Compare commits
14 Commits
Prerelease
...
Prerelease
Author | SHA1 | Date | |
---|---|---|---|
8e834f9c5a | |||
dbdb4f7ec1 | |||
39c7c7ac0d | |||
e155d272bb | |||
2ee5015d61 | |||
4484fd482f | |||
97573e28a9 | |||
0417c37460 | |||
0a757407d8 | |||
308b0dc854 | |||
5f367efc28 | |||
b4c29315f4 | |||
|
a568faa701 | ||
9d89abb2b8 |
@@ -17,6 +17,6 @@ jobs:
|
||||
- run: echo "The ${{ gitea.repository }} repository has been cloned to the runner."
|
||||
- run: echo "The workflow is now ready to run your tests on the runner."
|
||||
- run: echo "Install toolchain and run ReCI build test"
|
||||
- run: apt-get update && apt-get install -y lua5.3 git && git clone $RECI_GIT $RECI
|
||||
- run: apt-get update && apt-get install -y lua5.3 git libxrandr-dev && git clone $RECI_GIT $RECI
|
||||
- run: lua $RECI/reci.lua -f $RECI/scripts/buildtools.reci -f reci/scripts/builddeps.reci -f $RECI/scripts/buildtest.reci
|
||||
- run: echo "This job's status is ${{ job.status }}."
|
||||
|
@@ -22,32 +22,27 @@ CPMAddPackage(
|
||||
|
||||
CPMAddPackage(
|
||||
NAME J3ML
|
||||
URL https://git.redacted.cc/josh/j3ml/archive/Release-3.1.zip
|
||||
URL https://git.redacted.cc/josh/j3ml/archive/Release-3.2.zip
|
||||
)
|
||||
|
||||
CPMAddPackage(
|
||||
NAME ReWindow
|
||||
URL https://git.redacted.cc/Redacted/ReWindow/archive/Prerelease-15.zip
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||||
URL https://git.redacted.cc/Redacted/ReWindow/archive/Prerelease-21.zip
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||||
)
|
||||
|
||||
CPMAddPackage(
|
||||
NAME GLAD
|
||||
URL https://git.redacted.cc/Redacted/glad/archive/v2.1ext_fbo.zip
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||||
URL https://git.redacted.cc/Redacted/glad/archive/v2.1ext_fboV2.zip
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||||
)
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||||
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||||
CPMAddPackage(
|
||||
NAME jlog
|
||||
URL https://git.redacted.cc/josh/jlog/Prerelease-12.zip
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||||
URL https://git.redacted.cc/josh/jlog/Prerelease-16.zip
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||||
)
|
||||
|
||||
CPMAddPackage(
|
||||
NAME Event
|
||||
URL https://git.redacted.cc/josh/Event/archive/Release-6.zip
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||||
)
|
||||
|
||||
CPMAddPackage(
|
||||
NAME ReTexture
|
||||
URL https://git.redacted.cc/Redacted/ReTexture/archive/Release-1.2.zip
|
||||
NAME ReImage
|
||||
URL https://git.redacted.cc/Redacted/ReImage/archive/Release-2.0.zip
|
||||
)
|
||||
|
||||
if (WIN32)
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@@ -83,15 +78,17 @@ endif()
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set_target_properties(JGL PROPERTIES LINKER_LANGUAGE CXX)
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#Don't expose these ones.
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include_directories(${ReWindow_SOURCE_DIR}/include)
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include_directories(
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${ReWindow_SOURCE_DIR}/include
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${Event_SOURCE_DIR}/include
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||||
)
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|
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target_include_directories(JGL PUBLIC
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${PROJECT_SOURCE_DIR}/include
|
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${OPENGL_INCLUDE_DIRS}
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${ReTexture_SOURCE_DIR}/include
|
||||
${ReImage_SOURCE_DIR}/include
|
||||
${mcolor_SOURCE_DIR}/include
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||||
${J3ML_SOURCE_DIR}/include
|
||||
${Event_SOURCE_DIR}/include
|
||||
${glad_SOURCE_DIR}/include
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||||
${jlog_SOURCE_DIR}/include
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||||
)
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||||
@@ -102,13 +99,13 @@ add_executable(JGL_Demo main.cpp)
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if (UNIX AND NOT APPLE)
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target_include_directories(JGL PRIVATE ${FREETYPE_INCLUDE_DIRS})
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target_link_libraries(JGL PRIVATE ${FREETYPE_LIBRARIES})
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target_link_libraries(JGL PUBLIC ${OPENGL_LIBRARIES} mcolor J3ML glad jlog Event ReTexture)
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target_link_libraries(JGL PUBLIC ${OPENGL_LIBRARIES} mcolor J3ML glad jlog ReImage)
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endif()
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|
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if (WIN32)
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target_include_directories(JGL PRIVATE ${freetype_SOURCE_DIR}/include)
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target_link_libraries(JGL PRIVATE freetype)
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target_link_libraries(JGL PUBLIC ${OPENGL_LIBRARIES} mcolor J3ML glad jlog Event ReTexture)
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target_link_libraries(JGL PUBLIC ${OPENGL_LIBRARIES} mcolor J3ML glad jlog ReImage)
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endif()
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target_link_libraries(JGL_Demo PUBLIC JGL ReWindowLibrary)
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target_link_libraries(JGL_Demo PUBLIC JGL ReWindowLibrary Event)
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|
@@ -82,8 +82,12 @@ namespace JGL {
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||||
/// Draws a filled rectangle with rounded corners on the screen.
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void FillRoundedRect(const Color4& color, const Vector2& pos, const Vector2& size, float radius = 5, unsigned int subdivisions = 8);
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||||
|
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void DrawRenderTargetAsSprite(const RenderTarget& render_target, const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0 , 0),
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||||
/// Draws a render target to the screen.
|
||||
void DrawRenderTarget(const RenderTarget& render_target, const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0 , 0),
|
||||
const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White, Direction inversion = Direction::None);
|
||||
void DrawSprite(const RenderTarget& render_target, const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0 , 0),
|
||||
const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White, Direction inversion = Direction::None);
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||||
|
||||
/// Draws a sprite to the screen by passing a G̶L̶u̶i̶n̶t̶ JGL Texture that represents a handle to a loaded texture.
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||||
/// @param texture
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||||
/// @param position
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||||
|
@@ -17,7 +17,7 @@ namespace JGL {
|
||||
return (u8)a & (u8)b;
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||||
}
|
||||
|
||||
static std::string to_string(JGL::Direction direction) {
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static std::string to_string(const JGL::Direction& direction) {
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switch (direction) {
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||||
case JGL::Direction::None:
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||||
return "None";
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||||
@@ -33,4 +33,40 @@ namespace JGL {
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||||
return "Unknown";
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||||
}
|
||||
}
|
||||
|
||||
enum class MSAA_SAMPLE_RATE : u8 {
|
||||
MSAA_NONE = 0,
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||||
MSAA_2X = 1,
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||||
MSAA_4X = 2,
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||||
MSAA_8X = 3
|
||||
};
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||||
|
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static std::string to_string(const JGL::MSAA_SAMPLE_RATE& sample_rate) {
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switch (sample_rate) {
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case MSAA_SAMPLE_RATE::MSAA_NONE:
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return "No MSAA";
|
||||
case MSAA_SAMPLE_RATE::MSAA_2X:
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return "MSAA 2x";
|
||||
case MSAA_SAMPLE_RATE::MSAA_4X:
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return "MSAA 4x";
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||||
case MSAA_SAMPLE_RATE::MSAA_8X:
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return "MSAA 8x";
|
||||
default:
|
||||
return "Unknown";
|
||||
}
|
||||
}
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||||
static int to_int(const JGL::MSAA_SAMPLE_RATE& sample_rate) {
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switch (sample_rate) {
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case MSAA_SAMPLE_RATE::MSAA_NONE:
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||||
return 0;
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||||
case MSAA_SAMPLE_RATE::MSAA_2X:
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return 2;
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||||
case MSAA_SAMPLE_RATE::MSAA_4X:
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||||
return 4;
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||||
case MSAA_SAMPLE_RATE::MSAA_8X:
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||||
return 8;
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||||
default:
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||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@@ -3,25 +3,50 @@
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||||
#include <JGL/types/Texture.h>
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||||
#include <Color4.hpp>
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||||
#include <Colors.hpp>
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||||
#include <JGL/types/Enums.h>
|
||||
|
||||
namespace JGL {
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||||
class RenderTarget;
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||||
}
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||||
|
||||
//TODO copy constructor for this. Copying this as it is and then that copy going out of scope will crash the program as it sits.
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||||
//If you do copy it you're doing it wrong. But still.
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||||
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class JGL::RenderTarget {
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||||
private:
|
||||
Color4 clear_color{0,0,0,0};
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||||
/// "Size" in this sense is the "Renderable Area" because OpenGL textures behave strangely if they're not square.
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||||
Vector2 size{0, 0};
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||||
bool using_depth = false;
|
||||
bool texture_created_by_us = false;
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||||
GLuint framebuffer_object = 0;
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||||
GLuint depth_buffer = 0;
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Texture* texture = nullptr;
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MSAA_SAMPLE_RATE msaa_sample_rate = MSAA_SAMPLE_RATE::MSAA_NONE;
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||||
GLuint msaa_framebuffer_object = 0;
|
||||
GLuint msaa_depth_buffer = 0;
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||||
GLuint msaa_render_buffer = 0;
|
||||
void Erase();
|
||||
public:
|
||||
static GLuint GetActiveGLFramebufferHandle();
|
||||
static void SetActiveGLRenderTarget(const RenderTarget& render_target);
|
||||
|
||||
/** Change the size of the renderable area of the Render Target. **/
|
||||
/// @param new_size new size in px.
|
||||
void Resize(const Vector2& new_size);
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||||
void SetMSAAEnabled(MSAA_SAMPLE_RATE sample_rate);
|
||||
/// If you're using raw OpenGL commands to draw to this outside of J2D or J3D don't forget to do this.
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||||
/// Blits the MSAA FBO onto the regular FBO if MSAA is enabled and or If you're rendering to a texture which uses mipmaps,
|
||||
/// It regenerates them so what you drew doesn't disappear at a distance. Otherwise it does nothing.
|
||||
void Blit() const;
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||||
[[nodiscard]] bool TextureCreatedByRenderTarget() const;
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||||
public:
|
||||
[[nodiscard]] Vector2 GetDimensions() const;
|
||||
[[nodiscard]] MSAA_SAMPLE_RATE GetMSAASampleRate() const;
|
||||
/// Returns whether or not MSAA is enabled, If it is and you're not using J2D || J3D Begin / End,
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||||
/// You need to run "Blit()" after rendering to your FBO before you show it.
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||||
/// @note Also, If the texture wasn't made by the RenderTarget you don't want this. It would destroy the texture.
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||||
[[nodiscard]] bool MSAAEnabled() const;
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||||
[[nodiscard]] Texture* GetJGLTexture() const;
|
||||
[[nodiscard]] GLuint GetGLTextureHandle() const;
|
||||
[[nodiscard]] GLuint GetGLFramebufferObjectHandle() const;
|
||||
@@ -30,10 +55,9 @@ public:
|
||||
/// Get the data back from the FBO. This is *not* async friendly.
|
||||
[[nodiscard]] std::vector<GLfloat> GetData() const;
|
||||
public:
|
||||
/// Create a render target for a texture that already exists. For decals.
|
||||
explicit RenderTarget(const Texture& texture, const Color4& clear_color = Colors::Black, bool use_depth = false);
|
||||
/// Create a render target for a texture that already exists. For adding to an existing texture.
|
||||
explicit RenderTarget(Texture* texture, const Color4& clear_color = Colors::Black);
|
||||
/// Create a Render Target with a brand new texture. Want to render JGL elements onto a texture and display it as a sprite?
|
||||
explicit RenderTarget(const Vector2& size, const Color4& clear_color = Colors::Black, bool use_depth = false);
|
||||
|
||||
void Erase();
|
||||
explicit RenderTarget(const Vector2& size, const Color4& clear_color = Colors::Black, bool use_depth = false, MSAA_SAMPLE_RATE sample_rate = MSAA_SAMPLE_RATE::MSAA_NONE);
|
||||
~RenderTarget();
|
||||
};
|
@@ -1,12 +1,12 @@
|
||||
#pragma once
|
||||
#include <ReTexture/Texture.h>
|
||||
#include <ReImage/Image.h>
|
||||
#include <J3ML/LinearAlgebra.hpp>
|
||||
#include <Color3.hpp>
|
||||
#include <Color4.hpp>
|
||||
#include <glad/glad.h>
|
||||
|
||||
namespace JGL {
|
||||
using namespace ReTexture;
|
||||
using namespace ReImage;
|
||||
enum class TextureFilteringMode : u8 {
|
||||
NEAREST = 0, //Fastest for 2D, Sometimes causes graphical issues.
|
||||
BILINEAR = 1, //Fast and pretty, The best for 2D.
|
||||
@@ -25,22 +25,25 @@ namespace JGL {
|
||||
|
||||
/// Represents texture data loaded on the GPU. Contains a handle that can be passed to OpenGL draw calls.
|
||||
class Texture {
|
||||
private:
|
||||
void Erase();
|
||||
protected:
|
||||
GLuint texture_handle = 0;
|
||||
Vector2 texture_size = {0, 0};
|
||||
ReTexture::TextureFlag texture_flags;
|
||||
ReTexture::TextureFormat texture_format;
|
||||
ReImage::TextureFlag texture_flags;
|
||||
ReImage::TextureFormat texture_format;
|
||||
TextureFilteringMode texture_filtering_mode;
|
||||
TextureWrappingMode texture_wrapping_mode;
|
||||
void load(SoftwareTexture* software_texture, const Vector2& size, const TextureFormat& format, TextureFilteringMode filtering_mode, TextureWrappingMode wrapping_mode);
|
||||
void load(Image* software_texture, const Vector2& size, const TextureFormat& format, TextureFilteringMode filtering_mode, TextureWrappingMode wrapping_mode);
|
||||
public:
|
||||
///Load a texture from a file,
|
||||
explicit Texture(const std::string& file, TextureFilteringMode filtering_mode = TextureFilteringMode::BILINEAR, TextureWrappingMode wrapping_mode = TextureWrappingMode::CLAMP_TO_EDGE);
|
||||
Texture(const std::string& file, const TextureFlag& flags, TextureFilteringMode filtering_mode = TextureFilteringMode::BILINEAR, TextureWrappingMode wrapping_mode = TextureWrappingMode::CLAMP_TO_EDGE);
|
||||
/// Load a texture from a file,
|
||||
explicit Texture(const std::string& file, TextureFilteringMode filtering_mode = TextureFilteringMode::BILINEAR, TextureWrappingMode wrapping_mode = TextureWrappingMode::CLAMP_TO_EDGE, const TextureFlag& flags = TextureFlag::INVERT_Y);
|
||||
Texture(Image* software_texture, const Vector2& size, const TextureFormat& format, TextureFilteringMode filtering_mode, TextureWrappingMode wrapping_mode);
|
||||
/* Initialize a texture filled with trash data
|
||||
this is primarily for the RenderTarget */
|
||||
explicit Texture(const Vector2& size);
|
||||
Texture() = default;
|
||||
Texture(const Texture& rhs);
|
||||
~Texture();
|
||||
public:
|
||||
[[nodiscard]] GLuint GetGLTextureHandle() const;
|
||||
[[nodiscard]] Vector2 GetDimensions() const;
|
||||
@@ -49,9 +52,8 @@ namespace JGL {
|
||||
[[nodiscard]] TextureFlag GetFlags() const;
|
||||
[[nodiscard]] TextureFormat GetFormat() const;
|
||||
[[nodiscard]] std::vector<Color4> GetPixelData() const;
|
||||
|
||||
void SetTextureHandle(GLuint handle);
|
||||
void Erase();
|
||||
void SetFlags(const TextureFlag& flags);
|
||||
};
|
||||
|
||||
}
|
@@ -1,72 +1,68 @@
|
||||
#pragma once
|
||||
#include <vector>
|
||||
#include <glad/glad.h>
|
||||
#include <J3ML/LinearAlgebra/Vector2.hpp>
|
||||
#include <J3ML/LinearAlgebra/Vector2i.hpp>
|
||||
#include <J3ML/LinearAlgebra/Vector3.hpp>
|
||||
#include <J3ML/LinearAlgebra/Vector4.hpp>
|
||||
#include <JGL/logger/logger.h>
|
||||
#include <type_traits>
|
||||
#include <vector>
|
||||
#include <cstring>
|
||||
#include <string>
|
||||
|
||||
namespace JGL {
|
||||
class VRamList;
|
||||
}
|
||||
|
||||
/// A wrapper for VBO, Storing texture coordinates or vertices or indices in vram.
|
||||
/// A wrapped for "Vertex Buffer Object" In OpenGL, Store things in VRam.
|
||||
class JGL::VRamList {
|
||||
private:
|
||||
GLuint list_handle = 0;
|
||||
long size = 0;
|
||||
long num_elements = 0;
|
||||
bool element_array_buffer = false;
|
||||
|
||||
void load(const GLfloat* data, const long& size);
|
||||
void load(const GLuint* data, const long& size);
|
||||
void SetData(void* data, const long& length);
|
||||
void UpdateData(void* data, const long& offset, const long& length);
|
||||
void Erase();
|
||||
public:
|
||||
VRamList() = default;
|
||||
VRamList(const GLuint* data, const long& size);
|
||||
VRamList(const GLfloat* data, const long& size);
|
||||
VRamList(Vector2* data, const long& size);
|
||||
VRamList(Vector3* data, const long& size);
|
||||
VRamList(Vector4* data, const long& size);
|
||||
VRamList(const GLuint* data, const long& length);
|
||||
VRamList(const GLfloat* data, const long& length);
|
||||
VRamList(Vector2* data, const long& length);
|
||||
VRamList(Vector3* data, const long& length);
|
||||
VRamList(Vector4* data, const long& length);
|
||||
|
||||
~VRamList();
|
||||
/** Copying around the VBO data to a new VBO like this is slow.
|
||||
* Pass to function by const reference or pointer always. */
|
||||
VRamList(const VRamList& rhs);
|
||||
|
||||
public:
|
||||
[[nodiscard]] GLuint GetHandle() const;
|
||||
/// Returns the number of GLfloat or GLuint in the list.
|
||||
[[nodiscard]] long GetSize() const;
|
||||
/// Returns the number of elements in the list.
|
||||
[[nodiscard]] long GetLength() const;
|
||||
/// Returns the size of the data in bytes.
|
||||
[[nodiscard]] long GetDataSize() const;
|
||||
[[nodiscard]] bool IsIntegerArray() const;
|
||||
[[nodiscard]] size_t GetSize() const;
|
||||
/** Get VBO data back from the GPU. This is *bad* because the CPU is going to wait
|
||||
* for the transfer to finish. Has limited use other than testing. */
|
||||
[[nodiscard]] std::vector<GLfloat> GetDataF() const;
|
||||
[[nodiscard]] std::vector<GLuint> GetDataUI() const;
|
||||
[[nodiscard]] bool IsFloatArray() const;
|
||||
void Erase();
|
||||
/** Replace the data of an existing VBO in it's entirety. Must be same type.
|
||||
* "length" refers to the number of elements in data. Not the number of bytes. */
|
||||
void SetData(const GLfloat* data, const long& length);
|
||||
void SetData(const Vector2* data, const long& length);
|
||||
void SetData(const Vector3* data, const long& length);
|
||||
void SetData(const Vector4* data, const long& length);
|
||||
|
||||
/// Update the data of an existing VBO. Data would be the same type as the list already is.
|
||||
/// "size" refers to the number of elements in data. Not the number of bytes.
|
||||
void SetData(void* data, const long& size);
|
||||
void SetData(const GLuint* data, const long& length);
|
||||
void SetData(const Vector2i* data, const long& length);
|
||||
|
||||
/* Get VBO data back from the GPU. This is *very* slow because the CPU is going to wait
|
||||
for the transfer to finish. I don't know why you'd want to do this outside of testing reasons.*/
|
||||
template <typename T>
|
||||
[[nodiscard]] std::vector<T> GetData() const {
|
||||
GLenum buffer_type;
|
||||
GLint current_buffer = 0;
|
||||
if constexpr (std::is_same<T, GLfloat>::value)
|
||||
buffer_type = GL_ARRAY_BUFFER,
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, ¤t_buffer);
|
||||
else if constexpr (std::is_same<T, GLuint>::value)
|
||||
buffer_type = GL_ELEMENT_ARRAY_BUFFER,
|
||||
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, ¤t_buffer);
|
||||
else
|
||||
jlog::Fatal("Typename T must be either GLfloat or GLuint.");
|
||||
/** Update only a portion of the data in a VBO. Must be same type.
|
||||
* "length" refers to the number of elements in data. Not the number of bytes.
|
||||
* "offset" refers the number of Typename T into the buffer the data you want to change is.
|
||||
* For ex, offset 0 and length of 1 overwrites the first value. Offset 1 the second etc */
|
||||
void UpdateData(const GLfloat* data, const long& offset, const long& length);
|
||||
void UpdateData(const Vector2* data, const long& offset, const long& length);
|
||||
void UpdateData(const Vector3* data, const long& offset, const long& length);
|
||||
void UpdateData(const Vector4* data, const long& offset, const long& length);
|
||||
|
||||
if ((element_array_buffer && buffer_type == GL_ARRAY_BUFFER) || (!element_array_buffer && buffer_type == GL_ELEMENT_ARRAY_BUFFER))
|
||||
jlog::Fatal("Returning the contents of a VRamList using the incorrect Typename T?");
|
||||
|
||||
glBindBuffer(buffer_type, list_handle);
|
||||
std::vector<T> data(size);
|
||||
memcpy(data.data(), glMapBuffer(buffer_type, GL_READ_ONLY), size * sizeof(T));
|
||||
glUnmapBuffer(buffer_type);
|
||||
glBindBuffer(buffer_type, current_buffer);
|
||||
|
||||
return data;
|
||||
}
|
||||
void UpdateData(const GLuint* data, const long& offset, const long& length);
|
||||
void UpdateData(const Vector2i* data, const long& offset, const long& length);
|
||||
};
|
32
main.cpp
32
main.cpp
@@ -94,7 +94,9 @@ Gizmo c({350, 300});
|
||||
Gizmo d({450, 250});
|
||||
|
||||
Texture* image;
|
||||
Texture* image2;
|
||||
RenderTarget* j2d_render_target;
|
||||
RenderTarget* image2_render_target;
|
||||
|
||||
class JGLDemoWindow : public ReWindow::RWindow
|
||||
{
|
||||
@@ -102,10 +104,9 @@ public:
|
||||
void initGL() {
|
||||
camera = new Camera;
|
||||
gladLoadGL();
|
||||
if (!JGL::MeetsRequirements()) {
|
||||
Logger::Fatal("The graphics driver does not meet the minimum requirements to run this program.");
|
||||
exit(-1);
|
||||
}
|
||||
if (!JGL::MeetsRequirements())
|
||||
Logger::Warning("The graphics driver does not meet the minimum requirements to run this program.");
|
||||
|
||||
JGL::InitTextEngine();
|
||||
JGL::Update(getSize());
|
||||
J3D::Init(getSize(), 90, 100);
|
||||
@@ -117,7 +118,14 @@ public:
|
||||
glDepthFunc(GL_LESS);
|
||||
glDepthMask(GL_TRUE);
|
||||
image = new Texture("assets/sprites/Re3D.png", TextureFilteringMode::BILINEAR);
|
||||
j2d_render_target = new RenderTarget({500, 500}, {255,0,0,0});
|
||||
j2d_render_target = new RenderTarget({540, 540}, {0,0,0,0}, false, MSAA_SAMPLE_RATE::MSAA_8X);
|
||||
image2 = new Texture("assets/sprites/Re3D.png",TextureFilteringMode::BILINEAR);
|
||||
image2_render_target = new RenderTarget(image2);
|
||||
|
||||
J2D::Begin(image2_render_target);
|
||||
J2D::FillRect(Colors::Red, {0,0}, {4,4});
|
||||
J2D::DrawString(Colors::Red, "TEST", 0, 16, 1, 16, FreeSans);
|
||||
J2D::End();
|
||||
}
|
||||
|
||||
Vector3 textAngle = {0,0,0};
|
||||
@@ -155,16 +163,15 @@ public:
|
||||
J3D::End();
|
||||
|
||||
|
||||
J2D::Begin();
|
||||
J2D::Begin(j2d_render_target, true);
|
||||
J2D::FillRect(Colors::Blue, {0,52}, {100,100});
|
||||
J2D::DrawSprite(*image, {300, 300}, 0, {0,0}, {1, 1}, Colors::White, Direction::Vertical | Direction::Horizontal);
|
||||
J2D::DrawSprite(*image2, {300, 300}, 0, {0.5,0.5}, {1, 1}, Colors::White);
|
||||
J2D::DrawMirrorSprite(*image, {400, 300}, Direction::Horizontal | Direction::Vertical, sprite_radians, {0.5,0.5}, {1, 1}, Colors::White);
|
||||
J2D::DrawPartialSprite(*image, {225, 300}, image->GetDimensions() * 0.25, image->GetDimensions() * 0.75, sprite_radians, {0.5, 0.5});
|
||||
J2D::DrawPartialSprite(*image, {225, 300}, image->GetDimensions() * 0.25, image->GetDimensions() * 0.75, sprite_radians, {0.5, 0.5}, {1,1}, Colors::White);
|
||||
J2D::FillRect(Colors::Pinks::HotPink, {68, 120}, {32, 32});
|
||||
J2D::FillGradientRect(Colors::Red, Colors::Blue, Direction::Diagonal_SWNE, {100,52}, {100,100});
|
||||
J2D::FillRoundedRect(Colors::Red, {200, 52}, {100, 100}, 8, 8);
|
||||
J2D::FillRoundedRect(Colors::Purples::BlueViolet, {300, 52}, {100, 100}, 8, 4);
|
||||
|
||||
J2D::FillCircle(Colors::White, {52, 204}, 50, 24);
|
||||
J2D::OutlineCircle(Colors::White, {153, 204}, 50, 24);
|
||||
|
||||
@@ -194,11 +201,12 @@ public:
|
||||
J2D::End();
|
||||
|
||||
//Draw the Render Target that we just drew all that stuff onto.
|
||||
/*
|
||||
|
||||
J2D::Begin();
|
||||
J2D::DrawRenderTargetAsSprite(*j2d_render_target, {0, 0}, 0, {0.5, 0.5}, {1,1}, Colors::White);
|
||||
J2D::DrawSprite(*j2d_render_target, {0, 0}, 0, {0.5, 0.5}, {1,1}, Colors::White);
|
||||
J2D::DrawSprite(*image2_render_target, {300, 500}, 0, {0.5, 0.5}, {1,1}, Colors::White);
|
||||
J2D::End();
|
||||
*/
|
||||
|
||||
}
|
||||
|
||||
void OnRefresh(float elapsed) override {
|
||||
|
133
src/JGL.cpp
133
src/JGL.cpp
@@ -37,8 +37,6 @@ namespace JGL {
|
||||
bool MeetsRequirements() {
|
||||
if (!GLAD_GL_VERSION_2_1)
|
||||
return false;
|
||||
if (!GLAD_GL_EXT_framebuffer_object)
|
||||
return false;
|
||||
if (!GLAD_GL_ARB_framebuffer_object)
|
||||
return false;
|
||||
return true;
|
||||
@@ -53,6 +51,9 @@ namespace JGL {
|
||||
glGetIntegerv(GL_VIEWPORT, viewport);
|
||||
current_fbo = JGL::RenderTarget::GetActiveGLFramebufferHandle();
|
||||
JGL::RenderTarget::SetActiveGLRenderTarget(*rt);
|
||||
|
||||
if (!(rt->GetJGLTexture()->GetFlags() & INVERT_Y))
|
||||
Logger::Warning("You're rendering onto a texture that is upside-down. Your draw commands won't work how you'd expect.");
|
||||
}
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
@@ -124,7 +125,7 @@ namespace JGL {
|
||||
|
||||
if (!inJ3D)
|
||||
inJ2D = true;
|
||||
else { Logger::Error("Attempt to Begin J2D inside of J3D context."); }
|
||||
else { Logger::Error("Beginning J2D context inside of J3D context?"); }
|
||||
|
||||
if (rt != nullptr && clear_buffers) {
|
||||
glClearColor(rt->GetClearColor().R(), rt->GetClearColor().G(), rt->GetClearColor().B(), rt->GetClearColor().A());
|
||||
@@ -167,6 +168,7 @@ namespace JGL {
|
||||
glColor4fv(oldColor);
|
||||
|
||||
if (render_target != nullptr) {
|
||||
render_target->Blit();
|
||||
render_target = nullptr;
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
|
||||
glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
|
||||
@@ -296,24 +298,32 @@ namespace JGL {
|
||||
J2D::FillCircle(color, {pos.x + size.x - radius, pos.y + size.y - radius}, radius, subdivisions);
|
||||
}
|
||||
|
||||
void
|
||||
J2D::DrawRenderTargetAsSprite(const JGL::RenderTarget& rt, const Vector2& position, float rad_rotation, const Vector2& origin,
|
||||
void J2D::DrawSprite(const JGL::RenderTarget& rt, const Vector2& position, float rad_rotation, const Vector2& origin,
|
||||
const Vector2& scale, const Color4& color, Direction inversion) {
|
||||
|
||||
//Correct for the render-target being upside-down.
|
||||
Direction d{};
|
||||
if (inversion == Direction::None)
|
||||
if (inversion == Direction::None && !(rt.GetJGLTexture()->GetFlags() & INVERT_Y))
|
||||
d = Direction::Vertical;
|
||||
else if (inversion == Direction::Horizontal)
|
||||
d = Direction::Horizontal | Direction::Vertical;
|
||||
else if (inversion& Direction::Horizontal && inversion& Direction::Vertical)
|
||||
else if (inversion == Direction::Horizontal) {
|
||||
d = Direction::Horizontal;
|
||||
if (!(rt.GetJGLTexture()->GetFlags() & INVERT_Y))
|
||||
d = Direction::Horizontal | Direction::Vertical;
|
||||
}
|
||||
else if (inversion& Direction::Horizontal && inversion& Direction::Vertical) {
|
||||
d = Direction::Horizontal;
|
||||
if (!(rt.GetJGLTexture()->GetFlags() & INVERT_Y))
|
||||
d = Direction::Horizontal | Direction::Vertical;
|
||||
}
|
||||
|
||||
//Change the blending mode such that the alpha doesn't get multiplied again.
|
||||
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
||||
//J2D::DrawSprite(*rt.GetJGLTexture(), position, rad_rotation, origin, scale, color, d);
|
||||
if (rt.TextureCreatedByRenderTarget())
|
||||
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
J2D::DrawPartialSprite(*rt.GetJGLTexture(), position, {0, 0}, rt.GetDimensions(), rad_rotation, origin, scale, color, d);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
if (rt.TextureCreatedByRenderTarget())
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
}
|
||||
void J2D::DrawSprite(const Texture& texture, const Vector2& pos, float rad_rotation, const Vector2& origin,
|
||||
const Vector2& scale, const Color4& color, Direction inversion) {
|
||||
@@ -323,7 +333,11 @@ namespace JGL {
|
||||
|
||||
const Vector2 size = texture.GetDimensions();
|
||||
|
||||
std::array<Vector2, 4> textureCoordinates = {Vector2(0, 0), Vector2(0, 1), Vector2(1, 1), Vector2(1, 0)};
|
||||
std::array<Vector2, 4> textureCoordinates{};
|
||||
if (texture.GetFlags() & INVERT_Y)
|
||||
textureCoordinates = {Vector2(0, 1), Vector2(0, 0), Vector2(1, 0), Vector2(1, 1)};
|
||||
else
|
||||
textureCoordinates = {Vector2(0, 0), Vector2(0, 1), Vector2(1, 1), Vector2(1, 0)};
|
||||
|
||||
// TODO: Kind of a mess, refactor to be more sensible later.
|
||||
// Factors in scaling and origin correctly.
|
||||
@@ -352,13 +366,12 @@ namespace JGL {
|
||||
pos2.y + offset.y * scale.y
|
||||
};
|
||||
|
||||
|
||||
if (inversion == Direction::Vertical)
|
||||
textureCoordinates = {Vector2(0, 1), Vector2(0, 0), Vector2(1, 0), Vector2(1, 1)};
|
||||
else if (inversion == Direction::Horizontal)
|
||||
textureCoordinates = {Vector2(1, 0), Vector2(1, 1), Vector2(0, 1), Vector2(0, 0)};
|
||||
else if ((inversion& Direction::Horizontal) && (inversion& Direction::Vertical))
|
||||
textureCoordinates = {Vector2(1, 1), Vector2(1, 0), Vector2(0, 0), Vector2(0, 1)};
|
||||
std::swap(textureCoordinates[0], textureCoordinates[1]),
|
||||
std::swap(textureCoordinates[3], textureCoordinates[2]);
|
||||
if (inversion == Direction::Horizontal)
|
||||
std::swap(textureCoordinates[0], textureCoordinates[3]),
|
||||
std::swap(textureCoordinates[1], textureCoordinates[2]);
|
||||
|
||||
glColor4ubv(color.ptr());
|
||||
glBindTexture(GL_TEXTURE_2D, texture.GetGLTextureHandle());
|
||||
@@ -387,18 +400,32 @@ namespace JGL {
|
||||
Logger::Error("Drawing J2D element before J2D begin.");
|
||||
|
||||
const Vector2 textureSize = texture.GetDimensions();
|
||||
|
||||
std::array<GLfloat, 8> textureCoordinates{};
|
||||
// Calculate texture coordinates (relative to the whole texture)
|
||||
std::array<GLfloat, 8> textureCoordinates = {
|
||||
sub_texture_position.x / textureSize.x,
|
||||
sub_texture_position.y / textureSize.y,
|
||||
sub_texture_position.x / textureSize.x,
|
||||
(sub_texture_position.y + sub_texture_size.y) / textureSize.y,
|
||||
(sub_texture_position.x + sub_texture_size.x) / textureSize.x,
|
||||
(sub_texture_position.y + sub_texture_size.y) / textureSize.y,
|
||||
(sub_texture_position.x + sub_texture_size.x) / textureSize.x,
|
||||
sub_texture_position.y / textureSize.y
|
||||
};
|
||||
if (!(texture.GetFlags() & INVERT_Y))
|
||||
textureCoordinates = {
|
||||
sub_texture_position.x / textureSize.x,
|
||||
sub_texture_position.y / textureSize.y,
|
||||
sub_texture_position.x / textureSize.x,
|
||||
(sub_texture_position.y + sub_texture_size.y) / textureSize.y,
|
||||
(sub_texture_position.x + sub_texture_size.x) / textureSize.x,
|
||||
(sub_texture_position.y + sub_texture_size.y) / textureSize.y,
|
||||
(sub_texture_position.x + sub_texture_size.x) / textureSize.x,
|
||||
sub_texture_position.y / textureSize.y
|
||||
};
|
||||
|
||||
else {
|
||||
textureCoordinates = {
|
||||
sub_texture_position.x / textureSize.x,
|
||||
(textureSize.y - sub_texture_position.y) / textureSize.y,
|
||||
sub_texture_position.x / textureSize.x,
|
||||
(textureSize.y - (sub_texture_position.y + sub_texture_size.y)) / textureSize.y,
|
||||
(sub_texture_position.x + sub_texture_size.x) / textureSize.x,
|
||||
(textureSize.y - (sub_texture_position.y + sub_texture_size.y)) / textureSize.y,
|
||||
(sub_texture_position.x + sub_texture_size.x) / textureSize.x,
|
||||
(textureSize.y - sub_texture_position.y) / textureSize.y
|
||||
};
|
||||
}
|
||||
|
||||
if (inversion& Direction::Vertical)
|
||||
std::swap(textureCoordinates[1], textureCoordinates[3]),
|
||||
@@ -460,21 +487,35 @@ namespace JGL {
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, texture.GetGLTextureHandle());
|
||||
Vector2 size = texture.GetDimensions();
|
||||
|
||||
std::array<Vector2, 4> textureCoordinates = {Vector2(0, 0), Vector2(0, 1), Vector2(1, 1), Vector2(1, 0)};
|
||||
if (mirror_axis == Direction::Horizontal) {
|
||||
size.x *= 2;
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
|
||||
if (texture.GetFlags() & INVERT_Y)
|
||||
textureCoordinates = {Vector2(0, 1), Vector2(0, 0), Vector2(2, 0), Vector2(2, 1)};
|
||||
else
|
||||
textureCoordinates = {Vector2(0, 0), Vector2(0, 1), Vector2(2, 1), Vector2(2, 0)};
|
||||
}
|
||||
|
||||
if (mirror_axis == Direction::Horizontal)
|
||||
size.x *= 2,
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT),
|
||||
textureCoordinates = {Vector2(0, 0), Vector2(0, 1), Vector2(2, 1), Vector2(2, 0)};
|
||||
else if (mirror_axis == Direction::Vertical) {
|
||||
size.y *= 2;
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
|
||||
if (texture.GetFlags() & INVERT_Y)
|
||||
textureCoordinates = {Vector2(0, 2), Vector2(0, 0), Vector2(1, 0), Vector2(1, 2)};
|
||||
else
|
||||
textureCoordinates = {Vector2(0, 0), Vector2(0, 2), Vector2(1, 2), Vector2(1, 0)};
|
||||
}
|
||||
|
||||
else if (mirror_axis == Direction::Vertical)
|
||||
size.y *= 2,
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT),
|
||||
textureCoordinates = {Vector2(0, 0), Vector2(0, 2), Vector2(1, 2), Vector2(1, 0)};
|
||||
|
||||
else if ((mirror_axis& Direction::Horizontal) && (mirror_axis& Direction::Vertical))
|
||||
size *= 2,
|
||||
textureCoordinates = {Vector2(0, 0), Vector2(0, 2), Vector2(2, 2), Vector2(2, 0)};
|
||||
else if ((mirror_axis& Direction::Horizontal) && (mirror_axis& Direction::Vertical)) {
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
|
||||
size *= 2;
|
||||
if (texture.GetFlags() & INVERT_Y)
|
||||
textureCoordinates = {Vector2(0, 2), Vector2(0, 0), Vector2(2, 0), Vector2(2, 2)};
|
||||
else
|
||||
textureCoordinates = {Vector2(0, 0), Vector2(0, 2), Vector2(2, 2), Vector2(2, 0)};
|
||||
}
|
||||
|
||||
const Vector2 offset = origin * size;
|
||||
Vector2 pos2 = position;
|
||||
@@ -529,7 +570,7 @@ namespace JGL {
|
||||
for (angle = 0.0f; angle < (2.f * Math::Pi); angle += step) {
|
||||
x = radius * std::sin(angle) + center.x;
|
||||
y = radius * std::cos(angle) + center.y;
|
||||
if (i <= subdivisions)
|
||||
if (i < subdivisions)
|
||||
vertices[i] = {x, y};
|
||||
else
|
||||
vertices.emplace_back(x, y);
|
||||
@@ -558,7 +599,7 @@ namespace JGL {
|
||||
for (angle = 0.0f; angle < (2.f * Math::Pi); angle += step) {
|
||||
x = radius * std::sin(angle) + center.x;
|
||||
y = radius * std::cos(angle) + center.y;
|
||||
if (i <= subdivisions)
|
||||
if (i < subdivisions)
|
||||
vertices[i] = {x, y};
|
||||
else
|
||||
vertices.emplace_back(x, y);
|
||||
@@ -730,7 +771,7 @@ namespace JGL {
|
||||
if (!inJ2D)
|
||||
inJ3D = true;
|
||||
else
|
||||
Logger::Error("Can't begin J3D context inside J2D context.");
|
||||
Logger::Error("Beginning J3D context inside of J2D context?");
|
||||
}
|
||||
|
||||
void J3D::End() {
|
||||
@@ -759,7 +800,7 @@ namespace JGL {
|
||||
|
||||
void J3D::DrawLine(const Color4& color, const Vector3& A, const Vector3& B, float thickness) {
|
||||
if (!inJ3D)
|
||||
Logger::Error("Attempt to Render J3D element before J3D begin.");
|
||||
Logger::Error("Drawing J3D element before J3D begin.");
|
||||
|
||||
Vector3 vertices[] = {A, B};
|
||||
|
||||
|
@@ -1,5 +1,5 @@
|
||||
#include <JGL/types/RenderTarget.h>
|
||||
#include <jlog/Logger.hpp>
|
||||
#include <JGL/logger/logger.h>
|
||||
#include <stdexcept>
|
||||
|
||||
JGL::Texture* JGL::RenderTarget::GetJGLTexture() const {
|
||||
@@ -25,9 +25,8 @@ GLuint JGL::RenderTarget::GetActiveGLFramebufferHandle() {
|
||||
}
|
||||
|
||||
void JGL::RenderTarget::SetActiveGLRenderTarget(const RenderTarget& render_target) {
|
||||
RenderTarget rt = render_target;
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, rt.GetGLFramebufferObjectHandle());
|
||||
glViewport(0,0, rt.GetDimensions().x, rt.GetDimensions().y);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, render_target.MSAAEnabled() ? render_target.msaa_framebuffer_object : render_target.GetGLFramebufferObjectHandle());
|
||||
glViewport(0,0, render_target.GetDimensions().x, render_target.GetDimensions().y);
|
||||
}
|
||||
|
||||
Vector2 JGL::RenderTarget::GetDimensions() const {
|
||||
@@ -36,21 +35,44 @@ Vector2 JGL::RenderTarget::GetDimensions() const {
|
||||
|
||||
void JGL::RenderTarget::Erase() {
|
||||
if (GetActiveGLFramebufferHandle() == framebuffer_object)
|
||||
jlog::Warning("Deleting the framebuffer that's currently in use?");
|
||||
|
||||
texture->Erase();
|
||||
Logger::Warning("Deleting the framebuffer that's currently in use?");
|
||||
|
||||
if (using_depth)
|
||||
glDeleteRenderbuffers(1, &depth_buffer);
|
||||
|
||||
glDeleteFramebuffers(1, &framebuffer_object);
|
||||
|
||||
if (MSAAEnabled())
|
||||
SetMSAAEnabled(MSAA_SAMPLE_RATE::MSAA_NONE);
|
||||
}
|
||||
|
||||
Color4 JGL::RenderTarget::GetClearColor() const {
|
||||
return clear_color;
|
||||
}
|
||||
|
||||
JGL::RenderTarget::RenderTarget(const Vector2& size, const Color4& clear_color, bool use_depth) {
|
||||
/// Idk why you'd ever want to clear it out if you're rendering onto a texture you passed in :shrug:.
|
||||
JGL::RenderTarget::RenderTarget(JGL::Texture* texture, const Color4& clear_color) {
|
||||
GLuint current_fbo = GetActiveGLFramebufferHandle();
|
||||
GLint viewport[4] = {0, 0, 0, 0};
|
||||
glGetIntegerv(GL_VIEWPORT, viewport);
|
||||
|
||||
glGenFramebuffers(1, &framebuffer_object);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_object);
|
||||
glViewport(0,0, size.x, size.y);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->GetGLTextureHandle(), 0);
|
||||
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
throw std::runtime_error("A new framebuffer could not be allocated.");
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
|
||||
glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
|
||||
this->clear_color = clear_color;
|
||||
this->size = texture->GetDimensions();
|
||||
this->texture = texture;
|
||||
texture_created_by_us = false;
|
||||
}
|
||||
|
||||
JGL::RenderTarget::RenderTarget(const Vector2& size, const Color4& clear_color, bool use_depth, MSAA_SAMPLE_RATE sample_rate) {
|
||||
GLuint current_fbo = GetActiveGLFramebufferHandle();
|
||||
GLint viewport[4] = {0, 0, 0, 0};
|
||||
glGetIntegerv(GL_VIEWPORT, viewport);
|
||||
@@ -89,6 +111,11 @@ JGL::RenderTarget::RenderTarget(const Vector2& size, const Color4& clear_color,
|
||||
glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
|
||||
this->clear_color = clear_color;
|
||||
this->size = size;
|
||||
texture_created_by_us = true;
|
||||
this->texture->SetFlags(INVERT_Y);
|
||||
|
||||
if (sample_rate != MSAA_SAMPLE_RATE::MSAA_NONE)
|
||||
SetMSAAEnabled(sample_rate);
|
||||
}
|
||||
|
||||
std::vector<GLfloat> JGL::RenderTarget::GetData() const {
|
||||
@@ -101,3 +128,176 @@ std::vector<GLfloat> JGL::RenderTarget::GetData() const {
|
||||
return data;
|
||||
|
||||
}
|
||||
|
||||
void JGL::RenderTarget::Resize(const Vector2& new_size) {
|
||||
if (!texture_created_by_us)
|
||||
Logger::Fatal("Resizing a texture that already existed?");
|
||||
|
||||
GLuint current_fbo = GetActiveGLFramebufferHandle();
|
||||
GLfloat old_clear_color[4];
|
||||
GLint old_viewport[4] = {0, 0, 0, 0};
|
||||
glGetIntegerv(GL_VIEWPORT, old_viewport);
|
||||
glGetFloatv(GL_COLOR_CLEAR_VALUE, old_clear_color);
|
||||
|
||||
/* If what was previously not part of the renderable area is big enough to
|
||||
* just set the new size without reading data back */
|
||||
if (new_size.x <= texture->GetDimensions().x && new_size.y <= texture->GetDimensions().y) {
|
||||
size = new_size;
|
||||
|
||||
// Clear.
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_object);
|
||||
auto cc = GetClearColor();
|
||||
glClearColor(cc.RedChannelNormalized(), cc.GreenChannelNormalized(), cc.BlueChannelNormalized(), cc.AlphaChannelNormalized());
|
||||
glViewport(0,0, size.x, size.y);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
if (using_depth)
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
|
||||
glClearColor(old_clear_color[0], old_clear_color[1], old_clear_color[2], old_clear_color[3]);
|
||||
glViewport(old_viewport[0], old_viewport[1], old_viewport[2], old_viewport[3]);
|
||||
return;
|
||||
}
|
||||
|
||||
//If we have to remake the texture.
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_object);
|
||||
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
|
||||
// Erase it.
|
||||
delete texture;
|
||||
|
||||
unsigned int biggest;
|
||||
if (new_size.x >= new_size.y)
|
||||
biggest = new_size.x;
|
||||
else
|
||||
biggest = new_size.y;
|
||||
|
||||
auto cc = GetClearColor();
|
||||
glClearColor(cc.RedChannelNormalized(), cc.GreenChannelNormalized(), cc.BlueChannelNormalized(), cc.AlphaChannelNormalized());
|
||||
glViewport(0,0, size.x, size.y);
|
||||
|
||||
texture = new Texture(Vector2((float) biggest, (float) biggest));
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->GetGLTextureHandle(), 0);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
|
||||
glClearColor(old_clear_color[0], old_clear_color[1], old_clear_color[2], old_clear_color[3]);
|
||||
glViewport(old_viewport[0], old_viewport[1], old_viewport[2], old_viewport[3]);
|
||||
size = new_size;
|
||||
|
||||
//Disable & Re-enable MSAA so the msaa buffer is remade with the correct dimensions.
|
||||
if (MSAAEnabled()) {
|
||||
MSAA_SAMPLE_RATE current_sample_rate = msaa_sample_rate;
|
||||
SetMSAAEnabled(MSAA_SAMPLE_RATE::MSAA_NONE);
|
||||
SetMSAAEnabled(current_sample_rate);
|
||||
}
|
||||
}
|
||||
|
||||
JGL::RenderTarget::~RenderTarget() {
|
||||
Erase();
|
||||
if (texture_created_by_us)
|
||||
delete texture;
|
||||
}
|
||||
|
||||
bool JGL::RenderTarget::TextureCreatedByRenderTarget() const {
|
||||
return texture_created_by_us;
|
||||
}
|
||||
|
||||
JGL::MSAA_SAMPLE_RATE JGL::RenderTarget::GetMSAASampleRate() const {
|
||||
return msaa_sample_rate;
|
||||
}
|
||||
|
||||
bool JGL::RenderTarget::MSAAEnabled() const {
|
||||
return msaa_sample_rate != MSAA_SAMPLE_RATE::MSAA_NONE;
|
||||
}
|
||||
|
||||
void JGL::RenderTarget::SetMSAAEnabled(JGL::MSAA_SAMPLE_RATE sample_rate) {
|
||||
// If we'd be setting the same sample_rate we already have.
|
||||
if (sample_rate == msaa_sample_rate)
|
||||
return;
|
||||
|
||||
// If we'd be rendering onto a texture and not a plain render target we don't want this.
|
||||
if (!TextureCreatedByRenderTarget())
|
||||
return;
|
||||
|
||||
// Remove it if they request no msaa or if what they requested is different than what they already have.
|
||||
if (sample_rate == MSAA_SAMPLE_RATE::MSAA_NONE || msaa_sample_rate != MSAA_SAMPLE_RATE::MSAA_NONE) {
|
||||
if(using_depth)
|
||||
glDeleteRenderbuffers(1, &msaa_depth_buffer);
|
||||
glDeleteRenderbuffers(1, &msaa_render_buffer);
|
||||
glDeleteFramebuffers(1, &msaa_framebuffer_object);
|
||||
|
||||
msaa_framebuffer_object = 0;
|
||||
msaa_depth_buffer = 0;
|
||||
msaa_render_buffer = 0;
|
||||
msaa_sample_rate = MSAA_SAMPLE_RATE::MSAA_NONE;
|
||||
|
||||
// Only return here if they specifically requested no MSAA. else continue to change mode.
|
||||
if (sample_rate == MSAA_SAMPLE_RATE::MSAA_NONE)
|
||||
return;
|
||||
}
|
||||
|
||||
GLuint current_fbo = GetActiveGLFramebufferHandle();
|
||||
glGenFramebuffers(1, &msaa_framebuffer_object);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, msaa_framebuffer_object);
|
||||
|
||||
GLint current_renderbuffer = 0;
|
||||
glGetIntegerv(GL_RENDERBUFFER_BINDING, ¤t_renderbuffer);
|
||||
glGenRenderbuffers(1, &msaa_render_buffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, msaa_render_buffer);
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, JGL::to_int(sample_rate), GL_RGBA, size.x, size.y);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, msaa_render_buffer);
|
||||
|
||||
if (using_depth) {
|
||||
glGenRenderbuffers(1, &msaa_depth_buffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, msaa_depth_buffer);
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, JGL::to_int(sample_rate), GL_DEPTH_COMPONENT, size.x, size.y);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, msaa_depth_buffer);
|
||||
}
|
||||
|
||||
bool failure = false;
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
failure = true,
|
||||
Logger::Fatal("A new MSAA " + std::to_string(to_int(sample_rate)) + "x framebuffer couldn't be allocated.");
|
||||
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, current_renderbuffer);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
|
||||
msaa_sample_rate = sample_rate;
|
||||
|
||||
if (failure)
|
||||
SetMSAAEnabled(MSAA_SAMPLE_RATE::MSAA_NONE);
|
||||
}
|
||||
|
||||
void JGL::RenderTarget::Blit() const {
|
||||
if (MSAAEnabled() && TextureCreatedByRenderTarget()) {
|
||||
|
||||
// Save the GL state.
|
||||
GLuint current_fbo = GetActiveGLFramebufferHandle();
|
||||
GLint current_draw_fbo = 0;
|
||||
GLint current_read_fbo = 0;
|
||||
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, ¤t_read_fbo);
|
||||
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, ¤t_draw_fbo);
|
||||
|
||||
// Draw the contents of one into the other.
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, msaa_framebuffer_object);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer_object);
|
||||
glBlitFramebuffer(0, 0, size.x, size.y, 0, 0, size.x, size.y, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
|
||||
// Put the GL state back.
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, current_read_fbo);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, current_draw_fbo);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
|
||||
}
|
||||
|
||||
// Fixes using render targets on a texture that has mipmaps.
|
||||
if (GetJGLTexture()->GetFilteringMode() == TextureFilteringMode::MIPMAP_NEAREST
|
||||
|| GetJGLTexture()->GetFilteringMode() == TextureFilteringMode::MIPMAP_BILINEAR ||
|
||||
GetJGLTexture()->GetFilteringMode() == TextureFilteringMode::MIPMAP_TRILINEAR) {
|
||||
GLint current_texture = 0;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, GetJGLTexture()->GetGLTextureHandle());
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, current_texture);
|
||||
}
|
||||
}
|
||||
|
@@ -1,14 +1,13 @@
|
||||
#include <JGL/types/Texture.h>
|
||||
#include <iostream>
|
||||
|
||||
using namespace ReTexture;
|
||||
using namespace ReImage;
|
||||
|
||||
namespace JGL
|
||||
{
|
||||
Texture::Texture(const std::string& file, const ReTexture::TextureFlag& flags, TextureFilteringMode filtering_mode, TextureWrappingMode wrapping_mode)
|
||||
Texture::Texture(const std::string& file, TextureFilteringMode filtering_mode, TextureWrappingMode wrapping_mode, const TextureFlag& flags)
|
||||
{
|
||||
auto *t = new ReTexture::SoftwareTexture(file, flags);
|
||||
|
||||
auto* t = new ReImage::Image(file, flags);
|
||||
GLuint previous_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*) &previous_texture);
|
||||
|
||||
@@ -16,21 +15,6 @@ namespace JGL
|
||||
texture_flags = flags;
|
||||
|
||||
delete t;
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, previous_texture);
|
||||
}
|
||||
|
||||
Texture::Texture(const std::string& file, TextureFilteringMode filtering_mode, TextureWrappingMode wrapping_mode) {
|
||||
GLuint previous_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*) &previous_texture);
|
||||
|
||||
auto* t = new SoftwareTexture(file);
|
||||
|
||||
load(t, {(float) t->getWidth(), (float) t->getHeight()}, t->getTextureFormat(), filtering_mode, wrapping_mode);
|
||||
texture_flags = TextureFlag::NONE;
|
||||
|
||||
delete t;
|
||||
glBindTexture(GL_TEXTURE_2D, previous_texture);
|
||||
}
|
||||
|
||||
Texture::Texture(const Vector2& size) {
|
||||
@@ -57,68 +41,52 @@ namespace JGL
|
||||
glBindTexture(GL_TEXTURE_2D, previous_texture);
|
||||
}
|
||||
|
||||
void Texture::load(SoftwareTexture* software_texture, const Vector2& size, const TextureFormat& format,
|
||||
void Texture::load(Image* software_texture, const Vector2& size, const TextureFormat& format,
|
||||
TextureFilteringMode filtering_mode, TextureWrappingMode wrapping_mode) {
|
||||
|
||||
GLuint previous_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*) &previous_texture);
|
||||
|
||||
glGenTextures(1, &texture_handle);
|
||||
glBindTexture(GL_TEXTURE_2D, texture_handle);
|
||||
|
||||
if (format == TextureFormat::RGBA)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (int) size.x, (int) size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE,
|
||||
software_texture->pixelData.data());
|
||||
software_texture->pixel_data.data());
|
||||
|
||||
else if (format == TextureFormat::RGB)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, (int) size.x, (int) size.y, 0, GL_RGB, GL_UNSIGNED_BYTE,
|
||||
software_texture->pixelData.data());
|
||||
software_texture->pixel_data.data());
|
||||
|
||||
if (wrapping_mode == TextureWrappingMode::CLAMP_TO_EDGE)
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE),
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
else if (wrapping_mode == TextureWrappingMode::REPEAT)
|
||||
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_WRAP_T, GL_REPEAT);
|
||||
|
||||
else if (wrapping_mode == TextureWrappingMode::MIRRORED_REPEAT)
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT),
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
|
||||
|
||||
else if (wrapping_mode == TextureWrappingMode::CLAMP_TO_BORDER)
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER),
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
if (filtering_mode == TextureFilteringMode::NEAREST)
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST),
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
else if (filtering_mode == TextureFilteringMode::BILINEAR)
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR),
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
else if (filtering_mode == TextureFilteringMode::MIPMAP_NEAREST ||
|
||||
filtering_mode == TextureFilteringMode::MIPMAP_BILINEAR ||
|
||||
filtering_mode == TextureFilteringMode::MIPMAP_TRILINEAR) {
|
||||
//3 mipmap levels.
|
||||
auto *m1 = new SoftwareTexture(software_texture->downscale(2));
|
||||
auto *m2 = new SoftwareTexture(software_texture->downscale(4));
|
||||
auto *m3 = new SoftwareTexture(software_texture->downscale(8));
|
||||
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 3);
|
||||
|
||||
if (format == TextureFormat::RGBA) {
|
||||
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, m1->getWidth(), m1->getHeight(), 0, GL_RGBA,
|
||||
GL_UNSIGNED_BYTE, m1->pixelData.data());
|
||||
glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, m2->getWidth(), m2->getHeight(), 0, GL_RGBA,
|
||||
GL_UNSIGNED_BYTE, m2->pixelData.data());
|
||||
glTexImage2D(GL_TEXTURE_2D, 3, GL_RGBA, m3->getWidth(), m3->getHeight(), 0, GL_RGBA,
|
||||
GL_UNSIGNED_BYTE, m3->pixelData.data());
|
||||
} else if (format == TextureFormat::RGB) {
|
||||
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGB, m1->getWidth(), m1->getHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE,
|
||||
m1->pixelData.data());
|
||||
glTexImage2D(GL_TEXTURE_2D, 2, GL_RGB, m2->getWidth(), m2->getHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE,
|
||||
m2->pixelData.data());
|
||||
glTexImage2D(GL_TEXTURE_2D, 3, GL_RGB, m3->getWidth(), m3->getHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE,
|
||||
m3->pixelData.data());
|
||||
}
|
||||
|
||||
if (filtering_mode == TextureFilteringMode::MIPMAP_NEAREST)
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST),
|
||||
@@ -131,55 +99,57 @@ namespace JGL
|
||||
else if (filtering_mode == TextureFilteringMode::MIPMAP_TRILINEAR)
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR),
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
delete m1;
|
||||
delete m2;
|
||||
delete m3;
|
||||
}
|
||||
texture_size = size;
|
||||
texture_format = format;
|
||||
texture_filtering_mode = filtering_mode;
|
||||
glBindTexture(GL_TEXTURE_2D, previous_texture);
|
||||
}
|
||||
|
||||
std::vector<Color4> JGL::Texture::GetPixelData() const {
|
||||
std::vector<Color4> result((size_t) (texture_size.x * texture_size.y));
|
||||
glBindTexture(GL_TEXTURE_2D, texture_handle);
|
||||
GLint current_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
|
||||
|
||||
if (texture_format == TextureFormat::RGBA) {
|
||||
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, result.data());
|
||||
return result;
|
||||
}
|
||||
std::vector<Color4> result((size_t) (texture_size.x * texture_size.y));
|
||||
glBindTexture(GL_TEXTURE_2D, texture_handle);
|
||||
|
||||
//if RGB
|
||||
std::vector<Color3> color3((size_t) (texture_size.x * texture_size.y));
|
||||
|
||||
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, color3.data());
|
||||
|
||||
for (const auto &c: color3)
|
||||
result.emplace_back(c);
|
||||
if (texture_format == TextureFormat::RGBA) {
|
||||
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, result.data());
|
||||
glBindTexture(GL_TEXTURE_2D, current_texture);
|
||||
return result;
|
||||
}
|
||||
|
||||
void Texture::Erase() {
|
||||
if (texture_handle != 0)
|
||||
glDeleteTextures(1, &texture_handle);
|
||||
}
|
||||
//if RGB
|
||||
std::vector<Color3> color3((size_t) (texture_size.x * texture_size.y));
|
||||
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, color3.data());
|
||||
for (const auto &c: color3)
|
||||
result.emplace_back(c);
|
||||
|
||||
GLuint Texture::GetGLTextureHandle() const {
|
||||
return texture_handle;
|
||||
}
|
||||
glBindTexture(GL_TEXTURE_2D, current_texture);
|
||||
return result;
|
||||
}
|
||||
|
||||
Vector2 Texture::GetDimensions() const {
|
||||
return texture_size;
|
||||
}
|
||||
void Texture::Erase() {
|
||||
if (texture_handle != 0)
|
||||
glDeleteTextures(1, &texture_handle);
|
||||
texture_handle = 0;
|
||||
}
|
||||
|
||||
TextureFlag Texture::GetFlags() const {
|
||||
return texture_flags;
|
||||
}
|
||||
GLuint Texture::GetGLTextureHandle() const {
|
||||
return texture_handle;
|
||||
}
|
||||
|
||||
TextureFormat Texture::GetFormat() const {
|
||||
return texture_format;
|
||||
}
|
||||
Vector2 Texture::GetDimensions() const {
|
||||
return texture_size;
|
||||
}
|
||||
|
||||
TextureFlag Texture::GetFlags() const {
|
||||
return texture_flags;
|
||||
}
|
||||
|
||||
TextureFormat Texture::GetFormat() const {
|
||||
return texture_format;
|
||||
}
|
||||
|
||||
TextureFilteringMode Texture::GetFilteringMode() const {
|
||||
return texture_filtering_mode;
|
||||
@@ -192,4 +162,24 @@ namespace JGL
|
||||
TextureWrappingMode Texture::GetWrappingMode() const {
|
||||
return texture_wrapping_mode;
|
||||
}
|
||||
|
||||
Texture::Texture(Image* software_texture, const Vector2& size, const TextureFormat& format,
|
||||
TextureFilteringMode filtering_mode, TextureWrappingMode wrapping_mode) {
|
||||
load(software_texture, size, format, filtering_mode, wrapping_mode);
|
||||
}
|
||||
|
||||
Texture::~Texture() {
|
||||
Erase();
|
||||
}
|
||||
|
||||
Texture::Texture(const Texture& rhs) {
|
||||
auto pixels = rhs.GetPixelData();
|
||||
auto image = Image(pixels.data(), pixels.size(), rhs.GetDimensions().x, rhs.GetDimensions().y);
|
||||
this->load(&image, rhs.GetDimensions(), rhs.texture_format, rhs.texture_filtering_mode, rhs.texture_wrapping_mode);
|
||||
this->texture_flags = rhs.texture_flags;
|
||||
}
|
||||
|
||||
void Texture::SetFlags(const TextureFlag &flags) {
|
||||
this->texture_flags = flags;
|
||||
}
|
||||
}
|
@@ -1,52 +1,34 @@
|
||||
#include <JGL/types/VRamList.h>
|
||||
#include <jlog/Logger.hpp>
|
||||
#include <JGL/logger/logger.h>
|
||||
#include <cstring>
|
||||
|
||||
void JGL::VRamList::load(const GLfloat* data, const long& s) {
|
||||
void JGL::VRamList::load(const GLfloat* data, const long& size) {
|
||||
GLint current_array_buffer = 0;
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, ¤t_array_buffer);
|
||||
glGenBuffers(1, &list_handle);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, list_handle);
|
||||
glBufferData(GL_ARRAY_BUFFER, s, data, GL_STATIC_DRAW);
|
||||
glBufferData(GL_ARRAY_BUFFER, size, data, GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, current_array_buffer);
|
||||
element_array_buffer = false;
|
||||
size = s / sizeof(GLfloat);
|
||||
num_elements = size / sizeof(GLfloat);
|
||||
}
|
||||
|
||||
void JGL::VRamList::load(const GLuint* data, const long& s) {
|
||||
void JGL::VRamList::load(const GLuint* data, const long& size) {
|
||||
GLint current_element_array_buffer = 0;
|
||||
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, ¤t_element_array_buffer);
|
||||
glGenBuffers(1, &list_handle);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, list_handle);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, s, data, GL_STATIC_DRAW);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, data, GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, current_element_array_buffer);
|
||||
element_array_buffer = true;
|
||||
size = s / sizeof(GLuint);
|
||||
}
|
||||
|
||||
JGL::VRamList::VRamList(const GLfloat* data, const long& size) {
|
||||
load(data, (long) sizeof(GLfloat) * size);
|
||||
}
|
||||
|
||||
JGL::VRamList::VRamList(const GLuint* data, const long& size) {
|
||||
load(data, (long) sizeof(GLuint) * size);
|
||||
}
|
||||
|
||||
JGL::VRamList::VRamList(Vector2* data, const long& size) {
|
||||
load(reinterpret_cast<GLfloat*>(data), (long) sizeof(Vector2) * size);
|
||||
}
|
||||
|
||||
JGL::VRamList::VRamList(Vector3* data, const long& size) {
|
||||
load(reinterpret_cast<GLfloat*>(data), (long) sizeof(Vector3) * size);
|
||||
}
|
||||
|
||||
JGL::VRamList::VRamList(Vector4* data, const long& size) {
|
||||
load(reinterpret_cast<GLfloat*>(data), (long) sizeof(Vector4) * size);
|
||||
num_elements = size / sizeof(GLuint);
|
||||
}
|
||||
|
||||
void JGL::VRamList::Erase() {
|
||||
if (list_handle == 0)
|
||||
jlog::Warning("Erasing an uninitialized array buffer?");
|
||||
if (list_handle == 0) {
|
||||
JGL::Logger::Warning("Erasing an uninitialized VRamList?");
|
||||
return;
|
||||
}
|
||||
|
||||
GLint current_element_array_buffer = 0;
|
||||
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, ¤t_element_array_buffer);
|
||||
@@ -54,47 +36,44 @@ void JGL::VRamList::Erase() {
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, ¤t_array_buffer);
|
||||
|
||||
if (element_array_buffer && current_element_array_buffer == list_handle)
|
||||
jlog::Warning("Erasing an element array buffer while it's in use?");
|
||||
JGL::Logger::Warning("Erasing an element array buffer while it's in use?");
|
||||
|
||||
else if (!element_array_buffer && current_array_buffer == list_handle)
|
||||
jlog::Warning("Erasing an array buffer while it's in use?");
|
||||
JGL::Logger::Warning("Erasing an array buffer while it's in use?");
|
||||
|
||||
glDeleteBuffers(1, &list_handle);
|
||||
list_handle = 0;
|
||||
}
|
||||
|
||||
GLuint JGL::VRamList::GetHandle() const {
|
||||
return list_handle;
|
||||
}
|
||||
|
||||
bool JGL::VRamList::IsIntegerArray() const {
|
||||
return element_array_buffer;
|
||||
}
|
||||
|
||||
bool JGL::VRamList::IsFloatArray() const {
|
||||
return !element_array_buffer;
|
||||
}
|
||||
|
||||
long JGL::VRamList::GetSize() const {
|
||||
return size;
|
||||
long JGL::VRamList::GetLength() const {
|
||||
return num_elements;
|
||||
}
|
||||
|
||||
long JGL::VRamList::GetDataSize() const {
|
||||
size_t JGL::VRamList::GetSize() const {
|
||||
if (element_array_buffer)
|
||||
return (long) sizeof(GLuint) * size;
|
||||
return (long) sizeof(GLfloat) * size;
|
||||
return sizeof(GLuint) * num_elements;
|
||||
return sizeof(GLfloat) * num_elements;
|
||||
}
|
||||
|
||||
void JGL::VRamList::SetData(void* data, const long& size) {
|
||||
bool should_resize = (this->size != size);
|
||||
void JGL::VRamList::SetData(void* data, const long& length) {
|
||||
bool should_resize = (this->num_elements != length);
|
||||
|
||||
if (should_resize) {
|
||||
glDeleteBuffers(1, &list_handle);
|
||||
list_handle = 0;
|
||||
|
||||
if (!element_array_buffer)
|
||||
load((GLfloat*) data, sizeof(GLfloat) * size);
|
||||
load((GLfloat*) data, sizeof(GLfloat) * length);
|
||||
else
|
||||
load((GLuint*) data, sizeof(GLuint) * size);
|
||||
load((GLuint*) data, sizeof(GLuint) * length);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -108,13 +87,184 @@ void JGL::VRamList::SetData(void* data, const long& size) {
|
||||
glGetIntegerv(buffer_binding, ¤t_buffer);
|
||||
glBindBuffer(buffer_type, list_handle);
|
||||
|
||||
void* buffer_data = glMapBuffer(buffer_type, GL_WRITE_ONLY);
|
||||
if (buffer_data == nullptr)
|
||||
jlog::Fatal("Mapping in a VBO that doesn't exist?");
|
||||
void* vram = glMapBuffer(buffer_type, GL_WRITE_ONLY);
|
||||
if (!vram)
|
||||
JGL::Logger::Fatal("Mapping in a VBO that doesn't exist?");
|
||||
|
||||
memcpy(buffer_data, data, (element_array_buffer ? sizeof(GLuint) : sizeof(GLfloat)) * size);
|
||||
memcpy(vram, data, (element_array_buffer ? sizeof(GLuint) : sizeof(GLfloat)) * length);
|
||||
|
||||
if (!glUnmapBuffer(buffer_type))
|
||||
jlog::Fatal("We couldn't unmap the buffer?");
|
||||
JGL::Logger::Fatal("We couldn't unmap the buffer?");
|
||||
|
||||
glBindBuffer(buffer_type, current_buffer);
|
||||
}
|
||||
|
||||
void JGL::VRamList::UpdateData(void* data, const long& offset, const long& length) {
|
||||
|
||||
if (offset + length > num_elements) {
|
||||
JGL::Logger::Warning("Using UpdateData to out-of-bounds write the VRamList? I'll resize it for you, But this is slow.");
|
||||
unsigned long oob_delta = (offset + length) - num_elements;
|
||||
|
||||
if (element_array_buffer) {
|
||||
auto list_data = GetDataUI();
|
||||
list_data.resize(list_data.size() + oob_delta);
|
||||
memcpy(list_data.data() + (offset * sizeof(GLuint)), data, length * sizeof(GLuint));
|
||||
SetData(list_data.data(), list_data.size());
|
||||
}
|
||||
else {
|
||||
auto list_data = GetDataF();
|
||||
list_data.resize(list_data.size() + oob_delta);
|
||||
memcpy(list_data.data() + (offset * sizeof(GLfloat)), data, length * sizeof(GLfloat));
|
||||
SetData(list_data.data(), list_data.size());
|
||||
}
|
||||
}
|
||||
|
||||
GLint current_buffer = 0;
|
||||
GLenum buffer_type = GL_ARRAY_BUFFER;
|
||||
GLenum buffer_binding = GL_ARRAY_BUFFER_BINDING;
|
||||
|
||||
if (element_array_buffer)
|
||||
buffer_type = GL_ELEMENT_ARRAY_BUFFER,
|
||||
buffer_binding = GL_ELEMENT_ARRAY_BUFFER_BINDING;
|
||||
|
||||
glGetIntegerv(buffer_binding, ¤t_buffer);
|
||||
glBindBuffer(buffer_type, list_handle);
|
||||
|
||||
void* vram = glMapBuffer(buffer_type, GL_WRITE_ONLY);
|
||||
if (!vram)
|
||||
JGL::Logger::Fatal("Mapping in a VBO that doesn't exist?");
|
||||
|
||||
size_t element_size = element_array_buffer ? sizeof(GLuint) : sizeof(GLfloat);
|
||||
memcpy(reinterpret_cast<void*>(reinterpret_cast<uintptr_t>(vram) + (offset * element_size)), data, length * element_size);
|
||||
|
||||
if (!glUnmapBuffer(buffer_type))
|
||||
JGL::Logger::Fatal("We couldn't unmap the buffer?");
|
||||
|
||||
glBindBuffer(buffer_type, current_buffer);
|
||||
}
|
||||
|
||||
std::vector<GLfloat> JGL::VRamList::GetDataF() const {
|
||||
if (element_array_buffer)
|
||||
JGL::Logger::Warning("Getting data as GLfloat but the buffer data is GLuint?");
|
||||
|
||||
GLint current_buffer = 0;
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, ¤t_buffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, list_handle);
|
||||
|
||||
std::vector<GLfloat> data(num_elements);
|
||||
void* vram = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);
|
||||
if (vram == nullptr)
|
||||
JGL::Logger::Fatal("Mapping in a VBO that doesn't exist?");
|
||||
|
||||
memcpy(data.data(), vram, num_elements * sizeof(GLfloat));
|
||||
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, current_buffer);
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
std::vector<GLuint> JGL::VRamList::GetDataUI() const {
|
||||
if (!element_array_buffer)
|
||||
JGL::Logger::Warning("Getting data as GLuint but the buffer data is GLfloat?");
|
||||
|
||||
GLint current_buffer = 0;
|
||||
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, ¤t_buffer);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, list_handle);
|
||||
std::vector<GLuint> data(num_elements);
|
||||
|
||||
void* vram = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_READ_ONLY);
|
||||
if (vram == nullptr)
|
||||
JGL::Logger::Fatal("Mapping in a VBO that doesn't exist?");
|
||||
|
||||
memcpy(data.data(), vram, num_elements * sizeof(GLuint));
|
||||
|
||||
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, current_buffer);
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
JGL::VRamList::VRamList(const GLfloat* data, const long& length) {
|
||||
load(data, (long) sizeof(GLfloat) * length);
|
||||
}
|
||||
|
||||
JGL::VRamList::VRamList(const GLuint* data, const long& length) {
|
||||
load(data, (long) sizeof(GLuint) * length);
|
||||
}
|
||||
|
||||
JGL::VRamList::VRamList(Vector2* data, const long& length) {
|
||||
load(reinterpret_cast<GLfloat*>(data), (long) sizeof(Vector2) * length);
|
||||
}
|
||||
|
||||
JGL::VRamList::VRamList(Vector3* data, const long& length) {
|
||||
load(reinterpret_cast<GLfloat*>(data), (long) sizeof(Vector3) * length);
|
||||
}
|
||||
|
||||
JGL::VRamList::VRamList(Vector4* data, const long& length) {
|
||||
load(reinterpret_cast<GLfloat*>(data), (long) sizeof(Vector4) * length);
|
||||
}
|
||||
|
||||
void JGL::VRamList::SetData(const GLfloat* data, const long& length) {
|
||||
SetData((void*) data, length);
|
||||
}
|
||||
|
||||
void JGL::VRamList::SetData(const Vector2* data, const long& length) {
|
||||
SetData((void*) data, length * 2);
|
||||
}
|
||||
|
||||
void JGL::VRamList::SetData(const Vector3* data, const long& length) {
|
||||
SetData((void*) data, length * 3);
|
||||
}
|
||||
|
||||
void JGL::VRamList::SetData(const Vector4* data, const long& length) {
|
||||
SetData((void*) data, length * 4);
|
||||
}
|
||||
|
||||
void JGL::VRamList::SetData(const GLuint* data, const long& length) {
|
||||
SetData((void*) data, length);
|
||||
}
|
||||
|
||||
void JGL::VRamList::SetData(const Vector2i* data, const long& length) {
|
||||
SetData((void*) data, length * 2);
|
||||
}
|
||||
|
||||
void JGL::VRamList::UpdateData(const GLfloat* data, const long& offset, const long& length) {
|
||||
UpdateData((void*) data, offset, length);
|
||||
}
|
||||
|
||||
void JGL::VRamList::UpdateData(const Vector2* data, const long& offset, const long& length) {
|
||||
UpdateData((void*) data, offset, length * 2);
|
||||
}
|
||||
|
||||
void JGL::VRamList::UpdateData(const Vector3* data, const long& offset, const long& length) {
|
||||
UpdateData((void*) data, offset, length * 3);
|
||||
}
|
||||
|
||||
void JGL::VRamList::UpdateData(const Vector4* data, const long& offset, const long& length) {
|
||||
UpdateData((void*) data, offset, length * 4);
|
||||
}
|
||||
|
||||
void JGL::VRamList::UpdateData(const GLuint* data, const long& offset, const long& length) {
|
||||
UpdateData((void*) data, offset, length);
|
||||
}
|
||||
|
||||
void JGL::VRamList::UpdateData(const Vector2i* data, const long& offset, const long& length) {
|
||||
UpdateData((void*) data, offset, length * 2);
|
||||
}
|
||||
|
||||
JGL::VRamList::~VRamList() {
|
||||
Erase();
|
||||
}
|
||||
|
||||
JGL::VRamList::VRamList(const JGL::VRamList& rhs) {
|
||||
if (rhs.element_array_buffer) {
|
||||
auto data_array = rhs.GetDataUI();
|
||||
this->load(data_array.data(), data_array.size());
|
||||
return;
|
||||
}
|
||||
|
||||
auto data_array = rhs.GetDataF();
|
||||
this->load(data_array.data(), data_array.size());
|
||||
}
|
||||
|
Reference in New Issue
Block a user