event mapped.
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mappedEvt type = SDL_KEYDOWN ifTrue: [ Transcript show: 'keydown...'. ^running := false. ].
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mappedEvt type = SDL_KEYDOWN ifTrue: [ Transcript show: 'keydown...';cr. ^running := false. ].
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mappedEvt type = SDL_QUIT ifTrue:[ ^running:= false ].
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mappedEvt type = SDL_FINGERDOWN ifTrue:[^self setCursorPosition: mappedEvt ].
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mappedEvt type = SDL_FINGERMOTION ifTrue:[^self setCursorPosition: mappedEvt ].
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mappedEvt type = SDL_MOUSEMOTION ifTrue:[DiyaRendererContext uniqueInstance mouse: mappedEvt].
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mappedEvt type = SDL_MOUSEMOTION ifTrue:[DiyaRendererContext uniqueInstance mouse: (mappedEvt x) @ (mappedEvt y)].
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]
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{ #category : #events }
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@ -15,8 +15,10 @@ uniform vec2 u_mouse;
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uniform float u_time;
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void main()
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{
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vec2 mouse = vec2(u_mouse)/vec2(u_resolution);
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gl_FragColor = vec4(mouse.x, mouse.y, abs(sin(u_time)), 1.0);
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vec2 mouse = u_mouse / u_resolution;
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vec2 px = (gl_FragCoord.xy/u_resolution);
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gl_FragColor = vec4(px/mouse, abs(sin(u_time)), 1.0);
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}
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'
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]
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@ -214,7 +214,7 @@ OpenGLSL >> locateUniforms [
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OpenGLSL >> setUniform: uname value: values [
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|uniform|
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uniform := uniforms at: uname asSymbol ifAbsent:[
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^self error: 'Uniform', uname, 'is not defined in this program'].
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^self error: 'Uniform ', uname, ' is not defined in this program'].
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uniform value: values
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]
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@ -22,7 +22,7 @@ SimpleDiyaRenderer >> initialize [
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super initialize.
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vertexBuffer := OpenGLVertexBuffer new.
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arrayBuffer := OpenGLVertexArray new.
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bufferData := FFIExternalArray externalNewType: GLfloat size: 9.
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bufferData := FFIExternalArray externalNewType: GLfloat size: 12.
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bufferData autoRelease.
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shader := GLSimpleShader uniqueInstance.
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@ -36,13 +36,15 @@ SimpleDiyaRenderer >> render [
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shader setUniform: #u_time value: DiyaClock uniqueInstance elapsedTime asFloat.
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shader setUniform: #u_resolution value: { context resolution x. context resolution y }.
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context mouse ifNotNil: [
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shader setUniform: #u_mouse value: { context mouse x. context mouse y }.
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"in shader, window origin is bottom left conor of the window
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the mouse position should be transformed to this coodinate"
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shader setUniform: #u_mouse value: { context mouse x. context resolution y - context mouse y }.
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].
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arrayBuffer enableAttribute: 0.
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vertexBuffer bind: GL_ARRAY_BUFFER.
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OpenGLVertexArray vertexAttributePointerIndex: 0 size:3 type: GL_FLOAT normalized: GL_FALSE stride: 0 pointer: nil .
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OpenGL drawArrays: GL_TRIANGLES first:0 count: 3.
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OpenGL drawArrays: GL_QUADS first:0 count: 4.
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arrayBuffer disableAttribute: 0.
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]
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@ -55,9 +57,12 @@ bufferData
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at: 4 put: 1.0;
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at: 5 put: -1.0;
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at: 6 put: 0;
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at: 7 put: 0;
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at: 7 put: 1.0;
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at: 8 put: 1.0;
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at: 9 put: 0.
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at: 9 put: 0;
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at: 10 put: -1.0;
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at: 11 put: 1.0;
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at: 12 put: 0.
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arrayBuffer bind.
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vertexBuffer bind: GL_ARRAY_BUFFER.
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vertexBuffer data: GL_ARRAY_BUFFER data:bufferData usage: GL_STATIC_DRAW.
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