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							- /*
 -   ==============================================================================
 - 
 -    This file is part of the JUCE examples.
 -    Copyright (c) 2022 - Raw Material Software Limited
 - 
 -    The code included in this file is provided under the terms of the ISC license
 -    http://www.isc.org/downloads/software-support-policy/isc-license. Permission
 -    To use, copy, modify, and/or distribute this software for any purpose with or
 -    without fee is hereby granted provided that the above copyright notice and
 -    this permission notice appear in all copies.
 - 
 -    THE SOFTWARE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES,
 -    WHETHER EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR
 -    PURPOSE, ARE DISCLAIMED.
 - 
 -   ==============================================================================
 - */
 - 
 - /*******************************************************************************
 -  The block below describes the properties of this PIP. A PIP is a short snippet
 -  of code that can be read by the Projucer and used to generate a JUCE project.
 - 
 -  BEGIN_JUCE_PIP_METADATA
 - 
 -  name:             OpenGLDemo2D
 -  version:          1.0.0
 -  vendor:           JUCE
 -  website:          http://juce.com
 -  description:      Simple 2D OpenGL application.
 - 
 -  dependencies:     juce_core, juce_data_structures, juce_events, juce_graphics,
 -                    juce_gui_basics, juce_gui_extra, juce_opengl
 -  exporters:        xcode_mac, vs2019, linux_make, androidstudio, xcode_iphone
 - 
 -  moduleFlags:      JUCE_STRICT_REFCOUNTEDPOINTER=1
 - 
 -  type:             Component
 -  mainClass:        OpenGLDemo2D
 - 
 -  useLocalCopy:     1
 - 
 -  END_JUCE_PIP_METADATA
 - 
 - *******************************************************************************/
 - 
 - #pragma once
 - 
 - #include "../Assets/DemoUtilities.h"
 - 
 - //==============================================================================
 - class OpenGLDemo2D  : public Component,
 -                       private CodeDocument::Listener,
 -                       private Timer
 - {
 - public:
 -     OpenGLDemo2D()
 -     {
 -         setOpaque (true);
 - 
 -         if (auto* peer = getPeer())
 -             peer->setCurrentRenderingEngine (0);
 - 
 -         openGLContext.attachTo (*getTopLevelComponent());
 - 
 -         addAndMakeVisible (statusLabel);
 -         statusLabel.setJustificationType (Justification::topLeft);
 -         statusLabel.setFont (Font (14.0f));
 - 
 -         auto presets = getPresets();
 - 
 -         for (int i = 0; i < presets.size(); ++i)
 -             presetBox.addItem (presets[i].name, i + 1);
 - 
 -         addAndMakeVisible (presetLabel);
 -         presetLabel.attachToComponent (&presetBox, true);
 - 
 -         addAndMakeVisible (presetBox);
 -         presetBox.onChange = [this] { selectPreset (presetBox.getSelectedItemIndex()); };
 - 
 -         fragmentEditorComp.setOpaque (false);
 -         fragmentDocument.addListener (this);
 -         addAndMakeVisible (fragmentEditorComp);
 - 
 -         presetBox.setSelectedItemIndex (0);
 - 
 -         setSize (500, 500);
 -     }
 - 
 -     ~OpenGLDemo2D() override
 -     {
 -         openGLContext.detach();
 -         shader.reset();
 -     }
 - 
 -     void paint (Graphics& g) override
 -     {
 -         g.fillCheckerBoard (getLocalBounds().toFloat(), 48.0f, 48.0f, Colours::lightgrey, Colours::white);
 - 
 -         if (shader.get() == nullptr || shader->getFragmentShaderCode() != fragmentCode)
 -         {
 -             shader.reset();
 - 
 -             if (fragmentCode.isNotEmpty())
 -             {
 -                 shader.reset (new OpenGLGraphicsContextCustomShader (fragmentCode));
 - 
 -                 auto result = shader->checkCompilation (g.getInternalContext());
 - 
 -                 if (result.failed())
 -                 {
 -                     statusLabel.setText (result.getErrorMessage(), dontSendNotification);
 -                     shader.reset();
 -                 }
 -             }
 -         }
 - 
 -         if (shader.get() != nullptr)
 -         {
 -             statusLabel.setText ({}, dontSendNotification);
 - 
 -             shader->fillRect (g.getInternalContext(), getLocalBounds());
 -         }
 -     }
 - 
 -     void resized() override
 -     {
 -         auto area = getLocalBounds().reduced (4);
 - 
 -         statusLabel.setBounds (area.removeFromTop (75));
 - 
 -         area.removeFromTop (area.getHeight() / 2);
 - 
 -         auto 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);
 -     }
 - 
 -     std::unique_ptr<OpenGLGraphicsContextCustomShader> shader;
 - 
 -     Label statusLabel, presetLabel  { {}, "Shader Preset:" };
 -     ComboBox presetBox;
 -     CodeDocument fragmentDocument;
 -     CodeEditorComponent fragmentEditorComp  { fragmentDocument, nullptr };
 -     String fragmentCode;
 - 
 - private:
 -     OpenGLContext openGLContext;
 - 
 -     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();
 -     }
 - 
 -     struct ShaderPreset
 -     {
 -         const char* name;
 -         const char* fragmentShader;
 -     };
 - 
 -     static Array<ShaderPreset> getPresets()
 -     {
 -         #define SHADER_2DDEMO_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_2DDEMO_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_2DDEMO_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_2DDEMO_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_2DDEMO_HEADER
 -                 "void main()\n"
 -                 "{\n"
 -                 "    gl_FragColor = vec4 (1.0, 0.6, 0.1, pixelAlpha);\n"
 -                 "}\n"
 -             }
 -         };
 - 
 -         return Array<ShaderPreset> (presets, numElementsInArray (presets));
 -     }
 - 
 -     JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (OpenGLDemo2D)
 - };
 
 
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