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main.odin
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package sis
import "core:fmt"
import "vendor:glfw"
import gl "vendor:OpenGL"
import "core:math"
import "core:slice"
import "core:strconv"
import "core:os"
INIT_WIDTH :: 1280
INIT_HEIGHT :: 800
WINDOW_TITLE :: "Stvff's Image Splicer (getting somewhere)"
GL_MAJOR_VERSION :: 3
GL_MINOR_VERSION :: 3
UI_SCALE :: 4
MINIMUM_SIZE :: [2]i32{200, 100}
UI_MINIMUM_SIZE :: [2]i32{MINIMUM_SIZE.x/UI_SCALE, MINIMUM_SIZE.y/UI_SCALE}
main :: proc() {
if !bool(glfw.Init()) {
fmt.eprintln("GLFW has failed to init")
return
} defer glfw.Terminate()
window_size: [2]i32
window_handle: glfw.WindowHandle
{/* setup and open window */
// glfw.WindowHint(glfw.MAXIMIZED, 1)
glfw.WindowHint(glfw.RESIZABLE, 1)
window_handle = glfw.CreateWindow(INIT_WIDTH, INIT_HEIGHT, WINDOW_TITLE, nil, nil)
if window_handle == nil {
fmt.eprintln("GLFW has failed to create a window")
return
}
glfw.MakeContextCurrent(window_handle)
glfw.SetFramebufferSizeCallback(window_handle, window_size_changed)
glfw.SetWindowSizeLimits(window_handle, MINIMUM_SIZE.x, MINIMUM_SIZE.y, glfw.DONT_CARE, glfw.DONT_CARE)
window_size.x, window_size.y = glfw.GetFramebufferSize(window_handle)
gl.load_up_to(GL_MAJOR_VERSION, GL_MINOR_VERSION, glfw.gl_set_proc_address)
} defer glfw.DestroyWindow(window_handle)
shader_program: u32
{ /* compile and link shaders */
success: i32
log_backing: [512]u8
log := cast([^]u8) &log_backing
vertex_shader_source := #load("./vertex.glsl", cstring)
fragment_shader_source := #load("./fragment.glsl", cstring)
/* compile vertex shader */
vertex_shader := gl.CreateShader(gl.VERTEX_SHADER)
defer gl.DeleteShader(vertex_shader)
gl.ShaderSource(vertex_shader, 1, &vertex_shader_source, nil)
gl.CompileShader(vertex_shader)
if gl.GetShaderiv(vertex_shader, gl.COMPILE_STATUS, &success); !bool(success) {
gl.GetShaderInfoLog(vertex_shader, len(log_backing), nil, log)
fmt.eprintln("vertex shader error:", cstring(log) )
}
/* compile fragment shader */
fragment_shader := gl.CreateShader(gl.FRAGMENT_SHADER)
defer gl.DeleteShader(fragment_shader)
gl.ShaderSource(fragment_shader, 1, &fragment_shader_source, nil)
gl.CompileShader(fragment_shader)
if gl.GetShaderiv(fragment_shader, gl.COMPILE_STATUS, &success); !bool(success) {
gl.GetShaderInfoLog(fragment_shader, len(log_backing), nil, log)
fmt.eprintln("fragment shader error:", cstring(log) )
}
/* link fragment shader */
shader_program = gl.CreateProgram()
gl.AttachShader(shader_program, vertex_shader)
gl.AttachShader(shader_program, fragment_shader)
gl.LinkProgram(shader_program)
if gl.GetShaderiv(shader_program, gl.LINK_STATUS, &success); !bool(success) {
gl.GetShaderInfoLog(shader_program, len(log_backing), nil, log)
fmt.eprintln("shader linking error:", cstring(log) )
}
} defer gl.DeleteProgram(shader_program)
vertex_buffer_o, vertex_array_o, element_buffer_o: u32
{ /* do some frankly insane triangle definition stuff */
vertices := [?]f32 {
/* triangle vertices */ /* texture coords */
-2.0, -1.0, 0.0, -0.5, 0.0, // bottom left
2.0, -1.0, 0.0, 1.5, 0.0, // bottom right
0.0, 3.0, 0.0, 0.5, 2, // top
}
indices := [?]u32 {
0, 1, 2, // first
0, 1, 2 // second
}
gl.GenVertexArrays(1, &vertex_array_o) /* this has info about how to read the buffer */
gl.GenBuffers(1, &vertex_buffer_o) /* this has the actual data */
gl.GenBuffers(1, &element_buffer_o) /* this is a decoupling layer for the actual data for re-using vertices */
gl.BindVertexArray(vertex_array_o) /* global state indicators */
gl.BindBuffer(gl.ARRAY_BUFFER, vertex_buffer_o)
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, element_buffer_o)
gl.BufferData(gl.ARRAY_BUFFER, size_of(vertices), &vertices[0], gl.STATIC_DRAW)
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, size_of(indices), &indices[0], gl.STATIC_DRAW)
gl.VertexAttribPointer(0, 3, gl.FLOAT, false, 5*size_of(f32), uintptr(0)) /* give info about how to read the buffer */
gl.EnableVertexAttribArray(0) /* this zero is the same 0 as the first 0 in the call above */
gl.VertexAttribPointer(1, 2, gl.FLOAT, false, 5*size_of(f32), uintptr(3*size_of(f32)))
gl.EnableVertexAttribArray(1)
// gl.PolygonMode(gl.FRONT_AND_BACK, gl.LINE)
} defer {
gl.DeleteVertexArrays(1, &vertex_array_o)
gl.DeleteBuffers(1, &vertex_buffer_o)
gl.DeleteBuffers(1, &element_buffer_o)
}
guil, imgl: Program_layer
{/* initialize main program layers */
guil.size = window_size/UI_SCALE
imgl.size = window_size
// fmt.println("sizes of texes", guil.size, imgl.size)
guil.data = make([dynamic][4]byte, area(guil.size))
imgl.data = make([dynamic][4]byte, area(imgl.size))
guil.tex = guil.data[:]
imgl.tex = imgl.data[:]
draw_preddy_gradient(imgl)
} defer {
delete(guil.data)
delete(imgl.data)
}
gui_tex_o, img_tex_o: u32
{/* show the main program layers to the gpu */
gl.GenTextures(1, &gui_tex_o)
gl.BindTexture(gl.TEXTURE_2D, gui_tex_o)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, expand_values(guil.size), 0, gl.RGBA, gl.UNSIGNED_BYTE, &guil.tex[0])
gl.GenTextures(1, &img_tex_o)
gl.BindTexture(gl.TEXTURE_2D, img_tex_o)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, expand_values(imgl.size), 0, gl.RGBA, gl.UNSIGNED_BYTE, &imgl.tex[0])
gl.UseProgram(shader_program)
gl.Uniform1i(gl.GetUniformLocation(shader_program, "gui_texture"), 0)
gl.Uniform1i(gl.GetUniformLocation(shader_program, "img_texture"), 1)
}
imgs := make([dynamic]Image, 0)
for i := 1; i < len(os.args); i += 1 {
img, ok := load_qoi(os.args[i])
if !ok do continue
append(&imgs, img)
}
defer {
for img in imgs do delete(img.data)
delete(imgs)
}
mouse: Mouse
dial: Dial_box
t, save_msg: u128 = 0, 0
show_msg := false
redraw_images := true
for !glfw.WindowShouldClose(window_handle) { glfw.PollEvents()
if glfw.GetKey(window_handle, glfw.KEY_ESCAPE) == glfw.PRESS do break
{ /* if window size changes */
new_window_size: [2]i32
new_window_size.x, new_window_size.y = glfw.GetFramebufferSize(window_handle)
if new_window_size != window_size {
window_size = new_window_size
// fmt.println("thing changed:", window_size)
guil.size = vec_max(window_size/UI_SCALE, UI_MINIMUM_SIZE)
imgl.size = vec_max(window_size, MINIMUM_SIZE)
// fmt.println("gui size", guil.size)
if area(guil.size) > len(guil.data) || area(imgl.size) > len(imgl.data) {
// fmt.println("realloced")
resize(&guil.data, area(guil.size))
resize(&imgl.data, area(imgl.size))
guil.tex = guil.data[:]
imgl.tex = imgl.data[:]
} else {
guil.tex = guil.data[0:area(guil.size)]
imgl.tex = imgl.data[0:area(imgl.size)]
}
slice.fill(guil.tex, 0)
// slice.fill(imgl.tex, 0)
redraw_images = true
// fmt.println("---------------------- new frame -----------------")
}
}
/* inputs */
{/* mouse state */
mouse.left = glfw.GetMouseButton(window_handle, glfw.MOUSE_BUTTON_LEFT) == 1
mouse.right = glfw.GetMouseButton(window_handle, glfw.MOUSE_BUTTON_RIGHT) == 1
mouse.fpos.x, mouse.fpos.y = glfw.GetCursorPos(window_handle)
mouse.pos = vec_clamp({i32(mouse.fpos.x), window_size.y - i32(mouse.fpos.y)}/UI_SCALE, {0, 0}, guil.size - 1)
} defer {
mouse.left_was = mouse.left
mouse.right_was = mouse.right
mouse.was_on = mouse.is_on
mouse.is_on = .nothing
}
/* drawing */
slice.fill(guil.tex, 0)
// draw_text_in_box(guil, mouse.pos, "Hello World!")
// draw_text_in_box(guil, mouse.pos + {0, 9}, "The quick brown fox jumped over the lazy dog")
// draw_text_in_box(guil, mouse.pos + {0, 18}, "I'm just offsetting every box, and clamping the position", dyn = false)
// draw_ui_box(guil, cursor_pos + {-5, 0}, {50, 50})
if .dial_begin < mouse.was_on && mouse.was_on < .dial_end do mouse.is_on = mouse.was_on
{/* The save button */
dosave := draw_text_box_button(guil, mouse, {guil.size.x - 10 - text_box_width(4), guil.size.y - TEXT_BOX_HEIGHT - 10}, "Save", mouse.is_on == .nothing)
if dosave == .press {
render: Program_layer
render.size = imgs[0].size
render.data = make([dynamic][4]byte, area(render.size))
defer delete(render.data)
render.tex = render.data[:]
draw_images(render, imgs[:], false)
diskify := Image{
name = "sis_result.qoi",
size = render.size,
data = render.data
}
write_qoi(diskify)
save_msg = t
show_msg = true
}
}
{/* draw_images_bins and manage layers */
bin_height :: TEXT_BOX_HEIGHT*2 + 4
arrow_clr := UI_BORDER_COLOR
activated_arrow_clr := UI_ACTIVATED_COLOR
clicked_arrow_clr := UI_PRESSED_COLOR
swap := -1
y: i32 = guil.size.y/2 + (i32(len(imgs))*(bin_height + 1))/2
#reverse for img, i in imgs {
box_size := [2]i32{text_box_width(len(img.name)) + SMALL_ARROW_SIZE.x + 4, bin_height}
actual_pos := draw_ui_box(guil, {5, y}, box_size)
draw_text(guil, actual_pos + {SMALL_ARROW_SIZE.x + 3, bin_height - 9}, img.name)
{/* up and down arrows */
up_arrow_pos := actual_pos + {2, bin_height - SMALL_ARROW_SIZE.x - 2}
down_arrow_pos := actual_pos + {2, 2}
up_arrow_clr, down_arrow_clr := arrow_clr, arrow_clr
if mouse.is_on == .nothing {
if is_in_rect(mouse.pos, up_arrow_pos, SMALL_ARROW_SIZE) {
up_arrow_clr = clicked_arrow_clr if mouse.left else activated_arrow_clr
if i < len(imgs) - 1 && !mouse.left && mouse.left_was do swap = i + 1
}
if is_in_rect(mouse.pos, down_arrow_pos, SMALL_ARROW_SIZE) {
down_arrow_clr = clicked_arrow_clr if mouse.left else activated_arrow_clr
if i > 0 && !mouse.left && mouse.left_was do swap = i
}
}
if i < len(imgs) - 1 do draw_small_arrow(guil, up_arrow_pos, .up, up_arrow_clr)
if i > 0 do draw_small_arrow(guil, down_arrow_pos, .down, down_arrow_clr)
}
{/* image position button */
if draw_text_box_button(guil, mouse, actual_pos + {SMALL_ARROW_SIZE.x + 4, 2}, "position", mouse.is_on == .nothing) == .press {
mouse.is_on = .dial_dial
dial = {title = "position", pos = mouse.pos, target = i, is_on = .one, input_field = {' ', ' '}, input_len = 1}
tpos := imgs[dial.target].pos
o_x := 0 if tpos.x < 0 else 1
o_y := 0 if tpos.y < 0 else 1
inp := dial.input_field[0][o_x:13]
copy(inp, transmute([]byte) strconv.itoa(inp, int(tpos.x)) )
dial.input_len[0] = o_x
for c in inp do if c != ' ' do dial.input_len[0] += 1; else do break
inp = dial.input_field[1][o_y:13]
dial.input_len[1] = o_y
copy(inp, transmute([]byte) strconv.itoa(inp, int(tpos.y)) )
for c in inp do if c != ' ' do dial.input_len[1] += 1; else do break
}
}
y -= bin_height + 1
}
if swap > 0 {
temp := imgs[swap]
imgs[swap] = imgs[swap - 1]
imgs[swap - 1] = temp
redraw_images = true
mouse.is_on = .image_bin_up_down_button
}
}
if .dial_begin < mouse.was_on && mouse.was_on < .dial_end {
circle_size :: [2]i32{49, 49}
dial_box_size :: [2]i32{circle_size.x + 15, circle_size.y + 2*TEXT_BOX_HEIGHT + 5}
mouse.is_on = .dial_dial
dial.pos = draw_ui_box(guil, dial.pos, dial_box_size)
ok_button := draw_text_box_button(guil, mouse, dial.pos + {dial_box_size.x - text_box_width(2) - 2, 2}, "ok", true)
no_button := draw_text_box_button(guil, mouse, dial.pos + {dial_box_size.x - text_box_width(2) - 2, (TEXT_BOX_HEIGHT + 1) + 2}, "no", true)
sign_button := draw_text_box_button(guil, mouse, dial.pos + {dial_box_size.x - text_box_width(2) - 2, 2*(TEXT_BOX_HEIGHT + 1) + 2}, "-+", true)
backspace := draw_text_box_button(guil, mouse, dial.pos + dial_box_size - {text_box_width(1) + 2, 3*(TEXT_BOX_HEIGHT + 1) + 1}, "<", true)
mouse.is_on = .dial_button if ok_button != .none || no_button != .none || sign_button != .none || backspace != .none else mouse.is_on
draw_text(guil, dial.pos + {2, dial_box_size.y - TEXT_BOX_HEIGHT - 1}, "X")
draw_text(guil, dial.pos + {2, dial_box_size.y - 2*TEXT_BOX_HEIGHT - 1}, "Y")
x_button := draw_box_button(guil, mouse, dial.pos + {6, dial_box_size.y - TEXT_BOX_HEIGHT - 2}, {dial_box_size.x - 9, TEXT_BOX_HEIGHT}, true, body_color = WHITE)
y_button := draw_box_button(guil, mouse, dial.pos + {6, dial_box_size.y - 2*TEXT_BOX_HEIGHT - 2}, {dial_box_size.x - 9, TEXT_BOX_HEIGHT}, true, body_color = WHITE)
draw_text(guil, dial.pos + {dial_box_size.x - text_box_width(dial.input_len[0]), dial_box_size.y - TEXT_BOX_HEIGHT - 1}, cast(string) dial.input_field[0][:dial.input_len[0]])
draw_text(guil, dial.pos + {dial_box_size.x - text_box_width(dial.input_len[1]), dial_box_size.y - 2*TEXT_BOX_HEIGHT - 1}, cast(string) dial.input_field[1][:dial.input_len[1]])
mouse.is_on = .dial_button if x_button != .none || y_button != .none else mouse.is_on
if x_button == .press do dial.is_on = .one
if y_button == .press do dial.is_on = .two
circle_middle := dial.pos + circle_size/2
r := mouse.pos - circle_middle
selected := -1
for i in 0..<10 {
on_circle := [2]i32{
i32(20*math.sin(math.TAU*f64(i)/10)),
i32(20*math.cos(math.TAU*f64(i)/10))
}
theta := math.mod(1.8 - (math.PI + math.atan2(f64(r.y), f64(r.x)))/math.TAU, 1)
char_clr := UI_TEXT_COLOR
if mouse.is_on == .dial_dial && f64(i)/10 < theta && f64(i + 1)/10 >= theta {
char_clr = UI_PRESSED_COLOR if mouse.left else UI_ACTIVATED_COLOR
if !mouse.left && mouse.left_was do selected = i
}
draw_char(guil, circle_middle + on_circle - {1, 3}, rune('0' + i), char_clr)
}
line_len :: 16
if magsq(r) < line_len*line_len do r = line_len*r
if r == 0 do r = {0, 1}
draw_line(guil, circle_middle, line_len*r/mag(r), UI_TEXT_COLOR)
char: byte = 0
if sign_button == .press {
if dial.input_field[dial.is_on][0] == '-' do dial.input_field[dial.is_on][0] = ' '
else do dial.input_field[dial.is_on][0] = '-'
}
if selected >= 0 do char = byte('0' + selected)
if char != 0 && dial.input_len[dial.is_on] < min(13, len(dial.input_field[dial.is_on])) {
dial.input_field[dial.is_on][dial.input_len[dial.is_on]] = char
dial.input_len[dial.is_on] += 1
}
if backspace == .press {
dial.input_len[dial.is_on] = max(0, dial.input_len[dial.is_on] - 1)
}
if ok_button == .press {
str_x_input := string(dial.input_field[0][:dial.input_len[0]])
if str_x_input[0] == ' ' do str_x_input = str_x_input[1:]
str_y_input := string(dial.input_field[1][:dial.input_len[1]])
if str_y_input[0] == ' ' do str_y_input = str_y_input[1:]
imgs[dial.target].pos.x = cast(i32) strconv.atoi(str_x_input)
imgs[dial.target].pos.y = cast(i32) strconv.atoi(str_y_input)
redraw_images = true
}
if no_button == .press {
mouse.is_on = .dial_end
}
}
if t - save_msg < 600 && show_msg {
draw_text_in_box(guil, {guil.size.x - 10 - text_box_width(len("saved as \"sis_result.qoi\".")), guil.size.y - 2*TEXT_BOX_HEIGHT - 11}, "saved as \"sis_result.qoi\".")
} else do show_msg = false
// draw_images(imgl, imgs[:], false, imgs[0].pos)
if redraw_images {
draw_images(imgl, imgs[:], true)
redraw_images = false
}
{/* render to screen with openGL */
gl.ClearColor(0.5, 0.5, 0.5, 1.0)
gl.Clear(gl.COLOR_BUFFER_BIT)
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, gui_tex_o)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, expand_values(guil.size), 0, gl.RGBA, gl.UNSIGNED_BYTE, &guil.tex[0])
gl.ActiveTexture(gl.TEXTURE1)
gl.BindTexture(gl.TEXTURE_2D, img_tex_o)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, expand_values(imgl.size), 0, gl.RGBA, gl.UNSIGNED_BYTE, &imgl.tex[0])
gl.UseProgram(shader_program)
gl.BindVertexArray(vertex_array_o)
gl.DrawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, nil)
}
t += 1
glfw.SwapBuffers(window_handle) }
}
area :: proc(v: [2]i32) -> int {
return int(v.x)*int(v.y)
}
vec_max :: proc(v: [2]i32, m: [2]i32) -> [2]i32 {
return [2]i32{max(v.x, m.x), max(v.y, m.y)}
}
vec_clamp :: proc(v: [2]i32, l, h: [2]i32) -> [2]i32 {
return {
clamp(v.x, l.x, h.x),
clamp(v.y, l.y, h.y)
}
}
mag :: proc(v: [2]i32) -> i32 {
return cast(i32) math.sqrt(f64(v.x*v.x + v.y*v.y))
}
magsq :: proc(v: [2]i32) -> i32 {
return v.x*v.x + v.y*v.y
}
// TODO: place these in all the places where it should be
is_in_space :: proc(point_pos, size: [2]i32) -> bool {
if 0 > point_pos.x || point_pos.x >= size.x do return false
if 0 > point_pos.y || point_pos.y >= size.y do return false
return true
}
is_in_rect :: proc(point_pos, rect_pos, rect_size: [2]i32) -> bool {
if rect_pos.x > point_pos.x || point_pos.x >= rect_pos.x + rect_size.x do return false
if rect_pos.y > point_pos.y || point_pos.y >= rect_pos.y + rect_size.y do return false
return true
}
window_size_changed :: proc "c" (window: glfw.WindowHandle, width, height: i32) {
gl.Viewport(0, 0, width, height)
}