/* ============================================================================== This file is part of the JUCE library. Copyright (c) 2015 - ROLI Ltd. Permission is granted to use this software under the terms of either: a) the GPL v2 (or any later version) b) the Affero GPL v3 Details of these licenses can be found at: www.gnu.org/licenses JUCE is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. ------------------------------------------------------------------------------ To release a closed-source product which uses JUCE, commercial licenses are available: visit www.juce.com for more information. ============================================================================== */ #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.setColour (Label::textColourId, Colours::black); statusLabel.setFont (Font (14.0f)); Array 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); Colour editorBackground (Colours::white.withAlpha (0.6f)); fragmentEditorComp.setColour (CodeEditorComponent::backgroundColourId, editorBackground); fragmentEditorComp.setOpaque (false); fragmentDocument.addListener (this); addAndMakeVisible (fragmentEditorComp); presetBox.setSelectedItemIndex (0); } ~OpenGL2DShaderDemo() { shader = nullptr; } void paint (Graphics& g) override { g.fillCheckerBoard (getLocalBounds(), 48, 48, Colours::lightgrey, Colours::white); if (shader == nullptr || shader->getFragmentShaderCode() != fragmentCode) { shader = nullptr; if (fragmentCode.isNotEmpty()) { shader = new OpenGLGraphicsContextCustomShader (fragmentCode); Result result (shader->checkCompilation (g.getInternalContext())); if (result.failed()) { statusLabel.setText (result.getErrorMessage(), dontSendNotification); shader = nullptr; } } } if (shader != nullptr) { statusLabel.setText (String(), dontSendNotification); shader->fillRect (g.getInternalContext(), getLocalBounds()); } } void resized() override { Rectangle area (getLocalBounds().reduced (4)); statusLabel.setBounds (area.removeFromTop (75)); area.removeFromTop (area.getHeight() / 2); Rectangle 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 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 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 (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 demo ("20 Graphics: OpenGL 2D"); #endif