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-rw-r--r--Data/Scripts/Editor/AssetBrowser.lua60
-rw-r--r--Data/Scripts/EditorApplication.lua61
2 files changed, 60 insertions, 61 deletions
diff --git a/Data/Scripts/Editor/AssetBrowser.lua b/Data/Scripts/Editor/AssetBrowser.lua
index e6e4a4a..b936702 100644
--- a/Data/Scripts/Editor/AssetBrowser.lua
+++ b/Data/Scripts/Editor/AssetBrowser.lua
@@ -8,17 +8,63 @@ AssetBrowser.Ctor = function(self)
self.base.Ctor(self, "AssetBrowser")
end
+local shader = nil
+
+local glsl = [[
+
+#version 330 core
+
+VSH_BEGIN
+
+layout (location = 0) in vec2 vPos;
+layout (location = 1) in vec2 vUV;
+
+uniform mat4 mvp;
+
+void main()
+{
+ vec4 clip = mvp * vec4(vPos, -1, 1.0);
+ gl_Position = clip;
+}
+
+VSH_END
+
+FSH_BEGIN
+
+out vec4 FragColor;
+
+void main()
+{
+ FragColor = vec4(1,1,1,1);
+}
+FSH_END
+
+]]
+
AssetBrowser.OnGUI = function(self)
+
+ if shader == nil then
+ shader = GameLab.Engine.Rendering.Shader.New(glsl)
+ end
+
+ local ortho = Matrix44.New()
+ ortho:SetOrtho(-200, 200, -200, 200, 0.1, 10)
+
Debug.Log("AssetBrowser.OnGUI()")
GL.ClearColor({0,0,0,1})
GL.Clear(GL.EBufferType.ColorBuffer)
- GL.Color({1,1,0,1})
- GL.LoadPixelMatrix(-250, 250, -300, 300)
- GL.Begin(GL.EPrimitiveType.Triangles)
- GL.Vertex({0,0,-1})
- GL.Vertex({0,300,-1})
- GL.Vertex({250,0,-1})
- GL.End()
+ -- GL.Color({1,1,0,1})
+ -- GL.LoadPixelMatrix(-250, 250, -300, 300)
+ -- GL.Begin(GL.EPrimitiveType.Triangles)
+ -- GL.Vertex({0,0,-1})
+ -- GL.Vertex({0,300,-1})
+ -- GL.Vertex({250,0,-1})
+ -- GL.End()
+
+ shader:Use()
+ shader:SetMatrix44("mvp", ortho)
+ GameLab.Engine.Rendering.DrawUIQuad({0, 0, 100, 100})
+
end
AssetBrowser.OnFocus = function(self)
diff --git a/Data/Scripts/EditorApplication.lua b/Data/Scripts/EditorApplication.lua
index a233d88..75749df 100644
--- a/Data/Scripts/EditorApplication.lua
+++ b/Data/Scripts/EditorApplication.lua
@@ -3,6 +3,8 @@ local inspect = require "inspect"
local AssetBrowser = require "./Scripts/Editor/AssetBrowser"
local EditorWindowManager = require "./Scripts/EditorGUI/EditorWindowManager"
+local Editor = GameLab.Editor
+local Engine = GameLab.Engine
local Resource = GameLab.Engine.Resource
local Rendering = GameLab.Engine.Rendering
local Debug = GameLab.Debug
@@ -23,7 +25,7 @@ app:SetMainWindow(mainWindow)
local guiWindow = GUI.GUIWindow.New()
guiWindow:SetContainerWindow(mainWindow)
-guiWindow:SetPosition({0,0, 500, 400})
+guiWindow:SetPosition({0,0, 400, 400})
collectgarbage()
@@ -40,7 +42,7 @@ Debug.Log(inspect(v))
Debug.Log(EditorWindowManager.name)
-local c = Rendering.Color.New(1,1,1,1)
+local c = Engine.Rendering.Color.New(1,1,1,1)
Debug.Log(inspect(c))
Debug.Log(inspect(GL.EBufferType))
@@ -64,13 +66,13 @@ GameLab.IO.ReadFilesAsync(files, function()
Debug.Log("finished")
end)
-local imgData = Resource.LoadImageData("./Resources/Images/brickwall.jpg")
+local imgData = Engine.Resource.LoadImageData("./Resources/Images/brickwall.jpg")
Debug.Log(tostring(imgData:GetWidth()))
Debug.Log(tostring(imgData:GetHeight()))
-local tex = Resource.LoadTexture("./Resources/Images/brickwall.jpg")
+local tex = Engine.Resource.LoadTexture("./Resources/Images/brickwall.jpg")
-local request = Resource.LoadImageDataAsync("./Resources/Images/brickwall.jpg")
+local request = Engine.Resource.LoadImageDataAsync("./Resources/Images/brickwall.jpg")
local vsh = [[
#version 330 core
@@ -109,55 +111,6 @@ local fsh = [[
}
]]
-local glsl = [[
-
-#version 330 core
-uniform vec2 screenSize;
-
-VSH_BEGIN
-
-layout (location = 0) in vec3 aPos;
-layout (location = 1) in vec3 aColor;
-layout (location = 2) in vec2 aTexCoord;
-
-out vec3 ourColor;
-out vec2 TexCoord;
-
-void main()
-{
- gl_Position = vec4(aPos, 1.0);
- ourColor = aColor;
- TexCoord = vec2(aTexCoord.x, aTexCoord.y);
-}
-
-VSH_END
-
-
-FSH_BEGIN
-
-out vec4 FragColor;
-
-in vec3 ourColor;
-in vec2 TexCoord;
-
-uniform float mixValue;
-
-// texture samplers
-uniform sampler2D texture1;
-uniform sampler2D texture2;
-
-void main()
-{
- // linearly interpolate between both textures
- FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), mixValue);
-}
-
-FSH_END
-
-]]
-
-local shader = Rendering.Shader.New(glsl)
-
while true do
app:OnStep()