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local Debug = GameLab.Debug
local AssetBrowser = GameLab.Editor.GUI.EditorWindow.Extend("GameLab.Editor.AssetBrowser")
local GL = GameLab.Engine.GL
local Matrix44 = GameLab.Engine.Math.Matrix44
local Engine = GameLab.Engine
local inspect = require("inspect")
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;
out vec2 uv;
void main()
{
vec4 clip = mvp * vec4(vPos, -1, 1.0);
gl_Position = clip;
uv = vUV;
}
VSH_END
FSH_BEGIN
uniform sampler2D uiTex;
in vec2 uv;
out vec4 FragColor;
void main()
{
FragColor = texture(uiTex, uv);
}
FSH_END
]]
local tex
AssetBrowser.OnGUI = function(self)
if tex == nil then
tex = Engine.Resource.LoadTexture("./Resources/Images/brickwall.jpg")
end
if shader == nil then
shader = Engine.Rendering.Shader.New(glsl)
end
local ortho = Matrix44.New()
ortho:SetOrtho(0, 400, 400, 0, 0.1, 10)
Debug.Log("AssetBrowser.OnGUI()")
GL.ClearColor({0.1,0.1,0.1,1})
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()
Engine.Rendering.UseShader(shader)
Engine.Rendering.SetMatrix44("mvp", ortho)
Engine.Rendering.SetTexture("tex", tex)
Engine.Rendering.DrawUIQuad({10, 30, 100, 100})
Engine.Rendering.ResetUniformState()
end
AssetBrowser.OnFocus = function(self)
end
return AssetBrowser
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