205 lines
4.7 KiB
C++
205 lines
4.7 KiB
C++
|
|
#include "Texture.hpp"
|
|
|
|
#include "Map.hpp"
|
|
|
|
#include "Shader.hpp"
|
|
|
|
#include "GraphicsApi.hpp"
|
|
|
|
const char* texture_vertex =
|
|
#ifdef ENV_OS_ANDROID
|
|
"#version 300 es\n"
|
|
"precision mediump float;\n"
|
|
#else
|
|
"#version 330 core\n"
|
|
#endif
|
|
"layout(location = 0) in vec3 vPos;\n"
|
|
"out vec2 UV;\n"
|
|
"void main() {\n"
|
|
" gl_Position = vec4(vPos, 1);\n"
|
|
" UV = (vPos.xy + vec2(1, 1)) / 2.0;\n"
|
|
"}\n";
|
|
|
|
const char* texture_fragment =
|
|
#ifdef ENV_OS_ANDROID
|
|
"#version 300 es\n"
|
|
"precision mediump float;\n"
|
|
#else
|
|
"#version 330 core\n"
|
|
#endif
|
|
"in vec2 UV;\n"
|
|
"out vec4 color;\n"
|
|
"uniform sampler2D renderedTexture;\n"
|
|
"uniform float time;\n"
|
|
"void main() {\n"
|
|
" vec4 texColor = texture(renderedTexture, UV);\n"
|
|
" if (texColor.a < 0.2)\n"
|
|
" discard;\n"
|
|
" color = texColor;\n"
|
|
"}\n";
|
|
|
|
|
|
using namespace tp;
|
|
|
|
GLuint RenderTexture::getid() { return id; }
|
|
|
|
RenderTexture::RenderTexture() {
|
|
glGenTextures(1, &id);
|
|
glBindTexture(GL_TEXTURE_2D, id);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
}
|
|
|
|
RenderTexture::~RenderTexture() { glDeleteTextures(1, &id); }
|
|
|
|
|
|
void RenderTexture::update(const Buffer2D<RGBA>& buff) {
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)buff.size().x, (GLsizei)buff.size().y, 0, GL_RGBA, GL_FLOAT, buff.getBuff());
|
|
}
|
|
|
|
void RenderTexture::draw(const GLuint& out) {
|
|
draw_texture(out, id);
|
|
}
|
|
|
|
|
|
struct texture_drawer_data {
|
|
|
|
Map<std::string, GLuint> textures;
|
|
|
|
GLuint quad_VertexArrayID;
|
|
GLuint quad_vertexbuffer;
|
|
GLuint texID;
|
|
RenderShader shader;
|
|
|
|
const GLfloat g_quad_vertex_buffer_data[18] = {
|
|
-1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, -1.0f, 1.0f, 0.0f,
|
|
-1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f,
|
|
};
|
|
|
|
texture_drawer_data() : shader(texture_vertex, nullptr, texture_fragment, false) {
|
|
// The fullscreen quad's FBO
|
|
glGenVertexArrays(1, &quad_VertexArrayID);
|
|
glBindVertexArray(quad_VertexArrayID);
|
|
|
|
glGenBuffers(1, &quad_vertexbuffer);
|
|
glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(g_quad_vertex_buffer_data),
|
|
g_quad_vertex_buffer_data, GL_STATIC_DRAW);
|
|
|
|
texID = shader.getu("renderedTexture");
|
|
}
|
|
|
|
~texture_drawer_data() {
|
|
glDeleteBuffers(1, &quad_vertexbuffer);
|
|
glDeleteVertexArrays(1, &quad_VertexArrayID);
|
|
|
|
for (auto tex : textures) {
|
|
glDeleteTextures(1, &tex->val);
|
|
}
|
|
}
|
|
};
|
|
|
|
texture_drawer_data* texdd = NULL;
|
|
|
|
void RenderTexture::init() {
|
|
if (!texdd) texdd = new texture_drawer_data();
|
|
}
|
|
|
|
void RenderTexture::deinit() {
|
|
if (texdd) delete texdd;
|
|
texdd = NULL;
|
|
}
|
|
|
|
void RenderTexture::draw_texture(uint4 out, uint4 in) {
|
|
ASSERT(in);
|
|
|
|
// Render to the screen
|
|
glBindFramebuffer(GL_FRAMEBUFFER, out);
|
|
|
|
// Use our shader
|
|
texdd->shader.bind();
|
|
|
|
// Bind our texture in Texture Unit 0
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, in);
|
|
// Set our "renderedTexture" sampler to use Texture Unit 0
|
|
glUniform1i(texdd->texID, 0);
|
|
|
|
// glUniformMatrix4fv(texdd->rect_mat, 1, GL_FALSE, &tmat[0][0]);
|
|
|
|
// 1rst attribute buffer : vertices
|
|
glEnableVertexAttribArray(0);
|
|
glBindBuffer(GL_ARRAY_BUFFER, texdd->quad_vertexbuffer);
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
|
|
|
|
// Draw the triangles. 2*3 indices starting at 0 -> 2 triangles
|
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
|
|
|
glDisableVertexAttribArray(0);
|
|
|
|
texdd->shader.unbind();
|
|
}
|
|
|
|
GLuint load_texture(const std::string& name) {
|
|
GLuint tex_2d = 0;
|
|
|
|
ASSERT(0 && "incomplete compilation - no SOIL support added");
|
|
|
|
if (0) {
|
|
//auto document = lunasvg::Document::loadFromFile("tiger.svg");
|
|
//auto bitmap = document->renderToBitmap();
|
|
}
|
|
else {
|
|
/*
|
|
tex_2d = SOIL_load_OGL_texture(
|
|
name.cstr(), SOIL_LOAD_RGBA, SOIL_CREATE_NEW_ID,
|
|
SOIL_FLAG_MIPMAPS | SOIL_FLAG_INVERT_Y | SOIL_FLAG_NTSC_SAFE_RGB |
|
|
SOIL_FLAG_COMPRESS_TO_DXT);
|
|
|
|
if (0 == tex_2d) {
|
|
printf("SOIL loading error: '%s'\n", SOIL_last_result());
|
|
}
|
|
*/
|
|
}
|
|
|
|
return tex_2d;
|
|
}
|
|
|
|
GLuint RenderTexture::get_tex(const char* TexId) {
|
|
GLuint out = 0;
|
|
auto idx = texdd->textures.presents(TexId);
|
|
if (idx) {
|
|
out = texdd->textures.get(TexId);
|
|
}
|
|
else {
|
|
out = load_texture(TexId);
|
|
texdd->textures.put(TexId, out);
|
|
}
|
|
return out;
|
|
}
|
|
|
|
void RenderTexture::drawCurcle(Vec2F pos, double radius, RGBA col) {
|
|
#ifndef ENV_OS_ANDROID
|
|
static alni precision = 40;
|
|
|
|
glColor4f(col.r, col.g, col.b, col.a);
|
|
|
|
double twicePi = 2.0 * 3.142;
|
|
|
|
glBegin(GL_TRIANGLE_FAN); // BEGIN CIRCLE
|
|
glVertex2f(pos.x, pos.y); // center of circle
|
|
|
|
for (alni i = 0; i <= precision; i++) {
|
|
glVertex2f((GLfloat)(pos.x + (radius * cos(i * twicePi / precision))),
|
|
(GLfloat)(pos.y + (radius * sin(i * twicePi / precision))));
|
|
}
|
|
glEnd(); // END
|
|
#endif
|
|
}
|
|
|
|
|