Adding outdated source code into master
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216
.outdated/graphics/src/texture.cpp
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216
.outdated/graphics/src/texture.cpp
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#include "texture.h"
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#include "map.h"
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#include "stringt.h"
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#include "shader.h"
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#include "GraphicsLibApi.h"
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const char* texture_vertex =
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#ifdef ENV_OS_ANDROID
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"#version 300 es\n"
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"precision mediump float;\n"
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#else
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"#version 330 core\n"
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#endif
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"layout(location = 0) in vec3 vPos;\n"
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"out vec2 UV;\n"
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"void main() {\n"
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" gl_Position = vec4(vPos, 1);\n"
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" UV = (vPos.xy + vec2(1, 1)) / 2.0;\n"
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"}\n";
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const char* texture_fragment =
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#ifdef ENV_OS_ANDROID
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"#version 300 es\n"
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"precision mediump float;\n"
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#else
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"#version 330 core\n"
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#endif
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"in vec2 UV;\n"
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"out vec4 color;\n"
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"uniform sampler2D renderedTexture;\n"
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"uniform float time;\n"
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"void main() {\n"
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" vec4 texColor = texture(renderedTexture, UV);\n"
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" if (texColor.a < 0.2)\n"
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" discard;\n"
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" color = texColor;\n"
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"}\n";
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namespace tp {
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using namespace glw;
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GLuint texture::getid() { return id; }
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texture::texture() {
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glGenTextures(1, &id);
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glBindTexture(GL_TEXTURE_2D, id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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texture::~texture() { glDeleteTextures(1, &id); }
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alni texture::sizeAllocatedMem() {
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return sizeof(GLuint);
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}
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alni texture::sizeUsedMem() {
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return sizeof(GLuint);
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}
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void texture::update(const Array2D<rgba>& buff) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)buff.size().x, (GLsizei)buff.size().y, 0, GL_RGBA, GL_FLOAT, buff.buff());
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}
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void texture::draw(const GLuint& out) {
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draw_texture(out, id);
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}
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struct texture_drawer_data {
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HashMap<GLuint, string> textures;
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GLuint quad_VertexArrayID;
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GLuint quad_vertexbuffer;
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GLuint texID;
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glw::shader shader;
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const GLfloat g_quad_vertex_buffer_data[18] = {
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-1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, -1.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f,
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};
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texture_drawer_data() : shader(texture_vertex, NULL, texture_fragment, false) {
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// The fullscreen quad's FBO
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glGenVertexArrays(1, &quad_VertexArrayID);
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glBindVertexArray(quad_VertexArrayID);
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glGenBuffers(1, &quad_vertexbuffer);
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glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(g_quad_vertex_buffer_data),
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g_quad_vertex_buffer_data, GL_STATIC_DRAW);
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texID = shader.getu("renderedTexture");
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}
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~texture_drawer_data() {
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glDeleteBuffers(1, &quad_vertexbuffer);
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glDeleteVertexArrays(1, &quad_VertexArrayID);
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for (auto tex : textures) {
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glDeleteTextures(1, &tex->val);
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}
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}
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};
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texture_drawer_data* texdd = NULL;
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void texture::init() {
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if (!texdd) texdd = new texture_drawer_data();
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}
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void texture::deinit() {
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if (texdd) delete texdd;
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texdd = NULL;
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}
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void texture::draw_texture(uint4 out, uint4 in) {
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assert(in);
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// Render to the screen
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glBindFramebuffer(GL_FRAMEBUFFER, out);
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// Use our shader
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texdd->shader.bind();
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// Bind our texture in Texture Unit 0
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, in);
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// Set our "renderedTexture" sampler to use Texture Unit 0
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glUniform1i(texdd->texID, 0);
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// glUniformMatrix4fv(texdd->rect_mat, 1, GL_FALSE, &tmat[0][0]);
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// 1rst attribute buffer : vertices
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, texdd->quad_vertexbuffer);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
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// Draw the triangles. 2*3 indices starting at 0 -> 2 triangles
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glDisableVertexAttribArray(0);
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texdd->shader.unbind();
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}
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GLuint load_texture(string name) {
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GLuint tex_2d = 0;
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RelAssert(0 && "incomplete compilation - no SOIL support added");
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if (0) {
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//auto document = lunasvg::Document::loadFromFile("tiger.svg");
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//auto bitmap = document->renderToBitmap();
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}
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else {
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/*
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tex_2d = SOIL_load_OGL_texture(
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name.cstr(), SOIL_LOAD_RGBA, SOIL_CREATE_NEW_ID,
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SOIL_FLAG_MIPMAPS | SOIL_FLAG_INVERT_Y | SOIL_FLAG_NTSC_SAFE_RGB |
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SOIL_FLAG_COMPRESS_TO_DXT);
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if (0 == tex_2d) {
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printf("SOIL loading error: '%s'\n", SOIL_last_result());
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}
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*/
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}
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return tex_2d;
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}
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GLuint texture::get_tex(const char* TexId) {
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GLuint out = 0;
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alni idx = texdd->textures.presents(TexId);
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if (idx != -1) {
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out = texdd->textures.get(TexId);
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}
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else {
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out = load_texture(TexId);
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texdd->textures.put(TexId, out);
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}
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return out;
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}
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void texture::drawCurcle(vec2f pos, double radius, rgba col) {
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#ifndef ENV_OS_ANDROID
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static alni precision = 40;
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glColor4f(col.r, col.g, col.b, col.a);
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double twicePi = 2.0 * 3.142;
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glBegin(GL_TRIANGLE_FAN); // BEGIN CIRCLE
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glVertex2f(pos.x, pos.y); // center of circle
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for (alni i = 0; i <= precision; i++) {
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glVertex2f((GLfloat)(pos.x + (radius * cos(i * twicePi / precision))),
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(GLfloat)(pos.y + (radius * sin(i * twicePi / precision))));
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}
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glEnd(); // END
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#endif
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}
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};
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